Core/DataStores: Update DBC field names to generated ones (#24999)

This commit is contained in:
Peter Keresztes Schmidt
2020-07-12 15:36:55 +02:00
committed by GitHub
parent 3529442668
commit c92950b3e1
105 changed files with 2268 additions and 2246 deletions

View File

@@ -103,16 +103,16 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
uint32 classMask = _player->GetClassMask();
for (int i=0; i < 4; i++)
{
if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
(factionEntry->BaseRepRaceMask[i] == 0 &&
factionEntry->BaseRepClassMask[i] != 0)) &&
(factionEntry->BaseRepClassMask[i] & classMask ||
factionEntry->BaseRepClassMask[i] == 0))
if ((factionEntry->ReputationRaceMask[i] & raceMask ||
(factionEntry->ReputationRaceMask[i] == 0 &&
factionEntry->ReputationClassMask[i] != 0)) &&
(factionEntry->ReputationClassMask[i] & classMask ||
factionEntry->ReputationClassMask[i] == 0))
return factionEntry->BaseRepValue[i];
return factionEntry->ReputationBase[i];
}
// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i] == 0
// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all ReputationRaceMask[i] == 0
return 0;
}
@@ -157,11 +157,11 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con
uint32 classMask = _player->GetClassMask();
for (int i=0; i < 4; i++)
{
if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
(factionEntry->BaseRepRaceMask[i] == 0 &&
factionEntry->BaseRepClassMask[i] != 0)) &&
(factionEntry->BaseRepClassMask[i] & classMask ||
factionEntry->BaseRepClassMask[i] == 0))
if ((factionEntry->ReputationRaceMask[i] & raceMask ||
(factionEntry->ReputationRaceMask[i] == 0 &&
factionEntry->ReputationClassMask[i] != 0)) &&
(factionEntry->ReputationClassMask[i] & classMask ||
factionEntry->ReputationClassMask[i] == 0))
return factionEntry->ReputationFlags[i];
}
@@ -277,11 +277,11 @@ void ReputationMgr::Initialize()
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(i);
if (factionEntry && (factionEntry->reputationListID >= 0))
if (factionEntry && (factionEntry->ReputationIndex >= 0))
{
FactionState newFaction;
newFaction.ID = factionEntry->ID;
newFaction.ReputationListID = factionEntry->reputationListID;
newFaction.ReputationListID = factionEntry->ReputationIndex;
newFaction.Standing = 0;
newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.needSend = true;
@@ -323,12 +323,12 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
// 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)
if (!flist && factionEntry->ParentFactionID && factionEntry->ParentFactionMod[1] != 0.0f)
{
spillOverRepOut *= factionEntry->spilloverRateOut;
if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team))
spillOverRepOut *= factionEntry->ParentFactionMod[1];
if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->ParentFactionID))
{
FactionStateList::iterator parentState = _factions.find(parent->reputationListID);
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))
{
@@ -336,7 +336,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
}
else // spill to "sister" factions
{
flist = GetFactionTeamList(factionEntry->team);
flist = GetFactionTeamList(factionEntry->ParentFactionID);
}
}
}
@@ -347,9 +347,9 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
{
if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->ParentFactionCap[0]))
continue;
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->ParentFactionMod[0]);
if (spilloverRep != 0 || !incremental)
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
}
@@ -358,7 +358,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
}
// spillover done, update faction itself
FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID);
FactionStateList::iterator faction = _factions.find(factionEntry->ReputationIndex);
if (faction != _factions.end())
{
// if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
@@ -373,7 +373,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
FactionStateList::iterator itr = _factions.find(factionEntry->ReputationIndex);
if (itr != _factions.end())
{
int32 BaseRep = GetBaseReputation(factionEntry);
@@ -421,21 +421,21 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
{
if (!factionTemplateEntry->faction)
if (!factionTemplateEntry->Faction)
return;
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->Faction))
// Never show factions of the opposing team
if (!(factionEntry->BaseRepRaceMask[1] & _player->GetRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom))
if (!(factionEntry->ReputationRaceMask[1] & _player->GetRaceMask() && factionEntry->ReputationBase[1] == Reputation_Bottom))
SetVisible(factionEntry);
}
void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
{
if (factionEntry->reputationListID < 0)
if (factionEntry->ReputationIndex < 0)
return;
FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
FactionStateList::iterator itr = _factions.find(factionEntry->ReputationIndex);
if (itr == _factions.end())
return;
@@ -536,9 +536,9 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
Field* fields = result->Fetch();
FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16());
if (factionEntry && (factionEntry->reputationListID >= 0))
if (factionEntry && (factionEntry->ReputationIndex >= 0))
{
FactionState* faction = &_factions[factionEntry->reputationListID];
FactionState* faction = &_factions[factionEntry->ReputationIndex];
// update standing to current
faction->Standing = fields[1].GetInt32();