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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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@ -745,7 +745,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if (miscvalue1 && miscvalue1 != achievementCriteria->gain_reputation.factionID)
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continue;
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int32 reputation = GetPlayer()->GetReputation(achievementCriteria->gain_reputation.factionID);
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int32 reputation = GetPlayer()->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID);
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if (reputation > 0)
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SetCriteriaProgress(achievementCriteria, reputation);
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break;
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@ -757,13 +757,12 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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continue;
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uint32 counter = 0;
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FactionStateList const& factionStateList = GetPlayer()->GetFactionStateList();
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FactionStateList const& factionStateList = GetPlayer()->GetReputationMgr().GetStateList();
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for (FactionStateList::const_iterator iter = factionStateList.begin(); iter!= factionStateList.end(); ++iter)
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{
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(iter->second.ID);
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if(GetPlayer()->ReputationToRank(iter->second.Standing + GetPlayer()->GetBaseReputation(factionEntry)) >= REP_EXALTED)
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if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(iter->second.ID))
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if(ReputationMgr::ReputationToRank(iter->second.Standing + GetPlayer()->GetReputationMgr().GetBaseReputation(factionEntry)) >= REP_EXALTED)
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++counter;
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}
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SetCriteriaProgress(achievementCriteria, counter);
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break;
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}
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@ -585,7 +585,7 @@ void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation,
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if(!team) team = plr->GetTeam();
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if(team == TeamID)
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plr->ModifyFactionReputation(factionEntry, Reputation);
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plr->GetReputationMgr().ModifyReputation(factionEntry, Reputation);
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}
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}
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@ -860,7 +860,7 @@ void WorldSession::HandleSetFactionAtWar( WorldPacket & recv_data )
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recv_data >> repListID;
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recv_data >> flag;
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GetPlayer()->SetFactionAtWar(repListID,flag);
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GetPlayer()->GetReputationMgr().SetAtWar(repListID,flag);
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}
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//I think this function is never used :/ I dunno, but i guess this opcode not exists
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@ -888,7 +888,7 @@ void WorldSession::HandleSetFactionCheat( WorldPacket & /*recv_data*/ )
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}
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}
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*/
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GetPlayer()->SendFactionStates();
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GetPlayer()->GetReputationMgr().SendStates();
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}
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void WorldSession::HandleMeetingStoneInfo( WorldPacket & /*recv_data*/ )
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@ -953,7 +953,7 @@ void WorldSession::HandleSetWatchedFactionInactiveOpcode(WorldPacket & recv_data
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uint8 inactive;
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recv_data >> replistid >> inactive;
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_player->SetFactionInactive(replistid, inactive);
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_player->GetReputationMgr().SetInactive(replistid, inactive);
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}
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void WorldSession::HandleToggleHelmOpcode( WorldPacket & /*recv_data*/ )
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@ -893,7 +893,7 @@ bool ChatHandler::HandleLookupFactionCommand(const char* args)
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FactionEntry const *factionEntry = sFactionStore.LookupEntry (id);
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if (factionEntry)
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{
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FactionState const* repState = target ? target->GetFactionState(factionEntry) : NULL;
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FactionState const* repState = target ? target->GetReputationMgr().GetState(factionEntry) : NULL;
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int loc = m_session ? m_session->GetSessionDbcLocale() : sWorld.GetDefaultDbcLocale();
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std::string name = factionEntry->name[loc];
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@ -929,10 +929,10 @@ bool ChatHandler::HandleLookupFactionCommand(const char* args)
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if (repState) // and then target!=NULL also
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{
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ReputationRank rank = target->GetReputationRank(factionEntry);
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ReputationRank rank = target->GetReputationMgr().GetRank(factionEntry);
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std::string rankName = GetMangosString(ReputationRankStrIndex[rank]);
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ss << " " << rankName << "|h|r (" << target->GetReputation(factionEntry) << ")";
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ss << " " << rankName << "|h|r (" << target->GetReputationMgr().GetReputation(factionEntry) << ")";
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if(repState->Flags & FACTION_FLAG_VISIBLE)
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ss << GetMangosString(LANG_FACTION_VISIBLE);
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@ -1019,9 +1019,9 @@ bool ChatHandler::HandleModifyRepCommand(const char * args)
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if (deltaTxt)
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{
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int32 delta = atoi(deltaTxt);
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if ((delta < 0) || (delta > Player::ReputationRank_Length[r] -1))
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if ((delta < 0) || (delta > ReputationMgr::PointsInRank[r] -1))
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{
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PSendSysMessage(LANG_COMMAND_FACTION_DELTA, (Player::ReputationRank_Length[r]-1));
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PSendSysMessage(LANG_COMMAND_FACTION_DELTA, (ReputationMgr::PointsInRank[r]-1));
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SetSentErrorMessage(true);
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return false;
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}
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@ -1029,7 +1029,7 @@ bool ChatHandler::HandleModifyRepCommand(const char * args)
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}
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break;
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}
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amount += Player::ReputationRank_Length[r];
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amount += ReputationMgr::PointsInRank[r];
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}
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if (r >= MAX_REPUTATION_RANK)
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{
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@ -1055,8 +1055,9 @@ bool ChatHandler::HandleModifyRepCommand(const char * args)
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return false;
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}
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target->SetFactionReputation(factionEntry,amount);
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PSendSysMessage(LANG_COMMAND_MODIFY_REP, factionEntry->name[m_session->GetSessionDbcLocale()], factionId, GetNameLink(target).c_str(), target->GetReputation(factionEntry));
