Guild bank hopefully fixed.

This commit is contained in:
tomrus88 2009-12-17 18:57:35 +03:00
parent eba214eb8a
commit 57126880cf
6 changed files with 126 additions and 202 deletions

View file

@ -643,22 +643,21 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder)
if(guild)
{
data.Initialize(SMSG_GUILD_EVENT, (2+guild->GetMOTD().size()+1));
data << (uint8)GE_MOTD;
data << (uint8)1;
data << uint8(GE_MOTD);
data << uint8(1);
data << guild->GetMOTD();
SendPacket(&data);
DEBUG_LOG( "WORLD: Sent guild-motd (SMSG_GUILD_EVENT)" );
guild->DisplayGuildBankTabsInfo(this);
data.Initialize(SMSG_GUILD_EVENT, (5+10)); // we guess size
data<<(uint8)GE_SIGNED_ON;
data<<(uint8)1;
data<<pCurrChar->GetName();
data<<pCurrChar->GetGUID();
data << uint8(GE_SIGNED_ON);
data << uint8(1);
data << pCurrChar->GetName();
data << pCurrChar->GetGUID();
guild->BroadcastPacket(&data);
DEBUG_LOG( "WORLD: Sent guild-signed-on (SMSG_GUILD_EVENT)" );
// Increment online members of the guild
guild->IncOnlineMemberCount();
}
else
{
@ -673,9 +672,6 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder)
data << uint32(0);
SendPacket(&data);
if(!pCurrChar->isAlive())
pCurrChar->SendCorpseReclaimDelay(true);
pCurrChar->SendInitialPacketsBeforeAddToMap();
//Show cinematic at the first time that player login

View file

@ -45,15 +45,12 @@ Guild::Guild()
m_CreatedMonth = 0;
m_CreatedDay = 0;
m_EventLogLoaded = false;
m_GuildBankLoaded = false;
m_OnlineMembers = 0;
m_GuildBankMoney = 0;
m_PurchasedTabs = 0;
m_GuildEventLogNextGuid = 0;
m_GuildBankEventLogNextGuid_Money = 0;
for (uint8 i = 0; i < GUILD_BANK_MAX_TABS; i++)
for (uint8 i = 0; i < GUILD_BANK_MAX_TABS; ++i)
m_GuildBankEventLogNextGuid_Item[i] = 0;
}
@ -305,9 +302,9 @@ bool Guild::LoadRanksFromDB(QueryResult *guildRanksResult)
continue;
}
if (guildId > m_Id)
//we loaded all ranks for this guild already, break cycle
if (guildId > m_Id) //we loaded all ranks for this guild already, break cycle
break;
uint32 rankID = fields[1].GetUInt32();
std::string rankName = fields[2].GetCppString();
uint32 rankRights = fields[3].GetUInt32();
@ -316,12 +313,12 @@ bool Guild::LoadRanksFromDB(QueryResult *guildRanksResult)
if (rankID != m_Ranks.size()) // guild_rank.ids are sequence 0,1,2,3..
broken_ranks = true;
//first rank is guildmaster, prevent loss leader rights
// first rank is guildmaster, prevent loss leader rights
if (m_Ranks.empty())
rankRights |= GR_RIGHT_ALL;
AddRank(rankName,rankRights,rankMoney);
}while( guildRanksResult->NextRow() );
AddRank(rankName, rankRights, rankMoney);
} while( guildRanksResult->NextRow() );
if (m_Ranks.size() < GUILD_RANKS_MIN_COUNT) // if too few ranks, renew them
{
@ -419,7 +416,7 @@ bool Guild::LoadMembersFromDB(QueryResult *guildMembersResult)
members[GUID_LOPART(guid)] = newmember;
}while (guildMembersResult->NextRow());
} while (guildMembersResult->NextRow());
if (members.empty())
return false;
@ -580,7 +577,7 @@ void Guild::BroadcastToOfficers(WorldSession *session, const std::string& msg, u
for(MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
WorldPacket data;
ChatHandler::FillMessageData(&data, session, CHAT_MSG_OFFICER, language, NULL, 0, msg.c_str(),NULL);
ChatHandler::FillMessageData(&data, session, CHAT_MSG_OFFICER, language, NULL, 0, msg.c_str(), NULL);
Player *pl = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
@ -789,7 +786,7 @@ void Guild::Query(WorldSession *session)
data << m_Id;
data << m_Name;
for (size_t i = 0 ; i < 10; ++i) // show always 10 ranks
for (size_t i = 0 ; i < GUILD_RANKS_MAX_COUNT; ++i) // show always 10 ranks
{
if (i < m_Ranks.size())
data << m_Ranks[i].Name;
@ -826,14 +823,6 @@ void Guild::UpdateLogoutTime(uint64 guid)
return;
itr->second.LogoutTime = time(NULL);
if (m_OnlineMembers > 0)
--m_OnlineMembers;
else
{
UnloadGuildBank();
UnloadGuildEventLog();
}
}
// *************************************************
@ -842,10 +831,6 @@ void Guild::UpdateLogoutTime(uint64 guid)
// Display guild eventlog
void Guild::DisplayGuildEventLog(WorldSession *session)
{
// Load guild eventlog, if not already done
if (!m_EventLogLoaded)
LoadGuildEventLogFromDB();
// Sending result
WorldPacket data(MSG_GUILD_EVENT_LOG_QUERY, 0);
// count, max count == 100
@ -872,10 +857,6 @@ void Guild::DisplayGuildEventLog(WorldSession *session)
// Load guild eventlog from DB
void Guild::LoadGuildEventLogFromDB()
{
// Return if already loaded
if (m_EventLogLoaded)
return;
// 0 1 2 3 4 5
QueryResult *result = CharacterDatabase.PQuery("SELECT LogGuid, EventType, PlayerGuid1, PlayerGuid2, NewRank, TimeStamp FROM guild_eventlog WHERE guildid=%u ORDER BY TimeStamp DESC,LogGuid DESC LIMIT %u", m_Id, GUILD_EVENTLOG_MAX_RECORDS);
if (!result)
@ -908,18 +889,6 @@ void Guild::LoadGuildEventLogFromDB()
} while( result->NextRow() );
delete result;
m_EventLogLoaded = true;
}
// Unload guild eventlog
void Guild::UnloadGuildEventLog()
{
if (!m_EventLogLoaded)
return;
m_GuildEventLog.clear();
m_EventLogLoaded = false;
}
// Add entry to guild eventlog
@ -953,20 +922,20 @@ void Guild::DisplayGuildBankContent(WorldSession *session, uint8 TabId)
{
GuildBankTab const* tab = m_TabListMap[TabId];
if (!IsMemberHaveRights(session->GetPlayer()->GetGUIDLow(),TabId,GUILD_BANK_RIGHT_VIEW_TAB))
if (!IsMemberHaveRights(session->GetPlayer()->GetGUIDLow(), TabId, GUILD_BANK_RIGHT_VIEW_TAB))
return;
WorldPacket data(SMSG_GUILD_BANK_LIST,1200);
WorldPacket data(SMSG_GUILD_BANK_LIST, 1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
// remaining slots for today
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), TabId));
data << uint8(0); // Tell client this is a tab content packet
data << uint8(0); // Tell client that there's no tab info in this packet
data << uint8(GUILD_BANK_MAX_SLOTS);
for (int i=0; i<GUILD_BANK_MAX_SLOTS; ++i)
for (int i = 0; i < GUILD_BANK_MAX_SLOTS; ++i)
AppendDisplayGuildBankSlot(data, tab, i);
session->SendPacket(&data);
@ -974,14 +943,14 @@ void Guild::DisplayGuildBankContent(WorldSession *session, uint8 TabId)
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
void Guild::DisplayGuildBankMoneyUpdate()
void Guild::DisplayGuildBankMoneyUpdate(WorldSession *session)
{
WorldPacket data(SMSG_GUILD_BANK_LIST, 8+1+4+1+1);
data << uint64(GetGuildBankMoney());
data << uint8(0); // TabId, default 0
data << uint32(0); // slot withdrow, default 0
data << uint8(0); // Tell client this is a tab content packet
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), 0));
data << uint8(0); // Tell that there's no tab info in this packet
data << uint8(0); // not send items
BroadcastPacket(&data);
@ -992,25 +961,24 @@ void Guild::DisplayGuildBankContentUpdate(uint8 TabId, int32 slot1, int32 slot2)
{
GuildBankTab const* tab = m_TabListMap[TabId];
WorldPacket data(SMSG_GUILD_BANK_LIST,1200);
WorldPacket data(SMSG_GUILD_BANK_LIST, 1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
// remaining slots for today
size_t rempos = data.wpos();
data << uint32(0); // will be filled later
data << uint8(0); // Tell client this is a tab content packet
data << uint32(0); // item withdraw amount, will be filled later
data << uint8(0); // Tell client that there's no tab info in this packet
if (slot2 == -1) // single item in slot1
{
data << uint8(1);
data << uint8(1); // item count
AppendDisplayGuildBankSlot(data, tab, slot1);
}
else // 2 items (in slot1 and slot2)
{
data << uint8(2);
data << uint8(2); // item count
if (slot1 > slot2)
std::swap(slot1,slot2);
@ -1040,15 +1008,14 @@ void Guild::DisplayGuildBankContentUpdate(uint8 TabId, GuildItemPosCountVec cons
{
GuildBankTab const* tab = m_TabListMap[TabId];
WorldPacket data(SMSG_GUILD_BANK_LIST,1200);
WorldPacket data(SMSG_GUILD_BANK_LIST, 1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
// remaining slots for today
size_t rempos = data.wpos();
data << uint32(0); // will be filled later
data << uint8(0); // Tell client this is a tab content packet
data << uint32(0); // item withdraw amount, will be filled later
data << uint8(0); // Tell client that there's no tab info in this packet
data << uint8(slots.size()); // updates count
@ -1084,16 +1051,12 @@ Item* Guild::GetItem(uint8 TabId, uint8 SlotId)
void Guild::DisplayGuildBankTabsInfo(WorldSession *session)
{
// Time to load bank if not already done
if (!m_GuildBankLoaded)
LoadGuildBankFromDB();
WorldPacket data(SMSG_GUILD_BANK_LIST, 500);
data << uint64(GetGuildBankMoney());
data << uint8(0); // TabInfo packet must be for TabId 0
data << uint32(0xFFFFFFFF); // bit 9 must be set for this packet to work
data << uint8(1); // Tell Client this is a TabInfo packet
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), 0));
data << uint8(1); // Tell client that this packet includes tab info
data << uint8(m_PurchasedTabs); // here is the number of tabs
@ -1148,17 +1111,11 @@ uint32 Guild::GetBankRights(uint32 rankId, uint8 TabId) const
}
// *************************************************
// Guild bank loading/unloading related
// Guild bank loading related
// This load should be called when the bank is first accessed by a guild member
// This load should be called on startup only
void Guild::LoadGuildBankFromDB()
{
if (m_GuildBankLoaded)
return;
m_GuildBankLoaded = true;
LoadGuildBankEventLogFromDB();
// 0 1 2 3
QueryResult *result = CharacterDatabase.PQuery("SELECT TabId, TabName, TabIcon, TabText FROM guild_bank_tab WHERE guildid='%u' ORDER BY TabId", m_Id);
if (!result)
@ -1235,29 +1192,6 @@ void Guild::LoadGuildBankFromDB()
delete result;
}
// This unload should be called when the last member of the guild gets offline
void Guild::UnloadGuildBank()
{
if (!m_GuildBankLoaded)
return;
for (uint8 i = 0 ; i < m_PurchasedTabs ; ++i )
{
for (uint8 j = 0 ; j < GUILD_BANK_MAX_SLOTS ; ++j)
{
if (m_TabListMap[i]->Slots[j])
{
m_TabListMap[i]->Slots[j]->RemoveFromWorld();
delete m_TabListMap[i]->Slots[j];
}
}
delete m_TabListMap[i];
}
m_TabListMap.clear();
UnloadGuildBankEventLog();
m_GuildBankLoaded = false;
}
// *************************************************
// Money deposit/withdraw related
@ -1330,7 +1264,7 @@ bool Guild::IsMemberHaveRights(uint32 LowGuid, uint8 TabId, uint32 rights) const
if (itr->second.RankId == GR_GUILDMASTER)
return true;
return (GetBankRights(itr->second.RankId,TabId) & rights)==rights;
return (GetBankRights(itr->second.RankId,TabId) & rights) == rights;
}
uint32 Guild::GetMemberSlotWithdrawRem(uint32 LowGuid, uint8 TabId)
@ -1342,7 +1276,7 @@ uint32 Guild::GetMemberSlotWithdrawRem(uint32 LowGuid, uint8 TabId)
if (itr->second.RankId == GR_GUILDMASTER)
return WITHDRAW_SLOT_UNLIMITED;
if ((GetBankRights(itr->second.RankId,TabId) & GUILD_BANK_RIGHT_VIEW_TAB)!=GUILD_BANK_RIGHT_VIEW_TAB)
if ((GetBankRights(itr->second.RankId,TabId) & GUILD_BANK_RIGHT_VIEW_TAB) != GUILD_BANK_RIGHT_VIEW_TAB)
return 0;
uint32 curTime = uint32(time(NULL)/MINUTE);
@ -1350,7 +1284,7 @@ uint32 Guild::GetMemberSlotWithdrawRem(uint32 LowGuid, uint8 TabId)
{
itr->second.BankResetTimeTab[TabId] = curTime;
itr->second.BankRemSlotsTab[TabId] = GetBankSlotPerDay(itr->second.RankId, TabId);
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeTab%u='%u',BankRemSlotsTab%u='%u' WHERE guildid='%u' AND guid='%u'",
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeTab%u='%u', BankRemSlotsTab%u='%u' WHERE guildid='%u' AND guid='%u'",
uint32(TabId), itr->second.BankResetTimeTab[TabId], uint32(TabId), itr->second.BankRemSlotsTab[TabId], m_Id, LowGuid);
}
return itr->second.BankRemSlotsTab[TabId];
@ -1371,7 +1305,7 @@ uint32 Guild::GetMemberMoneyWithdrawRem(uint32 LowGuid)
{
itr->second.BankResetTimeMoney = curTime;
itr->second.BankRemMoney = GetBankMoneyPerDay(itr->second.RankId);
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeMoney='%u',BankRemMoney='%u' WHERE guildid='%u' AND guid='%u'",
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeMoney='%u', BankRemMoney='%u' WHERE guildid='%u' AND guid='%u'",
itr->second.BankResetTimeMoney, itr->second.BankRemMoney, m_Id, LowGuid);
}
return itr->second.BankRemMoney;
@ -1496,7 +1430,7 @@ void Guild::LoadGuildBankEventLogFromDB()
//uint32 configCount = sWorld.getConfig(CONFIG_GUILD_BANK_EVENT_LOG_COUNT);
//cycle through all purchased guild bank item tabs
for (uint32 tabId = 0; tabId < m_PurchasedTabs; tabId++)
for (uint32 tabId = 0; tabId < m_PurchasedTabs; ++tabId)
{
// 0 1 2 3 4 5 6
QueryResult *result = CharacterDatabase.PQuery("SELECT LogGuid, EventType, PlayerGuid, ItemOrMoney, ItemStackCount, DestTabId, TimeStamp FROM guild_bank_eventlog WHERE guildid='%u' AND TabId='%u' ORDER BY TimeStamp DESC,LogGuid DESC LIMIT %u", m_Id, tabId, GUILD_BANK_MAX_LOGS);
@ -1576,14 +1510,6 @@ void Guild::LoadGuildBankEventLogFromDB()
delete result;
}
void Guild::UnloadGuildBankEventLog()
{
m_GuildBankEventLog_Money.clear();
for (int i = 0; i < GUILD_BANK_MAX_TABS; ++i)
m_GuildBankEventLog_Item[i].clear();
}
void Guild::DisplayGuildBankLogs(WorldSession *session, uint8 TabId)
{
if (TabId > GUILD_BANK_MAX_TABS)
@ -1709,23 +1635,30 @@ void Guild::AppendDisplayGuildBankSlot( WorldPacket& data, GuildBankTab const *t
data << uint32(entry);
if (entry)
{
// random item property id +8
data << (uint32) pItem->GetItemRandomPropertyId();
data << uint32(0); // 3.3.0 (0x8000, 0x8020)
data << uint32(pItem->GetItemRandomPropertyId()); // random item property id + 8
if (pItem->GetItemRandomPropertyId())
// SuffixFactor +4
data << (uint32) pItem->GetItemSuffixFactor();
// +12 // ITEM_FIELD_STACK_COUNT
data << uint32(pItem->GetCount());
data << uint32(0); // +16 // Unknown value
data << uint8(0); // unknown 2.4.2
if (uint32 Enchant0 = pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT))
data << uint32(pItem->GetItemSuffixFactor()); // SuffixFactor + 4
data << uint32(pItem->GetCount()); // +12 ITEM_FIELD_STACK_COUNT
data << uint32(0); // +16 Unknown value
data << uint8(0); // +20
uint8 enchCount = 0;
size_t enchCountPos = data.wpos();
data << uint8(enchCount); // number of enchantments
for(uint32 i = PERM_ENCHANTMENT_SLOT; i < MAX_ENCHANTMENT_SLOT; ++i)
{
data << uint8(1); // number of enchantments (max 3) why max 3?
data << uint8(PERM_ENCHANTMENT_SLOT); // enchantment slot (range: 0:2)
data << uint32(Enchant0); // enchantment id
if(uint32 enchId = pItem->GetEnchantmentId(EnchantmentSlot(i)))
{
data << uint8(i);
data << uint32(enchId);
++enchCount;
}
}
else
data << uint8(0); // no enchantments (0)
data.put<uint8>(enchCountPos, enchCount);
}
}
@ -1745,11 +1678,11 @@ Item* Guild::StoreItem(uint8 tabId, GuildItemPosCountVec const& dest, Item* pIte
if (itr == dest.end())
{
lastItem = _StoreItem(tabId,slot,pItem,count,false);
lastItem = _StoreItem(tabId, slot, pItem, count, false);
break;
}
lastItem = _StoreItem(tabId,slot,pItem,count,true);
lastItem = _StoreItem(tabId, slot, pItem, count, true);
}
return lastItem;
@ -1781,7 +1714,7 @@ Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool
pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0);
AddGBankItemToDB(GetId(), tab, slot, pItem->GetGUIDLow(), pItem->GetEntry());
pItem->FSetState(ITEM_NEW);
pItem->SaveToDB(); // not in onventory and can be save standalone
pItem->SaveToDB(); // not in inventory and can be save standalone
return pItem;
}
@ -1789,7 +1722,7 @@ Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool
{
pItem2->SetCount( pItem2->GetCount() + count );
pItem2->FSetState(ITEM_CHANGED);
pItem2->SaveToDB(); // not in onventory and can be save standalone
pItem2->SaveToDB(); // not in inventory and can be save standalone
if (!clone)
{
@ -1842,7 +1775,7 @@ uint8 Guild::_CanStoreItem_InSpecificSlot( uint8 tab, uint8 slot, GuildItemPosCo
if (need_space > count)
need_space = count;
GuildItemPosCount newPosition = GuildItemPosCount(slot,need_space);
GuildItemPosCount newPosition = GuildItemPosCount(slot, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
@ -1854,7 +1787,7 @@ uint8 Guild::_CanStoreItem_InSpecificSlot( uint8 tab, uint8 slot, GuildItemPosCo
uint8 Guild::_CanStoreItem_InTab( uint8 tab, GuildItemPosCountVec &dest, uint32& count, bool merge, Item* pSrcItem, uint8 skip_slot ) const
{
for (uint32 j = 0; j < GUILD_BANK_MAX_SLOTS; j++)
for (uint32 j = 0; j < GUILD_BANK_MAX_SLOTS; ++j)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (j == skip_slot)
@ -1878,7 +1811,7 @@ uint8 Guild::_CanStoreItem_InTab( uint8 tab, GuildItemPosCountVec &dest, uint32&
