#include "ScriptPCH.h" //extern DatabaseMysql SD2Database; extern WorldDatabaseWorkerPool WorldDatabase; #define MSG_GOSSIP_TELE "Teleport to GuildHouse" #define MSG_GOSSIP_BUY "Buy GuildHouse (1000 gold)" #define MSG_GOSSIP_SELL "Sell GuildHouse (500 gold)" #define MSG_GOSSIP_NEXTPAGE "Next -->" #define MSG_INCOMBAT "You are in combat and cannot be teleported to your GuildHouse." #define MSG_NOGUILDHOUSE "Your guild currently does not own a GuildHouse." #define MSG_NOFREEGH "Unfortunately, all GuildHouses are in use." #define MSG_ALREADYHAVEGH "Sorry, but you already own a GuildHouse (%s)." #define MSG_NOTENOUGHMONEY "You do not have the %u gold required to purchase a GuildHouse." #define MSG_GHOCCUPIED "This GuildHouse is unavailable for purchase as it is currently in use." #define MSG_CONGRATULATIONS "Congratulations! You have successfully purchased a GuildHouse." #define MSG_SOLD "You have sold your GuildHouse and have received %u gold." #define MSG_NOTINGUILD "You need to be in a guild before you can use a GuildHouse." #define CODE_SELL "SELL" #define MSG_CODEBOX_SELL "Type \"" CODE_SELL "\" into the field to confirm that you want to sell your GuildHouse." #define OFFSET_GH_ID_TO_ACTION 1500 #define OFFSET_SHOWBUY_FROM 10000 #define ACTION_TELE 1001 #define ACTION_SHOW_BUYLIST 1002 //deprecated. Use (OFFSET_SHOWBUY_FROM + 0) instead #define ACTION_SELL_GUILDHOUSE 1003 #define ICON_GOSSIP_BALOON 0 #define ICON_GOSSIP_WING 2 #define ICON_GOSSIP_BOOK 3 #define ICON_GOSSIP_WHEEL1 4 #define ICON_GOSSIP_WHEEL2 5 #define ICON_GOSSIP_GOLD 6 #define ICON_GOSSIP_BALOONDOTS 7 #define ICON_GOSSIP_TABARD 8 #define ICON_GOSSIP_XSWORDS 9 #define COST_GH_BUY 10000000 //1000 g. #define COST_GH_SELL 5000000 //500 g. #define GOSSIP_COUNT_MAX 10 bool isPlayerGuildLeader(Player *player) { return (player->GetRank() == 0) && (player->GetGuildId() != 0); } bool getGuildHouseCoords(uint32 guildId, float &x, float &y, float &z, uint32 &map) { if (guildId == 0) { //if player has no guild return false; } QueryResult result; result = WorldDatabase.PQuery("SELECT `x`, `y`, `z`, `map` FROM `guildhouses` WHERE `guildId` = %u", guildId); if (result) { Field *fields = result->Fetch(); x = fields[0].GetFloat(); y = fields[1].GetFloat(); z = fields[2].GetFloat(); map = fields[3].GetUInt32(); return true; } return false; } void teleportPlayerToGuildHouse(Player *player, Creature *_creature) { if (player->GetGuildId() == 0) { //if player has no guild _creature->MonsterWhisper(MSG_NOTINGUILD, player->GetGUID()); return; } if (!player->getAttackers().empty()) { //if player in combat _creature->MonsterSay(MSG_INCOMBAT, LANG_UNIVERSAL, player->GetGUID()); return; } float x, y, z; uint32 map; if (getGuildHouseCoords(player->GetGuildId(), x, y, z, map)) { //teleport player to the specified location player->TeleportTo(map, x, y, z, 0.0f); } else _creature->MonsterWhisper(MSG_NOGUILDHOUSE, player->GetGUID()); } bool showBuyList(Player *player, Creature *_creature, uint32 showFromId = 0) { //show not occupied guildhouses QueryResult result; result = WorldDatabase.PQuery("SELECT `id`, `comment` FROM `guildhouses` WHERE `guildId` = 0 AND `id` > %u ORDER BY `id` ASC LIMIT %u", showFromId, GOSSIP_COUNT_MAX); if (result) { uint32 guildhouseId = 0; std::string comment = ""; do { Field *fields = result->Fetch(); guildhouseId = fields[0].GetInt32(); comment = fields[1].GetString(); //send comment as a gossip item //transmit guildhouseId in Action variable player->ADD_GOSSIP_ITEM(ICON_GOSSIP_TABARD, comment, GOSSIP_SENDER_MAIN, guildhouseId + OFFSET_GH_ID_TO_ACTION); } while (result->NextRow()); if (result->GetRowCount() == GOSSIP_COUNT_MAX) { //assume that we have additional page //add link to next GOSSIP_COUNT_MAX items player->ADD_GOSSIP_ITEM(ICON_GOSSIP_BALOONDOTS, MSG_GOSSIP_NEXTPAGE, GOSSIP_SENDER_MAIN, guildhouseId + OFFSET_SHOWBUY_FROM); } player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID()); return true; } else { if (showFromId = 0) { //all guildhouses are occupied _creature->MonsterWhisper(MSG_NOFREEGH, player->GetGUID()); player->CLOSE_GOSSIP_MENU(); } else { //this condition occurs when COUNT(guildhouses) % GOSSIP_COUNT_MAX == 0 //just show GHs from beginning showBuyList(player, _creature, 0); } } return false; } bool isPlayerHasGuildhouse(Player *player, Creature *_creature, bool whisper = false) { QueryResult result; result = WorldDatabase.PQuery("SELECT `comment` FROM `guildhouses` WHERE `guildId` = %u", player->GetGuildId()); if (result) { if (whisper) { //whisper to player "already have etc..." Field *fields = result->Fetch(); char msg[100]; sprintf(msg, MSG_ALREADYHAVEGH, fields[0].GetString()); _creature->MonsterWhisper(msg, player->GetGUID()); } return true; } return false; } void buyGuildhouse(Player *player, Creature *_creature, uint32 guildhouseId) { if (player->GetMoney() < COST_GH_BUY) { //show how much money player need to buy GH (in gold) char msg[100]; sprintf(msg, MSG_NOTENOUGHMONEY, COST_GH_BUY / 10000); _creature->MonsterWhisper(msg, player->GetGUID()); return; } if (isPlayerHasGuildhouse(player, _creature, true)) { //player already have GH return; } QueryResult result; //check if somebody already occupied this GH result = WorldDatabase.PQuery("SELECT `id` FROM `guildhouses` WHERE `id` = %u AND `guildId` <> 0", guildhouseId); if (result) { _creature->MonsterWhisper(MSG_GHOCCUPIED, player->GetGUID()); return; } //update DB result = WorldDatabase.PQuery("UPDATE `guildhouses` SET `guildId` = %u WHERE `id` = %u", player->GetGuildId(), guildhouseId); if (result) player->ModifyMoney(-COST_GH_BUY); _creature->MonsterSay(MSG_CONGRATULATIONS, LANG_UNIVERSAL, player->GetGUID()); } void sellGuildhouse(Player *player, Creature *_creature) { if (isPlayerHasGuildhouse(player, _creature)) { QueryResult result; result = WorldDatabase.PQuery("UPDATE `guildhouses` SET `guildId` = 0 WHERE `guildId` = %u", player->GetGuildId()); if (result) player->ModifyMoney(COST_GH_SELL); //display message e.g. "here your money etc." char msg[100]; sprintf(msg, MSG_SOLD, COST_GH_SELL / 10000); _creature->MonsterWhisper(msg, player->GetGUID()); } } class guildmaster : public CreatureScript { public: guildmaster() : CreatureScript("guildmaster") { } bool GossipSelectWithCode(Player *player, Creature *_creature, uint32 sender, uint32 action, const char* sCode) { if (sender == GOSSIP_SENDER_MAIN) { if (action == ACTION_SELL_GUILDHOUSE) { int i = -1; try { //compare code if (strlen(sCode) + 1 == sizeof CODE_SELL) i = strcmp(CODE_SELL, sCode); } catch(char *str) {sLog->outErrorDb(str); } if (i == 0) { //right code sellGuildhouse(player, _creature); } player->CLOSE_GOSSIP_MENU(); return true; } } return false; } bool OnGossipSelect(Player *player, Creature *_creature, uint32 sender, uint32 action) { player->PlayerTalkClass->ClearMenus(); if (sender != GOSSIP_SENDER_MAIN) return false; switch (action) { case ACTION_TELE: //teleport player to GH player->CLOSE_GOSSIP_MENU(); teleportPlayerToGuildHouse(player, _creature); break; case ACTION_SHOW_BUYLIST: //show list of GHs which currently not occupied showBuyList(player, _creature); break; default: if (action > OFFSET_SHOWBUY_FROM) { showBuyList(player, _creature, action - OFFSET_SHOWBUY_FROM); } else if (action > OFFSET_GH_ID_TO_ACTION) { //player clicked on buy list player->CLOSE_GOSSIP_MENU(); //get guildhouseId from action //guildhouseId = action - OFFSET_GH_ID_TO_ACTION buyGuildhouse(player, _creature, action - OFFSET_GH_ID_TO_ACTION); } break; } return true; } bool OnGossipHello(Player *player, Creature *_creature) { player->ADD_GOSSIP_ITEM(ICON_GOSSIP_BALOON, MSG_GOSSIP_TELE, GOSSIP_SENDER_MAIN, ACTION_TELE); if (isPlayerGuildLeader(player)) { if (isPlayerHasGuildhouse(player, _creature)) { //and additional for guildhouse owner (Removed : player->PlayerTalkClass->GetGossipMenu().AddMenuItem(ICON_GOSSIP_GOLD, 0, MSG_GOSSIP_SELL, GOSSIP_SENDER_MAIN, ACTION_SELL_GUILDHOUSE, MSG_CODEBOX_SELL, 0, true); } else { //show additional menu for guild leader player->ADD_GOSSIP_ITEM(ICON_GOSSIP_GOLD, MSG_GOSSIP_BUY, GOSSIP_SENDER_MAIN, ACTION_SHOW_BUYLIST); } } player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID()); return true; } }; void AddSC_guildmaster() { new guildmaster(); }