Core/Quests: Fixed quest reputation rewards in packets and implemented new fields - RewardFactionCapIn and RewardReputationMask

This commit is contained in:
Shauren
2016-11-14 16:35:01 +01:00
parent 780d1019f2
commit 0f7b9c67f3
4 changed files with 56 additions and 46 deletions

View File

@@ -266,61 +266,64 @@ void ReputationMgr::Initialize()
}
}
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool noSpillover)
{
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))
if (!noSpillover)
{
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
// if spillover definition exists in DB, override DBC
if (const RepSpilloverTemplate* repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID))
{
if (repTemplate->faction[i])
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
if (_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
if (repTemplate->faction[i])
{
// bonuses are already given, so just modify standing by rate
int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]);
SetOneFactionReputation(sFactionStore.AssertEntry(repTemplate->faction[i]), spilloverRep, incremental);
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.AssertEntry(repTemplate->faction[i]), spilloverRep, incremental);
}
}
}
}
}
else
{
float spillOverRepOut = float(standing);
// check for sub-factions that receive spillover
std::vector<uint32> const* flist = sDB2Manager.GetFactionTeamList(factionEntry->ID);
// if has no sub-factions, check for factions with same parent
if (!flist && factionEntry->ParentFactionID && factionEntry->ParentFactionModOut != 0.0f)
else
{
spillOverRepOut *= factionEntry->ParentFactionModOut;
if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->ParentFactionID))
float spillOverRepOut = float(standing);
// check for sub-factions that receive spillover
std::vector<uint32> const* flist = sDB2Manager.GetFactionTeamList(factionEntry->ID);
// if has no sub-factions, check for factions with same parent
if (!flist && factionEntry->ParentFactionID && factionEntry->ParentFactionModOut != 0.0f)
{
FactionStateList::iterator parentState = _factions.find(parent->ReputationIndex);
// 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))
spillOverRepOut *= factionEntry->ParentFactionModOut;
if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->ParentFactionID))
{
SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
}
else // spill to "sister" factions
{
flist = sDB2Manager.GetFactionTeamList(factionEntry->ParentFactionID);
FactionStateList::iterator parentState = _factions.find(parent->ReputationIndex);
// 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 = sDB2Manager.GetFactionTeamList(factionEntry->ParentFactionID);
}
}
}
}
if (flist)
{
// Spillover to affiliated factions
for (std::vector<uint32>::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
if (flist)
{
if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
// Spillover to affiliated factions
for (std::vector<uint32>::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->ParentFactionCapIn))
continue;
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->ParentFactionModIn);
if (spilloverRep != 0 || !incremental)
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->ParentFactionCapIn))
continue;
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->ParentFactionModIn);
if (spilloverRep != 0 || !incremental)
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
}
}
}
}