if (need_space > count)
need_space = count;
GuildItemPosCount newPosition = GuildItemPosCount(j,need_space);
GuildItemPosCount newPosition = GuildItemPosCount(j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
@ -1895,7 +1828,7 @@ uint8 Guild::_CanStoreItem_InTab( uint8 tab, GuildItemPosCountVec &dest, uint32&
if (need_space > count)
need_space = count;
GuildItemPosCount newPosition = GuildItemPosCount(j,need_space);
GuildItemPosCount newPosition = GuildItemPosCount(j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
@ -1930,12 +1863,12 @@ uint8 Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, ui
return EQUIP_ERR_OK;
}
// not specific slot or have spece for partly store only in specific slot
// not specific slot or have space for partly store only in specific slot
// search stack in tab for merge to
if (pItem->GetMaxStackCount() > 1)
{
uint8 res = _CanStoreItem_InTab(tab,dest,count,true,pItem,slot);
uint8 res = _CanStoreItem_InTab(tab, dest, count, true, pItem, slot);
if (res != EQUIP_ERR_OK)
return res;
@ -1944,7 +1877,7 @@ uint8 Guild::CanStoreItem( uint8 tab, uint8 slot, GuildItemPosCountVec &dest, ui
}
// search free slot in bag for place to
uint8 res = _CanStoreItem_InTab(tab,dest,count,false,pItem,slot);
uint8 res = _CanStoreItem_InTab(tab, dest, count, false, pItem, slot);
if (res != EQUIP_ERR_OK)
return res;
@ -1966,7 +1899,7 @@ void Guild::SetGuildBankTabText(uint8 TabId, std::string text)
if (m_TabListMap[TabId]->Text == text)
return;
utf8truncate(text,500); // DB and client size limitation
utf8truncate(text, 500); // DB and client size limitation
m_TabListMap[TabId]->Text = text;
@ -2023,7 +1956,7 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
if (SplitedAmount)
{ // Bank -> Bank item split (in empty or non empty slot
GuildItemPosCountVec dest;
uint8 msg = CanStoreItem(BankTabDst,BankTabSlotDst,dest,SplitedAmount,pItemSrc,false);
uint8 msg = CanStoreItem(BankTabDst, BankTabSlotDst, dest, SplitedAmount, pItemSrc, false);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError( msg, pItemSrc, NULL );
@ -2044,13 +1977,13 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
pItemSrc->SetCount( pItemSrc->GetCount() - SplitedAmount );
pItemSrc->FSetState(ITEM_CHANGED);
pItemSrc->SaveToDB(); // not in inventory and can be save standalone
StoreItem(BankTabDst,dest,pNewItem);
StoreItem(BankTabDst, dest, pNewItem);
CharacterDatabase.CommitTransaction();
}
else // non split
{
GuildItemPosCountVec gDest;
uint8 msg = CanStoreItem(BankTabDst,BankTabSlotDst,gDest,pItemSrc->GetCount(),pItemSrc,false);
uint8 msg = CanStoreItem(BankTabDst,BankTabSlotDst,gDest,pItemSrc->GetCount(), pItemSrc, false);
if (msg == EQUIP_ERR_OK) // merge to
{
CharacterDatabase.BeginTransaction();
@ -2063,7 +1996,7 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
else // swap
{
gDest.clear();
msg = CanStoreItem(BankTabDst,BankTabSlotDst,gDest,pItemSrc->GetCount(),pItemSrc,true);
msg = CanStoreItem(BankTabDst, BankTabSlotDst, gDest, pItemSrc->GetCount(), pItemSrc, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError( msg, pItemSrc, NULL );
@ -2071,7 +2004,7 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
}
GuildItemPosCountVec gSrc;
msg = CanStoreItem(BankTab,BankTabSlot,gSrc,pItemDst->GetCount(),pItemDst,true);
msg = CanStoreItem(BankTab, BankTabSlot, gSrc, pItemDst->GetCount(), pItemDst, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError( msg, pItemDst, NULL );
@ -2101,9 +2034,9 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
CharacterDatabase.CommitTransaction();
}
}
DisplayGuildBankContentUpdate(BankTab,BankTabSlot,BankTab == BankTabDst ? BankTabSlotDst : -1);
DisplayGuildBankContentUpdate(BankTab, BankTabSlot, BankTab == BankTabDst ? BankTabSlotDst : -1);
if (BankTab != BankTabDst)
DisplayGuildBankContentUpdate(BankTabDst,BankTabSlotDst);
DisplayGuildBankContentUpdate(BankTabDst, BankTabSlotDst);
}
@ -2152,7 +2085,7 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
pItemBank->SetCount(pItemBank->GetCount()-SplitedAmount);
pItemBank->FSetState(ITEM_CHANGED);
