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authorMachiavelli <none@none>2009-10-11 02:29:52 +0200
committerMachiavelli <none@none>2009-10-11 02:29:52 +0200
commit914fccad2a35db56c5f412d04175bf25486b1370 (patch)
tree7d360eecd6b9bc7a3f9d67836d9953144985635f /src
parentebe28e287049e915548bd435060f157e986fc686 (diff)
Implement FACTION_FLAG_SPECIAL(128) for home cities and their northrend representatives. Fixes bug that Alliance Vanguard rep updates were not sent to the client.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/ReputationMgr.cpp19
-rw-r--r--src/game/ReputationMgr.h5
2 files changed, 16 insertions, 8 deletions
diff --git a/src/game/ReputationMgr.cpp b/src/game/ReputationMgr.cpp
index dbe14fb3350..ec661c37b7b 100644
--- a/src/game/ReputationMgr.cpp
+++ b/src/game/ReputationMgr.cpp
@@ -112,9 +112,12 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con
uint32 classMask = m_player->getClassMask();
for (int i=0; i < 4; i++)
{
- if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
- (factionEntry->BaseRepClassMask[i]==0 ||
- (factionEntry->BaseRepClassMask[i] & classMask) ) )
+ if( (factionEntry->BaseRepRaceMask[i] & raceMask ||
+ (factionEntry->BaseRepRaceMask[i] == 0 &&
+ factionEntry->BaseRepClassMask[i] != 0 ) ) &&
+ (factionEntry->BaseRepClassMask[i] & classMask ||
+ factionEntry->BaseRepClassMask[i] == 0 )
+ )
return factionEntry->ReputationFlags[i];
}
return 0;
@@ -199,7 +202,7 @@ void ReputationMgr::SendVisible(FactionState const* faction) const
m_player->SendDirectMessage(&data);
}
-void ReputationMgr::Initilize()
+void ReputationMgr::Initialize()
{
m_factions.clear();
m_visibleFactionCount = 0;
@@ -372,7 +375,11 @@ void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
void ReputationMgr::SetVisible(FactionState* faction)
{
// always invisible or hidden faction can't be make visible
- if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
+ // except if faction has FACTION_FLAG_SPECIAL
+ if(faction->Flags & FACTION_FLAG_INVISIBLE_FORCED && !(faction->Flags & FACTION_FLAG_SPECIAL) )
+ return;
+
+ if(faction->Flags & FACTION_FLAG_HIDDEN)
return;
// already set
@@ -448,7 +455,7 @@ void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
void ReputationMgr::LoadFromDB(QueryResult *result)
{
// Set initial reputations (so everything is nifty before DB data load)
- Initilize();
+ Initialize();
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
diff --git a/src/game/ReputationMgr.h b/src/game/ReputationMgr.h
index d63c518eb82..f4d998ab7ce 100644
--- a/src/game/ReputationMgr.h
+++ b/src/game/ReputationMgr.h
@@ -39,7 +39,8 @@ enum FactionFlags
FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE )
- FACTION_FLAG_RIVAL = 0x40 // flag for the two competing outland factions
+ FACTION_FLAG_RIVAL = 0x40, // flag for the two competing outland factions
+ FACTION_FLAG_SPECIAL = 0x80 // horde and alliance home cities and their northrend allies have this flag
};
typedef uint32 RepListID;
@@ -131,7 +132,7 @@ class ReputationMgr
void SendStates() const;
private: // internal helper functions
- void Initilize();
+ void Initialize();
uint32 GetDefaultStateFlags(const FactionEntry *factionEntry) const;
bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);