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path: root/src/server/game/Reputation/ReputationMgr.cpp
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Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.cpp')
-rw-r--r--src/server/game/Reputation/ReputationMgr.cpp60
1 files changed, 30 insertions, 30 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp
index 32be8bfc6c9..bd371fb5111 100644
--- a/src/server/game/Reputation/ReputationMgr.cpp
+++ b/src/server/game/Reputation/ReputationMgr.cpp
@@ -103,16 +103,16 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
uint32 classMask = _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))
+ if ((factionEntry->ReputationRaceMask[i] & raceMask ||
+ (factionEntry->ReputationRaceMask[i] == 0 &&
+ factionEntry->ReputationClassMask[i] != 0)) &&
+ (factionEntry->ReputationClassMask[i] & classMask ||
+ factionEntry->ReputationClassMask[i] == 0))
- return factionEntry->BaseRepValue[i];
+ return factionEntry->ReputationBase[i];
}
- // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i] == 0
+ // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all ReputationRaceMask[i] == 0
return 0;
}
@@ -157,11 +157,11 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con
uint32 classMask = _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))
+ if ((factionEntry->ReputationRaceMask[i] & raceMask ||
+ (factionEntry->ReputationRaceMask[i] == 0 &&
+ factionEntry->ReputationClassMask[i] != 0)) &&
+ (factionEntry->ReputationClassMask[i] & classMask ||
+ factionEntry->ReputationClassMask[i] == 0))
return factionEntry->ReputationFlags[i];
}
@@ -277,11 +277,11 @@ void ReputationMgr::Initialize()
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(i);
- if (factionEntry && (factionEntry->reputationListID >= 0))
+ if (factionEntry && (factionEntry->ReputationIndex >= 0))
{
FactionState newFaction;
newFaction.ID = factionEntry->ID;
- newFaction.ReputationListID = factionEntry->reputationListID;
+ newFaction.ReputationListID = factionEntry->ReputationIndex;
newFaction.Standing = 0;
newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.needSend = true;
@@ -323,12 +323,12 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
// check for sub-factions that receive spillover
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
// if has no sub-factions, check for factions with same parent
- if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
+ if (!flist && factionEntry->ParentFactionID && factionEntry->ParentFactionMod[1] != 0.0f)
{
- spillOverRepOut *= factionEntry->spilloverRateOut;
- if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team))
+ spillOverRepOut *= factionEntry->ParentFactionMod[1];
+ if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->ParentFactionID))
{
- FactionStateList::iterator parentState = _factions.find(parent->reputationListID);
+ FactionStateList::iterator parentState = _factions.find(parent->ReputationIndex);
// some team factions have own reputation standing, in this case do not spill to other sub-factions
if (parentState != _factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
{
@@ -336,7 +336,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
}
else // spill to "sister" factions
{
- flist = GetFactionTeamList(factionEntry->team);
+ flist = GetFactionTeamList(factionEntry->ParentFactionID);
}
}
}
@@ -347,9 +347,9 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
{
if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
- if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
+ if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->ParentFactionCap[0]))
continue;
- int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
+ int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->ParentFactionMod[0]);
if (spilloverRep != 0 || !incremental)
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
}
@@ -358,7 +358,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
}
// spillover done, update faction itself
- FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID);
+ FactionStateList::iterator faction = _factions.find(factionEntry->ReputationIndex);
if (faction != _factions.end())
{
// if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
@@ -373,7 +373,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
- FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
+ FactionStateList::iterator itr = _factions.find(factionEntry->ReputationIndex);
if (itr != _factions.end())
{
int32 BaseRep = GetBaseReputation(factionEntry);
@@ -421,21 +421,21 @@ 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] & _player->GetRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom))
+ if (!(factionEntry->ReputationRaceMask[1] & _player->GetRaceMask() && factionEntry->ReputationBase[1] == Reputation_Bottom))
SetVisible(factionEntry);
}
void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
{
- if (factionEntry->reputationListID < 0)
+ if (factionEntry->ReputationIndex < 0)
return;
- FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
+ FactionStateList::iterator itr = _factions.find(factionEntry->ReputationIndex);
if (itr == _factions.end())
return;
@@ -536,9 +536,9 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
Field* fields = result->Fetch();
FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16());
- if (factionEntry && (factionEntry->reputationListID >= 0))
+ if (factionEntry && (factionEntry->ReputationIndex >= 0))
{
- FactionState* faction = &_factions[factionEntry->reputationListID];
+ FactionState* faction = &_factions[factionEntry->ReputationIndex];
// update standing to current
faction->Standing = fields[1].GetInt32();