* Implement reputation spillover via the database

* Remove the nasty hack that we had to handle Vanguard Alliance / Horde
* Expedition, and city spillover.
* Needs DB data
* Original patch by NoFantasy

--HG--
branch : trunk
This commit is contained in:
Brian
2010-07-26 17:58:25 -06:00
parent 3ea0f411d3
commit 024b57bb74
11 changed files with 245 additions and 77 deletions

View File

@@ -140,14 +140,29 @@ void ReputationMgr::SendState(FactionState const* faction) const
{
if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
{
uint32 count = 1;
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
size_t p_count = data.wpos();
data << (uint32) count; // placeholder
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
// end for
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
{
data << (uint32) itr->second.ReputationListID;
data << (uint32) itr->second.Standing;
++count;
}
}
data.put<uint32>(p_count, count);
m_player->SendDirectMessage(&data);
}
}
@@ -235,82 +250,57 @@ void ReputationMgr::Initialize()
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
// Determines whether or not the faction is part of a team or the leader of a team.
bool isTeamMember = false;
// Return variable for the function
bool res = false;
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID, isTeamMember);
// Determines whether reputation should be sent to team parent or other team members.
int8 extraTarget = (isTeamMember || !flist ? -1 : 0); // 0 = Give equal amount of reputation to anyone in the team (unhandled cases).
/* When gaining reputation with some factions, you receive a reputation increase
towards other reputations for that group.
*/
uint32 team = factionEntry->team;
int32 sharedStanding = standing; // Here we decide what the amount is to send to the others of the group.
switch(factionEntry->ID)
if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID))
{
case 1037: // Alliance Vanguard
case 1052: // Horde Expedition
extraTarget = -1; // Make possible to earn rep with this two factions
break;
}
switch(team)
{
case HORDE: // When earning reputation with home city factions, 25% of the earned reputation
case ALLIANCE: // is added to others of your alliance. (http://www.wowwiki.com/Reputation)
sharedStanding *= 0.25f;
extraTarget = 1;
break;
case 1037: // Alliance Vanguard
case 1052: // Horde Expedition
sharedStanding *= 0.5f; // Half of the reputation earned by any of the four subfactions of this team will
extraTarget = 2; // be added to the main faction. (http://www.wowwiki.com/Alliance_Vanguard)
break;
}
FactionEntry const *targetFaction = NULL;
switch(extraTarget)
{
case 0: // To entire team
bool res = false;
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
{
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
targetFaction = sFactionStore.LookupEntry(*itr);
ASSERT(targetFaction != NULL);
res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
}
return res;
}break;
case 1: // To other team members
{
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
{
if ((*itr) == factionEntry->ID) // Not to self
continue;
res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
targetFaction = sFactionStore.LookupEntry(*itr);
ASSERT(targetFaction != NULL);
res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
if (res)
{
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
}
}
}break;
case 2: // Extra rep to team parent.
{
targetFaction = sFactionStore.LookupEntry(team);
ASSERT(targetFaction != NULL);
res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
}
break;
default: // -1 Default case, 1 faction
return SetOneFactionReputation(factionEntry, standing, incremental);
break;
return res;
}
else
{
// update for the actual faction first
bool res = SetOneFactionReputation(factionEntry, standing, incremental);
return (SetOneFactionReputation(factionEntry, standing, incremental) && res);
if (res)
{
// then some spillover calculation here if it exist
if (const RepSpilloverTemplate *repTemplate = objmgr.GetRepSpilloverTemplate(factionEntry->ID))
{
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
if (repTemplate->faction[i])
{
if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
{
// bonuses are already given, so just modify standing by rate
int32 spilloverRep = standing * repTemplate->faction_rate[i];
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
}
}
}
}
// now we can send it
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
}
return res;
}
}
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
@@ -343,8 +333,6 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
if (new_rank <= REP_HOSTILE)
SetAtWar(&itr->second,true);
SendState(&itr->second);
UpdateRankCounters(old_rank, new_rank);
m_player->ReputationChanged(factionEntry);