pItemBank->SaveToDB(); // not in inventory and can be save standalone
pl->MoveItemToInventory(dest,pNewItem,true);
pl->MoveItemToInventory(dest, pNewItem, true);
pl->SaveInventoryAndGoldToDB();
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
@ -2173,7 +2106,7 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), pItemBank->GetCount());
RemoveItem(BankTab, BankTabSlot);
pl->MoveItemToInventory(dest,pItemBank,true);
pl->MoveItemToInventory(dest, pItemBank, true);
pl->SaveInventoryAndGoldToDB();
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
@ -2225,7 +2158,7 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
{
sLog.outCommand(pl->GetSession()->GetAccountId(),"GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u )",
pl->GetName(),pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1,pItemChar->GetEntry(),pItemChar->GetCount(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), pItemChar->GetCount(),
m_Id);
}
}
@ -2244,14 +2177,14 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
if (pItemChar)
StoreItem(BankTab, gDest, pItemChar);
pl->MoveItemToInventory(iDest,pItemBank,true);
pl->MoveItemToInventory(iDest, pItemBank, true);
pl->SaveInventoryAndGoldToDB();
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
CharacterDatabase.CommitTransaction();
}
}
DisplayGuildBankContentUpdate(BankTab,BankTabSlot);
DisplayGuildBankContentUpdate(BankTab, BankTabSlot);
}
@ -2281,7 +2214,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
if (SplitedAmount)
{ // Char -> Bank split to empty or non-empty slot (partly move)
GuildItemPosCountVec dest;
uint8 msg = CanStoreItem(BankTab,BankTabSlot,dest,SplitedAmount,pItemChar,false);
uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, SplitedAmount, pItemChar, false);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError( msg, pItemChar, NULL );
@ -2300,7 +2233,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
{
sLog.outCommand(pl->GetSession()->GetAccountId(),"GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u )",
pl->GetName(),pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1,pItemChar->GetEntry(),SplitedAmount,m_Id);
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), SplitedAmount, m_Id);
}
CharacterDatabase.BeginTransaction();
@ -2313,12 +2246,12 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
StoreItem(BankTab, dest, pNewItem);
CharacterDatabase.CommitTransaction();
DisplayGuildBankContentUpdate(BankTab,dest);
DisplayGuildBankContentUpdate(BankTab, dest);
}
else // Char -> Bank swap with empty or non-empty (move)
{
GuildItemPosCountVec dest;
uint8 msg = CanStoreItem(BankTab,BankTabSlot,dest,pItemChar->GetCount(),pItemChar,false);
uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, pItemChar->GetCount(), pItemChar, false);
if (msg == EQUIP_ERR_OK) // merge
{
// logging item move to bank
@ -2326,7 +2259,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
{
sLog.outCommand(pl->GetSession()->GetAccountId(),"GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u )",
pl->GetName(),pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1,pItemChar->GetEntry(),pItemChar->GetCount(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), pItemChar->GetCount(),
m_Id);
}
@ -2336,11 +2269,11 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
pl->MoveItemFromInventory(PlayerBag, PlayerSlot, true);
pItemChar->DeleteFromInventoryDB();
StoreItem(BankTab,dest,pItemChar);
StoreItem(BankTab, dest, pItemChar);
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
DisplayGuildBankContentUpdate(BankTab,dest);
DisplayGuildBankContentUpdate(BankTab, dest);
}
else // Char <-> Bank swap items (posible NULL bank item)
{
@ -2356,7 +2289,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
}
GuildItemPosCountVec gDest;
msg = CanStoreItem(BankTab,BankTabSlot,gDest,pItemChar->GetCount(),pItemChar,true);
msg = CanStoreItem(BankTab, BankTabSlot, gDest, pItemChar->GetCount(), pItemChar, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError( msg, pItemChar, NULL );
@ -2376,7 +2309,7 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
{
