mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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603 lines
20 KiB
C++
603 lines
20 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "DatabaseEnv.h"
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#include "DBCStores.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "ReputationMgr.h"
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#include "ScriptMgr.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
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const int32 ReputationMgr::Reputation_Cap = 42999;
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const int32 ReputationMgr::Reputation_Bottom = -42000;
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ReputationRank ReputationMgr::ReputationToRank(int32 standing)
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{
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int32 limit = Reputation_Cap + 1;
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for (int i = MAX_REPUTATION_RANK - 1; i >= MIN_REPUTATION_RANK; --i)
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{
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limit -= PointsInRank[i];
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if (standing >= limit)
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return ReputationRank(i);
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}
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return MIN_REPUTATION_RANK;
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}
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bool ReputationMgr::IsAtWar(uint32 faction_id) const
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{
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
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if (!factionEntry)
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{
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LOG_ERROR("reputation", "ReputationMgr::IsAtWar: Can't get AtWar flag of %s for unknown faction (faction id) #%u.", _player->GetName().c_str(), faction_id);
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return 0;
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}
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return IsAtWar(factionEntry);
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}
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bool ReputationMgr::IsAtWar(FactionEntry const* factionEntry) const
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{
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if (!factionEntry)
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return false;
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if (FactionState const* factionState = GetState(factionEntry))
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return (factionState->Flags & FACTION_FLAG_AT_WAR);
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return false;
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}
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int32 ReputationMgr::GetReputation(uint32 faction_id) const
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{
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
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if (!factionEntry)
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{
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LOG_ERROR("reputation", "ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.", _player->GetName().c_str(), faction_id);
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return 0;
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}
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return GetReputation(factionEntry);
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}
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int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
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{
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if (!factionEntry)
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return 0;
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uint32 raceMask = _player->getRaceMask();
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uint32 classMask = _player->getClassMask();
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for (int i = 0; i < 4; i++)
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{
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if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
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(factionEntry->BaseRepRaceMask[i] == 0 &&
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factionEntry->BaseRepClassMask[i] != 0)) &&
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(factionEntry->BaseRepClassMask[i] & classMask ||
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factionEntry->BaseRepClassMask[i] == 0))
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return factionEntry->BaseRepValue[i];
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}
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// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i] == 0
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return 0;
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}
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int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
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{
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// Faction without recorded reputation. Just ignore.
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if (!factionEntry)
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return 0;
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if (FactionState const* state = GetState(factionEntry))
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return GetBaseReputation(factionEntry) + state->Standing;
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return 0;
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}
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ReputationRank ReputationMgr::GetRank(FactionEntry const* factionEntry) const
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{
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int32 reputation = GetReputation(factionEntry);
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return ReputationToRank(reputation);
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}
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ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const
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{
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int32 reputation = GetBaseReputation(factionEntry);
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return ReputationToRank(reputation);
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}
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void ReputationMgr::ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply)
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{
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if (apply)
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_forcedReactions[faction_id] = rank;
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else
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_forcedReactions.erase(faction_id);
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}
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uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) const
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{
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if (!factionEntry)
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return 0;
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uint32 raceMask = _player->getRaceMask();
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uint32 classMask = _player->getClassMask();
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for (int i = 0; i < 4; i++)
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{
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if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
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(factionEntry->BaseRepRaceMask[i] == 0 &&
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factionEntry->BaseRepClassMask[i] != 0)) &&
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(factionEntry->BaseRepClassMask[i] & classMask ||
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factionEntry->BaseRepClassMask[i] == 0))
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return factionEntry->ReputationFlags[i];
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}
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return 0;
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}
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void ReputationMgr::SendForceReactions()
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{
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WorldPacket data;
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data.Initialize(SMSG_SET_FORCED_REACTIONS, 4 + _forcedReactions.size() * (4 + 4));
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data << uint32(_forcedReactions.size());
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for (ForcedReactions::const_iterator itr = _forcedReactions.begin(); itr != _forcedReactions.end(); ++itr)
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{
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data << uint32(itr->first); // faction_id (Faction.dbc)
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data << uint32(itr->second); // reputation rank
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}
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_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendState(FactionState const* faction)
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{
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uint32 count = 1;
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WorldPacket data(SMSG_SET_FACTION_STANDING, 17);
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data << float(0);
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data << uint8(_sendFactionIncreased);
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_sendFactionIncreased = false; // Reset
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size_t p_count = data.wpos();
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data << uint32(count);
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data << uint32(faction->ReputationListID);
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data << uint32(faction->Standing);
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for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
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{
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if (itr->second.needSend)
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{
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itr->second.needSend = false;
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if (itr->second.ReputationListID != faction->ReputationListID)
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{
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data << uint32(itr->second.ReputationListID);
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data << uint32(itr->second.Standing);
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++count;
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}
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}
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}
