[10252] Implement reputation_reward_rate for quests and creatures

* In addition, implement "flat" reputation for quests, where a value in RewRepValueN is given. Human diplomacy will not affect the total. The rate however will be applied, where a faction is defined with a rate for quests. Value in database are expected to be *100 of the actual value given (before rate are applied).
* New database storage can contain rates for quest/creature/spell reputation and will affect the base value given as reward. When for example the quest reward for a faction should receive 30% more reputation points, the rate can be set to 1.3.
* This will fix issues with certain quests that are using the expected RewRepValueId but where the outcome has been lower than expected.
* Note that if the rate is set to 0.0 it will disable reputation gain for the faction and type.
* Reputation rate for spells (spell effect) is not yet implemented

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-07-23 17:49:13 +02:00
parent 50c2e8eca2
commit 61990de6dd
13 changed files with 159 additions and 9 deletions

View file

@ -2600,7 +2600,7 @@ class MANGOS_DLL_SPEC Player : public Unit
Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
void UpdateKnownCurrencies(uint32 itemId, bool apply);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }