Files
TCPlayerbotCore/src/server/game/Handlers/CharacterHandler.cpp
T
Intel da52c8d54e Core/Talents:
Fixed SMSG_TALENTS_INFO packet
Fixed talents saving to DB
Renamed 'talent spec' to 'talent group' since this name was shadowing character specializations (and new name is correct according to JAM)
Enabled loading of MinorTalent.dbc (will be used later)
Added additional specialization check in LearnTalent
2014-11-12 21:43:48 +02:00

2597 lines
96 KiB
C++

/*
* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "AccountMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "AuthenticationPackets.h"
#include "Battleground.h"
#include "BattlegroundPackets.h"
#include "BattlenetServerManager.h"
#include "CalendarMgr.h"
#include "CharacterPackets.h"
#include "Chat.h"
#include "ClientConfigPackets.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "Group.h"
#include "Guild.h"
#include "GuildFinderMgr.h"
#include "GuildMgr.h"
#include "Language.h"
#include "LFGMgr.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Pet.h"
#include "PlayerDump.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "SocialMgr.h"
#include "SystemConfig.h"
#include "SystemPackets.h"
#include "UpdateMask.h"
#include "Util.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
class LoginQueryHolder : public SQLQueryHolder
{
private:
uint32 m_accountId;
ObjectGuid m_guid;
public:
LoginQueryHolder(uint32 accountId, ObjectGuid guid)
: m_accountId(accountId), m_guid(guid) { }
ObjectGuid GetGuid() const { return m_guid; }
uint32 GetAccountId() const { return m_accountId; }
bool Initialize();
};
bool LoginQueryHolder::Initialize()
{
SetSize(MAX_PLAYER_LOGIN_QUERY);
bool res = true;
ObjectGuid::LowType lowGuid = m_guid.GetCounter();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_FROM, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GROUP, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INSTANCE);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AURAS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_AURAS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELL);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELLS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_REPUTATION);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_REPUTATION, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INVENTORY);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INVENTORY, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_VOID_STORAGE);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_VOID_STORAGE, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACTIONS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILCOUNT);
stmt->setUInt64(0, lowGuid);
stmt->setUInt64(1, uint64(time(NULL)));
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILDATE);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SOCIALLIST);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_HOMEBIND);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELLCOOLDOWNS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS, stmt);
if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DECLINEDNAMES);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES, stmt);
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GUILD, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ARENAINFO);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACHIEVEMENTS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_CRITERIAPROGRESS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_EQUIPMENTSETS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CUF_PROFILES);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CUF_PROFILES, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BGDATA);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BG_DATA, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GLYPHS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GLYPHS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_TALENTS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_TALENTS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ACCOUNT_DATA);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SKILLS);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SKILLS, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_RANDOMBG);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BANNED);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BANNED, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUSREW);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_INSTANCELOCKTIMES);
stmt->setUInt32(0, m_accountId);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES, stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_CURRENCY);
stmt->setUInt64(0, lowGuid);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CURRENCY, stmt);
return res;
}
void WorldSession::HandleCharEnum(PreparedQueryResult result)
{
WorldPackets::Character::CharEnumResult charEnum;
charEnum.Success = true;
charEnum.IsDeletedCharacters = false;
_legitCharacters.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
WorldPackets::Character::CharEnumResult::CharacterInfo charInfo(fields);
TC_LOG_INFO("network", "Loading char guid %s from account %u.", charInfo.Guid.ToString().c_str(), GetAccountId());
// Do not allow locked characters to login
if (!(charInfo.Flags & (CHARACTER_FLAG_LOCKED_FOR_TRANSFER | CHARACTER_FLAG_LOCKED_BY_BILLING)))
_legitCharacters.insert(charInfo.Guid);
if (!sWorld->HasCharacterInfo(charInfo.Guid)) // This can happen if characters are inserted into the database manually. Core hasn't loaded name data yet.
sWorld->AddCharacterInfo(charInfo.Guid, charInfo.Name, charInfo.Sex, charInfo.Race, charInfo.Class, charInfo.Level, false);
charEnum.Characters.emplace_back(charInfo);
}
while (result->NextRow());
}
SendPacket(charEnum.Write());
}
void WorldSession::HandleCharEnumOpcode(WorldPacket& /*recvData*/)
{
// remove expired bans
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_BANS);
CharacterDatabase.Execute(stmt);
/// get all the data necessary for loading all characters (along with their pets) on the account
if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM_DECLINED_NAME);
else
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM);
stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
stmt->setUInt32(1, GetAccountId());
_charEnumCallback.SetParam(false);
_charEnumCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharUndeleteEnum(PreparedQueryResult result)
{
WorldPackets::Character::CharEnumResult charEnum;
charEnum.Success = true;
charEnum.IsDeletedCharacters = true;
if (result)
{
do
{
Field* fields = result->Fetch();
WorldPackets::Character::CharEnumResult::CharacterInfo charInfo(fields);
TC_LOG_INFO("network", "Loading undeleted char guid %s from account %u.", charInfo.Guid.ToString().c_str(), GetAccountId());
if (!sWorld->HasCharacterInfo(charInfo.Guid)) // This can happen if characters are inserted into the database manually. Core hasn't loaded name data yet.
sWorld->AddCharacterInfo(charInfo.Guid, charInfo.Name, charInfo.Sex, charInfo.Race, charInfo.Class, charInfo.Level, true);
charEnum.Characters.emplace_back(charInfo);
}
while (result->NextRow());
}
SendPacket(charEnum.Write());
}
void WorldSession::HandleCharUndeleteEnumOpcode(WorldPacket& /*recvData*/)
{
/// get all the data necessary for loading all undeleted characters (along with their pets) on the account
PreparedStatement* stmt = nullptr;
if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_UNDELETE_ENUM_DECLINED_NAME);
else
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_UNDELETE_ENUM);
stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
stmt->setUInt32(1, GetAccountId());
_charEnumCallback.SetParam(true);
_charEnumCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharCreateOpcode(WorldPackets::Character::CharacterCreate& charCreate)
{
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_TEAMMASK))
{
if (uint32 mask = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED))
{
bool disabled = false;
switch (Player::TeamForRace(charCreate.CreateInfo->Race))
{
case ALLIANCE:
disabled = (mask & (1 << 0)) != 0;
break;
case HORDE:
disabled = (mask & (1 << 1)) != 0;
break;
}
if (disabled)
{
SendCharCreate(CHAR_CREATE_DISABLED);
return;
}
}
}
ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(charCreate.CreateInfo->Class);
if (!classEntry)
{
TC_LOG_ERROR("network", "Class (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", charCreate.CreateInfo->Class, GetAccountId());
SendCharCreate(CHAR_CREATE_FAILED);
return;
}
ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(charCreate.CreateInfo->Race);
if (!raceEntry)
{
TC_LOG_ERROR("network", "Race (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", charCreate.CreateInfo->Race, GetAccountId());
SendCharCreate(CHAR_CREATE_FAILED);
return;
}
// prevent character creating Expansion race without Expansion account
uint8 raceExpansionRequirement = sObjectMgr->GetRaceExpansionRequirement(charCreate.CreateInfo->Race);
if (raceExpansionRequirement > Expansion())
{
TC_LOG_ERROR("network", "Expansion %u account:[%d] tried to Create character with expansion %u race (%u)", Expansion(), GetAccountId(), raceExpansionRequirement, charCreate.CreateInfo->Race);
SendCharCreate(CHAR_CREATE_EXPANSION);
return;
}
// prevent character creating Expansion class without Expansion account
uint8 classExpansionRequirement = sObjectMgr->GetClassExpansionRequirement(charCreate.CreateInfo->Class);
if (classExpansionRequirement > Expansion())
{
TC_LOG_ERROR("network", "Expansion %u account:[%d] tried to Create character with expansion %u class (%u)", Expansion(), GetAccountId(), classExpansionRequirement, charCreate.CreateInfo->Class);
SendCharCreate(CHAR_CREATE_EXPANSION_CLASS);
return;
}
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RACEMASK))
{
uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK);
if ((1 << (charCreate.CreateInfo->Race - 1)) & raceMaskDisabled)
{
SendCharCreate(CHAR_CREATE_DISABLED);
return;
}
}
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_CLASSMASK))
{
uint32 classMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_CLASSMASK);
if ((1 << (charCreate.CreateInfo->Class - 1)) & classMaskDisabled)
{
SendCharCreate(CHAR_CREATE_DISABLED);
return;
}
}
// prevent character creating with invalid name
if (!normalizePlayerName(charCreate.CreateInfo->Name))
{
TC_LOG_ERROR("network", "Account:[%d] but tried to Create character with empty [name] ", GetAccountId());
SendCharCreate(CHAR_NAME_NO_NAME);
return;
}
// check name limitations
ResponseCodes res = ObjectMgr::CheckPlayerName(charCreate.CreateInfo->Name, true);
if (res != CHAR_NAME_SUCCESS)
{
SendCharCreate(res);
return;
}
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(charCreate.CreateInfo->Name))
{
SendCharCreate(CHAR_NAME_RESERVED);
return;
}
if (charCreate.CreateInfo->Class == CLASS_DEATH_KNIGHT && !HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER))
{
// speedup check for heroic class disabled case
if (!sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM))
{
SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
return;
}
// speedup check for heroic class disabled case
if (sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER) > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
SendCharCreate(CHAR_CREATE_LEVEL_REQUIREMENT);
return;
}
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
stmt->setString(0, charCreate.CreateInfo->Name);
_charCreateCallback.SetParam(charCreate.CreateInfo);
_charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, WorldPackets::Character::CharacterCreateInfo* createInfo)
{
/** This is a series of callbacks executed consecutively as a result from the database becomes available.
