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-rwxr-xr-xsrc/server/game/DataStores/DBCStructure.h8
-rwxr-xr-xsrc/server/game/DataStores/DBCfmt.h2
-rwxr-xr-xsrc/server/game/Globals/ObjectMgr.cpp2
-rwxr-xr-xsrc/server/game/Reputation/ReputationMgr.cpp144
-rwxr-xr-xsrc/server/game/Reputation/ReputationMgr.h7
5 files changed, 93 insertions, 70 deletions
diff --git a/src/server/game/DataStores/DBCStructure.h b/src/server/game/DataStores/DBCStructure.h
index 8083f1c6378..f8cf20dcf4a 100755
--- a/src/server/game/DataStores/DBCStructure.h
+++ b/src/server/game/DataStores/DBCStructure.h
@@ -822,10 +822,10 @@ struct FactionEntry
int32 BaseRepValue[4]; // 10-13 m_reputationBase
uint32 ReputationFlags[4]; // 14-17 m_reputationFlags
uint32 team; // 18 m_parentFactionID
- //float unk1; // 19
- //float unk2; // 20
- //uint32 unk3 // 21
- //uint32 unk4; // 22
+ float spilloverRateIn; // 19 Faction gains incoming rep * spilloverRateIn
+ float spilloverRateOut; // 20 Faction outputs rep * spilloverRateOut as spillover reputation
+ uint32 spilloverMaxRankIn; // 21 The highest rank the faction will profit from incoming spillover
+ //uint32 spilloverRank_unk; // 22 It does not seem to be the max standing at which a faction outputs spillover ...so no idea
char* name[16]; // 23-38 m_name_lang
// 39 string flags
//char* description[16]; // 40-55 m_description_lang
diff --git a/src/server/game/DataStores/DBCfmt.h b/src/server/game/DataStores/DBCfmt.h
index a95ed4c4787..ec35349fe75 100755
--- a/src/server/game/DataStores/DBCfmt.h
+++ b/src/server/game/DataStores/DBCfmt.h
@@ -45,7 +45,7 @@ const char DurabilityCostsfmt[]="niiiiiiiiiiiiiiiiiiiiiiiiiiiii";
const char DurabilityQualityfmt[]="nf";
const char EmotesEntryfmt[]="nxxiiix";
const char EmotesTextEntryfmt[]="nxixxxxxxxxxxxxxxxx";
-const char FactionEntryfmt[]="niiiiiiiiiiiiiiiiiixxxxssssssssssssssssxxxxxxxxxxxxxxxxxx";
+const char FactionEntryfmt[]="niiiiiiiiiiiiiiiiiiffixssssssssssssssssxxxxxxxxxxxxxxxxxx";
const char FactionTemplateEntryfmt[]="niiiiiiiiiiiii";
const char GameObjectDisplayInfofmt[]="nxxxxxxxxxxxffffffx";
const char GemPropertiesEntryfmt[]="nixxi";
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp
index 47b27d34d1b..e3540bc7715 100755
--- a/src/server/game/Globals/ObjectMgr.cpp
+++ b/src/server/game/Globals/ObjectMgr.cpp
@@ -7156,7 +7156,7 @@ void ObjectMgr::LoadReputationSpilloverTemplate()
bar.step();
sLog.outString();
- sLog.outErrorDb(">> Loaded `reputation_spillover_template`, table is empty!");
+ sLog.outString(">> Loaded `reputation_spillover_template`, table is empty.");
return;
}
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp
index 921351e1939..177be6287ef 100755
--- a/src/server/game/Reputation/ReputationMgr.cpp
+++ b/src/server/game/Reputation/ReputationMgr.cpp
@@ -139,35 +139,36 @@ void ReputationMgr::SendForceReactions()
m_player->SendDirectMessage(&data);
}
-void ReputationMgr::SendState(FactionState const* faction) const
+void ReputationMgr::SendState(FactionState const* faction)
{
- if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
- {
- uint32 count = 1;
+ uint32 count = 1;
- WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
- data << (float) 0; // unk 2.4.0
- data << (uint8) 0; // wotlk 8634
+ WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
+ data << (float) 0; // unk 2.4.0
+ data << (uint8) 0; // wotlk 8634
- size_t p_count = data.wpos();
- data << (uint32) count; // placeholder
+ size_t p_count = data.wpos();
+ data << (uint32) count; // placeholder
- data << (uint32) faction->ReputationListID;
- data << (uint32) faction->Standing;
+ data << (uint32) faction->ReputationListID;
+ data << (uint32) faction->Standing;
- for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
+ for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
+ {
+ if (itr->second.needSend)
{
- if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
+ itr->second.needSend = false;
+ if (itr->second.ReputationListID != faction->ReputationListID)
{
data << (uint32) itr->second.ReputationListID;
data << (uint32) itr->second.Standing;
++count;
}
}
-
- data.put<uint32>(p_count, count);
- m_player->SendDirectMessage(&data);
}
+
+ data.put<uint32>(p_count, count);
+ m_player->SendDirectMessage(&data);
}
void ReputationMgr::SendInitialReputations()
@@ -203,9 +204,9 @@ void ReputationMgr::SendInitialReputations()
m_player->SendDirectMessage(&data);
}
-void ReputationMgr::SendStates() const
+void ReputationMgr::SendStates()
{
- for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
+ for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
SendState(&(itr->second));
}
@@ -239,7 +240,8 @@ void ReputationMgr::Initialize()
newFaction.ReputationListID = factionEntry->reputationListID;
newFaction.Standing = 0;
newFaction.Flags = GetDefaultStateFlags(factionEntry);
- newFaction.Changed = true;
+ newFaction.needSend = true;
+ newFaction.needSave = true;
if (newFaction.Flags & FACTION_FLAG_VISIBLE)
++m_visibleFactionCount;
@@ -254,58 +256,71 @@ void ReputationMgr::Initialize()
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
sScriptMgr.OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental);
-
- if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID))
+ bool res = false;
+ // if spillover definition exists in DB, override DBC
+ if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
{
- bool res = false;
- for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
+ for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
- if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
+ if (repTemplate->faction[i])
{
- res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
-
- if (res)
+ if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
{
- FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
- if (itr != m_factions.end())
- SendState(&itr->second);
+ // bonuses are already given, so just modify standing by rate
+ int32 spilloverRep = standing * repTemplate->faction_rate[i];
+ SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
}
}
}
- return res;
}
else
{
- // update for the actual faction first
- bool res = SetOneFactionReputation(factionEntry, standing, incremental);
-
- if (res)
+ float spillOverRepOut = standing;
+ // 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)
{
- // then some spillover calculation here if it exist
- if (RepSpilloverTemplate const * repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
+ spillOverRepOut *= factionEntry->spilloverRateOut;
+ if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
{
- for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
+ FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
+ // some team factions have own reputation standing, in this case do not spill to other sub-factions
+ if (parentState != m_factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
+ {
+ SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
+ }
+ else // spill to "sister" factions
{
- if (repTemplate->faction[i])
- {
- if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
- {
- // bonuses are already given, so just modify standing by rate
- int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]);
- SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
- }
- }
+ flist = GetFactionTeamList(factionEntry->team);
}
}
-
- // now we can send it
- FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
- if (itr != m_factions.end())
- SendState(&itr->second);
}
-
- return res;
+ if (flist)
+ {
+ // Spillover to affiliated factions
+ for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
+ {
+ if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
+ {
+ if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
+ continue;
+ int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
+ if (spilloverRep != 0 || !incremental)
+ res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
+ }
+ }
+ }
+ }
+ // spillover done, update faction itself
+ FactionStateList::iterator faction = m_factions.find(factionEntry->reputationListID);
+ if (faction != m_factions.end())
+ {
+ res = SetOneFactionReputation(factionEntry, standing, incremental);
+ // only this faction gets reported to client, even if it has no own visible standing
+ SendState(&faction->second);
}
+ return res;
}
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
@@ -331,7 +346,8 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
ReputationRank new_rank = ReputationToRank(standing);
itr->second.Standing = standing - BaseRep;
- itr->second.Changed = true;
+ itr->second.needSend = true;
+ itr->second.needSave = true;
SetVisible(&itr->second);
@@ -387,7 +403,8 @@ void ReputationMgr::SetVisible(FactionState* faction)
return;
faction->Flags |= FACTION_FLAG_VISIBLE;
- faction->Changed = true;
+ faction->needSend = true;
+ faction->needSave = true;
++m_visibleFactionCount;
@@ -422,7 +439,8 @@ void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
else
faction->Flags &= ~FACTION_FLAG_AT_WAR;
- faction->Changed = true;
+ faction->needSend = true;
+ faction->needSave = true;
}
void ReputationMgr::SetInactive(RepListID repListID, bool on)
@@ -449,7 +467,8 @@ void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
else
faction->Flags &= ~FACTION_FLAG_INACTIVE;
- faction->Changed = true;
+ faction->needSend = true;
+ faction->needSave = true;
}
void ReputationMgr::LoadFromDB(PreparedQueryResult result)
@@ -502,7 +521,10 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
// reset changed flag if values similar to saved in DB
if (faction->Flags == dbFactionFlags)
- faction->Changed = false;
+ {
+ faction->needSend = false;
+ faction->needSave = false;
+ }
}
}
while (result->NextRow());
@@ -513,11 +535,11 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
{
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
- if (itr->second.Changed)
+ if (itr->second.needSave)
{
trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
trans->PAppend("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;
+ itr->second.needSave = false;
}
}
}
diff --git a/src/server/game/Reputation/ReputationMgr.h b/src/server/game/Reputation/ReputationMgr.h
index 3b40af7d20c..2fe3054971e 100755
--- a/src/server/game/Reputation/ReputationMgr.h
+++ b/src/server/game/Reputation/ReputationMgr.h
@@ -52,7 +52,8 @@ struct FactionState
RepListID ReputationListID;
uint8 Flags;
int32 Standing;
- bool Changed;
+ bool needSend;
+ bool needSave;
};
typedef std::map<RepListID,FactionState> FactionStateList;
@@ -131,8 +132,8 @@ class ReputationMgr
public: // senders
void SendInitialReputations();
void SendForceReactions();
- void SendState(FactionState const* faction) const;
- void SendStates() const;
+ void SendState(FactionState const* faction);
+ void SendStates();
private: // internal helper functions
void Initialize();