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-rw-r--r--src/server/game/Reputation/ReputationMgr.cpp547
1 files changed, 547 insertions, 0 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp
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+++ b/src/server/game/Reputation/ReputationMgr.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * 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;
+ for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
+ {
+ limit -= PointsInRank[i];
+ if (standing >= limit)
+ return ReputationRank(i);
+ }
+ 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++)
+ {
+ if ((factionEntry->BaseRepRaceMask[i] & raceMask ||
+ (factionEntry->BaseRepRaceMask[i] == 0 &&
+ factionEntry->BaseRepClassMask[i] != 0)) &&
+ (factionEntry->BaseRepClassMask[i] & classMask ||
+ factionEntry->BaseRepClassMask[i] == 0)
+)
+ 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)
+ m_forcedReactions[faction_id] = rank;
+ 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++)
+ {
+ 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;
+}
+
+void ReputationMgr::SendForceReactions()
+{
+ WorldPacket data;
+ data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+m_forcedReactions.size()*(4+4));
+ data << uint32(m_forcedReactions.size());
+ for (ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_forcedReactions.end(); ++itr)
+ {
+ data << uint32(itr->first); // faction_id (Faction.dbc)
+ data << uint32(itr->second); // reputation rank
+ }
+ m_player->SendDirectMessage(&data);
+}
+
+void ReputationMgr::SendState(FactionState const* faction) const
+{
+ 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
+ data << (uint8) 0; // wotlk 8634
+ data << (uint32) 1; // count
+ // for
+ data << (uint32) faction->ReputationListID;
+ data << (uint32) faction->Standing;
+ // end for
+ 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
+ for (; a != itr->first; a++)
+ {
+ 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();
+ m_visibleFactionCount = 0;
+ 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;
+ newFaction.ID = factionEntry->ID;
+ newFaction.ReputationListID = factionEntry->reputationListID;
+ 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;
+
+ }
+ switch(team)
+ {
+ case HORDE: // When earning reputation with home city factions, 25% of the earned reputation
+ case ALLIANCE: // is added to others of your alliance. (http://www.wowwiki.com/Reputation)
+ sharedStanding *= 0.25f;
+ extraTarget = 1;
+ break;
+ case 1037: // Alliance Vanguard
+ 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;
+ }
+
+ FactionEntry const *targetFaction = NULL;
+ switch(extraTarget)
+ {
+ case 0: // To entire team
+ {
+ for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
+ {
+ targetFaction = sFactionStore.LookupEntry(*itr);
+ ASSERT(targetFaction != NULL);
+ res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
+ }
+ return res;
+ }break;
+ case 1: // To other team members
+ {
+ for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
+ {
+ if ((*itr) == factionEntry->ID) // Not to self
+ continue;
+
+ targetFaction = sFactionStore.LookupEntry(*itr);
+ ASSERT(targetFaction != NULL);
+ res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
+ }
+ }break;
+ case 2: // Extra rep to team parent.
+ {
+ targetFaction = sFactionStore.LookupEntry(team);
+ ASSERT(targetFaction != NULL);
+ res = SetOneFactionReputation(targetFaction, sharedStanding, incremental);
+ }
+ break;
+ default: // -1 Default case, 1 faction
+ 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_AutoPtr 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
+ {
+ // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
+ 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());
+ }
+}
+
+void ReputationMgr::SaveToDB()
+{
+ for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
+ {
+ if (itr->second.Changed)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
+ CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
+ itr->second.Changed = false;
+ }
+ }
+}
+
+void ReputationMgr::UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank)
+{
+ if (old_rank >= REP_EXALTED)
+ --m_exaltedFactionCount;
+ if (old_rank >= REP_REVERED)
+ --m_reveredFactionCount;
+ if (old_rank >= REP_HONORED)
+ --m_honoredFactionCount;
+
+ if (new_rank >= REP_EXALTED)
+ ++m_exaltedFactionCount;
+ if (new_rank >= REP_REVERED)
+ ++m_reveredFactionCount;
+ if (new_rank >= REP_HONORED)
+ ++m_honoredFactionCount;
+}