diff options
Diffstat (limited to 'src/game/ReputationMgr.cpp')
-rw-r--r-- | src/game/ReputationMgr.cpp | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/src/game/ReputationMgr.cpp b/src/game/ReputationMgr.cpp index 7d0591efc5e..438f79c2159 100644 --- a/src/game/ReputationMgr.cpp +++ b/src/game/ReputationMgr.cpp @@ -58,7 +58,7 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const uint32 classMask = m_player->getClassMask(); for (int i=0; i < 4; i++) { - if( (factionEntry->BaseRepRaceMask[i] & raceMask || + if ( (factionEntry->BaseRepRaceMask[i] & raceMask || (factionEntry->BaseRepRaceMask[i] == 0 && factionEntry->BaseRepClassMask[i] != 0 ) ) && (factionEntry->BaseRepClassMask[i] & classMask || @@ -74,10 +74,10 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const { // Faction without recorded reputation. Just ignore. - if(!factionEntry) + if (!factionEntry) return 0; - if(FactionState const* state = GetState(factionEntry)) + if (FactionState const* state = GetState(factionEntry)) return GetBaseReputation(factionEntry) + state->Standing; return 0; @@ -97,7 +97,7 @@ ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) cons void ReputationMgr::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply ) { - if(apply) + if (apply) m_forcedReactions[faction_id] = rank; else m_forcedReactions.erase(faction_id); @@ -112,7 +112,7 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con uint32 classMask = m_player->getClassMask(); for (int i=0; i < 4; i++) { - if( (factionEntry->BaseRepRaceMask[i] & raceMask || + if ( (factionEntry->BaseRepRaceMask[i] & raceMask || (factionEntry->BaseRepRaceMask[i] == 0 && factionEntry->BaseRepClassMask[i] != 0 ) ) && (factionEntry->BaseRepClassMask[i] & classMask || @@ -138,7 +138,7 @@ void ReputationMgr::SendForceReactions() void ReputationMgr::SendState(FactionState const* faction) const { - if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it + if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it { WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0 data << (float) 0; // unk 2.4.0 @@ -193,7 +193,7 @@ void ReputationMgr::SendStates() const void ReputationMgr::SendVisible(FactionState const* faction) const { - if(m_player->GetSession()->PlayerLoading()) + if (m_player->GetSession()->PlayerLoading()) return; // make faction visible in reputation list at client @@ -214,7 +214,7 @@ void ReputationMgr::Initialize() { FactionEntry const *factionEntry = sFactionStore.LookupEntry(i); - if( factionEntry && (factionEntry->reputationListID >= 0)) + if ( factionEntry && (factionEntry->reputationListID >= 0)) { FactionState newFaction; newFaction.ID = factionEntry->ID; @@ -223,7 +223,7 @@ void ReputationMgr::Initialize() newFaction.Flags = GetDefaultStateFlags(factionEntry); newFaction.Changed = true; - if( newFaction.Flags & FACTION_FLAG_VISIBLE ) + if ( newFaction.Flags & FACTION_FLAG_VISIBLE ) ++m_visibleFactionCount; UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry)); @@ -290,7 +290,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi { for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr) { - if((*itr) == factionEntry->ID) // Not to self + if ((*itr) == factionEntry->ID) // Not to self continue; targetFaction = sFactionStore.LookupEntry(*itr); @@ -320,7 +320,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in { int32 BaseRep = GetBaseReputation(factionEntry); - if(incremental) + if (incremental) { // int32 *= float cause one point loss? standing = floor( (float)standing * sWorld.getRate(RATE_REPUTATION_GAIN) + 0.5 ); @@ -340,7 +340,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in SetVisible(&itr->second); - if(new_rank <= REP_HOSTILE) + if (new_rank <= REP_HOSTILE) SetAtWar(&itr->second,true); SendState(&itr->second); @@ -361,18 +361,18 @@ 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] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom) ) + if (!(factionEntry->BaseRepRaceMask[1] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom) ) SetVisible(factionEntry); } void ReputationMgr::SetVisible(FactionEntry const *factionEntry) { - if(factionEntry->reputationListID < 0) + if (factionEntry->reputationListID < 0) return; FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); @@ -386,11 +386,11 @@ 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) ) + if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) && !(faction->Flags & FACTION_FLAG_SPECIAL) ) return; // already set - if(faction->Flags & FACTION_FLAG_VISIBLE) + if (faction->Flags & FACTION_FLAG_VISIBLE) return; faction->Flags |= FACTION_FLAG_VISIBLE; @@ -408,7 +408,7 @@ void ReputationMgr::SetAtWar( RepListID repListID, bool on ) return; // always invisible or hidden faction can't change war state - if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) ) + if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) ) return; SetAtWar(&itr->second,on); @@ -417,14 +417,14 @@ void ReputationMgr::SetAtWar( RepListID repListID, bool on ) void ReputationMgr::SetAtWar(FactionState* faction, bool atWar) { // not allow declare war to own faction - if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) ) + if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) ) return; // already set - if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar) + if (((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar) return; - if( atWar ) + if ( atWar ) faction->Flags |= FACTION_FLAG_AT_WAR; else faction->Flags &= ~FACTION_FLAG_AT_WAR; @@ -444,14 +444,14 @@ void ReputationMgr::SetInactive( RepListID repListID, bool 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) ) ) + 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) + if (((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive) return; - if(inactive) + if (inactive) faction->Flags |= FACTION_FLAG_INACTIVE; else faction->Flags &= ~FACTION_FLAG_INACTIVE; @@ -466,14 +466,14 @@ void ReputationMgr::LoadFromDB(QueryResult_AutoPtr result) //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow()); - if(result) + if (result) { do { Field *fields = result->Fetch(); FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32()); - if( factionEntry && (factionEntry->reputationListID >= 0)) + if ( factionEntry && (factionEntry->reputationListID >= 0)) { FactionState* faction = &m_factions[factionEntry->reputationListID]; @@ -488,27 +488,27 @@ void ReputationMgr::LoadFromDB(QueryResult_AutoPtr result) uint32 dbFactionFlags = fields[2].GetUInt32(); - if( dbFactionFlags & FACTION_FLAG_VISIBLE ) + if ( dbFactionFlags & FACTION_FLAG_VISIBLE ) SetVisible(faction); // have internal checks for forced invisibility - if( dbFactionFlags & FACTION_FLAG_INACTIVE) + if ( dbFactionFlags & FACTION_FLAG_INACTIVE) SetInactive(faction,true); // have internal checks for visibility requirement - if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war + 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 ) + 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) + if (GetRank(factionEntry) <= REP_HOSTILE) SetAtWar(faction,true); // reset changed flag if values similar to saved in DB - if(faction->Flags==dbFactionFlags) + if (faction->Flags==dbFactionFlags) faction->Changed = false; } } @@ -531,17 +531,17 @@ void ReputationMgr::SaveToDB() void ReputationMgr::UpdateRankCounters( ReputationRank old_rank, ReputationRank new_rank ) { - if(old_rank >= REP_EXALTED) + if (old_rank >= REP_EXALTED) --m_exaltedFactionCount; - if(old_rank >= REP_REVERED) + if (old_rank >= REP_REVERED) --m_reveredFactionCount; - if(old_rank >= REP_HONORED) + if (old_rank >= REP_HONORED) --m_honoredFactionCount; - if(new_rank >= REP_EXALTED) + if (new_rank >= REP_EXALTED) ++m_exaltedFactionCount; - if(new_rank >= REP_REVERED) + if (new_rank >= REP_REVERED) ++m_reveredFactionCount; - if(new_rank >= REP_HONORED) + if (new_rank >= REP_HONORED) ++m_honoredFactionCount; } |