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data.put<uint32>(p_count, count);
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_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendInitialReputations()
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{
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WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4 + 128 * 5));
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data << uint32 (0x00000080);
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RepListID a = 0;
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for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
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{
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// fill in absent fields
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for (; a != itr->first; a++)
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{
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data << uint8 (0x00);
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data << uint32 (0x00000000);
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}
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// fill in encountered data
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data << uint8 (itr->second.Flags);
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data << uint32 (itr->second.Standing);
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itr->second.needSend = false;
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++a;
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}
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// fill in absent fields
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for (; a != 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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_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendStates()
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{
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for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
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SendState(&(itr->second));
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}
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void ReputationMgr::SendVisible(FactionState const* faction) const
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{
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if (_player->GetSession()->PlayerLoading())
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return;
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// make faction visible in reputation list at client
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WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
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data << faction->ReputationListID;
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_player->SendDirectMessage(&data);
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}
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void ReputationMgr::Initialize()
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{
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_factions.clear();
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_visibleFactionCount = 0;
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_honoredFactionCount = 0;
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_reveredFactionCount = 0;
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_exaltedFactionCount = 0;
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_sendFactionIncreased = false;
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for (unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
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{
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(i);
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if (factionEntry && (factionEntry->reputationListID >= 0))
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{
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FactionState newFaction;
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newFaction.ID = factionEntry->ID;
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newFaction.ReputationListID = factionEntry->reputationListID;
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newFaction.Standing = 0;
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newFaction.Flags = GetDefaultStateFlags(factionEntry);
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newFaction.needSend = true;
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newFaction.needSave = true;
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if (newFaction.Flags & FACTION_FLAG_VISIBLE)
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++_visibleFactionCount;
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UpdateRankCounters(REP_HOSTILE, GetBaseRank(factionEntry));
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_factions[newFaction.ReputationListID] = newFaction;
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}
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}
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}
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bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly)
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{
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bool res = false;
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// if spillover definition exists in DB, override DBC
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if (const RepSpilloverTemplate* repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID))
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{
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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{
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if (repTemplate->faction[i])
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{
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if (_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
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{
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// bonuses are already given, so just modify standing by rate
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int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]);
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SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
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}
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}
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}
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}
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else
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{
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float spillOverRepOut = float(standing);
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// check for sub-factions that receive spillover
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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// if has no sub-factions, check for factions with same parent
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if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
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{
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spillOverRepOut *= factionEntry->spilloverRateOut;
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if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team))
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{
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FactionStateList::iterator parentState = _factions.find(parent->reputationListID);
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// some team factions have own reputation standing, in this case do not spill to other sub-factions
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if (parentState != _factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
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{
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SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
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}
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else // spill to "sister" factions
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{
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flist = GetFactionTeamList(factionEntry->team);
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}
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}
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}
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if (flist)
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{
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// Spillover to affiliated factions
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for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
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{
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if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
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{
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if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
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continue;
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int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
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if (spilloverRep != 0 || !incremental)
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res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
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}
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}
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}
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}
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// spillover done, update faction itself
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FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID);
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if (faction != _factions.end())
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{
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// Xinef: if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
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if (!spillOverOnly)
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res = SetOneFactionReputation(factionEntry, standing, incremental);
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// only this faction gets reported to client, even if it has no own visible standing
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SendState(&faction->second);
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}
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return res;
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}
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bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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{
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FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
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if (itr != _factions.end())
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{
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int32 BaseRep = GetBaseReputation(factionEntry);
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if (incremental)
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{
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// int32 *= float cause one point loss?
