mirror of
https://github.com/mangosfour/server.git
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[7540] Move most reputation/force faction reaction code to new ReputationMgr.
This commit is contained in:
parent
ef014420a5
commit
c33eff13f4
19 changed files with 773 additions and 647 deletions
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@ -261,11 +261,9 @@ std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
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//== Player ====================================================
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const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
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UpdateMask Player::updateVisualBits;
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Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
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Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
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{
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m_transport = 0;
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@ -5603,442 +5601,10 @@ void Player::setFactionForRace(uint8 race)
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setFaction( getFactionForRace(race) );
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}
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void Player::UpdateReputation() const
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{
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sLog.outDetail( "WORLD: Player::UpdateReputation" );
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for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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SendFactionState(&(itr->second));
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}
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}
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void Player::SendFactionState(FactionState const* faction) const
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{
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if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
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{
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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data << (uint32) 1; // count
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// for
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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// end for
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GetSession()->SendPacket(&data);
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}
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}
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void Player::SendFactionStates() const
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{
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for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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SendFactionState(&(itr->second));
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}
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void Player::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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RepListID a = 0;
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for (FactionStateList::const_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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++a;
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}
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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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}
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GetSession()->SendPacket(&data);
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}
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void Player::SetFactionAtWar( 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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SetFactionAtWar(&itr->second,on);
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}
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void Player::SetFactionAtWar(FactionState* faction, bool atWar)
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{
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// not allow declare war to own faction
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if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
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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->Changed = true;
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}
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void Player::SetFactionInactive( 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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SetFactionInactive(&itr->second,on);
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}
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void Player::SetFactionInactive(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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faction->Changed = true;
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}
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void Player::SetFactionVisible(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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SetFactionVisible(factionEntry);
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}
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void Player::SetFactionVisible(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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SetFactionVisible(&itr->second);
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}
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void Player::SetFactionVisible(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->Changed = true;
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if(!m_session->PlayerLoading())
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{
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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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GetSession()->SendPacket(&data);
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}
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}
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void Player::SetInitialFactions()
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{
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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 = GetDefaultReputationFlags(factionEntry);
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newFaction.Changed = true;
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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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uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
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{
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if (!factionEntry)
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return 0;
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uint32 raceMask = getRaceMask();
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uint32 classMask = getClassMask();
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for (int i=0; i < 4; i++)
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{
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if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
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(factionEntry->BaseRepClassMask[i]==0 ||
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(factionEntry->BaseRepClassMask[i] & classMask) ) )
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return factionEntry->ReputationFlags[i];
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}
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return 0;
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}
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int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
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{
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if (!factionEntry)
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return 0;
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uint32 raceMask = getRaceMask();
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uint32 classMask = getClassMask();
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for (int i=0; i < 4; i++)
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{
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if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
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(factionEntry->BaseRepClassMask[i]==0 ||
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(factionEntry->BaseRepClassMask[i] & classMask) ) )
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return factionEntry->BaseRepValue[i];
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}
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// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
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return 0;
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}
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int32 Player::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("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",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 Player::GetReputation(const FactionEntry *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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FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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return GetBaseReputation(factionEntry) + itr->second.Standing;
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return 0;
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}
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ReputationRank Player::GetReputationRank(uint32 faction) const
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{
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FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
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if(!factionEntry)
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return MIN_REPUTATION_RANK;
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return GetReputationRank(factionEntry);
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}
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ReputationRank Player::ReputationToRank(int32 standing) const
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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 -= ReputationRank_Length[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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ReputationRank Player::GetReputationRank(const FactionEntry *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 Player::GetBaseReputationRank(const FactionEntry *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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bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
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{
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FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
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if(!factionTemplateEntry)
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{
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sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
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return false;
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}
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
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// Faction without recorded reputation. Just ignore.
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if(!factionEntry)
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return false;
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return ModifyFactionReputation(factionEntry, DeltaReputation);
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}
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bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
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{
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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if (flist)
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{
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bool res = false;
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for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
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{
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FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
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if(factionEntryCalc)
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res = ModifyOneFactionReputation(factionEntryCalc, standing);
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}
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return res;
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}
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else
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return ModifyOneFactionReputation(factionEntry, standing);
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}
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bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
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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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int32 new_rep = BaseRep + itr->second.Standing + standing;
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if (new_rep > Reputation_Cap)
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new_rep = Reputation_Cap;
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else
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if (new_rep < Reputation_Bottom)
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new_rep = Reputation_Bottom;
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if(ReputationToRank(new_rep) <= REP_HOSTILE)
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SetFactionAtWar(&itr->second,true);
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itr->second.Standing = new_rep - BaseRep;
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itr->second.Changed = true;
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SetFactionVisible(&itr->second);
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ReputationChanged(factionEntry);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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SendFactionState(&(itr->second));
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return true;
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}
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return false;
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}
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bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
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{
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FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
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if(!factionTemplateEntry)
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{
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sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
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return false;
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}
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
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// Faction without recorded reputation. Just ignore.
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if(!factionEntry)
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return false;
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return SetFactionReputation(factionEntry, standing);
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}
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bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
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{
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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if (flist)
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{
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bool res = false;
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for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
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{
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FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
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if(factionEntryCalc)
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res = SetOneFactionReputation(factionEntryCalc, standing);
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}
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return res;
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}
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else
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return SetOneFactionReputation(factionEntry, standing);
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}
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bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
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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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if (standing > Reputation_Cap)
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standing = Reputation_Cap;
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else
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if (standing < Reputation_Bottom)
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standing = Reputation_Bottom;
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int32 BaseRep = GetBaseReputation(factionEntry);
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itr->second.Standing = standing - BaseRep;
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itr->second.Changed = true;
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SetFactionVisible(&itr->second);
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if(ReputationToRank(standing) <= REP_HOSTILE)
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SetFactionAtWar(&itr->second,true);
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SendFactionState(&(itr->second));
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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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 Player::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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void Player::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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SendDirectMessage(&data);
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
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return GetReputationMgr().GetRank(factionEntry);
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}
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//Calculate total reputation percent player gain with quest/creature level
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@ -6077,16 +5643,16 @@ void Player::RewardReputation(Unit *pVictim, float rate)
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int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
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donerep1 = int32(donerep1*rate);
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FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
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uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
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uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
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if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
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ModifyFactionReputation(factionEntry1, donerep1);
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GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
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// Wiki: Team factions value divided by 2
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if(Rep->is_teamaward1)
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{
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FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
|
||||
if(team1_factionEntry)
|
||||
ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
|
||||
GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -6095,16 +5661,16 @@ void Player::RewardReputation(Unit *pVictim, float rate)
|
|||
int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
|
||||
donerep2 = int32(donerep2*rate);
|
||||
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
|
||||
uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
|
||||
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
|
||||
if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
|
||||
ModifyFactionReputation(factionEntry2, donerep2);
|
||||
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
|
||||
|
||||
// Wiki: Team factions value divided by 2
|
||||
if(Rep->is_teamaward2)
|
||||
{
|
||||
FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
|
||||
if(team2_factionEntry)
|
||||
ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
|
||||
GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -6120,7 +5686,7 @@ void Player::RewardReputation(Quest const *pQuest)
|
|||
int32 rep = CalculateReputationGain(GetQuestLevel(pQuest),pQuest->RewRepValue[i],true);
|
||||
FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
|
||||
if(factionEntry)
|
||||
ModifyFactionReputation(factionEntry, rep);
|
||||
GetReputationMgr().ModifyReputation(factionEntry, rep);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -10328,7 +9894,7 @@ uint8 Player::CanUseAmmo( uint32 item ) const