This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
It also prevents data synchronisation errors.
*/
switch (_charCreateCallback.GetStage())
{
case 0:
{
if (result)
{
SendCharCreate(CHAR_CREATE_NAME_IN_USE);
_charCreateCallback.Reset();
return;
}
ASSERT(_charCreateCallback.GetParam().get() == createInfo);
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_SUM_REALM_CHARACTERS);
stmt->setUInt32(0, GetAccountId());
_charCreateCallback.FreeResult();
_charCreateCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt));
_charCreateCallback.NextStage();
break;
}
case 1:
{
uint16 acctCharCount = 0;
if (result)
{
Field* fields = result->Fetch();
// SELECT SUM(x) is MYSQL_TYPE_NEWDECIMAL - needs to be read as string
const char* ch = fields[0].GetCString();
if (ch)
acctCharCount = atoi(ch);
}
if (acctCharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_ACCOUNT))
{
SendCharCreate(CHAR_CREATE_ACCOUNT_LIMIT);
_charCreateCallback.Reset();
return;
}
ASSERT(_charCreateCallback.GetParam().get() == createInfo);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_SUM_CHARS);
stmt->setUInt32(0, GetAccountId());
_charCreateCallback.FreeResult();
_charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
_charCreateCallback.NextStage();
break;
}
case 2:
{
if (result)
{
Field* fields = result->Fetch();
createInfo->CharCount = uint8(fields[0].GetUInt64()); // SQL's COUNT() returns uint64 but it will always be less than uint8.Max
if (createInfo->CharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM))
{
SendCharCreate(CHAR_CREATE_SERVER_LIMIT);
_charCreateCallback.Reset();
return;
}
}
bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || HasPermission(rbac::RBAC_PERM_TWO_SIDE_CHARACTER_CREATION);
uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
_charCreateCallback.FreeResult();
if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CREATE_INFO);
stmt->setUInt32(0, GetAccountId());
stmt->setUInt32(1, (skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT) ? 10 : 1);
_charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
_charCreateCallback.NextStage();
return;
}
_charCreateCallback.NextStage();
HandleCharCreateCallback(PreparedQueryResult(NULL), createInfo); // Will jump to case 3
break;
}
case 3:
{
bool haveSameRace = false;
uint32 heroicReqLevel = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER);
bool hasHeroicReqLevel = (heroicReqLevel == 0);
bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || HasPermission(rbac::RBAC_PERM_TWO_SIDE_CHARACTER_CREATION);
uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
bool checkHeroicReqs = createInfo->Class == CLASS_DEATH_KNIGHT && !HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER);
if (result)
{
uint32 team = Player::TeamForRace(createInfo->Race);
uint32 freeHeroicSlots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM);
Field* field = result->Fetch();
uint8 accRace = field[1].GetUInt8();
if (checkHeroicReqs)
{
uint8 accClass = field[2].GetUInt8();
if (accClass == CLASS_DEATH_KNIGHT)
{
if (freeHeroicSlots > 0)
--freeHeroicSlots;
if (freeHeroicSlots == 0)
{
SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
_charCreateCallback.Reset();
return;
}
}
if (!hasHeroicReqLevel)
{
uint8 accLevel = field[0].GetUInt8();
if (accLevel >= heroicReqLevel)
hasHeroicReqLevel = true;
}
}
// need to check team only for first character
/// @todo what to if account already has characters of both races?
if (!allowTwoSideAccounts)
{
uint32 accTeam = 0;
if (accRace > 0)
accTeam = Player::TeamForRace(accRace);
if (accTeam != team)
{
SendCharCreate(CHAR_CREATE_PVP_TEAMS_VIOLATION);
_charCreateCallback.Reset();
return;
}
}
// search same race for cinematic or same class if need
/// @todo check if cinematic already shown? (already logged in?; cinematic field)
while ((skipCinematics == 1 && !haveSameRace) || createInfo->Class == CLASS_DEATH_KNIGHT)
{
if (!result->NextRow())
break;
field = result->Fetch();
accRace = field[1].GetUInt8();
if (!haveSameRace)
haveSameRace = createInfo->Race == accRace;
if (checkHeroicReqs)
{
uint8 acc_class = field[2].GetUInt8();
if (acc_class == CLASS_DEATH_KNIGHT)
{
if (freeHeroicSlots > 0)
--freeHeroicSlots;
if (freeHeroicSlots == 0)
{
SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
_charCreateCallback.Reset();
return;
}
}
if (!hasHeroicReqLevel)
{
uint8 acc_level = field[0].GetUInt8();
if (acc_level >= heroicReqLevel)
hasHeroicReqLevel = true;
}
}
}
}
if (checkHeroicReqs && !hasHeroicReqLevel)
{
SendCharCreate(CHAR_CREATE_LEVEL_REQUIREMENT);
_charCreateCallback.Reset();
return;
}
Player newChar(this);
newChar.GetMotionMaster()->Initialize();
if (!newChar.Create(sObjectMgr->GetGenerator<HighGuid::Player>()->Generate(), createInfo))
{
// Player not create (race/class/etc problem?)
newChar.CleanupsBeforeDelete();
SendCharCreate(CHAR_CREATE_ERROR);
_charCreateCallback.Reset();
return;
}
if ((haveSameRace && skipCinematics == 1) || skipCinematics == 2)
newChar.setCinematic(1); // not show intro
newChar.SetAtLoginFlag(AT_LOGIN_FIRST); // First login
// Player created, save it now
newChar.SaveToDB(true);
createInfo->CharCount += 1;
SQLTransaction trans = LoginDatabase.BeginTransaction();
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_DEL_REALM_CHARACTERS_BY_REALM);
stmt->setUInt32(0, GetAccountId());
stmt->setUInt32(1, realmHandle.Index);
trans->Append(stmt);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_REALM_CHARACTERS);
stmt->setUInt32(0, createInfo->CharCount);
stmt->setUInt32(1, GetAccountId());
stmt->setUInt32(2, realmHandle.Index);
trans->Append(stmt);
LoginDatabase.CommitTransaction(trans);
SendCharCreate(CHAR_CREATE_SUCCESS);
TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s) Create Character: %s %s", GetAccountId(), GetRemoteAddress().c_str(), createInfo->Name.c_str(), newChar.GetGUID().ToString().c_str());
sScriptMgr->OnPlayerCreate(&newChar);
sWorld->AddCharacterInfo(newChar.GetGUID(), newChar.GetName(), newChar.getGender(), newChar.getRace(), newChar.getClass(), newChar.getLevel(), false);
newChar.CleanupsBeforeDelete();
_charCreateCallback.Reset();
break;
}
}
}
void WorldSession::HandleCharDeleteOpcode(WorldPackets::Character::CharacterDelete& charDelete)
{
// Initiating
uint32 initAccountId = GetAccountId();
// can't delete loaded character
if (ObjectAccessor::FindPlayer(charDelete.Guid))
{
sScriptMgr->OnPlayerFailedDelete(charDelete.Guid, initAccountId);
return;
}
// is guild leader
if (sGuildMgr->GetGuildByLeader(charDelete.Guid))
{
sScriptMgr->OnPlayerFailedDelete(charDelete.Guid, initAccountId);
SendCharDelete(CHAR_DELETE_FAILED_GUILD_LEADER);
return;
}
// is arena team captain
if (sArenaTeamMgr->GetArenaTeamByCaptain(charDelete.Guid))
{
sScriptMgr->OnPlayerFailedDelete(charDelete.Guid, initAccountId);
SendCharDelete(CHAR_DELETE_FAILED_ARENA_CAPTAIN);
return;
}
uint32 accountId = 0;
uint8 level = 0;
std::string name;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DATA_BY_GUID);
stmt->setUInt64(0, charDelete.Guid.GetCounter());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
Field* fields = result->Fetch();
accountId = fields[0].GetUInt32();
name = fields[1].GetString();
level = fields[2].GetUInt8();
}
// prevent deleting other players' characters using cheating tools
if (accountId != initAccountId)
{
sScriptMgr->OnPlayerFailedDelete(charDelete.Guid, initAccountId);
return;
}
TC_LOG_INFO("entities.player.character", "Account: %u, IP: %s deleted character: %s, %s, Level: %u", accountId, GetRemoteAddress().c_str(), name.c_str(), charDelete.Guid.ToString().c_str(), level);
// To prevent hook failure, place hook before removing reference from DB
sScriptMgr->OnPlayerDelete(charDelete.Guid, initAccountId); // To prevent race conditioning, but as it also makes sense, we hand the accountId over for successful delete.
// Shouldn't interfere with character deletion though
if (sLog->ShouldLog("entities.player.dump", LOG_LEVEL_INFO)) // optimize GetPlayerDump call
{
std::string dump;
if (PlayerDumpWriter().GetDump(charDelete.Guid.GetCounter(), dump))
sLog->outCharDump(dump.c_str(), accountId, charDelete.Guid.GetCounter(), name.c_str());
}
sGuildFinderMgr->RemoveAllMembershipRequestsFromPlayer(charDelete.Guid);
sCalendarMgr->RemoveAllPlayerEventsAndInvites(charDelete.Guid);
Player::DeleteFromDB(charDelete.Guid, accountId);
SendCharDelete(CHAR_DELETE_SUCCESS);
}
void WorldSession::HandlePlayerLoginOpcode(WorldPackets::Character::PlayerLogin& playerLogin)
{
if (PlayerLoading() || GetPlayer() != NULL)
{
TC_LOG_ERROR("network", "Player tries to login again, AccountId = %d", GetAccountId());
KickPlayer();
return;
}
TC_LOG_DEBUG("network", "WORLD: Recvd Player Logon Message");
m_playerLoading = playerLogin.Guid;
TC_LOG_DEBUG("network", "Character %s logging in", playerLogin.Guid.ToString().c_str());
if (!IsLegitCharacterForAccount(playerLogin.Guid))
{
TC_LOG_ERROR("network", "Account (%u) can't login with that character (%s).", GetAccountId(), playerLogin.Guid.ToString().c_str());
KickPlayer();
return;
}
boost::system::error_code ignored_error;
boost::asio::ip::tcp::endpoint instanceAddress = realm.GetAddressForClient(boost::asio::ip::address::from_string(GetRemoteAddress(), ignored_error));
instanceAddress.port(sWorld->getIntConfig(CONFIG_PORT_INSTANCE));
WorldPackets::Auth::ConnectTo connectTo;
connectTo.Key = MAKE_PAIR64(GetAccountId(), CONNECTION_TYPE_INSTANCE);
connectTo.Serial = 1;
connectTo.Payload.Where = instanceAddress;
connectTo.Con = CONNECTION_TYPE_INSTANCE;
SendPacket(connectTo.Write());
}
void WorldSession::HandleContinuePlayerLogin()
{
if (!PlayerLoading() || GetPlayer())
{
KickPlayer();
return;
}
LoginQueryHolder* holder = new LoginQueryHolder(GetAccountId(), m_playerLoading);
if (!holder->Initialize())
{
delete holder; // delete all unprocessed queries
m_playerLoading.Clear();
return;
}
_charLoginCallback = CharacterDatabase.DelayQueryHolder(holder);
}
void WorldSession::HandleLoadScreenOpcode(WorldPackets::Character::LoadingScreenNotify& /*loadingScreenNotify*/)
{
// TODO: Do something with this packet
}
void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
{
ObjectGuid playerGuid = holder->GetGuid();
Player* pCurrChar = new Player(this);
// for send server info and strings (config)
ChatHandler chH = ChatHandler(pCurrChar->GetSession());
// "GetAccountId() == db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
if (!pCurrChar->LoadFromDB(playerGuid, holder))
{
SetPlayer(NULL);
KickPlayer(); // disconnect client, player no set to session and it will not deleted or saved at kick
delete pCurrChar; // delete it manually
delete holder; // delete all unprocessed queries
m_playerLoading.Clear();
return;
}
pCurrChar->GetMotionMaster()->Initialize();
pCurrChar->SendDungeonDifficulty(false);
WorldPackets::Character::LoginVerifyWorld loginVerifyWorld;
loginVerifyWorld.MapID = pCurrChar->GetMapId();
loginVerifyWorld.Pos = pCurrChar->GetPosition();
SendPacket(loginVerifyWorld.Write());
// load player specific part before send times
LoadAccountData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA), PER_CHARACTER_CACHE_MASK);
WorldPackets::ClientConfig::AccountDataTimes accountDataTimes;
accountDataTimes.PlayerGuid = playerGuid;
accountDataTimes.ServerTime = uint32(sWorld->GetGameTime());
for (uint32 i = 0; i < NUM_ACCOUNT_DATA_TYPES; ++i)
accountDataTimes.AccountTimes[i] = uint32(GetAccountData(AccountDataType(i))->Time);
SendPacket(accountDataTimes.Write());
bool featureBit4 = true;
WorldPacket data(SMSG_FEATURE_SYSTEM_STATUS, 7); // checked in 4.2.2
data << uint8(2); // unknown value
data << uint32(1);
data << uint32(1);
data << uint32(2);
data << uint32(0);
data.WriteBit(1);
data.WriteBit(1);
data.WriteBit(0);
data.WriteBit(featureBit4);
data.WriteBit(0);
data.WriteBit(0);
data.FlushBits();
if (featureBit4)
{
data << uint32(1);
data << uint32(0);
data << uint32(10);
data << uint32(60);
}
//if (featureBit5)
//{
// data << uint32(0);
// data << uint32(0);
// data << uint32(0);
//}
SendPacket(&data);
// Send MOTD
{
WorldPackets::System::MOTD motd;
motd.Text = &sWorld->GetMotd();
SendPacket(motd.Write());
TC_LOG_DEBUG("network", "WORLD: Sent motd (SMSG_MOTD)");
}
SendSetTimeZoneInformation();
// Send PVPSeason
{
WorldPackets::Battleground::PVPSeason season;
season.PreviousSeason = sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID) - sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS);
if (sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS))
season.CurrentSeason = sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID);
SendPacket(season.Write());
TC_LOG_DEBUG("network", "WORLD: Sent PVPSeason");
}
// send server info
{
if (sWorld->getIntConfig(CONFIG_ENABLE_SINFO_LOGIN) == 1)
chH.PSendSysMessage(_FULLVERSION);
TC_LOG_DEBUG("network", "WORLD: Sent server info");
}
//QueryResult* result = CharacterDatabase.PQuery("SELECT guildid, rank FROM guild_member WHERE guid = '%u'", pCurrChar->GetGUIDLow());
if (PreparedQueryResult resultGuild = holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GUILD))
{
Field* fields = resultGuild->Fetch();
pCurrChar->SetInGuild(fields[0].GetUInt64());
pCurrChar->SetRank(fields[1].GetUInt8());
if (Guild* guild = sGuildMgr->GetGuildById(pCurrChar->GetGuildId()))
pCurrChar->SetGuildLevel(guild->GetLevel());
}
else if (pCurrChar->GetGuildId()) // clear guild related fields in case wrong data about non existed membership
{
pCurrChar->SetInGuild(UI64LIT(0));
pCurrChar->SetRank(0);
pCurrChar->SetGuildLevel(0);
}
data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4+4);
data << uint64(0);
SendPacket(&data);
data.Initialize(SMSG_HOTFIX_INFO);
HotfixData const& hotfix = sObjectMgr->GetHotfixData();
data.WriteBits(hotfix.size(), 22);
data.FlushBits();
for (uint32 i = 0; i < hotfix.size(); ++i)
{
data << uint32(hotfix[i].Type);
data << uint32(hotfix[i].Timestamp);
data << uint32(hotfix[i].Entry);
}
SendPacket(&data);
pCurrChar->SendInitialPacketsBeforeAddToMap();
//Show cinematic at the first time that player login
if (!pCurrChar->getCinematic())
{
pCurrChar->setCinematic(1);
if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
{
if (cEntry->CinematicSequenceID)
pCurrChar->SendCinematicStart(cEntry->CinematicSequenceID);
else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
pCurrChar->SendCinematicStart(rEntry->CinematicSequenceID);
// send new char string if not empty
if (!sWorld->GetNewCharString().empty())
chH.PSendSysMessage("%s", sWorld->GetNewCharString().c_str());
}
}
if (!pCurrChar->GetMap()->AddPlayerToMap(pCurrChar) || !pCurrChar->CheckInstanceLoginValid())
{
AreaTriggerStruct const* at = sObjectMgr->GetGoBackTrigger(pCurrChar->GetMapId());
if (at)
pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
else
pCurrChar->TeleportTo(pCurrChar->m_homebindMapId, pCurrChar->m_homebindX, pCurrChar->m_homebindY, pCurrChar->m_homebindZ, pCurrChar->GetOrientation());
}
sObjectAccessor->AddObject(pCurrChar);
//TC_LOG_DEBUG("Player %s added to Map.", pCurrChar->GetName().c_str());
if (pCurrChar->GetGuildId())
{
if (Guild* guild = sGuildMgr->GetGuildById(pCurrChar->GetGuildId()))
guild->SendLoginInfo(this);
else
{
// remove wrong guild data
TC_LOG_ERROR("misc", "Player %s (%s) marked as member of not existing guild (id: " UI64FMTD "), removing guild membership for player.", pCurrChar->GetName().c_str(), pCurrChar->GetGUID().ToString().c_str(), pCurrChar->GetGuildId());
pCurrChar->SetInGuild(UI64LIT(0));
}
}
pCurrChar->SendInitialPacketsAfterAddToMap();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ONLINE);
stmt->setUInt64(0, pCurrChar->GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_ACCOUNT_ONLINE);
stmt->setUInt32(0, GetAccountId());
LoginDatabase.Execute(stmt);
pCurrChar->SetInGameTime(getMSTime());
// announce group about member online (must be after add to player list to receive announce to self)
if (Group* group = pCurrChar->GetGroup())
{
//pCurrChar->groupInfo.group->SendInit(this); // useless
group->SendUpdate();
group->ResetMaxEnchantingLevel();
}
// friend status
sSocialMgr->SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUID(), true);
// Place character in world (and load zone) before some object loading
pCurrChar->LoadCorpse();
// setting Ghost+speed if dead
if (pCurrChar->m_deathState != ALIVE)
{
// not blizz like, we must correctly save and load player instead...
if (pCurrChar->getRace() == RACE_NIGHTELF && !pCurrChar->HasAura(20584))
pCurrChar->CastSpell(pCurrChar, 20584, true, 0);// auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
if (!pCurrChar->HasAura(8326))
pCurrChar->CastSpell(pCurrChar, 8326, true, 0); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
pCurrChar->SetWaterWalking(true);
}
pCurrChar->ContinueTaxiFlight();
// reset for all pets before pet loading
if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS))
Pet::resetTalentsForAllPetsOf(pCurrChar);
// Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned)
pCurrChar->LoadPet();
// Set FFA PvP for non GM in non-rest mode
if (sWorld->IsFFAPvPRealm() && !pCurrChar->IsGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
pCurrChar->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
pCurrChar->SetContestedPvP();
// Apply at_login requests
if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
{
pCurrChar->ResetSpells();
SendNotification(LANG_RESET_SPELLS);
}
if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
{
pCurrChar->ResetTalents(true);
pCurrChar->SendTalentsInfoData(); // original talents send already in to SendInitialPacketsBeforeAddToMap, resend reset state
SendNotification(LANG_RESET_TALENTS);
}
bool firstLogin = pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST);
if (firstLogin)
{
pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(pCurrChar->getRace(), pCurrChar->getClass());
for (uint32 spellId : info->castSpells)
pCurrChar->CastSpell(pCurrChar, spellId, true);
}
// show time before shutdown if shutdown planned.
if (sWorld->IsShuttingDown())
sWorld->ShutdownMsg(true, pCurrChar);
if (sWorld->getBoolConfig(CONFIG_ALL_TAXI_PATHS))
pCurrChar->SetTaxiCheater(true);
if (pCurrChar->IsGameMaster())
SendNotification(LANG_GM_ON);
TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s) Login Character: [%s] (%s) Level: %d",
GetAccountId(), GetRemoteAddress().c_str(), pCurrChar->GetName().c_str(), pCurrChar->GetGUID().ToString().c_str(), pCurrChar->getLevel());
if (!pCurrChar->IsStandState() && !pCurrChar->HasUnitState(UNIT_STATE_STUNNED))
pCurrChar->SetStandState(UNIT_STAND_STATE_STAND);
m_playerLoading.Clear();
// Handle Login-Achievements (should be handled after loading)
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN, 1);
sScriptMgr->OnPlayerLogin(pCurrChar, firstLogin);
sBattlenetServer.SendChangeToonOnlineState(GetBattlenetAccountId(), GetAccountId(), _player->GetGUID(), _player->GetName(), true);
delete holder;
}
void WorldSession::HandleSetFactionAtWar(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_FACTION_ATWAR");
uint32 repListID;
uint8 flag;
recvData >> repListID;
recvData >> flag;
GetPlayer()->GetReputationMgr().SetAtWar(repListID, flag != 0);
}
//I think this function is never used :/ I dunno, but i guess this opcode not exists
void WorldSession::HandleSetFactionCheat(WorldPacket& /*recvData*/)
{
TC_LOG_ERROR("network", "WORLD SESSION: HandleSetFactionCheat, not expected call, please report.");
GetPlayer()->GetReputationMgr().SendStates();
}
void WorldSession::HandleTutorialFlag(WorldPacket& recvData)
{
uint32 data;
recvData >> data;
uint8 index = uint8(data / 32);
if (index >= MAX_ACCOUNT_TUTORIAL_VALUES)
return;
uint32 value = (data % 32);
uint32 flag = GetTutorialInt(index);
flag |= (1 << value);
SetTutorialInt(index, flag);
}
void WorldSession::HandleTutorialClear(WorldPacket& /*recvData*/)
{
for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i)
SetTutorialInt(i, 0xFFFFFFFF);
}
void WorldSession::HandleTutorialReset(WorldPacket& /*recvData*/)
{
for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i)
SetTutorialInt(i, 0x00000000);
}
void WorldSession::HandleSetWatchedFactionOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_WATCHED_FACTION");
uint32 fact;
recvData >> fact;
GetPlayer()->SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fact);
}
void WorldSession::HandleSetFactionInactiveOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_FACTION_INACTIVE");
uint32 replistid;
uint8 inactive;
recvData >> replistid >> inactive;
_player->GetReputationMgr().SetInactive(replistid, inactive != 0);
}
void WorldSession::HandleShowingHelmOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_SHOWING_HELM for %s", _player->GetName().c_str());
recvData.read_skip<uint8>(); // unknown, bool?
_player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM);
}
void WorldSession::HandleShowingCloakOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_SHOWING_CLOAK for %s", _player->GetName().c_str());
recvData.read_skip<uint8>(); // unknown, bool?
_player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK);
}
void WorldSession::HandleCharRenameOpcode(WorldPackets::Character::CharacterRenameRequest& request)
{
if (!IsLegitCharacterForAccount(request.RenameInfo->Guid))
{
TC_LOG_ERROR("network", "Account %u, IP: %s tried to rename character %s, but it does not belong to their account!",
GetAccountId(), GetRemoteAddress().c_str(), request.RenameInfo->Guid.ToString().c_str());
KickPlayer();
return;
}
// prevent character rename to invalid name
if (!normalizePlayerName(request.RenameInfo->NewName))
{
SendCharRename(CHAR_NAME_NO_NAME, request.RenameInfo.get());
return;
}
ResponseCodes res = ObjectMgr::CheckPlayerName(request.RenameInfo->NewName, true);
if (res != CHAR_NAME_SUCCESS)
{
SendCharRename(res, request.RenameInfo.get());
return;
}
// check name limitations
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(request.RenameInfo->NewName))
{
SendCharRename(CHAR_NAME_RESERVED, request.RenameInfo.get());
return;
}
// Ensure that there is no character with the desired new name
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_FREE_NAME);
stmt->setUInt64(0, request.RenameInfo->Guid.GetCounter());
stmt->setString(1, request.RenameInfo->NewName);
_charRenameCallback.SetParam(request.RenameInfo);
_charRenameCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharRenameCallBack(PreparedQueryResult result, WorldPackets::Character::CharacterRenameInfo* renameInfo)
{
ASSERT(_charRenameCallback.GetParam().get() == renameInfo);
if (!result)
{
SendCharRename(CHAR_CREATE_ERROR, renameInfo);
return;
}
Field* fields = result->Fetch();
std::string oldName = fields[0].GetString();
uint16 atLoginFlags = fields[1].GetUInt16();
if (!(atLoginFlags & AT_LOGIN_RENAME))
{
SendCharRename(CHAR_CREATE_ERROR, renameInfo);
return;
}
atLoginFlags &= ~AT_LOGIN_RENAME;
SQLTransaction trans = CharacterDatabase.BeginTransaction();
ObjectGuid::LowType lowGuid = renameInfo->Guid.GetCounter();
// Update name and at_login flag in the db
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_NAME_AT_LOGIN);
stmt->setString(0, renameInfo->NewName);
stmt->setUInt16(1, atLoginFlags);
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
// Removed declined name from db
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s) Character:[%s] (%s) Changed name to: %s",
GetAccountId(), GetRemoteAddress().c_str(), oldName.c_str(), renameInfo->Guid.ToString().c_str(), renameInfo->NewName.c_str());
SendCharRename(RESPONSE_SUCCESS, renameInfo);
sWorld->UpdateCharacterInfo(renameInfo->Guid, renameInfo->NewName);
}
void WorldSession::HandleSetPlayerDeclinedNames(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
// not accept declined names for unsupported languages
std::string name;
if (!ObjectMgr::GetPlayerNameByGUID(guid, name))
{
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
return;
}
std::wstring wname;
if (!Utf8toWStr(name, wname))
{
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
return;
}
if (!isCyrillicCharacter(wname[0])) // name already stored as only single alphabet using
{
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
return;
}
std::string name2;
DeclinedName declinedname;
recvData >> name2;
if (name2 != name) // character have different name
{
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
return;
}
for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
{
recvData >> declinedname.name[i];
if (!normalizePlayerName(declinedname.name[i]))
{
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
return;
}
}
if (!ObjectMgr::CheckDeclinedNames(wname, declinedname))
{
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
return;
}
for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
CharacterDatabase.EscapeString(declinedname.name[i]);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->setUInt64(0, guid.GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_DECLINED_NAME);
stmt->setUInt64(0, guid.GetCounter());
for (uint8 i = 0; i < 5; i++)
stmt->setString(i+1, declinedname.name[i]);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_SUCCESS, guid);
}
void WorldSession::HandleAlterAppearance(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_ALTER_APPEARANCE");
uint32 Hair, Color, FacialHair, SkinColor;
recvData >> Hair >> Color >> FacialHair >> SkinColor;
BarberShopStyleEntry const* bs_hair = sBarberShopStyleStore.LookupEntry(Hair);
if (!bs_hair || bs_hair->Type != 0 || bs_hair->Race != _player->getRace() || bs_hair->Sex != _player->getGender())
return;
BarberShopStyleEntry const* bs_facialHair = sBarberShopStyleStore.LookupEntry(FacialHair);
if (!bs_facialHair || bs_facialHair->Type != 2 || bs_facialHair->Race != _player->getRace() || bs_facialHair->Sex != _player->getGender())
return;
BarberShopStyleEntry const* bs_skinColor = sBarberShopStyleStore.LookupEntry(SkinColor);
if (bs_skinColor && (bs_skinColor->Type != 3 || bs_skinColor->Race != _player->getRace() || bs_skinColor->Sex != _player->getGender()))
return;
GameObject* go = _player->FindNearestGameObjectOfType(GAMEOBJECT_TYPE_BARBER_CHAIR, 5.0f);
if (!go)
{
SendBarberShopResult(BARBER_SHOP_RESULT_NOT_ON_CHAIR);
return;
}
if (_player->getStandState() != UNIT_STAND_STATE_SIT_LOW_CHAIR + go->GetGOInfo()->barberChair.chairheight)
{
SendBarberShopResult(BARBER_SHOP_RESULT_NOT_ON_CHAIR);
return;
}
uint32 cost = _player->GetBarberShopCost(bs_hair->Data, Color, bs_facialHair->Data, bs_skinColor);
// 0 - ok
// 1, 3 - not enough money
// 2 - you have to sit on barber chair
if (!_player->HasEnoughMoney((uint64)cost))
{
SendBarberShopResult(BARBER_SHOP_RESULT_NO_MONEY);
return;
}
SendBarberShopResult(BARBER_SHOP_RESULT_SUCCESS);
_player->ModifyMoney(-int64(cost)); // it isn't free
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER, cost);
_player->SetByteValue(PLAYER_BYTES, 2, uint8(bs_hair->Data));
_player->SetByteValue(PLAYER_BYTES, 3, uint8(Color));
_player->SetByteValue(PLAYER_BYTES_2, 0, uint8(bs_facialHair->Data));
if (bs_skinColor)
_player->SetByteValue(PLAYER_BYTES, 0, uint8(bs_skinColor->Data));
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP, 1);
_player->SetStandState(0); // stand up
}
void WorldSession::HandleRemoveGlyph(WorldPacket& recvData)
{
uint32 slot;
recvData >> slot;
if (slot >= MAX_GLYPH_SLOT_INDEX)
{
TC_LOG_DEBUG("network", "Client sent wrong glyph slot number in opcode CMSG_REMOVE_GLYPH %u", slot);
return;
}
if (uint32 glyph = _player->GetGlyph(_player->GetActiveTalentGroup(), slot))
{
if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph))
{
_player->RemoveAurasDueToSpell(gp->SpellID);
_player->SetGlyph(slot, 0);
_player->SendTalentsInfoData();
}
}
}
void WorldSession::HandleCharCustomizeOpcode(WorldPackets::Character::CharCustomize& packet)
{
if (!IsLegitCharacterForAccount(packet.CustomizeInfo->CharGUID))
{
TC_LOG_ERROR("network", "Account %u, IP: %s tried to customise %s, but it does not belong to their account!",
GetAccountId(), GetRemoteAddress().c_str(), packet.CustomizeInfo->CharGUID.ToString().c_str());
KickPlayer();
return;
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CUSTOMIZE_INFO);
stmt->setUInt64(0, packet.CustomizeInfo->CharGUID.GetCounter());
_charCustomizeCallback.SetParam(packet.CustomizeInfo);
_charCustomizeCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharCustomizeCallback(PreparedQueryResult result, WorldPackets::Character::CharCustomizeInfo* customizeInfo)
{
ASSERT(_charCustomizeCallback.GetParam().get() == customizeInfo);
if (!result)
{
SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo);
return;
}
Field* fields = result->Fetch();
std::string oldName = fields[0].GetString();
uint16 atLoginFlags = fields[1].GetUInt16();
uint32 playerBytes2 = fields[2].GetUInt32();
if (!(atLoginFlags & AT_LOGIN_CUSTOMIZE))
{
SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo);
return;
}
atLoginFlags &= ~AT_LOGIN_CUSTOMIZE;
// prevent character rename to invalid name
if (!normalizePlayerName(customizeInfo->CharName))
{
SendCharCustomize(CHAR_NAME_NO_NAME, customizeInfo);
return;
}
ResponseCodes res = ObjectMgr::CheckPlayerName(customizeInfo->CharName, true);
if (res != CHAR_NAME_SUCCESS)
{
SendCharCustomize(res, customizeInfo);
return;
}
// check name limitations
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(customizeInfo->CharName))
{
SendCharCustomize(CHAR_NAME_RESERVED, customizeInfo);
return;
}
// character with this name already exist
/// @todo: make async
ObjectGuid newGuid = ObjectMgr::GetPlayerGUIDByName(customizeInfo->CharName);
if (!newGuid.IsEmpty())
{
if (newGuid != customizeInfo->CharGUID)
{
SendCharCustomize(CHAR_CREATE_NAME_IN_USE, customizeInfo);
return;
}
}
PreparedStatement* stmt = nullptr;
SQLTransaction trans = CharacterDatabase.BeginTransaction();
ObjectGuid::LowType lowGuid = customizeInfo->CharGUID.GetCounter();
/// Customize
{
playerBytes2 &= ~0xFF;
playerBytes2 |= customizeInfo->FacialHairStyleID;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_PLAYERBYTES);
stmt->setUInt8(0, customizeInfo->SexID);
stmt->setUInt32(1, customizeInfo->SkinID | (uint32(customizeInfo->FaceID) << 8) | (uint32(customizeInfo->HairStyleID) << 16) | (uint32(customizeInfo->HairColorID) << 24));
stmt->setUInt32(2, playerBytes2);
stmt->setUInt64(3, lowGuid);
trans->Append(stmt);
}
/// Name Change and update atLogin flags
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_NAME_AT_LOGIN);
stmt->setString(0, customizeInfo->CharName);
stmt->setUInt16(1, atLoginFlags);
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
sWorld->UpdateCharacterInfo(customizeInfo->CharGUID, customizeInfo->CharName, customizeInfo->SexID);
SendCharCustomize(RESPONSE_SUCCESS, customizeInfo);
TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s), Character[%s] (%s) Customized to: %s",
GetAccountId(), GetRemoteAddress().c_str(), oldName.c_str(), customizeInfo->CharGUID.ToString().c_str(), customizeInfo->CharName.c_str());
}
void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_SAVE");
uint64 setGuid;
recvData.ReadPackedUInt64(setGuid);
uint32 index;
recvData >> index;
if (index >= MAX_EQUIPMENT_SET_INDEX) // client set slots amount
return;
std::string name;
recvData >> name;
std::string iconName;
recvData >> iconName;
EquipmentSet eqSet;
eqSet.Guid = setGuid;
eqSet.Name = name;
eqSet.IconName = iconName;
eqSet.state = EQUIPMENT_SET_NEW;
ObjectGuid ignoredItemGuid;
ignoredItemGuid.SetRawValue(0, 1);
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
ObjectGuid itemGuid;
recvData >> itemGuid.ReadAsPacked();
// equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set)
if (itemGuid == ignoredItemGuid)
{
// ignored slots saved as bit mask because we have no free special values for Items[i]
eqSet.IgnoreMask |= 1 << i;
continue;
}
Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!item && !itemGuid.IsEmpty()) // cheating check 1
return;
if (item && item->GetGUID() != itemGuid) // cheating check 2
return;
eqSet.Items[i] = itemGuid.GetCounter();
}
_player->SetEquipmentSet(index, eqSet);
}
void WorldSession::HandleEquipmentSetDelete(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_DELETE");
uint64 setGuid;
recvData.ReadPackedUInt64(setGuid);
_player->DeleteEquipmentSet(setGuid);
}
void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_USE");
ObjectGuid ignoredItemGuid;
ignoredItemGuid.SetRawValue(0, 1);
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
ObjectGuid itemGuid;
recvData >> itemGuid.ReadAsPacked();
uint8 srcbag, srcslot;
recvData >> srcbag >> srcslot;
TC_LOG_DEBUG("entities.player.items", "%s: srcbag %u, srcslot %u", itemGuid.ToString().c_str(), srcbag, srcslot);
// check if item slot is set to "ignored" (raw value == 1), must not be unequipped then
if (itemGuid == ignoredItemGuid)
continue;
// Only equip weapons in combat
if (_player->IsInCombat() && i != EQUIPMENT_SLOT_MAINHAND && i != EQUIPMENT_SLOT_OFFHAND && i != EQUIPMENT_SLOT_RANGED)
continue;
Item* item = _player->GetItemByGuid(itemGuid);
uint16 dstpos = i | (INVENTORY_SLOT_BAG_0 << 8);
if (!item)
{
Item* uItem = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!uItem)
continue;
ItemPosCountVec sDest;
InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sDest, uItem, false);
if (msg == EQUIP_ERR_OK)
{
_player->RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
_player->StoreItem(sDest, uItem, true);
}
else
_player->SendEquipError(msg, uItem, NULL);
continue;
}
if (item->GetPos() == dstpos)
continue;
_player->SwapItem(item->GetPos(), dstpos);
}
WorldPacket data(SMSG_EQUIPMENT_SET_USE_RESULT, 1);
data << uint8(0); // 4 - equipment swap failed - inventory is full
SendPacket(&data);
}
void WorldSession::HandleCharRaceOrFactionChangeOpcode(WorldPackets::Character::CharRaceOrFactionChange& packet)
{
if (!IsLegitCharacterForAccount(packet.RaceOrFactionChangeInfo->Guid))
{
TC_LOG_ERROR("network", "Account %u, IP: %s tried to factionchange character %s, but it does not belong to their account!",
GetAccountId(), GetRemoteAddress().c_str(), packet.RaceOrFactionChangeInfo->Guid.ToString().c_str());
KickPlayer();
return;
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_RACE_OR_FACTION_CHANGE_INFOS);
stmt->setUInt64(0, packet.RaceOrFactionChangeInfo->Guid.GetCounter());
_charFactionChangeCallback.SetParam(packet.RaceOrFactionChangeInfo);
_charFactionChangeCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharRaceOrFactionChangeCallback(PreparedQueryResult result, WorldPackets::Character::CharRaceOrFactionChangeInfo* factionChangeInfo)
{
ASSERT(_charFactionChangeCallback.GetParam().get() == factionChangeInfo);
if (!result)
{
SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
return;
}
// get the players old (at this moment current) race
CharacterInfo const* characterInfo = sWorld->GetCharacterInfo(factionChangeInfo->Guid);
if (!characterInfo)
{
SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
return;
}
uint8 oldRace = characterInfo->Race;
uint8 playerClass = characterInfo->Class;
uint8 level = characterInfo->Level;
if (!sObjectMgr->GetPlayerInfo(factionChangeInfo->RaceID, playerClass))
{
SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
return;
}
Field* fields = result->Fetch();
uint16 atLoginFlags = fields[0].GetUInt16();
std::string knownTitlesStr = fields[1].GetString();
uint32 playerBytes = fields[2].GetUInt32();
uint32 playerBytes2 = fields[3].GetUInt32();
uint16 usedLoginFlag = (factionChangeInfo->FactionChange ? AT_LOGIN_CHANGE_FACTION : AT_LOGIN_CHANGE_RACE);
if (!(atLoginFlags & usedLoginFlag))
{
SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
return;
}
TeamId newTeamId = Player::TeamIdForRace(factionChangeInfo->RaceID);
if (newTeamId == TEAM_NEUTRAL)
{
SendCharFactionChange(CHAR_CREATE_RESTRICTED_RACECLASS, factionChangeInfo);
return;
}
if (factionChangeInfo->FactionChange == (Player::TeamIdForRace(oldRace) != newTeamId))
{
SendCharFactionChange(factionChangeInfo->FactionChange ? CHAR_CREATE_CHARACTER_SWAP_FACTION : CHAR_CREATE_CHARACTER_RACE_ONLY, factionChangeInfo);
return;
}
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RACEMASK))
{
uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK);
if ((1 << (factionChangeInfo->RaceID - 1)) & raceMaskDisabled)
{
SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
return;
}
}
// prevent character rename to invalid name
if (!normalizePlayerName(factionChangeInfo->Name))
{
SendCharFactionChange(CHAR_NAME_NO_NAME, factionChangeInfo);
return;
}
ResponseCodes res = ObjectMgr::CheckPlayerName(factionChangeInfo->Name, true);
if (res != CHAR_NAME_SUCCESS)
{
SendCharFactionChange(res, factionChangeInfo);
return;
}
// check name limitations
if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(factionChangeInfo->Name))
{
SendCharFactionChange(CHAR_NAME_RESERVED, factionChangeInfo);
return;
}
// character with this name already exist
ObjectGuid newGuid = ObjectMgr::GetPlayerGUIDByName(factionChangeInfo->Name);
if (!newGuid.IsEmpty())
{
if (newGuid != factionChangeInfo->Guid)
{
SendCharFactionChange(CHAR_CREATE_NAME_IN_USE, factionChangeInfo);
return;
}
}
if (sArenaTeamMgr->GetArenaTeamByCaptain(factionChangeInfo->Guid))
{
SendCharFactionChange(CHAR_CREATE_CHARACTER_ARENA_LEADER, factionChangeInfo);
return;
}
/// All checks are fine, deal with race change now
ObjectGuid::LowType lowGuid = factionChangeInfo->Guid.GetCounter();
// resurrect the character in case he's dead
sObjectAccessor->ConvertCorpseForPlayer(factionChangeInfo->Guid);
PreparedStatement* stmt = nullptr;
SQLTransaction trans = CharacterDatabase.BeginTransaction();
/// Name Change and update atLogin flags
{
CharacterDatabase.EscapeString(factionChangeInfo->Name);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_NAME_AT_LOGIN);
stmt->setString(0, factionChangeInfo->Name);
stmt->setUInt16(1, uint16(atLoginFlags & ~usedLoginFlag));
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
}
/// Customize
{
if (factionChangeInfo->SkinID.HasValue)
{
playerBytes &= ~uint32(0xFF);
playerBytes |= factionChangeInfo->SkinID.value;
}
else
factionChangeInfo->SkinID.Set(uint8(playerBytes & 0xFF));
if (factionChangeInfo->FaceID.HasValue)
{
playerBytes &= ~(uint32(0xFF) << 8);
playerBytes |= uint32(factionChangeInfo->FaceID.value) << 8;
}
else
factionChangeInfo->FaceID.Set(uint8((playerBytes2 >> 8) & 0xFF));
if (factionChangeInfo->HairStyleID.HasValue)
{
playerBytes &= ~(uint32(0xFF) << 16);
playerBytes |= uint32(factionChangeInfo->HairStyleID.value) << 16;
}
else
factionChangeInfo->HairStyleID.Set(uint8((playerBytes2 >> 16) & 0xFF));
if (factionChangeInfo->HairColorID.HasValue)
{
playerBytes &= ~(uint32(0xFF) << 24);
playerBytes |= uint32(factionChangeInfo->HairColorID.value) << 24;
}
else
factionChangeInfo->HairColorID.Set(uint8((playerBytes2 >> 24) & 0xFF));
if (factionChangeInfo->FacialHairStyleID.HasValue)
{
playerBytes2 &= ~0xFF;
playerBytes2 |= factionChangeInfo->FacialHairStyleID.value;
}
else
factionChangeInfo->FacialHairStyleID.Set(uint8(playerBytes2 & 0xFF));
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_PLAYERBYTES);
stmt->setUInt8(0, factionChangeInfo->SexID);
stmt->setUInt32(1, playerBytes);
stmt->setUInt32(2, playerBytes2);
stmt->setUInt64(3, lowGuid);
trans->Append(stmt);
}
/// Race Change
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_RACE);
stmt->setUInt8(0, factionChangeInfo->RaceID);
stmt->setUInt64(1, lowGuid);
trans->Append(stmt);
}
sWorld->UpdateCharacterInfo(factionChangeInfo->Guid, factionChangeInfo->Name, factionChangeInfo->SexID, factionChangeInfo->RaceID);
if (oldRace != factionChangeInfo->RaceID)
{
// Switch Languages
// delete all languages first
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_LANGUAGES);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
// Now add them back
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE);
stmt->setUInt64(0, lowGuid);
// Faction specific languages
if (newTeamId == TEAM_HORDE)
stmt->setUInt16(1, 109);
else
stmt->setUInt16(1, 98);
trans->Append(stmt);
// Race specific languages
if (factionChangeInfo->RaceID != RACE_ORC && factionChangeInfo->RaceID != RACE_HUMAN)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE);
stmt->setUInt64(0, lowGuid);
switch (factionChangeInfo->RaceID)
{
case RACE_DWARF:
stmt->setUInt16(1, 111);
break;
case RACE_DRAENEI:
stmt->setUInt16(1, 759);
break;
case RACE_GNOME:
stmt->setUInt16(1, 313);
break;
case RACE_NIGHTELF:
stmt->setUInt16(1, 113);
break;
case RACE_WORGEN:
stmt->setUInt16(1, 791);
break;
case RACE_UNDEAD_PLAYER:
stmt->setUInt16(1, 673);
break;
case RACE_TAUREN:
stmt->setUInt16(1, 115);
break;
case RACE_TROLL:
stmt->setUInt16(1, 315);
break;
case RACE_BLOODELF:
stmt->setUInt16(1, 137);
break;
case RACE_GOBLIN:
stmt->setUInt16(1, 792);
break;
}
trans->Append(stmt);
}
/// Team Conversation
if (factionChangeInfo->FactionChange)
{
// Delete all Flypaths
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXI_PATH);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
if (level > 7)
{
// Update Taxi path
// this doesn't seem to be 100% blizzlike... but it can't really be helped.
std::ostringstream taximaskstream;
uint32 numFullTaximasks = level / 7;
if (numFullTaximasks > 11)
numFullTaximasks = 11;
if (newTeamId == TEAM_ALLIANCE)
{
if (playerClass != CLASS_DEATH_KNIGHT)
{
for (uint8 i = 0; i < numFullTaximasks; ++i)
taximaskstream << uint32(sAllianceTaxiNodesMask[i]) << ' ';
}
else
{
for (uint8 i = 0; i < numFullTaximasks; ++i)
taximaskstream << uint32(sAllianceTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' ';
}
}
else
{
if (playerClass != CLASS_DEATH_KNIGHT)
{
for (uint8 i = 0; i < numFullTaximasks; ++i)
taximaskstream << uint32(sHordeTaxiNodesMask[i]) << ' ';
}
else
{
for (uint8 i = 0; i < numFullTaximasks; ++i)
taximaskstream << uint32(sHordeTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' ';
}
}
uint32 numEmptyTaximasks = 11 - numFullTaximasks;
for (uint8 i = 0; i < numEmptyTaximasks; ++i)
taximaskstream << "0 ";
taximaskstream << '0';
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXIMASK);
stmt->setString(0, taximaskstream.str());
stmt->setUInt64(1, lowGuid);
trans->Append(stmt);
}
/// @todo: make this part asynch
if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD))
{
// Reset guild
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
stmt->setUInt64(0, lowGuid);
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
if (Guild* guild = sGuildMgr->GetGuildById(result->Fetch()[0].GetUInt64()))
guild->DeleteMember(factionChangeInfo->Guid, false, false, true);
Player::LeaveAllArenaTeams(factionChangeInfo->Guid);
}
if (!HasPermission(rbac::RBAC_PERM_TWO_SIDE_ADD_FRIEND))
{
// Delete Friend List
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
}
// Reset homebind and position
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
stmt->setUInt64(0, lowGuid);
WorldLocation loc;
uint16 zoneId = 0;
if (newTeamId == TEAM_ALLIANCE)
{
loc.WorldRelocate(0, -8867.68f, 673.373f, 97.9034f, 0.0f);
zoneId = 1519;
}
else
{
loc.WorldRelocate(1, 1633.33f, -4439.11f, 15.7588f, 0.0f);
zoneId = 1637;
}
stmt->setUInt16(1, loc.GetMapId());
stmt->setUInt16(2, zoneId);
stmt->setFloat(3, loc.GetPositionX());
stmt->setFloat(4, loc.GetPositionY());
stmt->setFloat(5, loc.GetPositionZ());
trans->Append(stmt);
Player::SavePositionInDB(loc, zoneId, factionChangeInfo->Guid, trans);
// Achievement conversion
for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeAchievements.begin(); it != sObjectMgr->FactionChangeAchievements.end(); ++it)
{
uint32 achiev_alliance = it->first;
uint32 achiev_horde = it->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_BY_ACHIEVEMENT);
stmt->setUInt16(0, uint16(newTeamId == TEAM_ALLIANCE ? achiev_alliance : achiev_horde));
stmt->setUInt64(1, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACHIEVEMENT);
stmt->setUInt16(0, uint16(newTeamId == TEAM_ALLIANCE ? achiev_alliance : achiev_horde));
stmt->setUInt16(1, uint16(newTeamId == TEAM_ALLIANCE ? achiev_horde : achiev_alliance));
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
}
// Item conversion
for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeItems.begin(); it != sObjectMgr->FactionChangeItems.end(); ++it)
{
uint32 item_alliance = it->first;
uint32 item_horde = it->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INVENTORY_FACTION_CHANGE);
stmt->setUInt32(0, (newTeamId == TEAM_ALLIANCE ? item_alliance : item_horde));
stmt->setUInt32(1, (newTeamId == TEAM_ALLIANCE ? item_horde : item_alliance));
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
}
// Delete all current quests
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
// Quest conversion
for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeQuests.begin(); it != sObjectMgr->FactionChangeQuests.end(); ++it)
{
uint32 quest_alliance = it->first;
uint32 quest_horde = it->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);
stmt->setUInt64(0, lowGuid);
stmt->setUInt32(1, (newTeamId == TEAM_ALLIANCE ? quest_alliance : quest_horde));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_FACTION_CHANGE);
stmt->setUInt32(0, (newTeamId == TEAM_ALLIANCE ? quest_alliance : quest_horde));
stmt->setUInt32(1, (newTeamId == TEAM_ALLIANCE ? quest_horde : quest_alliance));
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
}
// Mark all rewarded quests as "active" (will count for completed quests achievements)
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
// Disable all old-faction specific quests
{
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator iter = questTemplates.begin(); iter != questTemplates.end(); ++iter)
{
Quest const* quest = iter->second;
uint32 newRaceMask = (newTeamId == TEAM_ALLIANCE) ? RACEMASK_ALLIANCE : RACEMASK_HORDE;
if (quest->GetRequiredRaces() && !(quest->GetRequiredRaces() & newRaceMask))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE_BY_QUEST);
stmt->setUInt64(0, lowGuid);
stmt->setUInt32(1, quest->GetQuestId());
trans->Append(stmt);
}
}
}
// Spell conversion
for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeSpells.begin(); it != sObjectMgr->FactionChangeSpells.end(); ++it)
{
uint32 spell_alliance = it->first;
uint32 spell_horde = it->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL);
stmt->setUInt32(0, (newTeamId == TEAM_ALLIANCE ? spell_alliance : spell_horde));
stmt->setUInt64(1, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_SPELL_FACTION_CHANGE);
stmt->setUInt32(0, (newTeamId == TEAM_ALLIANCE ? spell_alliance : spell_horde));
stmt->setUInt32(1, (newTeamId == TEAM_ALLIANCE ? spell_horde : spell_alliance));
stmt->setUInt64(2, lowGuid);
trans->Append(stmt);
}
// Reputation conversion
for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeReputation.begin(); it != sObjectMgr->FactionChangeReputation.end(); ++it)
{
uint32 reputation_alliance = it->first;
uint32 reputation_horde = it->second;
uint32 newReputation = (newTeamId == TEAM_ALLIANCE) ? reputation_alliance : reputation_horde;
uint32 oldReputation = (newTeamId == TEAM_ALLIANCE) ? reputation_horde : reputation_alliance;
// select old standing set in db
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_REP_BY_FACTION);
stmt->setUInt32(0, oldReputation);
stmt->setUInt64(1, lowGuid);
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
Field* fields = result->Fetch();
int32 oldDBRep = fields[0].GetInt32();
FactionEntry const* factionEntry = sFactionStore.LookupEntry(oldReputation);
// old base reputation
int32 oldBaseRep = sObjectMgr->GetBaseReputationOf(factionEntry, oldRace, playerClass);
// new base reputation
int32 newBaseRep = sObjectMgr->GetBaseReputationOf(sFactionStore.LookupEntry(newReputation), factionChangeInfo->RaceID, playerClass);
// final reputation shouldnt change
int32 FinalRep = oldDBRep + oldBaseRep;
int32 newDBRep = FinalRep - newBaseRep;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REP_BY_FACTION);
stmt->setUInt32(0, newReputation);
stmt->setUInt64(1, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REP_FACTION_CHANGE);
stmt->setUInt16(0, uint16(newReputation));
stmt->setInt32(1, newDBRep);
stmt->setUInt16(2, uint16(oldReputation));
stmt->setUInt64(3, lowGuid);
trans->Append(stmt);
}
}
// Title conversion
if (!knownTitlesStr.empty())
{
uint32 const ktcount = KNOWN_TITLES_SIZE * 2;
uint32 knownTitles[ktcount];
Tokenizer tokens(knownTitlesStr, ' ', ktcount);
if (tokens.size() != ktcount)
{
SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
return;
}
for (uint32 index = 0; index < ktcount; ++index)
knownTitles[index] = atol(tokens[index]);
for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeTitles.begin(); it != sObjectMgr->FactionChangeTitles.end(); ++it)
{
uint32 title_alliance = it->first;
uint32 title_horde = it->second;
CharTitlesEntry const* atitleInfo = sCharTitlesStore.LookupEntry(title_alliance);
CharTitlesEntry const* htitleInfo = sCharTitlesStore.LookupEntry(title_horde);
// new team
if (newTeamId == TEAM_ALLIANCE)
{
uint32 maskID = htitleInfo->MaskID;
uint32 index = maskID / 32;
uint32 old_flag = 1 << (maskID % 32);
uint32 new_flag = 1 << (atitleInfo->MaskID % 32);
if (knownTitles[index] & old_flag)
{
knownTitles[index] &= ~old_flag;
// use index of the new title
knownTitles[atitleInfo->MaskID / 32] |= new_flag;
}
}
else
{
uint32 maskID = atitleInfo->MaskID;
uint32 index = maskID / 32;
uint32 old_flag = 1 << (maskID % 32);
uint32 new_flag = 1 << (htitleInfo->MaskID % 32);
if (knownTitles[index] & old_flag)
{
knownTitles[index] &= ~old_flag;
// use index of the new title
knownTitles[htitleInfo->MaskID / 32] |= new_flag;
}
}
std::ostringstream ss;
for (uint32 index = 0; index < ktcount; ++index)
ss << knownTitles[index] << ' ';
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TITLES_FACTION_CHANGE);
stmt->setString(0, ss.str());
stmt->setUInt64(1, lowGuid);
trans->Append(stmt);
// unset any currently chosen title
stmt = CharacterDatabase.GetPreparedStatement(CHAR_RES_CHAR_TITLES_FACTION_CHANGE);
stmt->setUInt64(0, lowGuid);
trans->Append(stmt);
}
}
}
}
CharacterDatabase.CommitTransaction(trans);
TC_LOG_DEBUG("entities.player", "%s (IP: %s) changed race from %u to %u", GetPlayerInfo().c_str(), GetRemoteAddress().c_str(), oldRace, factionChangeInfo->RaceID);
SendCharFactionChange(RESPONSE_SUCCESS, factionChangeInfo);
}
void WorldSession::HandleRandomizeCharNameOpcode(WorldPackets::Character::GenerateRandomCharacterName& packet)
{
if (!Player::IsValidRace(packet.Race))
{
TC_LOG_ERROR("misc", "Invalid race (%u) sent by accountId: %u", packet.Race, GetAccountId());
return;
}
if (!Player::IsValidGender(packet.Sex))
{
TC_LOG_ERROR("misc", "Invalid gender (%u) sent by accountId: %u", packet.Sex, GetAccountId());
return;
}
WorldPackets::Character::GenerateRandomCharacterNameResult result;
result.Success = true;
result.Name = GetRandomCharacterName(packet.Race, packet.Sex);
SendPacket(result.Write());
}
void WorldSession::HandleReorderCharacters(WorldPackets::Character::ReorderCharacters& reorderChars)
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
for (WorldPackets::Character::ReorderCharacters::ReorderInfo const& reorderInfo : reorderChars.Entries)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_LIST_SLOT);
stmt->setUInt8(0, reorderInfo.NewPosition);
stmt->setUInt64(1, reorderInfo.PlayerGUID.GetCounter());
stmt->setUInt32(2, GetAccountId());
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleOpeningCinematic(WorldPacket& /*recvData*/)
{
// Only players that has not yet gained any experience can use this
if (_player->GetUInt32Value(PLAYER_XP))
return;
if (ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(_player->getClass()))
{
if (classEntry->CinematicSequenceID)
_player->SendCinematicStart(classEntry->CinematicSequenceID);
else if (ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(_player->getRace()))
_player->SendCinematicStart(raceEntry->CinematicSequenceID);
}
}
void WorldSession::HandleUndeleteCooldownStatusQuery(WorldPacket& /*recvData*/)
{
/// empty result to force wait
PreparedQueryResultPromise result;
result.set_value(PreparedQueryResult(nullptr));
_undeleteCooldownStatusCallback.SetFutureResult(result.get_future());
}
void WorldSession::HandleUndeleteCooldownStatusCallback(PreparedQueryResult result)
{
switch (_undeleteCooldownStatusCallback.GetStage())
{
case 0:
{
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_LAST_CHAR_UNDELETE);
stmt->setUInt32(0, GetBattlenetAccountId());
_undeleteCooldownStatusCallback.FreeResult();
_undeleteCooldownStatusCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt));
_undeleteCooldownStatusCallback.NextStage();
break;
}
case 1:
{
uint32 cooldown = 0;
uint32 maxCooldown = sWorld->getIntConfig(CONFIG_FEATURE_SYSTEM_CHARACTER_UNDELETE_COOLDOWN);
if (result)
{
uint32 lastUndelete = result->Fetch()[0].GetUInt32();
if (lastUndelete)
cooldown = uint32(std::max<int32>(0, int32(lastUndelete) + maxCooldown - time(nullptr)));
}
SendUndeleteCooldownStatusResponse(cooldown, maxCooldown);
_undeleteCooldownStatusCallback.Reset();
break;
}
}
}
void WorldSession::HandleCharUndeleteOpcode(WorldPackets::Character::UndeleteCharacter& undeleteInfo)
{
if (!sWorld->getBoolConfig(CONFIG_FEATURE_SYSTEM_CHARACTER_UNDELETE_ENABLED))
{
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_ERROR_DISABLED, undeleteInfo.UndeleteInfo.get());
return;
}
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_LAST_CHAR_UNDELETE);
stmt->setUInt32(0, GetBattlenetAccountId());
_charUndeleteCallback.SetParam(undeleteInfo.UndeleteInfo);
_charUndeleteCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt));
_charUndeleteCallback.NextStage();
}
void WorldSession::HandleCharUndeleteCallback(PreparedQueryResult result, WorldPackets::Character::CharacterUndeleteInfo* undeleteInfo)
{
/** This is a series of callbacks executed consecutively as a result from the database becomes available.
* This is much more efficient than synchronous requests on packet handler.
* It also prevents data synchronisation errors.
*/
ASSERT(_charUndeleteCallback.GetParam().get() == undeleteInfo);
switch (_charUndeleteCallback.GetStage())
{
case 1:
{
if (result)
{
uint32 lastUndelete = result->Fetch()[0].GetUInt32();
uint32 maxCooldown = sWorld->getIntConfig(CONFIG_FEATURE_SYSTEM_CHARACTER_UNDELETE_COOLDOWN);
if (lastUndelete && (lastUndelete + maxCooldown > time(nullptr)))
{
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_ERROR_COOLDOWN, undeleteInfo);
_charUndeleteCallback.Reset();
return;
}
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_DEL_INFO_BY_GUID);
stmt->setUInt64(0, undeleteInfo->CharacterGuid.GetCounter());
_charUndeleteCallback.FreeResult();
_charUndeleteCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
_charUndeleteCallback.NextStage();
break;
}
case 2:
{
if (!result)
{
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_ERROR_CHAR_CREATE, undeleteInfo);
_charUndeleteCallback.Reset();
return;
}
Field* fields = result->Fetch();
undeleteInfo->Name = fields[1].GetString();
uint32 account = fields[2].GetUInt32();
if (account != GetAccountId())
{
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_ERROR_UNKNOWN, undeleteInfo);
_charUndeleteCallback.Reset();
return;
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
stmt->setString(0, undeleteInfo->Name);
_charUndeleteCallback.FreeResult();
_charUndeleteCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
_charUndeleteCallback.NextStage();
break;
}
case 3:
{
if (result)
{
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_ERROR_NAME_TAKEN_BY_THIS_ACCOUNT, undeleteInfo);
_charUndeleteCallback.Reset();
return;
}
/// @todo: add more safety checks
/// * max char count per account
/// * max heroic char count
/// * team violation
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_SUM_CHARS);
stmt->setUInt32(0, GetAccountId());
_charUndeleteCallback.FreeResult();
_charUndeleteCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
_charUndeleteCallback.NextStage();
break;
}
case 4:
{
if (result)
{
Field* fields = result->Fetch();
if (fields[0].GetUInt64() >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM)) // SQL's COUNT() returns uint64 but it will always be less than uint8.Max
{
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_ERROR_CHAR_CREATE, undeleteInfo);
_charUndeleteCallback.Reset();
return;
}
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_RESTORE_DELETE_INFO);
stmt->setString(0, undeleteInfo->Name);
stmt->setUInt32(1, GetAccountId());
stmt->setUInt64(2, undeleteInfo->CharacterGuid.GetCounter());
CharacterDatabase.Execute(stmt);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LAST_CHAR_UNDELETE);
stmt->setUInt32(0, GetBattlenetAccountId());
LoginDatabase.Execute(stmt);
sWorld->UpdateCharacterInfoDeleted(undeleteInfo->CharacterGuid, false, &undeleteInfo->Name);
SendUndeleteCharacterResponse(CHARACTER_UNDELETE_RESULT_OK, undeleteInfo);
_charUndeleteCallback.Reset();
break;
}
}
}
void WorldSession::SendCharCreate(ResponseCodes result)
{
WorldPackets::Character::CharacterCreateResponse response;
response.Code = result;
SendPacket(response.Write());
}
void WorldSession::SendCharDelete(ResponseCodes result)
{
WorldPackets::Character::CharacterDeleteResponse response;
response.Code = result;
SendPacket(response.Write());
}
void WorldSession::SendCharRename(ResponseCodes result, WorldPackets::Character::CharacterRenameInfo const* renameInfo)
{
WorldPackets::Character::CharacterRenameResult packet;
packet.Result = result;
packet.Name = renameInfo->NewName;
if (result == RESPONSE_SUCCESS)
packet.Guid.Set(renameInfo->Guid);
SendPacket(packet.Write());
}
void WorldSession::SendCharCustomize(ResponseCodes result, WorldPackets::Character::CharCustomizeInfo const* customizeInfo)
{
/// @todo: fix 6.x implementation
(void)customizeInfo;
/*
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1 + 8 + customizeInfo.NewName.size() + 1 + 6);
data << uint8(result);
if (result == RESPONSE_SUCCESS)
{
data << customizeInfo.Guid;
data << customizeInfo.NewName;
data << uint8(customizeInfo.Gender);
data << uint8(customizeInfo.Skin);
data << uint8(customizeInfo.Face);
data << uint8(customizeInfo.HairStyle);
data << uint8(customizeInfo.HairColor);
data << uint8(customizeInfo.FacialHair);
}
SendPacket(&data);
*/
}
void WorldSession::SendCharFactionChange(ResponseCodes result, WorldPackets::Character::CharRaceOrFactionChangeInfo const* factionChangeInfo)
{
WorldPackets::Character::CharFactionChangeResult packet;
packet.Result = result;
packet.Guid = factionChangeInfo->Guid;
if (result == RESPONSE_SUCCESS)
{
packet.Display.HasValue = true;
packet.Display.value.Name = factionChangeInfo->Name;
packet.Display.value.SexID = factionChangeInfo->SexID;
packet.Display.value.SkinID = factionChangeInfo->SkinID.value;
packet.Display.value.HairColorID = factionChangeInfo->HairColorID.value;
packet.Display.value.HairStyleID = factionChangeInfo->HairStyleID.value;
packet.Display.value.FacialHairStyleID = factionChangeInfo->FacialHairStyleID.value;
packet.Display.value.FaceID = factionChangeInfo->FaceID.value;
packet.Display.value.RaceID = factionChangeInfo->RaceID;
}
SendPacket(packet.Write());
}
void WorldSession::SendSetPlayerDeclinedNamesResult(DeclinedNameResult result, ObjectGuid guid)
{
WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
data << uint32(result);
if (result == DECLINED_NAMES_RESULT_SUCCESS)
data << guid;
SendPacket(&data);
}
void WorldSession::SendBarberShopResult(BarberShopResult result)
{
WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
data << uint32(result);
SendPacket(&data);
}
void WorldSession::SendUndeleteCooldownStatusResponse(uint32 currentCooldown, uint32 maxCooldown)
{
WorldPackets::Character::UndeleteCooldownStatusResponse response;
response.OnCooldown = (currentCooldown > 0);
response.MaxCooldown = maxCooldown;
response.CurrentCooldown = currentCooldown;
SendPacket(response.Write());
}
void WorldSession::SendUndeleteCharacterResponse(CharacterUndeleteResult result, WorldPackets::Character::CharacterUndeleteInfo const* undeleteInfo)
{
WorldPackets::Character::UndeleteCharacterResponse response;
response.UndeleteInfo = undeleteInfo;
response.Result = result;
SendPacket(response.Write());
}