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[7540] Move most reputation/force faction reaction code to new ReputationMgr.
This commit is contained in:
parent
ef014420a5
commit
c33eff13f4
19 changed files with 773 additions and 647 deletions
551
src/game/ReputationMgr.cpp
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551
src/game/ReputationMgr.cpp
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ReputationMgr.h"
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#include "Database/DBCStores.h"
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#include "Player.h"
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#include "WorldPacket.h"
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const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
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ReputationRank ReputationMgr::ReputationToRank(int32 standing)
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{
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int32 limit = Reputation_Cap + 1;
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for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
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{
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limit -= PointsInRank[i];
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if (standing >= limit )
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return ReputationRank(i);
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}
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return MIN_REPUTATION_RANK;
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}
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int32 ReputationMgr::GetReputation(uint32 faction_id) const
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{
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
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if (!factionEntry)
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{
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sLog.outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id);
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return 0;
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}
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return GetReputation(factionEntry);
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}
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int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
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{
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if (!factionEntry)
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return 0;
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uint32 raceMask = m_player->getRaceMask();
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uint32 classMask = m_player->getClassMask();
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for (int i=0; i < 4; i++)
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{
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if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
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(factionEntry->BaseRepClassMask[i]==0 ||
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(factionEntry->BaseRepClassMask[i] & classMask) ) )
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return factionEntry->BaseRepValue[i];
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}
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// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
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return 0;
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}
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int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
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{
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// Faction without recorded reputation. Just ignore.
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if(!factionEntry)
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return 0;
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if(FactionState const* state = GetState(factionEntry))
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return GetBaseReputation(factionEntry) + state->Standing;
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return 0;
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}
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/*
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FactionState const* ReputationMgr::GetState( FactionTemplateEntry const* factionTemplateEntry ) const
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{
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if(factionTemplateEntry->faction)
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if (FactionEntry const* raw_faction = sFactionStore.LookupEntry(factionTemplateEntry->faction))
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if (raw_faction->reputationListID >=0 )
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return GetState(raw_faction);
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return NULL;
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}
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*/
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/*
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ReputationRank ReputationMgr::GetRank(uint32 faction) const
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{
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FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
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if(!factionEntry)
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return MIN_REPUTATION_RANK;
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return GetRank(factionEntry);
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}
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*/
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/*
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ReputationRank const* ReputationMgr::GetRankIfAny(FactionTemplateEntry const* factionTemplateEntry,ReputationRank& rankHolder) const
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{
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if (!factionTemplateEntry->faction)
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return NULL;
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if (FactionEntry const* raw_faction = sFactionStore.LookupEntry(factionTemplateEntry->faction))
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{
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if (raw_faction->reputationListID >=0 )
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{
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rankHolder = GetRank(raw_faction);
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return &rankHolder;
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}
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}
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return NULL;
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}
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*/
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ReputationRank ReputationMgr::GetRank(FactionEntry const* factionEntry) const
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{
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int32 reputation = GetReputation(factionEntry);
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return ReputationToRank(reputation);
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}
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ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const
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{
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int32 reputation = GetBaseReputation(factionEntry);
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return ReputationToRank(reputation);
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}
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void ReputationMgr::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply )
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{
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if(apply)
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m_forcedReactions[faction_id] = rank;
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else
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m_forcedReactions.erase(faction_id);
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}
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uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) const
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{
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if (!factionEntry)
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return 0;
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uint32 raceMask = m_player->getRaceMask();
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uint32 classMask = m_player->getClassMask();
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for (int i=0; i < 4; i++)
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{
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if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
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(factionEntry->BaseRepClassMask[i]==0 ||
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(factionEntry->BaseRepClassMask[i] & classMask) ) )
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return factionEntry->ReputationFlags[i];
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}
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return 0;
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}
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void ReputationMgr::SendForceReactions()
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{
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WorldPacket data;
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data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+m_forcedReactions.size()*(4+4));
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data << uint32(m_forcedReactions.size());
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for(ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_forcedReactions.end(); ++itr)
