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Initial project location adjustment
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559
src/game/Object/ReputationMgr.cpp
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559
src/game/Object/ReputationMgr.cpp
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "ReputationMgr.h"
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#include "DBCStores.h"
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#include "Player.h"
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#include "WorldPacket.h"
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#include "ObjectMgr.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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int idx = factionEntry->GetIndexFitTo(raceMask, classMask);
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return idx >= 0 ? factionEntry->BaseRepValue[idx] : 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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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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int idx = factionEntry->GetIndexFitTo(raceMask, classMask);
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return idx >= 0 ? factionEntry->ReputationFlags[idx] : 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, bool anyRankIncreased)
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{
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uint32 count = 1;
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WorldPacket data(SMSG_SET_FACTION_STANDING, 17);
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data << float(0); // refer-a-friend bonus reputation
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data << uint8(anyRankIncreased ? 1 : 0); // display visual effect
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size_t p_count = data.wpos();
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data << uint32(count); // placeholder
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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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{
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if (itr->second.needSend)
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{
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itr->second.needSend = false;
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if (itr->second.ReputationListID != faction->ReputationListID)
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{
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data << uint32(itr->second.ReputationListID);
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data << uint32(itr->second.Standing);
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++count;
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}
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}
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}
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data.put<uint32>(p_count, count);
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m_player->SendDirectMessage(&data);
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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 (0x00000100);
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RepListID a = 0;
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for (FactionStateList::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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itr->second.needSend = false;
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++a;
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}
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// fill in absent fields
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for (; a != 256; ++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::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::Initialize()
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{
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m_factions.clear();
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m_visibleFactionCount = 0;
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m_honoredFactionCount = 0;
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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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{
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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.needSend = true;
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newFaction.needSave = true;
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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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m_factions[newFaction.ReputationListID] = newFaction;
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}
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}
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}
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void ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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{
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bool anyRankIncreased = 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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{
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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{
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if (repTemplate->faction[i])
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{
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if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
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{
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// bonuses are already given, so just modify standing by rate
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int32 spilloverRep = standing * repTemplate->faction_rate[i];
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if (SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental))
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anyRankIncreased = true;
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}
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}
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}
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}
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else
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{
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float spillOverRepOut = standing;
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// check for sub-factions that receive spillover
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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// if has no sub-factions, check for factions with same parent
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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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{
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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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if (parentState != m_factions.end() && (parentState->second.Flags & FACTION_FLAG_TEAM_REPUTATION))
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{
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if (SetOneFactionReputation(parent, int32(spillOverRepOut), incremental))
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anyRankIncreased = true;
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}
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else // spill to "sister" factions
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{
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flist = GetFactionTeamList(factionEntry->team);
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}
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}
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}
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if (flist)
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{
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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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{
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if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
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continue;
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int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
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if (spilloverRep != 0 || !incremental)
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if (SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental))
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anyRankIncreased = true;
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}
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}
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}
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}
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// spillover done, update faction itself
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FactionStateList::iterator faction = m_factions.find(factionEntry->reputationListID);
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if (faction != m_factions.end())
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{
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if (SetOneFactionReputation(factionEntry, standing, incremental))
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anyRankIncreased = true;
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// only this faction gets reported to client, even if it has no own visible standing
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SendState(&faction->second, anyRankIncreased);
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}
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}
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bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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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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if (incremental)
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standing += itr->second.Standing + BaseRep;
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if (standing > Reputation_Cap)
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standing = Reputation_Cap;
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else if (standing < Reputation_Bottom)
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standing = Reputation_Bottom;
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ReputationRank old_rank = ReputationToRank(itr->second.Standing + BaseRep);
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ReputationRank new_rank = ReputationToRank(standing);
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itr->second.Standing = standing - BaseRep;
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itr->second.needSend = true;
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itr->second.needSave = true;
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SetVisible(&itr->second);
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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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m_player->ReputationChanged(factionEntry);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
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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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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION, factionEntry->ID);
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if (new_rank > old_rank)
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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->needSend = true;
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faction->needSave = true;
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++m_visibleFactionCount;
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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 faction unless already hated or less
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if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) && ReputationToRank(faction->Standing) > REP_HATED)
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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->needSend = true;
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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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{
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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)
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return;
|
||||
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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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||||
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faction->needSend = true;
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faction->needSave = true;
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}
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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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||||
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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)
|
||||
{
|
||||
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());
|
||||
|
||||
// update counters
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
ReputationRank old_rank = ReputationToRank(BaseRep);
|
||||
ReputationRank new_rank = ReputationToRank(BaseRep + faction->Standing);
|
||||
UpdateRankCounters(old_rank, new_rank);
|
||||
|
||||
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
|
||||
ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionEntry->ID);
|
||||
if (forceItr != m_forcedReactions.end())
|
||||
{
|
||||
if (forceItr->second <= REP_HOSTILE)
|
||||
SetAtWar(faction, true);
|
||||
}
|
||||
else if (GetRank(factionEntry) <= REP_HOSTILE)
|
||||
SetAtWar(faction, true);
|
||||
|
||||
// reset changed flag if values similar to saved in DB
|
||||
if (faction->Flags == dbFactionFlags)
|
||||
{
|
||||
faction->needSend = false;
|
||||
faction->needSave = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
while (result->NextRow());
|
||||
|
||||
delete result;
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::SaveToDB()
|
||||
{
|
||||
static SqlStatementID delRep ;
|
||||
static SqlStatementID insRep ;
|
||||
|
||||
SqlStatement stmtDel = CharacterDatabase.CreateStatement(delRep, "DELETE FROM character_reputation WHERE guid = ? AND faction=?");
|
||||
SqlStatement stmtIns = CharacterDatabase.CreateStatement(insRep, "INSERT INTO character_reputation (guid,faction,standing,flags) VALUES (?, ?, ?, ?)");
|
||||
|
||||
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
|
||||
{
|
||||
if (itr->second.needSave)
|
||||
{
|
||||
stmtDel.PExecute(m_player->GetGUIDLow(), itr->second.ID);
|
||||
stmtIns.PExecute(m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
|
||||
itr->second.needSave = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank)
|
||||
{
|
||||
if (old_rank >= REP_EXALTED)
|
||||
--m_exaltedFactionCount;
|
||||
if (old_rank >= REP_REVERED)
|
||||
--m_reveredFactionCount;
|
||||
if (old_rank >= REP_HONORED)
|
||||
--m_honoredFactionCount;
|
||||
|
||||
if (new_rank >= REP_EXALTED)
|
||||
++m_exaltedFactionCount;
|
||||
if (new_rank >= REP_REVERED)
|
||||
++m_reveredFactionCount;
|
||||
if (new_rank >= REP_HONORED)
|
||||
++m_honoredFactionCount;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue