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azerothcore-wotlk/src/server/game/Reputation/ReputationMgr.h
2024-11-13 11:37:20 +01:00

159 lines
6.0 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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/>.
*/
#ifndef __ACORE_REPUTATION_MGR_H
#define __ACORE_REPUTATION_MGR_H
#include "DatabaseEnvFwd.h"
#include "DBCStructure.h"
#include "Language.h"
#include "SharedDefines.h"
#include <map>
constexpr std::array<uint32, MAX_REPUTATION_RANK> ReputationRankStrIndex =
{
LANG_REP_HATED,
LANG_REP_HOSTILE,
LANG_REP_UNFRIENDLY,
LANG_REP_NEUTRAL,
LANG_REP_FRIENDLY,
LANG_REP_HONORED,
LANG_REP_REVERED,
LANG_REP_EXALTED
};
typedef uint32 RepListID;
struct FactionState
{
uint32 ID;
RepListID ReputationListID;
int32 Standing;
uint8 Flags;
bool needSend;
bool needSave;
bool roundedUp;
};
typedef std::map<RepListID, FactionState> FactionStateList;
typedef std::map<uint32, ReputationRank> ForcedReactions;
class Player;
class ReputationMgr
{
public: // constructors and global modifiers
explicit ReputationMgr(Player* owner) : _player(owner),
_visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) {}
~ReputationMgr() {}
void SaveToDB(CharacterDatabaseTransaction trans);
void LoadFromDB(PreparedQueryResult result);
public: // statics
static const int32 PointsInRank[MAX_REPUTATION_RANK];
static const int32 Reputation_Cap;
static const int32 Reputation_Bottom;
static ReputationRank ReputationToRank(int32 standing);
static int32 ReputationRankToStanding(ReputationRank rank);
public: // accessors
uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
FactionStateList const& GetStateList() const { return _factions; }
FactionState const* GetState(FactionEntry const* factionEntry) const
{
return factionEntry->CanHaveReputation() ? GetState(factionEntry->reputationListID) : nullptr;
}
FactionState const* GetState(RepListID id) const
{
FactionStateList::const_iterator repItr = _factions.find (id);
return repItr != _factions.end() ? &repItr->second : nullptr;
}
bool IsAtWar(uint32 faction_id) const;
bool IsAtWar(FactionEntry const* factionEntry) const;
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;
uint32 GetReputationRankStrIndex(FactionEntry const* factionEntry) const
{
return ReputationRankStrIndex[GetRank(factionEntry)];
};
ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
{
ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionTemplateEntry->faction);
return forceItr != _forcedReactions.end() ? &forceItr->second : nullptr;
}
public: // modifiers
bool SetReputation(FactionEntry const* factionEntry, float standing)
{
return SetReputation(factionEntry, standing, false);
}
bool ModifyReputation(FactionEntry const* factionEntry, float standing, bool noSpillOver = false, Optional<ReputationRank> repMaxCap = {})
{
return SetReputation(factionEntry, standing, true, noSpillOver, repMaxCap);
}
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 for chat command needs
bool SetOneFactionReputation(FactionEntry const* factionEntry, float standing, bool incremental, Optional<ReputationRank> repMaxCap = { });
public: // senders
void SendInitialReputations();
void SendForceReactions();
void SendState(FactionState const* faction);
void SendStates();
private: // internal helper functions
void Initialize();
uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
bool SetReputation(FactionEntry const* factionEntry, float standing, bool incremental, bool noSpillOver = false, Optional<ReputationRank> repMaxCap = { });
void SetVisible(FactionState* faction);
void SetAtWar(FactionState* faction, bool atWar) const;
void SetInactive(FactionState* faction, bool inactive) const;
void SendVisible(FactionState const* faction) const;
void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
private:
Player* _player;
FactionStateList _factions;
ForcedReactions _forcedReactions;
uint8 _visibleFactionCount : 8;
uint8 _honoredFactionCount : 8;
uint8 _reveredFactionCount : 8;
uint8 _exaltedFactionCount : 8;
bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
};
#endif