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{
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data << uint32(itr->first); // faction_id (Faction.dbc)
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data << uint32(itr->second); // reputation rank
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}
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendState(FactionState const* faction) const
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{
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if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
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{
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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data << (uint32) 1; // count
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// for
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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// end for
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m_player->SendDirectMessage(&data);
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}
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}
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void ReputationMgr::SendInitialReputations()
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{
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WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
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data << uint32 (0x00000080);
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RepListID a = 0;
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for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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// fill in absent fields
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for (; a != itr->first; a++)
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{
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data << uint8 (0x00);
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data << uint32 (0x00000000);
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}
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// fill in encountered data
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data << uint8 (itr->second.Flags);
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data << uint32 (itr->second.Standing);
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++a;
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}
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// fill in absent fields
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for (; a != 128; a++)
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{
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data << uint8 (0x00);
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data << uint32 (0x00000000);
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}
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendStates() const
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{
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for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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SendState(&(itr->second));
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}
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void ReputationMgr::SendVisible(FactionState const* faction) const
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{
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if(m_player->GetSession()->PlayerLoading())
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return;
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// make faction visible in reputation list at client
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WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
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data << faction->ReputationListID;
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::Initilize()
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{
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m_factions.clear();
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for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
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{
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
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if( factionEntry && (factionEntry->reputationListID >= 0))
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{
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FactionState newFaction;
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newFaction.ID = factionEntry->ID;
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newFaction.ReputationListID = factionEntry->reputationListID;
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newFaction.Standing = 0;
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newFaction.Flags = GetDefaultStateFlags(factionEntry);
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newFaction.Changed = true;
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m_factions[newFaction.ReputationListID] = newFaction;
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}
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}
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}
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bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing)
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{
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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if (flist)
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{
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bool res = false;
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for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
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{
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FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
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if(factionEntryCalc)
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res = SetOneFactionReputation(factionEntryCalc, standing);
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}
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return res;
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}
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else
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return SetOneFactionReputation(factionEntry, standing);
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}
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bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
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{
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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{
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if (standing > Reputation_Cap)
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standing = Reputation_Cap;
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else
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if (standing < Reputation_Bottom)
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standing = Reputation_Bottom;
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int32 BaseRep = GetBaseReputation(factionEntry);
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itr->second.Standing = standing - BaseRep;
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itr->second.Changed = true;
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SetVisible(&itr->second);
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if(ReputationToRank(standing) <= REP_HOSTILE)
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SetAtWar(&itr->second,true);
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SendState(&itr->second);
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m_player->ReputationChanged(factionEntry);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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return true;
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}
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return false;
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}
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/*
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bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
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{
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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{
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if (standing > Reputation_Cap)
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standing = Reputation_Cap;
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else
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if (standing < Reputation_Bottom)
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standing = Reputation_Bottom;
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int32 BaseRep = GetBaseReputation(factionEntry);
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itr->second.Standing = standing - BaseRep;
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itr->second.Changed = true;
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if(itr->second.SetFactionVisible())
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SendFactionVisible(&itr->second);
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if(ReputationToRank(standing) <= REP_HOSTILE)
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itr->second.SetAtWar(true);
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SendState(&(itr->second));
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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return true;
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}
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return false;
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}
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*/
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bool ReputationMgr::ModifyReputation(FactionEntry const* factionEntry, int32 standing)
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{
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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if (flist)
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{
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bool res = false;
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for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
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{
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FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
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if(factionEntryCalc)
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res = ModifyOneFactionReputation(factionEntryCalc, standing);
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}
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return res;
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}
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else
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return ModifyOneFactionReputation(factionEntry, standing);
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}
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bool ReputationMgr::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
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{
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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{
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int32 BaseRep = GetBaseReputation(factionEntry);
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int32 new_rep = BaseRep + itr->second.Standing + standing;
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if (new_rep > Reputation_Cap)
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new_rep = Reputation_Cap;
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else
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if (new_rep < Reputation_Bottom)
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new_rep = Reputation_Bottom;
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if(ReputationToRank(new_rep) <= REP_HOSTILE)
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SetAtWar(&itr->second,true);
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itr->second.Standing = new_rep - BaseRep;
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itr->second.Changed = true;
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SetVisible(&itr->second);
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SendState(&itr->second);
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m_player->ReputationChanged(factionEntry);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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return true;
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}
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return false;
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}
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void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
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{
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if(!factionTemplateEntry->faction)
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return;
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if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
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SetVisible(factionEntry);
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}
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void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
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{
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if(factionEntry->reputationListID < 0)
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return;
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr == m_factions.end())
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return;
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SetVisible(&itr->second);
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}
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void ReputationMgr::SetVisible(FactionState* faction)
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{
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// always invisible or hidden faction can't be make visible
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if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
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return;
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// already set
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if(faction->Flags & FACTION_FLAG_VISIBLE)
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return;
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faction->Flags |= FACTION_FLAG_VISIBLE;
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faction->Changed = true;
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SendVisible(faction);
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}
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void ReputationMgr::SetAtWar( RepListID repListID, bool on )
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{
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FactionStateList::iterator itr = m_factions.find(repListID);
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if (itr == m_factions.end())
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return;
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// always invisible or hidden faction can't change war state
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if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) )
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return;
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SetAtWar(&itr->second,on);
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}
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void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
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{
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// not allow declare war to own faction
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if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
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return;
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// already set
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if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
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return;
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if( atWar )
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faction->Flags |= FACTION_FLAG_AT_WAR;
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else
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faction->Flags &= ~FACTION_FLAG_AT_WAR;
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faction->Changed = true;
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}
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void ReputationMgr::SetInactive( RepListID repListID, bool on )
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{
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FactionStateList::iterator itr = m_factions.find(repListID);
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if (itr == m_factions.end())
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return;
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SetInactive(&itr->second,on);
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}
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void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
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{
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// always invisible or hidden faction can't be inactive
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if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
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return;
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// already set
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if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
|
||||
return;
|
||||
|
||||
if(inactive)
|
||||
faction->Flags |= FACTION_FLAG_INACTIVE;
|
||||
else
|
||||
faction->Flags &= ~FACTION_FLAG_INACTIVE;
|
||||
|
||||
faction->Changed = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::LoadFromDB(QueryResult *result)
|
||||
{
|
||||
// Set initial reputations (so everything is nifty before DB data load)
|
||||
Initilize();
|
||||
|
||||
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
|
||||
|
||||
if(result)
|
||||
{
|
||||
do
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
|
||||
if( factionEntry && (factionEntry->reputationListID >= 0))
|
||||
{
|
||||
FactionState* faction = &m_factions[factionEntry->reputationListID];
|
||||
|
||||
// update standing to current
|
||||
faction->Standing = int32(fields[1].GetUInt32());
|
||||
|
||||
uint32 dbFactionFlags = fields[2].GetUInt32();
|
||||
|
||||
if( dbFactionFlags & FACTION_FLAG_VISIBLE )
|
||||
SetVisible(faction); // have internal checks for forced invisibility
|
||||
|
||||
if( dbFactionFlags & FACTION_FLAG_INACTIVE)
|
||||
SetInactive(faction,true); // have internal checks for visibility requirement
|
||||
|
||||
if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
|
||||
SetAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
|
||||
else // DB not at war
|
||||
{
|
||||
// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
|
||||
if( faction->Flags & FACTION_FLAG_VISIBLE )
|
||||
SetAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
|
||||
}
|
||||
|
||||
// set atWar for hostile
|
||||
if(GetRank(factionEntry) <= REP_HOSTILE)
|
||||
SetAtWar(faction,true);
|
||||
|
||||
// reset changed flag if values similar to saved in DB
|
||||
if(faction->Flags==dbFactionFlags)
|
||||
faction->Changed = false;
|
||||
}
|
||||
}
|
||||
while( result->NextRow() );
|
||||
|
||||
delete result;
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::SaveToDB()
|
||||
{
|
||||
CharacterDatabase.BeginTransaction();
|
||||
for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
|
||||
{
|
||||
if (itr->second.Changed)
|
||||
{
|
||||
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
|
||||
CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
|
||||
itr->second.Changed = false;
|
||||
}
|
||||
}
|
||||
CharacterDatabase.CommitTransaction();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue