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-rw-r--r--src/game/ReputationMgr.cpp102
1 files changed, 98 insertions, 4 deletions
diff --git a/src/game/ReputationMgr.cpp b/src/game/ReputationMgr.cpp
index da1d6750461..35bf2304fe4 100644
--- a/src/game/ReputationMgr.cpp
+++ b/src/game/ReputationMgr.cpp
@@ -15,12 +15,15 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
+
#include "ReputationMgr.h"
#include "DBCStores.h"
#include "Player.h"
#include "WorldPacket.h"
#include "World.h"
+
const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
+
ReputationRank ReputationMgr::ReputationToRank(int32 standing)
{
int32 limit = Reputation_Cap + 1;
@@ -32,20 +35,25 @@ ReputationRank ReputationMgr::ReputationToRank(int32 standing)
}
return MIN_REPUTATION_RANK;
}
+
int32 ReputationMgr::GetReputation(uint32 faction_id) const
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
+
if (!factionEntry)
{
sLog.outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id);
return 0;
}
+
return GetReputation(factionEntry);
}
+
int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
{
if (!factionEntry)
return 0;
+
uint32 raceMask = m_player->getRaceMask();
uint32 classMask = m_player->getClassMask();
for (int i=0; i < 4; i++)
@@ -58,28 +66,35 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
)
return factionEntry->BaseRepValue[i];
}
+
// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
return 0;
}
+
int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
{
// Faction without recorded reputation. Just ignore.
if(!factionEntry)
return 0;
+
if(FactionState const* state = GetState(factionEntry))
return GetBaseReputation(factionEntry) + state->Standing;
+
return 0;
}
+
ReputationRank ReputationMgr::GetRank(FactionEntry const* factionEntry) const
{
int32 reputation = GetReputation(factionEntry);
return ReputationToRank(reputation);
}
+
ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const
{
int32 reputation = GetBaseReputation(factionEntry);
return ReputationToRank(reputation);
}
+
void ReputationMgr::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply )
{
if(apply)
@@ -87,10 +102,12 @@ void ReputationMgr::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bo
else
m_forcedReactions.erase(faction_id);
}
+
uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) const
{
if (!factionEntry)
return 0;
+
uint32 raceMask = m_player->getRaceMask();
uint32 classMask = m_player->getClassMask();
for (int i=0; i < 4; i++)
@@ -105,6 +122,7 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con
}
return 0;
}
+
void ReputationMgr::SendForceReactions()
{
WorldPacket data;
@@ -117,6 +135,7 @@ void ReputationMgr::SendForceReactions()
}
m_player->SendDirectMessage(&data);
}
+
void ReputationMgr::SendState(FactionState const* faction) const
{
if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
@@ -132,11 +151,14 @@ void ReputationMgr::SendState(FactionState const* faction) const
m_player->SendDirectMessage(&data);
}
}
+
void ReputationMgr::SendInitialReputations()
{
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
data << uint32 (0x00000080);
+
RepListID a = 0;
+
for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
// fill in absent fields
@@ -145,33 +167,41 @@ void ReputationMgr::SendInitialReputations()
data << uint8 (0x00);
data << uint32 (0x00000000);
}
+
// fill in encountered data
data << uint8 (itr->second.Flags);
data << uint32 (itr->second.Standing);
+
++a;
}
+
// fill in absent fields
for (; a != 128; a++)
{
data << uint8 (0x00);
data << uint32 (0x00000000);
}
+
m_player->SendDirectMessage(&data);
}
+
void ReputationMgr::SendStates() const
{
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
SendState(&(itr->second));
}
+
void ReputationMgr::SendVisible(FactionState const* faction) const
{
if(m_player->GetSession()->PlayerLoading())
return;
+
// make faction visible in reputation list at client
WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
data << faction->ReputationListID;
m_player->SendDirectMessage(&data);
}
+
void ReputationMgr::Initialize()
{
m_factions.clear();
@@ -179,9 +209,11 @@ void ReputationMgr::Initialize()
m_honoredFactionCount = 0;
m_reveredFactionCount = 0;
m_exaltedFactionCount = 0;
+
for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
+
if( factionEntry && (factionEntry->reputationListID >= 0))
{
FactionState newFaction;
@@ -190,33 +222,42 @@ void ReputationMgr::Initialize()
newFaction.Standing = 0;
newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.Changed = true;
+
if( newFaction.Flags & FACTION_FLAG_VISIBLE )
++m_visibleFactionCount;
+
UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
+
m_factions[newFaction.ReputationListID] = newFaction;
}
}
}
+
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
// Determines whether or not the faction is part of a team or the leader of a team.
