/* Guild Housing
Created by ?
Edited by QQrofl/Tommy
Will Scarlet - Suggested for it to be updated
*/
#include "ScriptPCH.h"
#define MSG_GOSSIP_TELE "Teleport to our GuildHouse"
#define MSG_GOSSIP_BUY "Buy GuildHouse (1000 gold)"
#define MSG_GOSSIP_SELL "Sell GuildHouse (500 gold)"
#define MSG_GOSSIP_NEXTPAGE "Next Page -->"
#define MSG_INCOMBAT "You are in combat!"
#define MSG_NOGUILDHOUSE "Your guild dont have any GuildHouse!"
#define MSG_NOFREEGH "Unfortunately, all GuildHouses are in use."
#define MSG_ALREADYHAVEGH "Sorry, but you already have GuildHouse (%s)."
#define MSG_NOTENOUGHMONEY "Not enough money. You must have %u gold to buy a GuildHouses."
#define MSG_GHOCCUPIED "Unfortunately, this GuildHouses already in use."
#define MSG_CONGRATULATIONS "Congratulations! You bought this Guild House!"
#define MSG_SOLD "You sold your GuildHouse. Here is %u in gold."
#define MSG_NOTINGUILD "You are not in a guild. Join or create one."
#define CODE_SELL "SELL"
#define MSG_CODEBOX_SELL "Enter \"" CODE_SELL "\" If you really want to sell your GuildHouse."
enum Vars
{
/* Offset */
OFFSET_GH_ID_TO_ACTION = 1500,
OFFSET_SHOWBUY_FROM = 10000,
/* Actions */
ACTION_TELE = 1001,
ACTION_SHOW_BUYLIST = 1002, //deprecated. Use (OFFSET_SHOWBUY_FROM + 0) instead
ACTION_SELL_GUILDHOUSE = 1003,
/* Costs */
COST_GH_BUY = 10000000, //1000 g.
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)
{
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(GOSSIP_ICON_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(GOSSIP_ICON_DOT, 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 npc_guildmaster : public CreatureScript
{
public:
npc_guildmaster() : CreatureScript("npc_guildmaster") { }
bool OnGossipHello(Player *player, Creature *_creature)
{
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, MSG_GOSSIP_TELE,
GOSSIP_SENDER_MAIN, ACTION_TELE);
if (isPlayerGuildLeader(player)) //show additional menu for guild leader
{
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_MONEY_BAG, MSG_GOSSIP_BUY,
GOSSIP_SENDER_MAIN, ACTION_SHOW_BUYLIST);
if (isPlayerHasGuildhouse(player, _creature))//and additional for guildhouse owner
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, GOSSIP_ICON_MONEY_BAG, MSG_GOSSIP_SELL, GOSSIP_SENDER_MAIN, ACTION_SELL_GUILDHOUSE, MSG_CODEBOX_SELL, 0, true);
}
player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID());
return true;
}
bool OnGossipSelect(Player *player, Creature *_creature, uint32 sender, uint32 action )
{
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 OnGossipSelectCode( 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->outError(str);
}
if (i == 0)//right code
sellGuildhouse(player, _creature);
player->CLOSE_GOSSIP_MENU();
return true;
}
}
return false;
}
};
void AddSC_guildmaster()
{
new npc_guildmaster;
}