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target->GetReputationMgr().SetReputation(factionEntry,amount);
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PSendSysMessage(LANG_COMMAND_MODIFY_REP, factionEntry->name[m_session->GetSessionDbcLocale()], factionId,
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GetNameLink(target).c_str(), target->GetReputationMgr().GetReputation(factionEntry));
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return true;
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}
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@ -2297,16 +2298,16 @@ bool ChatHandler::HandlePInfoCommand(const char* args)
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return false;
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}
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FactionStateList const& targetFSL = target->GetFactionStateList();
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FactionStateList const& targetFSL = target->GetReputationMgr().GetStateList();
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for(FactionStateList::const_iterator itr = targetFSL.begin(); itr != targetFSL.end(); ++itr)
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{
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(itr->second.ID);
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char const* factionName = factionEntry ? factionEntry->name[m_session->GetSessionDbcLocale()] : "#Not found#";
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ReputationRank rank = target->GetReputationRank(factionEntry);
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ReputationRank rank = target->GetReputationMgr().GetRank(factionEntry);
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std::string rankName = GetMangosString(ReputationRankStrIndex[rank]);
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std::ostringstream ss;
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ss << itr->second.ID << ": |cffffffff|Hfaction:" << itr->second.ID << "|h[" << factionName << "]|h|r " << rankName << "|h|r ("
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<< target->GetReputation(factionEntry) << ")";
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<< target->GetReputationMgr().GetReputation(factionEntry) << ")";
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if(itr->second.Flags & FACTION_FLAG_VISIBLE)
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ss << GetMangosString(LANG_FACTION_VISIBLE);
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@ -5015,12 +5015,10 @@ bool ChatHandler::HandleQuestComplete(const char* args)
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if(uint32 repFaction = pQuest->GetRepObjectiveFaction())
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{
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uint32 repValue = pQuest->GetRepObjectiveValue();
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uint32 curRep = player->GetReputation(repFaction);
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uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
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if(curRep < repValue)
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{
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FactionEntry const *factionEntry = sFactionStore.LookupEntry(repFaction);
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player->SetFactionReputation(factionEntry,repValue);
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}
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if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(repFaction))
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player->GetReputationMgr().SetReputation(factionEntry,repValue);
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}
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// If the quest requires money
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@ -406,7 +406,7 @@ void WorldSession::HandleSetTargetOpcode( WorldPacket & recv_data )
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return;
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if(FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction()))
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_player->SetFactionVisible(factionTemplateEntry);
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_player->GetReputationMgr().SetVisible(factionTemplateEntry);
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}
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void WorldSession::HandleSetSelectionOpcode( WorldPacket & recv_data )
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@ -424,7 +424,7 @@ void WorldSession::HandleSetSelectionOpcode( WorldPacket & recv_data )
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return;
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if(FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction()))
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_player->SetFactionVisible(factionTemplateEntry);
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_player->GetReputationMgr().SetVisible(factionTemplateEntry);
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}
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void WorldSession::HandleStandStateChangeOpcode( WorldPacket & recv_data )
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@ -82,7 +82,7 @@ ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint3
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if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
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if(factionTemplate->faction)
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if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
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if(faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
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if(faction->reputationListID >= 0 && player.GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
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return NULL;
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// not too far
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@ -2985,10 +2985,10 @@ void ObjectMgr::LoadQuests()
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// no changes, quest can't be done for this requirement
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}
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if(qinfo->RequiredMinRepValue && qinfo->RequiredMinRepValue > Player::Reputation_Cap)
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if(qinfo->RequiredMinRepValue && qinfo->RequiredMinRepValue > ReputationMgr::Reputation_Cap)
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{
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sLog.outErrorDb("Quest %u has `RequiredMinRepValue` = %d but max reputation is %u, quest can't be done.",
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qinfo->GetQuestId(),qinfo->RequiredMinRepValue,Player::Reputation_Cap);
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qinfo->GetQuestId(),qinfo->RequiredMinRepValue,ReputationMgr::Reputation_Cap);
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// no changes, quest can't be done for this requirement
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}
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@ -6591,7 +6591,7 @@ bool PlayerCondition::Meets(Player const * player) const
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case CONDITION_REPUTATION_RANK:
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{
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FactionEntry const* faction = sFactionStore.LookupEntry(value1);
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return faction && player->GetReputationRank(faction) >= value2;
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return faction && player->GetReputationMgr().GetRank(faction) >= value2;
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}
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case CONDITION_TEAM:
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return player->GetTeam() == value1;
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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;
|
||||
|
||||
uint32 raceMask = getRaceMask();
|
||||
uint32 classMask = getClassMask();
|
||||
for (int i=0; i < 4; i++)
|
||||
{
|
||||
if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
|
||||
(factionEntry->BaseRepClassMask[i]==0 ||
|
||||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
|
||||
return factionEntry->ReputationFlags[i];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
|
||||
{
|
||||
if (!factionEntry)
|
||||
return 0;
|
||||
|
||||
uint32 raceMask = getRaceMask();
|
||||
uint32 classMask = getClassMask();
|
||||
for (int i=0; i < 4; i++)
|
||||
{
|
||||
if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
|
||||
(factionEntry->BaseRepClassMask[i]==0 ||
|
||||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
|
||||
return factionEntry->BaseRepValue[i];
|
||||
}
|
||||
|
||||
// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 Player::GetReputation(uint32 faction_id) const
|
||||
{
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
|
||||
|
||||
if (!factionEntry)
|
||||
{
|
||||
sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return GetReputation(factionEntry);
|
||||
}
|
||||
|
||||
int32 Player::GetReputation(const FactionEntry *factionEntry) const
|
||||
{
|
||||
// Faction without recorded reputation. Just ignore.