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standing = int32(floor((float)standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5f));
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standing += itr->second.Standing + BaseRep;
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}
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if (standing > Reputation_Cap)
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standing = Reputation_Cap;
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else if (standing < Reputation_Bottom)
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standing = Reputation_Bottom;
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ReputationRank old_rank = ReputationToRank(itr->second.Standing + BaseRep);
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ReputationRank new_rank = ReputationToRank(standing);
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itr->second.Standing = standing - BaseRep;
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itr->second.needSend = true;
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itr->second.needSave = true;
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SetVisible(&itr->second);
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if (new_rank <= REP_HOSTILE)
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SetAtWar(&itr->second, true);
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if (new_rank > old_rank)
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_sendFactionIncreased = true;
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sScriptMgr->OnPlayerReputationChange(_player, factionEntry->ID, standing, incremental);
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if (new_rank != old_rank)
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sScriptMgr->OnPlayerReputationRankChange(_player, factionEntry->ID, new_rank, old_rank, _sendFactionIncreased);
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UpdateRankCounters(old_rank, new_rank);
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_player->ReputationChanged(factionEntry);
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_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
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_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
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_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID);
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_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID);
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_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION, factionEntry->ID);
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return true;
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}
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return false;
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}
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void ReputationMgr::SetVisible(FactionTemplateEntry const* factionTemplateEntry)
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{
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if (!factionTemplateEntry->faction)
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return;
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if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
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// Never show factions of the opposing team
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if (!(factionEntry->BaseRepRaceMask[1] & _player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom))
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SetVisible(factionEntry);
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}
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void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
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{
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if (factionEntry->reputationListID < 0)
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return;
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FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
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if (itr == _factions.end())
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return;
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SetVisible(&itr->second);
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}
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void ReputationMgr::SetVisible(FactionState* faction)
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{
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// always invisible or hidden faction can't be make visible
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// except if faction has FACTION_FLAG_SPECIAL
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if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED | FACTION_FLAG_HIDDEN) && !(faction->Flags & FACTION_FLAG_SPECIAL))
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return;
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// already set
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if (faction->Flags & FACTION_FLAG_VISIBLE)
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return;
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faction->Flags |= FACTION_FLAG_VISIBLE;
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faction->needSend = true;
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faction->needSave = true;
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++_visibleFactionCount;
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SendVisible(faction);
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}
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void ReputationMgr::SetAtWar(RepListID repListID, bool on)
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{
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FactionStateList::iterator itr = _factions.find(repListID);
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if (itr == _factions.end())
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return;
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// always invisible or hidden faction can't change war state
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if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED | FACTION_FLAG_HIDDEN))
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return;
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SetAtWar(&itr->second, on);
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}
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void ReputationMgr::SetAtWar(FactionState* faction, bool atWar) const
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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->needSend = true;
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faction->needSave = true;
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}
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void ReputationMgr::SetInactive(RepListID repListID, bool on)
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{
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FactionStateList::iterator itr = _factions.find(repListID);
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if (itr == _factions.end())
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return;
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SetInactive(&itr->second, on);
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}
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void ReputationMgr::SetInactive(FactionState* faction, bool inactive) const
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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->needSend = true;
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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'", GetGUID().GetCounter());
|
|
|
|
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(CharacterDatabaseTransaction trans)
|
|
{
|
|
for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
|
|
{
|
|
if (itr->second.needSave)
|
|
{
|
|
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION_BY_FACTION);
|
|
stmt->setUInt32(0, _player->GetGUID().GetCounter());
|
|
stmt->setUInt16(1, uint16(itr->second.ID));
|
|
trans->Append(stmt);
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_REPUTATION_BY_FACTION);
|
|
stmt->setUInt32(0, _player->GetGUID().GetCounter());
|
|
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;
|
|
}
|