mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -51,102 +51,102 @@ class Player;
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class ReputationMgr
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{
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public: // constructors and global modifiers
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explicit ReputationMgr(Player* owner) : _player(owner),
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_visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) {}
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~ReputationMgr() {}
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public: // constructors and global modifiers
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explicit ReputationMgr(Player* owner) : _player(owner),
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_visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) {}
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~ReputationMgr() {}
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void SaveToDB(SQLTransaction& trans);
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void LoadFromDB(PreparedQueryResult result);
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public: // statics
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static const int32 PointsInRank[MAX_REPUTATION_RANK];
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static const int32 Reputation_Cap = 42999;
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static const int32 Reputation_Bottom = -42000;
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void SaveToDB(SQLTransaction& trans);
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void LoadFromDB(PreparedQueryResult result);
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public: // statics
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static const int32 PointsInRank[MAX_REPUTATION_RANK];
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static const int32 Reputation_Cap = 42999;
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static const int32 Reputation_Bottom = -42000;
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static ReputationRank ReputationToRank(int32 standing);
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public: // accessors
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uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
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uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
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uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
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uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
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static ReputationRank ReputationToRank(int32 standing);
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public: // accessors
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uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
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uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
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uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
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uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
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FactionStateList const& GetStateList() const { return _factions; }
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FactionStateList const& GetStateList() const { return _factions; }
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FactionState const* GetState(FactionEntry const* factionEntry) const
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{
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return factionEntry->CanHaveReputation() ? GetState(factionEntry->reputationListID) : nullptr;
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}
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FactionState const* GetState(FactionEntry const* factionEntry) const
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{
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return factionEntry->CanHaveReputation() ? GetState(factionEntry->reputationListID) : nullptr;
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}
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FactionState const* GetState(RepListID id) const
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{
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FactionStateList::const_iterator repItr = _factions.find (id);
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return repItr != _factions.end() ? &repItr->second : nullptr;
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}
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FactionState const* GetState(RepListID id) const
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{
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FactionStateList::const_iterator repItr = _factions.find (id);
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return repItr != _factions.end() ? &repItr->second : nullptr;
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}
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bool IsAtWar(uint32 faction_id) const;
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bool IsAtWar(FactionEntry const* factionEntry) const;
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bool IsAtWar(uint32 faction_id) const;
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bool IsAtWar(FactionEntry const* factionEntry) const;
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int32 GetReputation(uint32 faction_id) const;
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int32 GetReputation(FactionEntry const* factionEntry) const;
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int32 GetBaseReputation(FactionEntry const* factionEntry) const;
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int32 GetReputation(uint32 faction_id) const;
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int32 GetReputation(FactionEntry const* factionEntry) const;
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int32 GetBaseReputation(FactionEntry const* factionEntry) const;
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ReputationRank GetRank(FactionEntry const* factionEntry) const;
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ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
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uint32 GetReputationRankStrIndex(FactionEntry const* factionEntry) const
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{
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return ReputationRankStrIndex[GetRank(factionEntry)];
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};
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ReputationRank GetRank(FactionEntry const* factionEntry) const;
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ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
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uint32 GetReputationRankStrIndex(FactionEntry const* factionEntry) const
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{
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return ReputationRankStrIndex[GetRank(factionEntry)];
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};
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ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
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{
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ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionTemplateEntry->faction);
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return forceItr != _forcedReactions.end() ? &forceItr->second : nullptr;
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}
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ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
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{
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ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionTemplateEntry->faction);
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return forceItr != _forcedReactions.end() ? &forceItr->second : nullptr;
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}
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public: // modifiers
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bool SetReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, false, false);
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}
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bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false)
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{
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return SetReputation(factionEntry, standing, true, spillOverOnly);
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}
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public: // modifiers
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bool SetReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, false, false);
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}
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bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false)
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{
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return SetReputation(factionEntry, standing, true, spillOverOnly);
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}
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void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
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void SetVisible(FactionEntry const* factionEntry);
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void SetAtWar(RepListID repListID, bool on);
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void SetInactive(RepListID repListID, bool on);
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void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
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void SetVisible(FactionEntry const* factionEntry);
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void SetAtWar(RepListID repListID, bool on);
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void SetInactive(RepListID repListID, bool on);
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void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
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void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
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//! Public for chat command needs
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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//! Public for chat command needs
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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public: // senders
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void SendInitialReputations();
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void SendForceReactions();
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void SendState(FactionState const* faction);
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void SendStates();
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public: // senders
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void SendInitialReputations();
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void SendForceReactions();
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void SendState(FactionState const* faction);
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void SendStates();
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private: // internal helper functions
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void Initialize();
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uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
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bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly);
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void SetVisible(FactionState* faction);
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void SetAtWar(FactionState* faction, bool atWar) const;
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void SetInactive(FactionState* faction, bool inactive) const;
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void SendVisible(FactionState const* faction) const;
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void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
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private:
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Player* _player;
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FactionStateList _factions;
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ForcedReactions _forcedReactions;
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uint8 _visibleFactionCount :8;
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uint8 _honoredFactionCount :8;
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uint8 _reveredFactionCount :8;
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uint8 _exaltedFactionCount :8;
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bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
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private: // internal helper functions
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void Initialize();
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uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
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bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly);
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void SetVisible(FactionState* faction);
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void SetAtWar(FactionState* faction, bool atWar) const;
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void SetInactive(FactionState* faction, bool inactive) const;
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void SendVisible(FactionState const* faction) const;
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void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
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private:
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Player* _player;
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FactionStateList _factions;
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ForcedReactions _forcedReactions;
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uint8 _visibleFactionCount : 8;
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uint8 _honoredFactionCount : 8;
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uint8 _reveredFactionCount : 8;
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uint8 _exaltedFactionCount : 8;
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bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
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};
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#endif
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