|
||||
if(!factionEntry)
|
||||
return 0;
|
||||
|
||||
FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr != m_factions.end())
|
||||
return GetBaseReputation(factionEntry) + itr->second.Standing;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
ReputationRank Player::GetReputationRank(uint32 faction) const
|
||||
{
|
||||
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
|
||||
if(!factionEntry)
|
||||
return MIN_REPUTATION_RANK;
|
||||
|
||||
return GetReputationRank(factionEntry);
|
||||
}
|
||||
|
||||
ReputationRank Player::ReputationToRank(int32 standing) const
|
||||
{
|
||||
int32 Limit = Reputation_Cap + 1;
|
||||
for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
|
||||
{
|
||||
Limit -= ReputationRank_Length[i];
|
||||
if (standing >= Limit )
|
||||
return ReputationRank(i);
|
||||
}
|
||||
return MIN_REPUTATION_RANK;
|
||||
}
|
||||
|
||||
ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
|
||||
{
|
||||
int32 Reputation = GetReputation(factionEntry);
|
||||
return ReputationToRank(Reputation);
|
||||
}
|
||||
|
||||
ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
|
||||
{
|
||||
int32 Reputation = GetBaseReputation(factionEntry);
|
||||
return ReputationToRank(Reputation);
|
||||
}
|
||||
|
||||
bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
|
||||
{
|
||||
FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
|
||||
|
||||
if(!factionTemplateEntry)
|
||||
{
|
||||
sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
|
||||
return false;
|
||||
}
|
||||
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
|
||||
|
||||
// Faction without recorded reputation. Just ignore.
|
||||
if(!factionEntry)
|
||||
return false;
|
||||
|
||||
return ModifyFactionReputation(factionEntry, DeltaReputation);
|
||||
}
|
||||
|
||||
bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
|
||||
if (flist)
|
||||
{
|
||||
bool res = false;
|
||||
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
|
||||
{
|
||||
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
|
||||
if(factionEntryCalc)
|
||||
res = ModifyOneFactionReputation(factionEntryCalc, standing);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
else
|
||||
return ModifyOneFactionReputation(factionEntry, standing);
|
||||
}
|
||||
|
||||
bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr != m_factions.end())
|
||||
{
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
int32 new_rep = BaseRep + itr->second.Standing + standing;
|
||||
|
||||
if (new_rep > Reputation_Cap)
|
||||
new_rep = Reputation_Cap;
|
||||
else
|
||||
if (new_rep < Reputation_Bottom)
|
||||
new_rep = Reputation_Bottom;
|
||||
|
||||
if(ReputationToRank(new_rep) <= REP_HOSTILE)
|
||||
SetFactionAtWar(&itr->second,true);
|
||||
|
||||
itr->second.Standing = new_rep - BaseRep;
|
||||
itr->second.Changed = true;
|
||||
|
||||
SetFactionVisible(&itr->second);
|
||||
|
||||
ReputationChanged(factionEntry);
|
||||
|
||||
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
|
||||
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
|
||||
|
||||
SendFactionState(&(itr->second));
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
|
||||
{
|
||||
FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
|
||||
|
||||
if(!factionTemplateEntry)
|
||||
{
|
||||
sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
|
||||
return false;
|
||||
}
|
||||
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
|
||||
|
||||
// Faction without recorded reputation. Just ignore.
|
||||
if(!factionEntry)
|
||||
return false;
|
||||
|
||||
return SetFactionReputation(factionEntry, standing);
|
||||
}
|
||||
|
||||
bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
|
||||
if (flist)
|
||||
{
|
||||
bool res = false;
|
||||
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
|
||||
{
|
||||
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
|
||||
if(factionEntryCalc)
|
||||
res = SetOneFactionReputation(factionEntryCalc, standing);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
else
|
||||
return SetOneFactionReputation(factionEntry, standing);
|
||||
}
|
||||
|
||||
bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr != m_factions.end())
|
||||
{
|
||||
if (standing > Reputation_Cap)
|
||||
standing = Reputation_Cap;
|
||||
else
|
||||
if (standing < Reputation_Bottom)
|
||||
standing = Reputation_Bottom;
|
||||
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
itr->second.Standing = standing - BaseRep;
|
||||
itr->second.Changed = true;
|
||||
|
||||
SetFactionVisible(&itr->second);
|
||||
|
||||
if(ReputationToRank(standing) <= REP_HOSTILE)
|
||||
SetFactionAtWar(&itr->second,true);
|
||||
|
||||
SendFactionState(&(itr->second));
|
||||
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
|
||||
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Player::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply )
|
||||
{
|
||||
if(apply)
|
||||
m_forcedReactions[faction_id] = rank;
|
||||
else
|
||||
m_forcedReactions.erase(faction_id);
|
||||
}
|
||||
|
||||
void Player::SendForceReactions()
|
||||
{
|
||||
WorldPacket data;
|
||||
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+m_forcedReactions.size()*(4+4));
|
||||
data << uint32(m_forcedReactions.size());
|
||||
for(ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_forcedReactions.end(); ++itr)
|
||||
{
|
||||
data << uint32(itr->first); // faction_id (Faction.dbc)
|
||||
data << uint32(itr->second); // reputation rank
|
||||
}
|
||||
SendDirectMessage(&data);
|
||||
return GetReputationMgr().GetRank(factionEntry);
|
||||
}
|
||||
|
||||
//Calculate total reputation percent player gain with quest/creature level
|
||||
|
|
@ -6077,16 +5643,16 @@ void Player::RewardReputation(Unit *pVictim, float rate)
|
|||
int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
|
||||
donerep1 = int32(donerep1*rate);
|
||||
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
|
||||
uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
|
||||
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
|
||||
if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
|
||||
ModifyFactionReputation(factionEntry1, donerep1);
|
||||
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
|
||||
|
||||
// Wiki: Team factions value divided by 2
|
||||
if(Rep->is_teamaward1)
|
||||
{
|
||||
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
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@
|
|||
#include "MapReference.h"
|
||||
#include "Util.h" // for Tokens typedef
|
||||
#include "AchievementMgr.h"
|
||||
#include "ReputationMgr.h"
|
||||
#include "BattleGround.h"
|
||||
|
||||
#include<string>
|
||||
|
|
@ -270,31 +271,6 @@ struct Runes
|
|||
}
|
||||
};
|
||||
|
||||
enum FactionFlags
|
||||
{
|
||||
FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction)
|
||||
FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
|
||||
FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
|
||||
FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
|
||||
FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
|
||||
FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE )
|
||||
FACTION_FLAG_RIVAL = 0x40 // flag for the two competing outland factions
|
||||
};
|
||||
|
||||
typedef uint32 RepListID;
|
||||
struct FactionState
|
||||
{
|
||||
uint32 ID;
|
||||
RepListID ReputationListID;
|
||||
uint32 Flags;
|
||||
int32 Standing;
|
||||
bool Changed;
|
||||
};
|
||||
|
||||
typedef std::map<RepListID,FactionState> FactionStateList;
|
||||
|
||||
typedef std::map<uint32,ReputationRank> ForcedReactions;
|
||||
|
||||
typedef std::set<uint64> GuardianPetList;
|
||||
|
||||
struct EnchantDuration
|
||||
|
|
@ -1691,49 +1667,11 @@ class MANGOS_DLL_SPEC Player : public Unit
|
|||
bool RewardPlayerAndGroupAtKill(Unit* pVictim);
|
||||
bool isHonorOrXPTarget(Unit* pVictim);
|
||||
|
||||
FactionStateList const& GetFactionStateList() { return m_factions; }
|
||||
FactionState const* GetFactionState(RepListID id) const
|
||||
{
|
||||
FactionStateList::const_iterator repItr = m_factions.find (id);
|
||||
return repItr != m_factions.end() ? &repItr->second : NULL;
|
||||
}
|
||||
FactionState const* GetFactionState(FactionEntry const* factionEntry) const
|
||||
{
|
||||
return factionEntry->reputationListID >= 0 ? GetFactionState(factionEntry->reputationListID) : NULL;
|
||||
}
|
||||
uint32 GetDefaultReputationFlags(const FactionEntry *factionEntry) const;
|
||||
int32 GetBaseReputation(const FactionEntry *factionEntry) const;
|
||||
int32 GetReputation(uint32 faction_id) const;
|
||||
int32 GetReputation(const FactionEntry *factionEntry) const;
|
||||
ReputationRank GetReputationRank(uint32 faction) const;
|
||||
ReputationRank GetReputationRank(const FactionEntry *factionEntry) const;
|
||||
ReputationRank GetBaseReputationRank(const FactionEntry *factionEntry) const;
|
||||
ReputationRank ReputationToRank(int32 standing) const;
|
||||
const static int32 ReputationRank_Length[MAX_REPUTATION_RANK];
|
||||
const static int32 Reputation_Cap = 42999;
|
||||
const static int32 Reputation_Bottom = -42000;
|
||||
bool ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation);
|
||||
bool ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
bool SetFactionReputation(uint32 FactionTemplateId, int32 standing);
|
||||
bool SetFactionReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
ReputationMgr& GetReputationMgr() { return m_reputationMgr; }
|
||||
ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
|
||||
ReputationRank GetReputationRank(uint32 faction_id) const;
|
||||
void RewardReputation(Unit *pVictim, float rate);
|
||||
void RewardReputation(Quest const *pQuest);
|
||||
void SetInitialFactions();
|
||||
void UpdateReputation() const;
|
||||
void SendFactionState(FactionState const* faction) const;
|
||||
void SendInitialReputations();
|
||||
void SetFactionAtWar(RepListID repListID, bool atWar);
|
||||
void SetFactionInactive(RepListID repListID, bool inactive);
|
||||
void SetFactionVisible(FactionTemplateEntry const* factionTemplateEntry);
|
||||
void SetFactionVisible(FactionEntry const* factionEntry);
|
||||
ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
|
||||
{
|
||||
ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionTemplateEntry->faction);
|
||||
return forceItr != m_forcedReactions.end() ? &forceItr->second : NULL;
|
||||
}
|
||||
void ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply);
|
||||
void SendForceReactions();
|
||||
void SendFactionStates() const;
|
||||
|
||||
void UpdateSkillsForLevel();
|
||||
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
|
||||
|
|
@ -2161,7 +2099,6 @@ class MANGOS_DLL_SPEC Player : public Unit
|
|||
void _LoadQuestStatus(QueryResult *result);
|
||||
void _LoadDailyQuestStatus(QueryResult *result);
|
||||
void _LoadGroup(QueryResult *result);
|
||||
void _LoadReputation(QueryResult *result);
|
||||
void _LoadSkills();
|
||||
void _LoadSpells(QueryResult *result);
|
||||
void _LoadTutorials(QueryResult *result);
|
||||
|
|
@ -2180,7 +2117,6 @@ class MANGOS_DLL_SPEC Player : public Unit
|
|||
void _SaveMail();
|
||||
void _SaveQuestStatus();
|
||||
void _SaveDailyQuestStatus();
|
||||
void _SaveReputation();
|
||||
void _SaveSpells();
|
||||
void _SaveTutorials();
|
||||
|
||||
|
|
@ -2355,11 +2291,6 @@ class MANGOS_DLL_SPEC Player : public Unit
|
|||
|
||||
void UpdateKnownCurrencies(uint32 itemId, bool apply);
|
||||
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest);
|
||||
void SetFactionVisible(FactionState* faction);
|
||||
void SetFactionAtWar(FactionState* faction, bool atWar);
|
||||
void SetFactionInactive(FactionState* faction, bool inactive);
|
||||
bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
|
||||
|
||||
GridReference<Player> m_gridRef;
|
||||
|
|
@ -2374,8 +2305,7 @@ class MANGOS_DLL_SPEC Player : public Unit
|
|||
bool m_isInWater;
|
||||
|
||||
AchievementMgr m_achievementMgr;
|
||||
FactionStateList m_factions;
|
||||
ForcedReactions m_forcedReactions;
|
||||
ReputationMgr m_reputationMgr;
|
||||
};
|
||||
|
||||
void AddItemsSetItem(Player*player,Item *item);
|
||||
|
|
|
|||
551
src/game/ReputationMgr.cpp
Normal file
551
src/game/ReputationMgr.cpp
Normal file
|
|
@ -0,0 +1,551 @@
|
|||
/*
|
||||
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "ReputationMgr.h"
|
||||
#include "Database/DBCStores.h"
|
||||
#include "Player.h"
|
||||
#include "WorldPacket.h"
|
||||
|
||||
const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
|
||||
|
||||
ReputationRank ReputationMgr::ReputationToRank(int32 standing)
|
||||
{
|
||||
int32 limit = Reputation_Cap + 1;
|
||||
for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
|
||||
{
|
||||
limit -= PointsInRank[i];
|
||||
if (standing >= limit )
|
||||
return ReputationRank(i);
|
||||
}
|
||||
return MIN_REPUTATION_RANK;
|
||||
}
|
||||
|
||||
int32 ReputationMgr::GetReputation(uint32 faction_id) const
|
||||
{
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
|
||||
|
||||
if (!factionEntry)
|
||||
{
|
||||
sLog.outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return GetReputation(factionEntry);
|
||||
}
|
||||
|
||||
int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
|
||||
{
|
||||
if (!factionEntry)
|
||||
return 0;
|
||||
|
||||
uint32 raceMask = m_player->getRaceMask();
|
||||
uint32 classMask = m_player->getClassMask();
|
||||
for (int i=0; i < 4; i++)
|
||||
{
|
||||
if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
|
||||
(factionEntry->BaseRepClassMask[i]==0 ||
|
||||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
|
||||
return factionEntry->BaseRepValue[i];
|
||||
}
|
||||
|
||||
// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
|
||||
{
|
||||
// Faction without recorded reputation. Just ignore.
|
||||
if(!factionEntry)
|
||||
return 0;
|
||||
|
||||
if(FactionState const* state = GetState(factionEntry))
|
||||
return GetBaseReputation(factionEntry) + state->Standing;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
FactionState const* ReputationMgr::GetState( FactionTemplateEntry const* factionTemplateEntry ) const
|
||||
{
|
||||
if(factionTemplateEntry->faction)
|
||||
if (FactionEntry const* raw_faction = sFactionStore.LookupEntry(factionTemplateEntry->faction))
|
||||
if (raw_faction->reputationListID >=0 )
|
||||
return GetState(raw_faction);
|
||||
|
||||
return NULL;
|
||||
}
|
||||
*/
|
||||
/*
|
||||
ReputationRank ReputationMgr::GetRank(uint32 faction) const
|
||||
{
|
||||
FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
|
||||
if(!factionEntry)
|
||||
return MIN_REPUTATION_RANK;
|
||||
|
||||
return GetRank(factionEntry);
|
||||
}
|
||||
*/
|
||||
/*
|
||||
ReputationRank const* ReputationMgr::GetRankIfAny(FactionTemplateEntry const* factionTemplateEntry,ReputationRank& rankHolder) const
|
||||
{
|
||||
if (!factionTemplateEntry->faction)
|
||||
return NULL;
|
||||
|
||||
if (FactionEntry const* raw_faction = sFactionStore.LookupEntry(factionTemplateEntry->faction))
|
||||
{
|
||||
if (raw_faction->reputationListID >=0 )
|
||||
{
|
||||
rankHolder = GetRank(raw_faction);
|
||||
return &rankHolder;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
*/
|
||||
|
||||
ReputationRank ReputationMgr::GetRank(FactionEntry const* factionEntry) const
|
||||
{
|
||||
int32 reputation = GetReputation(factionEntry);
|
||||
return ReputationToRank(reputation);
|
||||
}
|
||||
|
||||
ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const
|
||||
{
|
||||
int32 reputation = GetBaseReputation(factionEntry);
|
||||
return ReputationToRank(reputation);
|
||||
}
|
||||
|
||||
void ReputationMgr::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply )
|
||||
{
|
||||
if(apply)
|
||||
m_forcedReactions[faction_id] = rank;
|
||||
else
|
||||
m_forcedReactions.erase(faction_id);
|
||||
}
|
||||
|
||||
uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) const
|
||||
{
|
||||
if (!factionEntry)
|
||||
return 0;
|
||||
|
||||
uint32 raceMask = m_player->getRaceMask();
|
||||
uint32 classMask = m_player->getClassMask();
|
||||
for (int i=0; i < 4; i++)
|
||||
{
|
||||
if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
|
||||
(factionEntry->BaseRepClassMask[i]==0 ||
|
||||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
|
||||
return factionEntry->ReputationFlags[i];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ReputationMgr::SendForceReactions()
|
||||
{
|
||||
WorldPacket data;
|
||||
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+m_forcedReactions.size()*(4+4));
|
||||
data << uint32(m_forcedReactions.size());
|
||||
for(ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_forcedReactions.end(); ++itr)
|
||||
{
|
||||
data << uint32(itr->first); // faction_id (Faction.dbc)
|
||||
data << uint32(itr->second); // reputation rank
|
||||
}
|
||||
m_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::SendState(FactionState const* faction) const
|
||||
{
|
||||
if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
|
||||
{
|
||||
WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
|
||||
data << (float) 0; // unk 2.4.0
|
||||
data << (uint8) 0; // wotlk 8634
|
||||
data << (uint32) 1; // count
|
||||
// for
|
||||
data << (uint32) faction->ReputationListID;
|
||||
data << (uint32) faction->Standing;
|
||||
// end for
|
||||
m_player->SendDirectMessage(&data);
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::SendInitialReputations()
|
||||
{
|
||||
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
|
||||
data << uint32 (0x00000080);
|
||||
|
||||
RepListID a = 0;
|
||||
|
||||
for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
|
||||
{
|
||||
// fill in absent fields
|
||||
for (; a != itr->first; a++)
|
||||
{
|
||||
data << uint8 (0x00);
|
||||
data << uint32 (0x00000000);
|
||||
}
|
||||
|
||||
// fill in encountered data
|
||||
data << uint8 (itr->second.Flags);
|
||||
data << uint32 (itr->second.Standing);
|
||||
|
||||
++a;
|
||||
}
|
||||
|
||||
// fill in absent fields
|
||||
for (; a != 128; a++)
|
||||
{
|
||||
data << uint8 (0x00);
|
||||
data << uint32 (0x00000000);
|
||||
}
|
||||
|
||||
m_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::SendStates() const
|
||||
{
|
||||
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
|
||||
SendState(&(itr->second));
|
||||
}
|
||||
|
||||
void ReputationMgr::SendVisible(FactionState const* faction) const
|
||||
{
|
||||
if(m_player->GetSession()->PlayerLoading())
|
||||
return;
|
||||
|
||||
// make faction visible in reputation list at client
|
||||
WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
|
||||
data << faction->ReputationListID;
|
||||
m_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::Initilize()
|
||||
{
|
||||
m_factions.clear();
|
||||
|
||||
for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
|
||||
{
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
|
||||
|
||||
if( factionEntry && (factionEntry->reputationListID >= 0))
|
||||
{
|
||||
FactionState newFaction;
|
||||
newFaction.ID = factionEntry->ID;
|
||||
newFaction.ReputationListID = factionEntry->reputationListID;
|
||||
newFaction.Standing = 0;
|
||||
newFaction.Flags = GetDefaultStateFlags(factionEntry);
|
||||
newFaction.Changed = true;
|
||||
|
||||
m_factions[newFaction.ReputationListID] = newFaction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
|
||||
if (flist)
|
||||
{
|
||||
bool res = false;
|
||||
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
|
||||
{
|
||||
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
|
||||
if(factionEntryCalc)
|
||||
res = SetOneFactionReputation(factionEntryCalc, standing);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
else
|
||||
return SetOneFactionReputation(factionEntry, standing);
|
||||
}
|
||||
|
||||
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr != m_factions.end())
|
||||
{
|
||||
if (standing > Reputation_Cap)
|
||||
standing = Reputation_Cap;
|
||||
else
|
||||
if (standing < Reputation_Bottom)
|
||||
standing = Reputation_Bottom;
|
||||
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
itr->second.Standing = standing - BaseRep;
|
||||
itr->second.Changed = true;
|
||||
|
||||
SetVisible(&itr->second);
|
||||
|
||||
if(ReputationToRank(standing) <= REP_HOSTILE)
|
||||
SetAtWar(&itr->second,true);
|
||||
|
||||
SendState(&itr->second);
|
||||
|
||||
m_player->ReputationChanged(factionEntry);
|
||||
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
|
||||
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr != m_factions.end())
|
||||
{
|
||||
if (standing > Reputation_Cap)
|
||||
standing = Reputation_Cap;
|
||||
else
|
||||
if (standing < Reputation_Bottom)
|
||||
standing = Reputation_Bottom;
|
||||
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
itr->second.Standing = standing - BaseRep;
|
||||
itr->second.Changed = true;
|
||||
|
||||
if(itr->second.SetFactionVisible())
|
||||
SendFactionVisible(&itr->second);
|
||||
|
||||
if(ReputationToRank(standing) <= REP_HOSTILE)
|
||||
itr->second.SetAtWar(true);
|
||||
|
||||
SendState(&(itr->second));
|
||||
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
|
||||
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
*/
|
||||
|
||||
bool ReputationMgr::ModifyReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
|
||||
if (flist)
|
||||
{
|
||||
bool res = false;
|
||||
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
|
||||
{
|
||||
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
|
||||
if(factionEntryCalc)
|
||||
res = ModifyOneFactionReputation(factionEntryCalc, standing);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
else
|
||||
return ModifyOneFactionReputation(factionEntry, standing);
|
||||
}
|
||||
|
||||
bool ReputationMgr::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr != m_factions.end())
|
||||
{
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
int32 new_rep = BaseRep + itr->second.Standing + standing;
|
||||
|
||||
if (new_rep > Reputation_Cap)
|
||||
new_rep = Reputation_Cap;
|
||||
else
|
||||
if (new_rep < Reputation_Bottom)
|
||||
new_rep = Reputation_Bottom;
|
||||
|
||||
if(ReputationToRank(new_rep) <= REP_HOSTILE)
|
||||
SetAtWar(&itr->second,true);
|
||||
|
||||
itr->second.Standing = new_rep - BaseRep;
|
||||
itr->second.Changed = true;
|
||||
|
||||
SetVisible(&itr->second);
|
||||
SendState(&itr->second);
|
||||
|
||||
m_player->ReputationChanged(factionEntry);
|
||||
|
||||
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
|
||||
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
|
||||
{
|
||||
if(!factionTemplateEntry->faction)
|
||||
return;
|
||||
|
||||
if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
|
||||
SetVisible(factionEntry);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
|
||||
{
|
||||
if(factionEntry->reputationListID < 0)
|
||||
return;
|
||||
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr == m_factions.end())
|
||||
return;
|
||||
|
||||
SetVisible(&itr->second);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionState* faction)
|
||||
{
|
||||
// always invisible or hidden faction can't be make visible
|
||||
if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
|
||||
return;
|
||||
|
||||
// already set
|
||||
if(faction->Flags & FACTION_FLAG_VISIBLE)
|
||||
return;
|
||||
|
||||
faction->Flags |= FACTION_FLAG_VISIBLE;
|
||||
faction->Changed = true;
|
||||
|
||||
SendVisible(faction);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetAtWar( RepListID repListID, bool on )
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(repListID);
|
||||
if (itr == m_factions.end())
|
||||
return;
|
||||
|
||||
// always invisible or hidden faction can't change war state
|
||||
if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) )
|
||||
return;
|
||||
|
||||
SetAtWar(&itr->second,on);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
|
||||
{
|
||||
// not allow declare war to own faction
|
||||
if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
|
||||
return;
|
||||
|
||||
// already set
|
||||
if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
|
||||
return;
|
||||
|
||||
if( atWar )
|
||||
faction->Flags |= FACTION_FLAG_AT_WAR;
|
||||
else
|
||||
faction->Flags &= ~FACTION_FLAG_AT_WAR;
|
||||
|
||||
faction->Changed = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::SetInactive( RepListID repListID, bool on )
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(repListID);
|
||||
if (itr == m_factions.end())
|
||||
return;
|
||||
|
||||
SetInactive(&itr->second,on);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
|
||||
{
|
||||
// always invisible or hidden faction can't be inactive
|
||||
if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
|
||||
return;
|
||||
|
||||
// already set
|
||||
if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
|
||||
return;
|
||||
|
||||
if(inactive)
|
||||
faction->Flags |= FACTION_FLAG_INACTIVE;
|
||||
else
|
||||
faction->Flags &= ~FACTION_FLAG_INACTIVE;
|
||||
|
||||
faction->Changed = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::LoadFromDB(QueryResult *result)
|
||||
{
|
||||
// Set initial reputations (so everything is nifty before DB data load)
|
||||
Initilize();
|
||||
|
||||
//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 )
|
||||
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
|
||||
if(GetRank(factionEntry) <= REP_HOSTILE)
|
||||
SetAtWar(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 ReputationMgr::SaveToDB()
|
||||
{
|
||||
CharacterDatabase.BeginTransaction();
|
||||
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'", m_player->GetGUIDLow(), itr->second.ID);
|
||||
CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
|
||||
itr->second.Changed = false;
|
||||
}
|
||||
}
|
||||
CharacterDatabase.CommitTransaction();
|
||||
}
|
||||
129
src/game/ReputationMgr.h
Normal file
129
src/game/ReputationMgr.h
Normal file
|
|
@ -0,0 +1,129 @@
|
|||
/*
|
||||
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef __MANGOS_REPUTATION_MGR_H
|
||||
#define __MANGOS_REPUTATION_MGR_H
|
||||
|
||||
#include "Common.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "Database/DBCStructure.h"
|
||||
#include <map>
|
||||
|
||||
enum FactionFlags
|
||||
{
|
||||
FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction)
|
||||
FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
|
||||
FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
|
||||
FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
|
||||
FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
|
||||
FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE )
|
||||
FACTION_FLAG_RIVAL = 0x40 // flag for the two competing outland factions
|
||||
};
|
||||
|
||||
typedef uint32 RepListID;
|
||||
struct FactionState
|
||||
{
|
||||
uint32 ID;
|
||||
RepListID ReputationListID;
|
||||
uint32 Flags;
|
||||
int32 Standing;
|
||||
bool Changed;
|
||||
};
|
||||
|
||||
typedef std::map<RepListID,FactionState> FactionStateList;
|
||||
typedef std::pair<FactionStateList::const_iterator,FactionStateList::const_iterator> FactionStateListPair;
|
||||
|
||||
typedef std::map<uint32,ReputationRank> ForcedReactions;
|
||||
|
||||
class Player;
|
||||
class QueryResult;
|
||||
|
||||
class ReputationMgr
|
||||
{
|
||||
public: // constructors and global modifiers
|
||||
explicit ReputationMgr(Player* owner) : m_player(owner) {}
|
||||
~ReputationMgr() {}
|
||||
|
||||
void SaveToDB();
|
||||
void LoadFromDB(QueryResult *result);
|
||||
public: // statics
|
||||
static const int32 PointsInRank[MAX_REPUTATION_RANK];
|
||||
static const int32 Reputation_Cap = 42999;
|
||||
static const int32 Reputation_Bottom = -42000;
|
||||
|
||||
static ReputationRank ReputationToRank(int32 standing);
|
||||
public: // accessors
|
||||
FactionStateList const& GetStateList() const { return m_factions; }
|
||||
|
||||
FactionState const* GetState(FactionEntry const* factionEntry) const
|
||||
{
|
||||
return factionEntry->reputationListID >= 0 ? GetState(factionEntry->reputationListID) : NULL;
|
||||
}
|
||||
|
||||
FactionState const* GetState(RepListID id) const
|
||||
{
|
||||
FactionStateList::const_iterator repItr = m_factions.find (id);
|
||||
return repItr != m_factions.end() ? &repItr->second : NULL;
|
||||
}
|
||||
|
||||
int32 GetReputation(uint32 faction_id) const;
|
||||
int32 GetReputation(FactionEntry const* factionEntry) const;
|
||||
int32 GetBaseReputation(FactionEntry const* factionEntry) const;
|
||||
|
||||
ReputationRank GetRank(FactionEntry const* factionEntry) const;
|
||||
ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
|
||||
|
||||
ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
|
||||
{
|
||||
ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionTemplateEntry->faction);
|
||||
return forceItr != m_forcedReactions.end() ? &forceItr->second : NULL;
|
||||
}
|
||||
|
||||
public: // modifiers
|
||||
bool SetReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
bool ModifyReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
|
||||
void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
|
||||
void SetVisible(FactionEntry const* factionEntry);
|
||||
void SetAtWar(RepListID repListID, bool on);
|
||||
void SetInactive(RepListID repListID, bool on);
|
||||
|
||||
void ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply);
|
||||
|
||||
public: // senders
|
||||
void SendInitialReputations();
|
||||
void SendForceReactions();
|
||||
void SendState(FactionState const* faction) const;
|
||||
void SendStates() const;
|
||||
|
||||
private: // internal helper functions
|
||||
void Initilize();
|
||||
uint32 GetDefaultStateFlags(const FactionEntry *factionEntry) const;
|
||||
bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
|
||||
void SetVisible(FactionState* faction);
|
||||
void SetAtWar(FactionState* faction, bool atWar);
|
||||
void SetInactive(FactionState* faction, bool inactive);
|
||||
void SendVisible(FactionState const* faction) const;
|
||||
private:
|
||||
Player* m_player;
|
||||
FactionStateList m_factions;
|
||||
ForcedReactions m_forcedReactions;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -2917,8 +2917,8 @@ void Aura::HandleForceReaction(bool apply, bool Real)
|
|||
uint32 faction_id = m_modifier.m_miscvalue;
|
||||
uint32 faction_rank = m_modifier.m_amount;
|
||||
|
||||
player->ApplyForceReaction(faction_id,ReputationRank(faction_rank),apply);
|
||||
player->SendForceReactions();
|
||||
player->GetReputationMgr().ApplyForceReaction(faction_id,ReputationRank(faction_rank),apply);
|
||||
player->GetReputationMgr().SendForceReactions();
|
||||
}
|
||||
|
||||
void Aura::HandleAuraModSkill(bool apply, bool Real)
|
||||
|
|
|
|||
|
|
@ -5757,7 +5757,7 @@ void Spell::EffectReputation(uint32 i)
|
|||
if(!factionEntry)
|
||||
return;
|
||||
|
||||
_player->ModifyFactionReputation(factionEntry,rep_change);
|
||||
_player->GetReputationMgr().ModifyReputation(factionEntry,rep_change);
|
||||
}
|
||||
|
||||
void Spell::EffectQuestComplete(uint32 i)
|
||||
|
|
|
|||
|
|
@ -6968,13 +6968,12 @@ bool Unit::IsHostileTo(Unit const* unit) const
|
|||
// forced reaction
|
||||
if(target_faction->faction)
|
||||
{
|
||||
if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
|
||||
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
|
||||
return *force <= REP_HOSTILE;
|
||||
|
||||
// if faction have reputation then hostile state for tester at 100% dependent from at_war state
|
||||
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
|
||||
if(raw_target_faction->reputationListID >=0)
|
||||
if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction))
|
||||
if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
|
||||
return (factionState->Flags & FACTION_FLAG_AT_WAR);
|
||||
}
|
||||
}
|
||||
|
|
@ -6984,13 +6983,13 @@ bool Unit::IsHostileTo(Unit const* unit) const
|
|||
// forced reaction
|
||||
if(tester_faction->faction)
|
||||
{
|
||||
if(ReputationRank const* force = ((Player*)target)->GetForcedRankIfAny(tester_faction))
|
||||
if(ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
|
||||
return *force <= REP_HOSTILE;
|
||||
|
||||
// apply reputation state
|
||||
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
|
||||
if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
|
||||
return ((Player const*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE;
|
||||
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -7081,14 +7080,13 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
|
|||
// forced reaction
|
||||
if(target_faction->faction)
|
||||
{
|
||||
if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
|
||||
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
|
||||
return *force >= REP_FRIENDLY;
|
||||
|
||||
// if faction have reputation then friendly state for tester at 100% dependent from at_war state
|
||||
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
|
||||
if(raw_target_faction->reputationListID >=0)
|
||||
if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction))
|
||||
return !(FactionState->Flags & FACTION_FLAG_AT_WAR);
|
||||
if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
|
||||
return !(factionState->Flags & FACTION_FLAG_AT_WAR);
|
||||
}
|
||||
}
|
||||
// CvP forced reaction and reputation case
|
||||
|
|
@ -7097,13 +7095,13 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
|
|||
// forced reaction
|
||||
if(tester_faction->faction)
|
||||
{
|
||||
if(ReputationRank const* force =((Player*)target)->GetForcedRankIfAny(tester_faction))
|
||||
if(ReputationRank const* force =((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
|
||||
return *force >= REP_FRIENDLY;
|
||||
|
||||
// apply reputation state
|
||||
if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
|
||||
if(raw_tester_faction->reputationListID >=0 )
|
||||
return ((Player const*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY;
|
||||
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "7539"
|
||||
#define REVISION_NR "7540"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
|
|
@ -720,6 +720,12 @@
|
|||
<File
|
||||
RelativePath="..\..\src\game\ReactorAI.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\ReputationMgr.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\ReputationMgr.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\SocialMgr.cpp">
|
||||
</File>
|
||||
|
|
|
|||
|
|
@ -1134,6 +1134,14 @@
|
|||
RelativePath="..\..\src\game\ReactorAI.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\ReputationMgr.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\ReputationMgr.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\SocialMgr.cpp"
|
||||
>
|
||||
|
|
|
|||
|
|
@ -1136,6 +1136,14 @@
|
|||
RelativePath="..\..\src\game\ReactorAI.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\ReputationMgr.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\ReputationMgr.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\game\SocialMgr.cpp"
|
||||
>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue