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Various Cleanups (game Q-R)
This commit is contained in:
parent
98e1efd435
commit
865f7d7428
10 changed files with 246 additions and 246 deletions
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@ -30,7 +30,7 @@ ReputationRank ReputationMgr::ReputationToRank(int32 standing)
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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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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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@ -38,7 +38,7 @@ ReputationRank ReputationMgr::ReputationToRank(int32 standing)
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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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FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
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if (!factionEntry)
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{
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@ -65,10 +65,10 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
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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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if (!factionEntry)
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return 0;
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if(FactionState const* state = GetState(factionEntry))
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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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@ -86,9 +86,9 @@ ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) cons
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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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void ReputationMgr::ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply)
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{
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if(apply)
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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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@ -112,7 +112,7 @@ void ReputationMgr::SendForceReactions()
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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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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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@ -134,7 +134,7 @@ void ReputationMgr::SendState(FactionState const* faction)
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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if (itr->second.needSend)
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{
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@ -156,7 +156,7 @@ void ReputationMgr::SendState(FactionState const* faction)
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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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data << uint32(0x00000080);
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RepListID a = 0;
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@ -165,13 +165,13 @@ void ReputationMgr::SendInitialReputations()
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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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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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data << uint8(itr->second.Flags);
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data << uint32(itr->second.Standing);
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itr->second.needSend = false;
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@ -181,8 +181,8 @@ void ReputationMgr::SendInitialReputations()
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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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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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@ -190,7 +190,7 @@ void ReputationMgr::SendInitialReputations()
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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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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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@ -207,11 +207,11 @@ void ReputationMgr::Initialize()
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m_reveredFactionCount = 0;
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m_exaltedFactionCount = 0;
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for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
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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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FactionEntry const* factionEntry = sFactionStore.LookupEntry(i);
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if( factionEntry && (factionEntry->reputationListID >= 0))
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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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@ -221,7 +221,7 @@ void ReputationMgr::Initialize()
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newFaction.needSend = true;
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newFaction.needSave = true;
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if( newFaction.Flags & FACTION_FLAG_VISIBLE )
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if (newFaction.Flags & FACTION_FLAG_VISIBLE)
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++m_visibleFactionCount;
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UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
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@ -235,7 +235,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
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{
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bool res = false;
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// if spillover definition exists in DB, override DBC
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if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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if (const RepSpilloverTemplate* repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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{
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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{
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@ -259,7 +259,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
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if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
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{
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spillOverRepOut *= factionEntry->spilloverRateOut;
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if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
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if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team))
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{
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FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
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// some team factions have own reputation standing, in this case do not spill to other sub-factions
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@ -278,7 +278,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
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// Spillover to affiliated factions
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for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
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{
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if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
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if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
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{
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if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
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continue;
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@ -307,7 +307,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
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{
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int32 BaseRep = GetBaseReputation(factionEntry);
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if(incremental)
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if (incremental)
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standing += itr->second.Standing + BaseRep;
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if (standing > Reputation_Cap)
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@ -324,7 +324,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
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SetVisible(&itr->second);
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if(new_rank <= REP_HOSTILE)
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if (new_rank <= REP_HOSTILE)
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SetAtWar(&itr->second,true);
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UpdateRankCounters(old_rank, new_rank);
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@ -341,18 +341,18 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
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return false;
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}
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void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
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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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if (!factionTemplateEntry->faction)
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return;
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if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
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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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void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
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{
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if(factionEntry->reputationListID < 0)
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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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@ -365,11 +365,11 @@ void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
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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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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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if (faction->Flags & FACTION_FLAG_VISIBLE)
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return;
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faction->Flags |= FACTION_FLAG_VISIBLE;
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@ -381,14 +381,14 @@ void ReputationMgr::SetVisible(FactionState* faction)
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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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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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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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@ -401,10 +401,10 @@ void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
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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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if (((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
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return;
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if( atWar )
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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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@ -413,7 +413,7 @@ void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
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faction->needSave = true;
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}
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void ReputationMgr::SetInactive( RepListID repListID, bool on )
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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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@ -425,14 +425,14 @@ void ReputationMgr::SetInactive( RepListID repListID, bool on )
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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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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)
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if (((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
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return;
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if(inactive)
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if (inactive)
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faction->Flags |= FACTION_FLAG_INACTIVE;
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else
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faction->Flags &= ~FACTION_FLAG_INACTIVE;
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@ -441,21 +441,21 @@ void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
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faction->needSave = true;
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}
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void ReputationMgr::LoadFromDB(QueryResult *result)
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void ReputationMgr::LoadFromDB(QueryResult* result)
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{
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// Set initial reputations (so everything is nifty before DB data load)
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Initialize();
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//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
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if(result)
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if (result)
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{
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do
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{
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Field *fields = result->Fetch();
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Field* fields = result->Fetch();
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
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if( factionEntry && (factionEntry->reputationListID >= 0))
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
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if (factionEntry && (factionEntry->reputationListID >= 0))
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{
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FactionState* faction = &m_factions[factionEntry->reputationListID];
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@ -470,18 +470,18 @@ void ReputationMgr::LoadFromDB(QueryResult *result)
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uint32 dbFactionFlags = fields[2].GetUInt32();
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if( dbFactionFlags & FACTION_FLAG_VISIBLE )
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if (dbFactionFlags & FACTION_FLAG_VISIBLE)
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SetVisible(faction); // have internal checks for forced invisibility
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if( dbFactionFlags & FACTION_FLAG_INACTIVE)
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if (dbFactionFlags & FACTION_FLAG_INACTIVE)
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SetInactive(faction,true); // have internal checks for visibility requirement
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if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
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if (dbFactionFlags & FACTION_FLAG_AT_WAR) // DB at war
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SetAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
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else // DB not at war
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{
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// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
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if( faction->Flags & FACTION_FLAG_VISIBLE )
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if (faction->Flags & FACTION_FLAG_VISIBLE)
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SetAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
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}
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@ -503,7 +503,7 @@ void ReputationMgr::LoadFromDB(QueryResult *result)
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}
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}
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}
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while( result->NextRow() );
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while (result->NextRow());
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delete result;
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}
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@ -517,7 +517,7 @@ void ReputationMgr::SaveToDB()
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SqlStatement stmtDel = CharacterDatabase.CreateStatement(delRep, "DELETE FROM character_reputation WHERE guid = ? AND faction=?");
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SqlStatement stmtIns = CharacterDatabase.CreateStatement(insRep, "INSERT INTO character_reputation (guid,faction,standing,flags) VALUES (?, ?, ?, ?)");
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for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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if (itr->second.needSave)
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{
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@ -528,19 +528,19 @@ void ReputationMgr::SaveToDB()
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}
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}
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void ReputationMgr::UpdateRankCounters( ReputationRank old_rank, ReputationRank new_rank )
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void ReputationMgr::UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank)
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{
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if(old_rank >= REP_EXALTED)
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if (old_rank >= REP_EXALTED)
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--m_exaltedFactionCount;
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if(old_rank >= REP_REVERED)
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if (old_rank >= REP_REVERED)
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--m_reveredFactionCount;
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if(old_rank >= REP_HONORED)
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if (old_rank >= REP_HONORED)
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--m_honoredFactionCount;
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if(new_rank >= REP_EXALTED)
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if (new_rank >= REP_EXALTED)
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++m_exaltedFactionCount;
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if(new_rank >= REP_REVERED)
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if (new_rank >= REP_REVERED)
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++m_reveredFactionCount;
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if(new_rank >= REP_HONORED)
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if (new_rank >= REP_HONORED)
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++m_honoredFactionCount;
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}
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