Core/Reputation: Implement a more generic solution for reputation spillover (fix by Lynx3d, port by Kaelima)

* Sorts out issues with factions 1037 and 1052
* Give a more correct client output when reputation is assigned to parent faction
* reputation_spillover_template can still be used to override spillover from dbc
Closes issue 4915.

--HG--
branch : trunk
This commit is contained in:
click
2010-11-24 13:41:20 +01:00
parent c786f08146
commit 6fa169810b
5 changed files with 96 additions and 73 deletions

View File

@@ -139,35 +139,36 @@ void ReputationMgr::SendForceReactions()
m_player->SendDirectMessage(&data);
}
void ReputationMgr::SendState(FactionState const* faction) const
void ReputationMgr::SendState(FactionState const* faction)
{
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
size_t p_count = data.wpos();
data << (uint32) count; // placeholder
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
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
size_t p_count = data.wpos();
data << (uint32) count; // placeholder
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
if (itr->second.needSend)
{
if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
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);
m_player->SendDirectMessage(&data);
}
data.put<uint32>(p_count, count);
m_player->SendDirectMessage(&data);
}
void ReputationMgr::SendInitialReputations()
@@ -203,9 +204,9 @@ void ReputationMgr::SendInitialReputations()
m_player->SendDirectMessage(&data);
}
void ReputationMgr::SendStates() const
void ReputationMgr::SendStates()
{
for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
SendState(&(itr->second));
}
@@ -239,7 +240,8 @@ void ReputationMgr::Initialize()
newFaction.ReputationListID = factionEntry->reputationListID;
newFaction.Standing = 0;
newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.Changed = true;
newFaction.needSend = true;
newFaction.needSave = true;
if (newFaction.Flags & FACTION_FLAG_VISIBLE)
++m_visibleFactionCount;
@@ -254,58 +256,71 @@ void ReputationMgr::Initialize()
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
sScriptMgr.OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental);
if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID))
bool res = false;
// if spillover definition exists in DB, override DBC
if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
{
bool res = false;
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
if (repTemplate->faction[i])
{
res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
if (res)
if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
{
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
// 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);
}
}
}
return res;
}
else
{
// update for the actual faction first
bool res = SetOneFactionReputation(factionEntry, standing, incremental);
if (res)
float spillOverRepOut = 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)
{
// then some spillover calculation here if it exist
if (RepSpilloverTemplate const * repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
spillOverRepOut *= factionEntry->spilloverRateOut;
if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
{
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
// some team factions have own reputation standing, in this case do not spill to other sub-factions
if (parentState != m_factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
{
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 = int32(standing * repTemplate->faction_rate[i]);
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
}
}
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);
}
}
// now we can send it
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
}
return res;
}
// spillover done, update faction itself
FactionStateList::iterator faction = m_factions.find(factionEntry->reputationListID);
if (faction != m_factions.end())
{
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)
@@ -331,7 +346,8 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
ReputationRank new_rank = ReputationToRank(standing);
itr->second.Standing = standing - BaseRep;
itr->second.Changed = true;
itr->second.needSend = true;
itr->second.needSave = true;
SetVisible(&itr->second);
@@ -387,7 +403,8 @@ void ReputationMgr::SetVisible(FactionState* faction)
return;
faction->Flags |= FACTION_FLAG_VISIBLE;
faction->Changed = true;
faction->needSend = true;
faction->needSave = true;
++m_visibleFactionCount;
@@ -422,7 +439,8 @@ void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
else
faction->Flags &= ~FACTION_FLAG_AT_WAR;
faction->Changed = true;
faction->needSend = true;
faction->needSave = true;
}
void ReputationMgr::SetInactive(RepListID repListID, bool on)
@@ -449,7 +467,8 @@ void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
else
faction->Flags &= ~FACTION_FLAG_INACTIVE;
faction->Changed = true;
faction->needSend = true;
faction->needSave = true;
}
void ReputationMgr::LoadFromDB(PreparedQueryResult result)
@@ -502,7 +521,10 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
// reset changed flag if values similar to saved in DB
if (faction->Flags == dbFactionFlags)
faction->Changed = false;
{
faction->needSend = false;
faction->needSave = false;
}
}
}
while (result->NextRow());
@@ -513,11 +535,11 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
{
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
if (itr->second.Changed)
if (itr->second.needSave)
{
trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
trans->PAppend("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
itr->second.Changed = false;
itr->second.needSave = false;
}
}
}