bool isTeamMember = false;
+
// Return variable for the function
bool res = false;
+
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID, isTeamMember);
// Determines whether reputation should be sent to team parent or other team members.
int8 extraTarget = (isTeamMember || !flist ? -1 : 0); // 0 = Give equal amount of reputation to anyone in the team (unhandled cases).
+
/* When gaining reputation with some factions, you receive a reputation increase
towards other reputations for that group.
*/
uint32 team = factionEntry->team;
+
int32 sharedStanding = standing; // Here we decide what the amount is to send to the others of the group.
switch(factionEntry->ID)
{
case 1037: // Alliance Vanguard
case 1052: // Horde Expedition
extraTarget = -1; // Make possible to earn rep with this two factions
- break;
+ break;
+
}
switch(team)
{
@@ -229,8 +270,9 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
case 1052: // Horde Expedition
sharedStanding *= 0.5f; // Half of the reputation earned by any of the four subfactions of this team will
extraTarget = 2; // be added to the main faction. (http://www.wowwiki.com/Alliance_Vanguard)
- break;
+ break;
}
+
FactionEntry const *targetFaction = NULL;
switch(extraTarget)
{
@@ -239,7 +281,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
{
targetFaction = sFactionStore.LookupEntry(*itr);
- ASSERT(targetFaction != NULL);
+ ASSERT(targetFaction != NULL);
res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
}
return res;
@@ -250,8 +292,9 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
{
if((*itr) == factionEntry->ID) // Not to self
continue;
+
targetFaction = sFactionStore.LookupEntry(*itr);
- ASSERT(targetFaction != NULL);
+ ASSERT(targetFaction != NULL);
res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
}
}break;
@@ -266,146 +309,191 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
return SetOneFactionReputation(factionEntry, standing, incremental);
break;
}
+
return (SetOneFactionReputation(factionEntry, standing, incremental) && res);
}
+
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
{
int32 BaseRep = GetBaseReputation(factionEntry);
+
if(incremental)
{
// int32 *= float cause one point loss?
standing = floor( (float)standing * sWorld.getRate(RATE_REPUTATION_GAIN) + 0.5 );
standing += itr->second.Standing + BaseRep;
}
+
if (standing > Reputation_Cap)
standing = Reputation_Cap;
else if (standing < Reputation_Bottom)
standing = Reputation_Bottom;
+
ReputationRank old_rank = ReputationToRank(itr->second.Standing + BaseRep);
ReputationRank new_rank = ReputationToRank(standing);
+
itr->second.Standing = standing - BaseRep;
itr->second.Changed = true;
+
SetVisible(&itr->second);
+
if(new_rank <= REP_HOSTILE)
SetAtWar(&itr->second,true);
+
SendState(&itr->second);
+
UpdateRankCounters(old_rank, new_rank);
+
m_player->ReputationChanged(factionEntry);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION,factionEntry->ID);
+
return true;
}
return false;
}
+
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 *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
@@ -414,18 +502,22 @@ void ReputationMgr::LoadFromDB(QueryResult *result)
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() );
+
delete result;
}
}
+
void ReputationMgr::SaveToDB()
{
for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
@@ -438,6 +530,7 @@ void ReputationMgr::SaveToDB()
}
}
}
+
void ReputationMgr::UpdateRankCounters( ReputationRank old_rank, ReputationRank new_rank )
{
if(old_rank >= REP_EXALTED)
@@ -446,6 +539,7 @@ void ReputationMgr::UpdateRankCounters( ReputationRank old_rank, ReputationRank
--m_reveredFactionCount;
if(old_rank >= REP_HONORED)
--m_honoredFactionCount;
+
if(new_rank >= REP_EXALTED)
++m_exaltedFactionCount;
if(new_rank >= REP_REVERED)