mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-17 16:10:49 +01:00
rearranged core files
--HG-- branch : trunk
This commit is contained in:
547
src/server/game/Reputation/ReputationMgr.cpp
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547
src/server/game/Reputation/ReputationMgr.cpp
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@@ -0,0 +1,547 @@
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ReputationMgr.h"
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#include "DBCStores.h"
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#include "Player.h"
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#include "WorldPacket.h"
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#include "World.h"
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const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
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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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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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sLog.outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), 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 = m_player->getRaceMask();
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uint32 classMask = m_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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)
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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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m_forcedReactions[faction_id] = rank;
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else
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m_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 = m_player->getRaceMask();
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uint32 classMask = m_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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)
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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+m_forcedReactions.size()*(4+4));
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data << uint32(m_forcedReactions.size());
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for (ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_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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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendState(FactionState const* faction) const
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{
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if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
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{
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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data << (uint32) 1; // count
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// for
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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// end for
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m_player->SendDirectMessage(&data);
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}
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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::const_iterator itr = m_factions.begin(); itr != m_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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++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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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendStates() const
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{
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for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_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 (m_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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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::Initialize()
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{
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m_factions.clear();
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m_visibleFactionCount = 0;
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m_honoredFactionCount = 0;
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m_reveredFactionCount = 0;
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m_exaltedFactionCount = 0;
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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.Changed = true;
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if (newFaction.Flags & FACTION_FLAG_VISIBLE)
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++m_visibleFactionCount;
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UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
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m_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)
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{
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// Determines whether or not the faction is part of a team or the leader of a team.
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bool isTeamMember = false;
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// Return variable for the function
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bool res = false;
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID, isTeamMember);
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// Determines whether reputation should be sent to team parent or other team members.
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int8 extraTarget = (isTeamMember || !flist ? -1 : 0); // 0 = Give equal amount of reputation to anyone in the team (unhandled cases).
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/* When gaining reputation with some factions, you receive a reputation increase
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towards other reputations for that group.
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*/
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uint32 team = factionEntry->team;
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int32 sharedStanding = standing; // Here we decide what the amount is to send to the others of the group.
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switch(factionEntry->ID)
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{
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case 1037: // Alliance Vanguard
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case 1052: // Horde Expedition
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extraTarget = -1; // Make possible to earn rep with this two factions
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break;
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}
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switch(team)
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{
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case HORDE: // When earning reputation with home city factions, 25% of the earned reputation
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case ALLIANCE: // is added to others of your alliance. (http://www.wowwiki.com/Reputation)
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sharedStanding *= 0.25f;
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extraTarget = 1;
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break;
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case 1037: // Alliance Vanguard
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case 1052: // Horde Expedition
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sharedStanding *= 0.5f; // Half of the reputation earned by any of the four subfactions of this team will
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extraTarget = 2; // be added to the main faction. (http://www.wowwiki.com/Alliance_Vanguard)
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break;
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}
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FactionEntry const *targetFaction = NULL;
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switch(extraTarget)
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{
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case 0: // To entire team
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{
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for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
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{
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targetFaction = sFactionStore.LookupEntry(*itr);
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ASSERT(targetFaction != NULL);
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res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
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}
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return res;
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}break;
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case 1: // To other team members
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{
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for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
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{
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if ((*itr) == factionEntry->ID) // Not to self
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continue;
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targetFaction = sFactionStore.LookupEntry(*itr);
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ASSERT(targetFaction != NULL);
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res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
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}
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}break;
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case 2: // Extra rep to team parent.
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{
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targetFaction = sFactionStore.LookupEntry(team);
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ASSERT(targetFaction != NULL);
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res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
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}
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break;
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default: // -1 Default case, 1 faction
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return SetOneFactionReputation(factionEntry, standing, incremental);
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break;
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}
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return (SetOneFactionReputation(factionEntry, standing, incremental) && 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 = m_factions.find(factionEntry->reputationListID);
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if (itr != m_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 = floor((float)standing * sWorld.getRate(RATE_REPUTATION_GAIN) + 0.5);
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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.Changed = 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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|
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SendState(&itr->second);
|
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|
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UpdateRankCounters(old_rank, new_rank);
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|
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m_player->ReputationChanged(factionEntry);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION,factionEntry->ID);
|
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION,factionEntry->ID);
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|
||||
return true;
|
||||
}
|
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return false;
|
||||
}
|
||||
|
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void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
|
||||
{
|
||||
if (!factionTemplateEntry->faction)
|
||||
return;
|
||||
|
||||
if (FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
|
||||
// Never show factions of the opposing team
|
||||
if (!(factionEntry->BaseRepRaceMask[1] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom))
|
||||
SetVisible(factionEntry);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
|
||||
{
|
||||
if (factionEntry->reputationListID < 0)
|
||||
return;
|
||||
|
||||
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
|
||||
if (itr == m_factions.end())
|
||||
return;
|
||||
|
||||
SetVisible(&itr->second);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetVisible(FactionState* faction)
|
||||
{
|
||||
// always invisible or hidden faction can't be make visible
|
||||
// except if faction has FACTION_FLAG_SPECIAL
|
||||
if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) && !(faction->Flags & FACTION_FLAG_SPECIAL))
|
||||
return;
|
||||
|
||||
// already set
|
||||
if (faction->Flags & FACTION_FLAG_VISIBLE)
|
||||
return;
|
||||
|
||||
faction->Flags |= FACTION_FLAG_VISIBLE;
|
||||
faction->Changed = true;
|
||||
|
||||
++m_visibleFactionCount;
|
||||
|
||||
SendVisible(faction);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetAtWar(RepListID repListID, bool on)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(repListID);
|
||||
if (itr == m_factions.end())
|
||||
return;
|
||||
|
||||
// always invisible or hidden faction can't change war state
|
||||
if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
|
||||
return;
|
||||
|
||||
SetAtWar(&itr->second,on);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
|
||||
{
|
||||
// not allow declare war to own faction
|
||||
if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED))
|
||||
return;
|
||||
|
||||
// already set
|
||||
if (((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
|
||||
return;
|
||||
|
||||
if (atWar)
|
||||
faction->Flags |= FACTION_FLAG_AT_WAR;
|
||||
else
|
||||
faction->Flags &= ~FACTION_FLAG_AT_WAR;
|
||||
|
||||
faction->Changed = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::SetInactive(RepListID repListID, bool on)
|
||||
{
|
||||
FactionStateList::iterator itr = m_factions.find(repListID);
|
||||
if (itr == m_factions.end())
|
||||
return;
|
||||
|
||||
SetInactive(&itr->second,on);
|
||||
}
|
||||
|
||||
void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
|
||||
{
|
||||
// always invisible or hidden faction can't be inactive
|
||||
if (inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE)))
|
||||
return;
|
||||
|
||||
// already set
|
||||
if (((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
|
||||
return;
|
||||
|
||||
if (inactive)
|
||||
faction->Flags |= FACTION_FLAG_INACTIVE;
|
||||
else
|
||||
faction->Flags &= ~FACTION_FLAG_INACTIVE;
|
||||
|
||||
faction->Changed = true;
|
||||
}
|
||||
|
||||
void ReputationMgr::LoadFromDB(QueryResult_AutoPtr 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'",GetGUIDLow());
|
||||
|
||||
if (result)
|
||||
{
|
||||
do
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
|
||||
FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
|
||||
if (factionEntry && (factionEntry->reputationListID >= 0))
|
||||
{
|
||||
FactionState* faction = &m_factions[factionEntry->reputationListID];
|
||||
|
||||
// update standing to current
|
||||
faction->Standing = int32(fields[1].GetUInt32());
|
||||
|
||||
// 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].GetUInt32();
|
||||
|
||||
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
|
||||
SetAtWar(faction,true); // 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->Changed = false;
|
||||
}
|
||||
}
|
||||
while (result->NextRow());
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::SaveToDB()
|
||||
{
|
||||
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
|
||||
{
|
||||
if (itr->second.Changed)
|
||||
{
|
||||
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
|
||||
CharacterDatabase.PExecute("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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ReputationMgr::UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank)
|
||||
{
|
||||
if (old_rank >= REP_EXALTED)
|
||||
--m_exaltedFactionCount;
|
||||
if (old_rank >= REP_REVERED)
|
||||
--m_reveredFactionCount;
|
||||
if (old_rank >= REP_HONORED)
|
||||
--m_honoredFactionCount;
|
||||
|
||||
if (new_rank >= REP_EXALTED)
|
||||
++m_exaltedFactionCount;
|
||||
if (new_rank >= REP_REVERED)
|
||||
++m_reveredFactionCount;
|
||||
if (new_rank >= REP_HONORED)
|
||||
++m_honoredFactionCount;
|
||||
}
|
||||
Reference in New Issue
Block a user