sLog.outCommand(pl->GetSession()->GetAccountId(),"GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u )",
pl->GetName(),pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1,pItemChar->GetEntry(),pItemChar->GetCount(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), pItemChar->GetCount(),
m_Id);
}
@ -2390,22 +2323,22 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
if (pItemBank)
RemoveItem(BankTab, BankTabSlot);
StoreItem(BankTab,gDest,pItemChar);
StoreItem(BankTab, gDest, pItemChar);
if (pItemBank)
pl->MoveItemToInventory(iDest,pItemBank,true);
pl->MoveItemToInventory(iDest, pItemBank, true);
pl->SaveInventoryAndGoldToDB();
if (pItemBank)
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
CharacterDatabase.CommitTransaction();
DisplayGuildBankContentUpdate(BankTab,gDest);
DisplayGuildBankContentUpdate(BankTab, gDest);
}
}
}
bool GuildItemPosCount::isContainedIn(GuildItemPosCountVec const &vec) const
{
for(GuildItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
for(GuildItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
if (itr->Slot == this->Slot)
return true;

View file

@ -383,14 +383,13 @@ class Guild
void UpdateLogoutTime(uint64 guid);
// Guild EventLog
void LoadGuildEventLogFromDB();
void UnloadGuildEventLog();
void DisplayGuildEventLog(WorldSession *session);
void LogGuildEvent(uint8 EventType, uint32 PlayerGuid1, uint32 PlayerGuid2, uint8 NewRank);
// ** Guild bank **
// Content & item deposit/withdraw
void DisplayGuildBankContent(WorldSession *session, uint8 TabId);
void DisplayGuildBankMoneyUpdate();
void DisplayGuildBankMoneyUpdate(WorldSession *session);
void SwapItems( Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount);
void MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 PlayerBag, uint8 PlayerSlot, uint32 SplitedAmount);
@ -406,11 +405,8 @@ class Guild
uint32 GetBankRights(uint32 rankId, uint8 TabId) const;
bool IsMemberHaveRights(uint32 LowGuid, uint8 TabId,uint32 rights) const;
bool CanMemberViewTab(uint32 LowGuid, uint8 TabId) const;
// Load/unload
// Load
void LoadGuildBankFromDB();
void UnloadGuildBank();
bool IsGuildBankLoaded() const { return m_GuildBankLoaded; }
void IncOnlineMemberCount() { ++m_OnlineMembers; }
// Money deposit/withdraw
void SendMoneyInfo(WorldSession *session, uint32 LowGuid);
bool MemberMoneyWithdraw(uint32 amount, uint32 LowGuid);
@ -428,7 +424,6 @@ class Guild
bool LoadBankRightsFromDB(QueryResult *guildBankTabRightsResult);
// Guild Bank Event Logs
void LoadGuildBankEventLogFromDB();
void UnloadGuildBankEventLog();
void DisplayGuildBankLogs(WorldSession *session, uint8 TabId);
void LogBankEvent(uint8 EventType, uint8 TabId, uint32 PlayerGuidLow, uint32 ItemOrMoney, uint8 ItemStackCount=0, uint8 DestTabId=0);
bool AddGBankItemToDB(uint32 GuildId, uint32 BankTab , uint32 BankTabSlot , uint32 GUIDLow, uint32 Entry );
@ -469,9 +464,6 @@ class Guild
uint32 m_GuildBankEventLogNextGuid_Money;
uint32 m_GuildBankEventLogNextGuid_Item[GUILD_BANK_MAX_TABS];
bool m_GuildBankLoaded;
bool m_EventLogLoaded;
uint32 m_OnlineMembers;
uint64 m_GuildBankMoney;
uint8 m_PurchasedTabs;

View file

@ -887,7 +887,7 @@ void WorldSession::HandleGuildBankQueryTab( WorldPacket & recv_data )
if (!pGuild)
return;
if (!pGuild->IsGuildBankLoaded() || TabId >= pGuild->GetPurchasedTabs())
if (TabId >= pGuild->GetPurchasedTabs())
return;
// Let's update the amount of gold the player can withdraw before displaying the content
@ -921,7 +921,7 @@ void WorldSession::HandleGuildBankDepositMoney( WorldPacket & recv_data )
if (!pGuild)
return;
if (!pGuild->IsGuildBankLoaded() || !pGuild->GetPurchasedTabs())
if (!pGuild->GetPurchasedTabs())
return;
CharacterDatabase.BeginTransaction();
@ -944,7 +944,7 @@ void WorldSession::HandleGuildBankDepositMoney( WorldPacket & recv_data )
pGuild->DisplayGuildBankTabsInfo(this);
pGuild->DisplayGuildBankContent(this, 0);
pGuild->DisplayGuildBankMoneyUpdate();
pGuild->DisplayGuildBankMoneyUpdate(this);
}
void WorldSession::HandleGuildBankWithdrawMoney( WorldPacket & recv_data )
@ -969,7 +969,7 @@ void WorldSession::HandleGuildBankWithdrawMoney( WorldPacket & recv_data )
if(!pGuild)
return;
if (!pGuild->IsGuildBankLoaded() || !pGuild->GetPurchasedTabs())
if (!pGuild->GetPurchasedTabs())
return;
if (pGuild->GetGuildBankMoney()<money) // not enough money in bank
@ -997,7 +997,7 @@ void WorldSession::HandleGuildBankWithdrawMoney( WorldPacket & recv_data )
pGuild->SendMoneyInfo(this, GetPlayer()->GetGUIDLow());
pGuild->DisplayGuildBankTabsInfo(this);
pGuild->DisplayGuildBankContent(this, 0);
pGuild->DisplayGuildBankMoneyUpdate();
pGuild->DisplayGuildBankMoneyUpdate(this);
}
void WorldSession::HandleGuildBankSwapItems( WorldPacket & recv_data )
@ -1026,7 +1026,7 @@ void WorldSession::HandleGuildBankSwapItems( WorldPacket & recv_data )
}
Guild *pGuild = sObjectMgr.GetGuildById(GuildId);
if (!pGuild || !pGuild->IsGuildBankLoaded())
if (!pGuild)
{
recv_data.rpos(recv_data.wpos()); // prevent additional spam at rejected packet
return;
@ -1128,7 +1128,7 @@ void WorldSession::HandleGuildBankBuyTab( WorldPacket & recv_data )
return;
// m_PurchasedTabs = 0 when buying Tab 0, that is why this check can be made
if (!pGuild->IsGuildBankLoaded() || TabId != pGuild->GetPurchasedTabs())
if (TabId != pGuild->GetPurchasedTabs())
return;
uint32 TabCost = GetGuildBankTabPrice(TabId) * GOLD;
@ -1177,7 +1177,7 @@ void WorldSession::HandleGuildBankUpdateTab( WorldPacket & recv_data )
if (!pGuild)
return;
if (!pGuild->IsGuildBankLoaded() || TabId >= pGuild->GetPurchasedTabs())
if (TabId >= pGuild->GetPurchasedTabs())
return;
pGuild->SetGuildBankTabInfo(TabId, Name, IconIndex);
@ -1200,9 +1200,6 @@ void WorldSession::HandleGuildBankLogQuery( WorldPacket & recv_data )
if (!pGuild)
return;
if (!pGuild->IsGuildBankLoaded())
return;
// GUILD_BANK_MAX_TABS send by client for money log
if (TabId >= pGuild->GetPurchasedTabs() && TabId != GUILD_BANK_MAX_TABS)
return;
@ -1225,7 +1222,7 @@ void WorldSession::HandleQueryGuildBankTabText(WorldPacket &recv_data)
if (!pGuild)
return;
if (!pGuild->IsGuildBankLoaded() || TabId >= pGuild->GetPurchasedTabs())
if (TabId >= pGuild->GetPurchasedTabs())
return;
pGuild->SendGuildBankTabText(this, TabId);
@ -1248,7 +1245,7 @@ void WorldSession::HandleSetGuildBankTabText(WorldPacket &recv_data)
if (!pGuild)
return;
if (!pGuild->IsGuildBankLoaded() || TabId >= pGuild->GetPurchasedTabs())
if (TabId >= pGuild->GetPurchasedTabs())
return;
pGuild->SetGuildBankTabText(TabId, Text);

View file

@ -3021,9 +3021,11 @@ void ObjectMgr::LoadGuilds()
delete newGuild;
continue;
}
newGuild->LoadGuildEventLogFromDB();
newGuild->LoadGuildBankEventLogFromDB();
newGuild->LoadGuildBankFromDB();
AddGuild(newGuild);
}while( result->NextRow() );
} while( result->NextRow() );
delete result;
delete guildRanksResult;

View file

@ -18713,8 +18713,6 @@ void Player::SendInitialPacketsBeforeAddToMap()
{
GetSocial()->SendSocialList();
// guild bank list wtf?
// Homebind
WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
data << m_homebindX << m_homebindY << m_homebindZ;
@ -18725,11 +18723,13 @@ void Player::SendInitialPacketsBeforeAddToMap()
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
// SMSG_UPDATE_AURA_DURATION
SendTalentsInfoData(false);
// SMSG_INSTANCE_DIFFICULTY
data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
data << uint32(0);
data << uint32(0);
GetSession()->SendPacket(&data);
SendInitialSpells();
@ -18739,11 +18739,16 @@ void Player::SendInitialPacketsBeforeAddToMap()
SendInitialActionButtons();
m_reputationMgr.SendInitialReputations();
// SMSG_INIT_WORLD_STATES
m_achievementMgr.SendAllAchievementData();
if(!isAlive())
SendCorpseReclaimDelay(true);
SendInitWorldStates(GetZoneId(), GetAreaId());
SendEquipmentSetList();
m_achievementMgr.SendAllAchievementData();
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
data << (float)0.01666667f; // game speed
@ -18752,7 +18757,6 @@ void Player::SendInitialPacketsBeforeAddToMap()
// SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
// SMSG_PET_GUIDS
// SMSG_UPDATE_WORLD_STATE
// SMSG_POWER_UPDATE
// set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment