mirror of
https://github.com/TrinityCore/TrinityCore.git
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169 lines
7.5 KiB
C++
169 lines
7.5 KiB
C++
/*
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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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 it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __TRINITY_REPUTATION_MGR_H
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#define __TRINITY_REPUTATION_MGR_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Language.h"
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#include "QueryResult.h"
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#include <map>
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static uint32 ReputationRankStrIndex[MAX_REPUTATION_RANK] =
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{
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LANG_REP_HATED, LANG_REP_HOSTILE, LANG_REP_UNFRIENDLY, LANG_REP_NEUTRAL,
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LANG_REP_FRIENDLY, LANG_REP_HONORED, LANG_REP_REVERED, LANG_REP_EXALTED
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};
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enum FactionFlags
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{
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FACTION_FLAG_NONE = 0x00, // no faction flag
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FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction)
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FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
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FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
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FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
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FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
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FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data (CMSG_SET_FACTION_INACTIVE)
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FACTION_FLAG_RIVAL = 0x40, // flag for the two competing outland factions
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FACTION_FLAG_SPECIAL = 0x80 // horde and alliance home cities and their northrend allies have this flag
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};
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typedef uint32 RepListID;
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struct FactionState
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{
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uint32 ID;
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RepListID ReputationListID;
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int32 Standing;
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uint8 Flags;
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bool needSend;
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bool needSave;
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};
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typedef std::map<RepListID, FactionState> FactionStateList;
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typedef std::map<uint32, ReputationRank> ForcedReactions;
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class Player;
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class TC_GAME_API ReputationMgr
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{
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public: // constructors and global modifiers
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explicit ReputationMgr(Player* owner) : _player(owner),
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_visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) { }
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~ReputationMgr() { }
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void SaveToDB(SQLTransaction& trans);
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void LoadFromDB(PreparedQueryResult result);
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public: // statics
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static const int32 PointsInRank[MAX_REPUTATION_RANK];
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static const int32 Reputation_Cap;
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static const int32 Reputation_Bottom;
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static ReputationRank ReputationToRank(int32 standing);
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public: // accessors
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uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
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uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
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uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
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uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
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FactionStateList const& GetStateList() const { return _factions; }
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FactionState const* GetState(FactionEntry const* factionEntry) const
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{
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return factionEntry->CanHaveReputation() ? GetState(factionEntry->ReputationIndex) : NULL;
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}
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FactionState const* GetState(RepListID id) const
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{
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FactionStateList::const_iterator repItr = _factions.find (id);
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return repItr != _factions.end() ? &repItr->second : NULL;
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}
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bool IsAtWar(uint32 faction_id) const;
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bool IsAtWar(FactionEntry const* factionEntry) const;
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int32 GetReputation(uint32 faction_id) const;
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int32 GetReputation(FactionEntry const* factionEntry) const;
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int32 GetBaseReputation(FactionEntry const* factionEntry) const;
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ReputationRank GetRank(FactionEntry const* factionEntry) const;
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ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
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uint32 GetReputationRankStrIndex(FactionEntry const* factionEntry) const
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{
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return ReputationRankStrIndex[GetRank(factionEntry)];
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};
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ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
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{
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return GetForcedRankIfAny(factionTemplateEntry->Faction);
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}
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ReputationRank const* GetForcedRankIfAny(uint32 factionId) const
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{
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ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionId);
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return forceItr != _forcedReactions.end() ? &forceItr->second : NULL;
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}
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public: // modifiers
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bool SetReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, false);
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}
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bool ModifyReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, true);
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}
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void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
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void SetVisible(FactionEntry const* factionEntry);
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void SetAtWar(RepListID repListID, bool on);
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void SetInactive(RepListID repListID, bool on);
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void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
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//! Public for chat command needs
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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public: // senders
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void SendInitialReputations();
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void SendForceReactions();
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void SendState(FactionState const* faction);
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void SendStates();
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private: // internal helper functions
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void Initialize();
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uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
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bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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void SetVisible(FactionState* faction);
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void SetAtWar(FactionState* faction, bool atWar) const;
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void SetInactive(FactionState* faction, bool inactive) const;
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void SendVisible(FactionState const* faction, bool visible = true) const;
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void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
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private:
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Player* _player;
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FactionStateList _factions;
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ForcedReactions _forcedReactions;
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uint8 _visibleFactionCount :8;
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uint8 _honoredFactionCount :8;
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uint8 _reveredFactionCount :8;
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uint8 _exaltedFactionCount :8;
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bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
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};
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#endif
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