|
|||
}
|
||||
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
|
||||
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
|
||||
/*if( GetReputation() < pProto->RequiredReputation )
|
||||
/*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
|
||||
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
|
||||
*/
|
||||
if( getLevel() < pProto->RequiredLevel )
|
||||
|
|
@ -12517,7 +12083,7 @@ bool Player::CanCompleteQuest( uint32 quest_id )
|
|||
}
|
||||
|
||||
uint32 repFacId = qInfo->GetRepObjectiveFaction();
|
||||
if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
|
||||
if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
|
@ -12652,7 +12218,7 @@ void Player::AddQuest( Quest const *pQuest, Object *questGiver )
|
|||
|
||||
if( pQuest->GetRepObjectiveFaction() )
|
||||
if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
|
||||
SetFactionVisible(factionEntry);
|
||||
GetReputationMgr().SetVisible(factionEntry);
|
||||
|
||||
uint32 qtime = 0;
|
||||
if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
|
||||
|
|
@ -13145,7 +12711,7 @@ bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
|
|||
bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
|
||||
{
|
||||
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
|
||||
if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
|
||||
if(fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
|
||||
{
|
||||
if( msg )
|
||||
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
|
||||
|
|
@ -13153,7 +12719,7 @@ bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
|
|||
}
|
||||
|
||||
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
|
||||
if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
|
||||
if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
|
||||
{
|
||||
if( msg )
|
||||
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
|
||||
|
|
@ -13810,13 +13376,13 @@ void Player::ReputationChanged(FactionEntry const* factionEntry )
|
|||
QuestStatusData& q_status = mQuestStatus[questid];
|
||||
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
|
||||
{
|
||||
if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
|
||||
if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
|
||||
if ( CanCompleteQuest( questid ) )
|
||||
CompleteQuest( questid );
|
||||
}
|
||||
else if( q_status.m_status == QUEST_STATUS_COMPLETE )
|
||||
{
|
||||
if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
|
||||
if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
|
||||
IncompleteQuest( questid );
|
||||
}
|
||||
}
|
||||
|
|
@ -14575,7 +14141,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
|
|||
_LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
|
||||
|
||||
// must be before inventory (some items required reputation check)
|
||||
_LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
|
||||
m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
|
||||
|
||||
_LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
|
||||
|
||||
|
|
@ -15319,61 +14885,6 @@ void Player::_LoadDailyQuestStatus(QueryResult *result)
|
|||
m_DailyQuestChanged = false;
|
||||
}
|
||||
|
||||
void Player::_LoadReputation(QueryResult *result)
|
||||
{
|
||||
m_factions.clear();
|
||||
|
||||
// Set initial reputations (so everything is nifty before DB data load)
|
||||
SetInitialFactions();
|
||||
|
||||
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
|
||||
|
||||
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());
|
||||
|
||||
uint32 dbFactionFlags = fields[2].GetUInt32();
|
||||
|
||||
if( dbFactionFlags & FACTION_FLAG_VISIBLE )
|
||||
SetFactionVisible(faction); // have internal checks for forced invisibility
|
||||
|
||||
if( dbFactionFlags & FACTION_FLAG_INACTIVE)
|
||||
SetFactionInactive(faction,true); // have internal checks for visibility requirement
|
||||
|
||||
if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
|
||||
SetFactionAtWar(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 )
|
||||
SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
|
||||
}
|
||||
|
||||
// set atWar for hostile
|
||||
if(GetReputationRank(factionEntry) <= REP_HOSTILE)
|
||||
SetFactionAtWar(faction,true);
|
||||
|
||||
// reset changed flag if values similar to saved in DB
|
||||
if(faction->Flags==dbFactionFlags)
|
||||
faction->Changed = false;
|
||||
}
|
||||
}
|
||||
while( result->NextRow() );
|
||||
|
||||
delete result;
|
||||
}
|
||||
}
|
||||
|
||||
void Player::_LoadSpells(QueryResult *result)
|
||||
{
|
||||
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
|
||||
|
|
@ -15857,7 +15368,8 @@ void Player::SaveToDB()
|
|||
_SaveSpellCooldowns();
|
||||
_SaveActions();
|
||||
_SaveAuras();
|
||||
_SaveReputation();
|
||||
m_achievementMgr.SaveToDB();
|
||||
m_reputationMgr.SaveToDB();
|
||||
|
||||
CharacterDatabase.CommitTransaction();
|
||||
|
||||
|
|
@ -15871,7 +15383,6 @@ void Player::SaveToDB()
|
|||
// save pet (hunter pet level and experience and all type pets health/mana).
|
||||
if(Pet* pet = GetPet())
|
||||
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
|
||||
m_achievementMgr.SaveToDB();
|
||||
}
|
||||
|
||||
// fast save function for item/money cheating preventing - save only inventory and money state
|
||||
|
|
@ -16135,19 +15646,6 @@ void Player::_SaveDailyQuestStatus()
|
|||
GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
|
||||
}
|
||||
|
||||
void Player::_SaveReputation()
|
||||
{
|
||||
for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
|
||||
{
|
||||
if (itr->second.Changed)
|
||||
{
|
||||
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
|
||||
CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
|
||||
itr->second.Changed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::_SaveSpells()
|
||||
{
|
||||
for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
|
||||
|
|
@ -18322,7 +17820,7 @@ void Player::SendInitialPacketsBeforeAddToMap()
|
|||
GetSession()->SendPacket(&data);
|
||||
|
||||
SendInitialActionButtons();
|
||||
SendInitialReputations();
|
||||
m_reputationMgr.SendInitialReputations();
|
||||
m_achievementMgr.SendAllAchievementData();
|
||||
|
||||
// update zone
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue