mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 17:19:07 +00:00
First Commit
For Azeroth!
This commit is contained in:
609
src/server/game/Reputation/ReputationMgr.cpp
Normal file
609
src/server/game/Reputation/ReputationMgr.cpp
Normal file
@@ -0,0 +1,609 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "DatabaseEnv.h"
|
||||
#include "ReputationMgr.h"
|
||||
#include "DBCStores.h"
|
||||
#include "Player.h"
|
||||
#include "WorldPacket.h"
|
||||
#include "World.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "ScriptMgr.h"
|
||||
#include "Opcodes.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;
|
||||
}
|
||||
|
||||
bool ReputationMgr::IsAtWar(uint32 faction_id) const
|
||||
{
|
||||
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
|
||||
|
||||
if (!factionEntry)
|
||||
{
|
||||
sLog->outError("ReputationMgr::IsAtWar: Can't get AtWar flag of %s for unknown faction (faction id) #%u.", _player->GetName().c_str(), faction_id);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return IsAtWar(factionEntry);
|
||||
}
|
||||
|
||||
bool ReputationMgr::IsAtWar(FactionEntry const* factionEntry) const
|
||||
{
|
||||
if (!factionEntry)
|
||||
return false;
|
||||
|
||||
if (FactionState const* factionState = GetState(factionEntry))
|
||||
return (factionState->Flags & FACTION_FLAG_AT_WAR);
|
||||
return false;
|
||||
}
|
||||
|
||||
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.", _player->GetName().c_str(), faction_id);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return GetReputation(factionEntry);
|
||||
}
|
||||
|
||||
int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
|
||||
{
|
||||
if (!factionEntry)
|
||||
return 0;
|
||||
|
||||
uint32 raceMask = _player->getRaceMask();
|
||||
uint32 classMask = _player->getClassMask();
|
||||
for (int i=0; i < 4; i++)
|
||||
{
|
||||
if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
|
||||
(factionEntry->BaseRepRaceMask[i] == 0 &&
|
||||
factionEntry->BaseRepClassMask[i] != 0)) &&
|
||||
(factionEntry->BaseRepClassMask[i] & classMask ||
|
||||
factionEntry->BaseRepClassMask[i] == 0))
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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)
|
||||
_forcedReactions[faction_id] = rank;
|
||||
else
|
||||
_forcedReactions.erase(faction_id);
|
||||
}
|
||||
|
||||
uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) const
|
||||
{
|
||||
if (!factionEntry)
|
||||
return 0;
|
||||
|
||||
uint32 raceMask = _player->getRaceMask();
|
||||
uint32 classMask = _player->getClassMask();
|
||||
for (int i=0; i < 4; i++)
|
||||
{
|
||||
if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
|
||||
(factionEntry->BaseRepRaceMask[i] == 0 &&
|
||||
factionEntry->BaseRepClassMask[i] != 0)) &&
|
||||
(factionEntry->BaseRepClassMask[i] & classMask ||
|
||||
factionEntry->BaseRepClassMask[i] == 0))
|
||||
|
||||
return factionEntry->ReputationFlags[i];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ReputationMgr::SendForceReactions()
|
||||
{
|
||||
WorldPacket data;
|
||||
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+_forcedReactions.size()*(4+4));
|
||||
data << uint32(_forcedReactions.size());
|
||||
for (ForcedReactions::const_iterator itr = _forcedReactions.begin(); itr != _forcedReactions.end(); ++itr)
|
||||
{
|
||||
data << uint32(itr->first); // faction_id (Faction.dbc)
|
||||
data << uint32(itr->second); // reputation rank
|
||||
}
|
||||
_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::SendState(FactionState const* faction)
|
||||
{
|
||||
uint32 count = 1;
|
||||
|
||||
WorldPacket data(SMSG_SET_FACTION_STANDING, 17);
|
||||
data << float(0);
|
||||
data << uint8(_sendFactionIncreased);
|
||||
_sendFactionIncreased = false; // Reset
|
||||
|
||||
size_t p_count = data.wpos();
|
||||
data << uint32(count);
|
||||
|
||||
data << uint32(faction->ReputationListID);
|
||||
data << uint32(faction->Standing);
|
||||
|
||||
for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
|
||||
{
|
||||
if (itr->second.needSend)
|
||||
{
|
||||
itr->second.needSend = false;
|
||||
if (itr->second.ReputationListID != faction->ReputationListID)
|
||||
{
|
||||
data << uint32(itr->second.ReputationListID);
|
||||
data << uint32(itr->second.Standing);
|
||||
++count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
data.put<uint32>(p_count, count);
|
||||
_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::SendInitialReputations()
|
||||
{
|
||||
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
|
||||
data << uint32 (0x00000080);
|
||||
|
||||
RepListID a = 0;
|
||||
|
||||
for (FactionStateList::iterator itr = _factions.begin(); itr != _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);
|
||||
|
||||
itr->second.needSend = false;
|
||||
|
||||
++a;
|
||||
}
|
||||
|
||||
// fill in absent fields
|
||||
for (; a != 128; a++)
|
||||
{
|
||||
data << uint8 (0x00);
|
||||
data << uint32 (0x00000000);
|
||||
}
|
||||
|
||||
_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::SendStates()
|
||||
{
|
||||
for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
|
||||
SendState(&(itr->second));
|
||||
}
|
||||
|
||||
void ReputationMgr::SendVisible(FactionState const* faction) const
|
||||
{
|
||||
if (_player->GetSession()->PlayerLoading())
|
||||
return;
|
||||
|
||||
// make faction visible in reputation list at client
|
||||
WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
|
||||
data << faction->ReputationListID;
|
||||
_player->SendDirectMessage(&data);
|
||||
}
|
||||
|
||||
void ReputationMgr::Initialize()
|
||||
{
|
||||
_factions.clear();
|
||||
_visibleFactionCount = 0;
|
||||
_honoredFactionCount = 0;
|
||||
_reveredFactionCount = 0;
|
||||
_exaltedFactionCount = 0;
|
||||
_sendFactionIncreased = false;
|
||||
|
||||
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.needSend = true;
|
||||
newFaction.needSave = true;
|
||||
|
||||
if (newFaction.Flags & FACTION_FLAG_VISIBLE)
|
||||
++_visibleFactionCount;
|
||||
|
||||
UpdateRankCounters(REP_HOSTILE, GetBaseRank(factionEntry));
|
||||
|
||||
_factions[newFaction.ReputationListID] = newFaction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly)
|
||||
{
|
||||
sScriptMgr->OnPlayerReputationChange(_player, factionEntry->ID, standing, incremental);
|
||||
bool res = false;
|
||||
// if spillover definition exists in DB, override DBC
|
||||
if (const RepSpilloverTemplate* repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID))
|
||||
{
|
||||
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
|
||||
{
|
||||
if (repTemplate->faction[i])
|
||||
{
|
||||
if (_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
|
||||
{
|
||||
// bonuses are already given, so just modify standing by rate
|
||||
int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]);
|
||||
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float spillOverRepOut = float(standing);
|
||||
// check for sub-factions that receive spillover
|
||||
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
|
||||
// if has no sub-factions, check for factions with same parent
|
||||
if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
|
||||
{
|
||||
spillOverRepOut *= factionEntry->spilloverRateOut;
|
||||
if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team))
|
||||
{
|
||||
FactionStateList::iterator parentState = _factions.find(parent->reputationListID);
|
||||
// some team factions have own reputation standing, in this case do not spill to other sub-factions
|
||||
if (parentState != _factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
|
||||
{
|
||||
SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
|
||||
}
|
||||
else // spill to "sister" factions
|
||||
{
|
||||
flist = GetFactionTeamList(factionEntry->team);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (flist)
|
||||
{
|
||||
// Spillover to affiliated factions
|
||||
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
|
||||
{
|
||||
if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
|
||||
{
|
||||
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
|
||||
continue;
|
||||
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
|
||||
if (spilloverRep != 0 || !incremental)
|
||||
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// spillover done, update faction itself
|
||||
FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID);
|
||||
if (faction != _factions.end())
|
||||
{
|
||||
// Xinef: if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
|
||||
if (!spillOverOnly)
|
||||
res = SetOneFactionReputation(factionEntry, standing, incremental);
|
||||
// only this faction gets reported to client, even if it has no own visible standing
|
||||
SendState(&faction->second);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
|
||||
{
|
||||
FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
|
||||
if (itr != _factions.end())
|
||||
{
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
|
||||
if (incremental)
|
||||
{
|
||||
// int32 *= float cause one point loss?
|
||||
standing = int32(floor((float)standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5f));
|
||||
standing += itr->second.Standing + BaseRep;
|
||||
}
|
||||
|
||||
if (standing > Reputation_Cap)
|
||||
standing = Reputation_Cap;
|
||||
else if (standing < Reputation_Bottom)
|
||||
standing = Reputation_Bottom;
|
||||
|
||||
ReputationRank old_rank = ReputationToRank(itr->second.Standing + BaseRep);
|
||||
ReputationRank new_rank = ReputationToRank(standing);
|
||||
|
||||
itr->second.Standing = standing - BaseRep;
|
||||
itr->second.needSend = true;
|
||||
itr->second.needSave = true;
|
||||
|
||||
SetVisible(&itr->second);
|
||||
|
||||
if (new_rank <= REP_HOSTILE)
|
||||
SetAtWar(&itr->second, true);
|
||||
|
||||
if (new_rank > old_rank)
|
||||
_sendFactionIncreased = true;
|
||||
|
||||
UpdateRankCounters(old_rank, new_rank);
|
||||
|
||||
_player->ReputationChanged(factionEntry);
|
||||
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
|
||||
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
|
||||
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID);
|
||||
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID);
|
||||
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_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))
|
||||
// Never show factions of the opposing team
|
||||
if (!(factionEntry->BaseRepRaceMask[1] & _player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom))
|
||||
SetVisible(factionEntry);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
|
||||
{
|
||||
if (factionEntry->reputationListID < 0)
|
||||
return;
|
||||
|
||||
FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
|
||||
if (itr == _factions.end())
|
||||
return;
|
||||
|
||||
SetVisible(&itr->second);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionState* faction)
|
||||
{
|
||||
// always invisible or hidden faction can't be make visible
|
||||
// except if faction has FACTION_FLAG_SPECIAL
|
||||
if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) && !(faction->Flags & FACTION_FLAG_SPECIAL))
|
||||
return;
|
||||
|
||||
// already set
|
||||
if (faction->Flags & FACTION_FLAG_VISIBLE)
|
||||
return;
|
||||
|
||||
faction->Flags |= FACTION_FLAG_VISIBLE;
|
||||
faction->needSend = true;
|
||||
faction->needSave = true;
|
||||
|
||||
++_visibleFactionCount;
|
||||
|
||||
SendVisible(faction);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetAtWar(RepListID repListID, bool on)
|
||||
{
|
||||
FactionStateList::iterator itr = _factions.find(repListID);
|
||||
if (itr == _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) const
|
||||
{
|
||||
// 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->needSend = true;
|
||||
faction->needSave = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::SetInactive(RepListID repListID, bool on)
|
||||
{
|
||||
FactionStateList::iterator itr = _factions.find(repListID);
|
||||
if (itr == _factions.end())
|
||||
return;
|
||||
|
||||
SetInactive(&itr->second, on);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetInactive(FactionState* faction, bool inactive) const
|
||||
{
|
||||
// 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->needSend = true;
|
||||
faction->needSave = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::LoadFromDB(PreparedQueryResult result)
|
||||
{
|
||||
// Set initial reputations (so everything is nifty before DB data load)
|
||||
Initialize();
|
||||
|
||||
//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].GetUInt16());
|
||||
if (factionEntry && (factionEntry->reputationListID >= 0))
|
||||
{
|
||||
FactionState* faction = &_factions[factionEntry->reputationListID];
|
||||
|
||||
// update standing to current
|
||||
faction->Standing = fields[1].GetInt32();
|
||||
|
||||
// update counters
|
||||
int32 BaseRep = GetBaseReputation(factionEntry);
|
||||
ReputationRank old_rank = ReputationToRank(BaseRep);
|
||||
ReputationRank new_rank = ReputationToRank(BaseRep + faction->Standing);
|
||||
UpdateRankCounters(old_rank, new_rank);
|
||||
|
||||
uint32 dbFactionFlags = fields[2].GetUInt16();
|
||||
|
||||
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
|
||||
{
|
||||
// Xinef: dont set at war for friendly hidden reputations
|
||||
SetAtWar(faction, bool(!(dbFactionFlags & FACTION_FLAG_HIDDEN) || GetRank(factionEntry) < REP_NEUTRAL)); // 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->needSend = false;
|
||||
faction->needSave = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
while (result->NextRow());
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::SaveToDB(SQLTransaction& trans)
|
||||
{
|
||||
for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
|
||||
{
|
||||
if (itr->second.needSave)
|
||||
{
|
||||
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION_BY_FACTION);
|
||||
stmt->setUInt32(0, _player->GetGUIDLow());
|
||||
stmt->setUInt16(1, uint16(itr->second.ID));
|
||||
trans->Append(stmt);
|
||||
|
||||
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_REPUTATION_BY_FACTION);
|
||||
stmt->setUInt32(0, _player->GetGUIDLow());
|
||||
stmt->setUInt16(1, uint16(itr->second.ID));
|
||||
stmt->setInt32(2, itr->second.Standing);
|
||||
stmt->setUInt16(3, uint16(itr->second.Flags));
|
||||
trans->Append(stmt);
|
||||
|
||||
itr->second.needSave = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank)
|
||||
{
|
||||
if (old_rank >= REP_EXALTED)
|
||||
--_exaltedFactionCount;
|
||||
if (old_rank >= REP_REVERED)
|
||||
--_reveredFactionCount;
|
||||
if (old_rank >= REP_HONORED)
|
||||
--_honoredFactionCount;
|
||||
|
||||
if (new_rank >= REP_EXALTED)
|
||||
++_exaltedFactionCount;
|
||||
if (new_rank >= REP_REVERED)
|
||||
++_reveredFactionCount;
|
||||
if (new_rank >= REP_HONORED)
|
||||
++_honoredFactionCount;
|
||||
}
|
||||
Reference in New Issue
Block a user