/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "ReputationMgr.h" #include "CharacterPackets.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "Log.h" #include "ObjectMgr.h" #include "Player.h" #include "ReputationPackets.h" #include "ScriptMgr.h" #include "World.h" #include "WorldSession.h" const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000}; const int32 ReputationMgr::Reputation_Cap = 42999; const int32 ReputationMgr::Reputation_Bottom = -42000; 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; } FactionState const* ReputationMgr::GetState(FactionEntry const* factionEntry) const { return factionEntry->CanHaveReputation() ? GetState(factionEntry->ReputationIndex) : nullptr; } bool ReputationMgr::IsAtWar(uint32 faction_id) const { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id); if (!factionEntry) { TC_LOG_ERROR("misc", "ReputationMgr::IsAtWar: Can't get AtWar flag of %s for unknown faction (faction id) #%u.", _player->GetName().c_str(), faction_id); return false; } return IsAtWar(factionEntry); } bool ReputationMgr::IsAtWar(FactionEntry const* factionEntry) const { if (!factionEntry) return false; if (FactionState const* factionState = GetState(factionEntry)) return (factionState->Flags & FACTION_FLAG_AT_WAR) != 0; return false; } int32 ReputationMgr::GetReputation(uint32 faction_id) const { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id); if (!factionEntry) { TC_LOG_ERROR("misc", "ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.", _player->GetName().c_str(), faction_id); return 0; } return GetReputation(factionEntry); } int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const { if (!factionEntry) return 0; uint8 race = _player->getRace(); uint32 classMask = _player->getClassMask(); for (int i=0; i < 4; i++) { if ((factionEntry->ReputationRaceMask[i].HasRace(race) || (!factionEntry->ReputationRaceMask[i] && factionEntry->ReputationClassMask[i] != 0)) && (factionEntry->ReputationClassMask[i] & classMask || factionEntry->ReputationClassMask[i] == 0)) return factionEntry->ReputationBase[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); } ReputationRank const* ReputationMgr::GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const { return GetForcedRankIfAny(factionTemplateEntry->Faction); } void ReputationMgr::ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply) { if (apply) _forcedReactions[faction_id] = rank; else _forcedReactions.erase(faction_id); } uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) const { if (!factionEntry) return 0; uint8 race = _player->getRace(); uint32 classMask = _player->getClassMask(); for (int i=0; i < 4; i++) { if ((factionEntry->ReputationRaceMask[i].HasRace(race) || (!factionEntry->ReputationRaceMask[i] && factionEntry->ReputationClassMask[i] != 0)) && (factionEntry->ReputationClassMask[i] & classMask || factionEntry->ReputationClassMask[i] == 0)) return factionEntry->ReputationFlags[i]; } return 0; } void ReputationMgr::SendForceReactions() { WorldPackets::Reputation::SetForcedReactions setForcedReactions; setForcedReactions.Reactions.resize(_forcedReactions.size()); std::size_t i = 0; for (ForcedReactions::const_iterator itr = _forcedReactions.begin(); itr != _forcedReactions.end(); ++itr) { WorldPackets::Reputation::ForcedReaction& forcedReaction = setForcedReactions.Reactions[i++]; forcedReaction.Faction = int32(itr->first); forcedReaction.Reaction = int32(itr->second); } _player->SendDirectMessage(setForcedReactions.Write()); } void ReputationMgr::SendState(FactionState const* faction) { WorldPackets::Reputation::SetFactionStanding setFactionStanding; setFactionStanding.ReferAFriendBonus = 0.0f; setFactionStanding.BonusFromAchievementSystem = 0.0f; if (faction) setFactionStanding.Faction.emplace_back(int32(faction->ReputationListID), faction->Standing); for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr) { if (itr->second.needSend) { itr->second.needSend = false; if (!faction || itr->second.ReputationListID != faction->ReputationListID) setFactionStanding.Faction.emplace_back(int32(itr->second.ReputationListID), itr->second.Standing); } } setFactionStanding.ShowVisual = _sendFactionIncreased; _player->SendDirectMessage(setFactionStanding.Write()); _sendFactionIncreased = false; // Reset } void ReputationMgr::SendInitialReputations() { WorldPackets::Reputation::InitializeFactions initFactions; for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr) { initFactions.FactionFlags[itr->first] = itr->second.Flags; initFactions.FactionStandings[itr->first] = itr->second.Standing; /// @todo faction bonus itr->second.needSend = false; } _player->SendDirectMessage(initFactions.Write()); } void ReputationMgr::SendVisible(FactionState const* faction, bool visible) const { if (_player->GetSession()->PlayerLoading()) return; // make faction visible/not visible in reputation list at client WorldPackets::Character::SetFactionVisible packet(visible); packet.FactionIndex = faction->ReputationListID; _player->SendDirectMessage(packet.Write()); } void ReputationMgr::Initialize() { _factions.clear(); _visibleFactionCount = 0; _honoredFactionCount = 0; _reveredFactionCount = 0; _exaltedFactionCount = 0; _sendFactionIncreased = false; for (FactionEntry const* factionEntry : sFactionStore) { if (factionEntry->CanHaveReputation()) { FactionState newFaction; newFaction.ID = factionEntry->ID; newFaction.ReputationListID = factionEntry->ReputationIndex; newFaction.Standing = 0; newFaction.Flags = GetDefaultStateFlags(factionEntry); newFaction.needSend = true; newFaction.needSave = true; if (newFaction.Flags & FACTION_FLAG_VISIBLE) ++_visibleFactionCount; UpdateRankCounters(REP_HOSTILE, GetBaseRank(factionEntry)); _factions[newFaction.ReputationListID] = newFaction; } } } bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly, bool noSpillover) { sScriptMgr->OnPlayerReputationChange(_player, factionEntry->ID, standing, incremental); bool res = false; if (!noSpillover) { // if spillover definition exists in DB, override DBC if (RepSpilloverTemplate const* repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID)) { for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i) { if (repTemplate->faction[i]) { if (_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.AssertEntry(repTemplate->faction[i]), spilloverRep, incremental); } } } } else { float spillOverRepOut = float(standing); // check for sub-factions that receive spillover std::vector const* flist = sDB2Manager.GetFactionTeamList(factionEntry->ID); // if has no sub-factions, check for factions with same parent if (!flist && factionEntry->ParentFactionID && factionEntry->ParentFactionMod[1] != 0.0f) { spillOverRepOut *= factionEntry->ParentFactionMod[1]; if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->ParentFactionID)) { 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)) { SetOneFactionReputation(parent, int32(spillOverRepOut), incremental); } else // spill to "sister" factions { flist = sDB2Manager.GetFactionTeamList(factionEntry->ParentFactionID); } } } if (flist) { // Spillover to affiliated factions for (std::vector::const_iterator itr = flist->begin(); itr != flist->end(); ++itr) { if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr)) { if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->ParentFactionCap[0])) continue; int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->ParentFactionMod[0]); if (spilloverRep != 0 || !incremental) res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental); } } } } } // spillover done, update faction itself 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) if (!spillOverOnly) 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) { FactionStateList::iterator itr = _factions.find(factionEntry->ReputationIndex); if (itr != _factions.end()) { int32 BaseRep = GetBaseReputation(factionEntry); if (incremental) { // int32 *= float cause one point loss? standing = int32(floor((float)standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5f)); 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.needSend = true; itr->second.needSave = true; SetVisible(&itr->second); if (new_rank <= REP_HOSTILE) SetAtWar(&itr->second, true); if (new_rank > old_rank) _sendFactionIncreased = true; UpdateRankCounters(old_rank, new_rank); _player->ReputationChanged(factionEntry); _player->UpdateCriteria(CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID); _player->UpdateCriteria(CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID); _player->UpdateCriteria(CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID); _player->UpdateCriteria(CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID); _player->UpdateCriteria(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->ReputationRaceMask[1].HasRace(_player->getRace()) && factionEntry->ReputationBase[1] == Reputation_Bottom)) SetVisible(factionEntry); } void ReputationMgr::SetVisible(FactionEntry const* factionEntry) { if (!factionEntry->CanHaveReputation()) return; FactionStateList::iterator itr = _factions.find(factionEntry->ReputationIndex); if (itr == _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->needSend = true; faction->needSave = true; ++_visibleFactionCount; SendVisible(faction); } void ReputationMgr::SetAtWar(RepListID repListID, bool on) { FactionStateList::iterator itr = _factions.find(repListID); if (itr == _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) const { // 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->needSend = true; faction->needSave = true; } void ReputationMgr::SetInactive(RepListID repListID, bool on) { FactionStateList::iterator itr = _factions.find(repListID); if (itr == _factions.end()) return; SetInactive(&itr->second, on); } void ReputationMgr::SetInactive(FactionState* faction, bool inactive) const { // 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->needSend = true; faction->needSave = true; } void ReputationMgr::LoadFromDB(PreparedQueryResult 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].GetUInt16()); if (factionEntry && factionEntry->CanHaveReputation()) { FactionState* faction = &_factions[factionEntry->ReputationIndex]; // update standing to current faction->Standing = fields[1].GetInt32(); // 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].GetUInt16(); 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->needSend = false; faction->needSave = false; } } } while (result->NextRow()); } } void ReputationMgr::SaveToDB(CharacterDatabaseTransaction& trans) { for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr) { if (itr->second.needSave) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION_BY_FACTION); stmt->setUInt64(0, _player->GetGUID().GetCounter()); stmt->setUInt16(1, uint16(itr->second.ID)); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_REPUTATION_BY_FACTION); stmt->setUInt64(0, _player->GetGUID().GetCounter()); stmt->setUInt16(1, uint16(itr->second.ID)); stmt->setInt32(2, itr->second.Standing); stmt->setUInt16(3, uint16(itr->second.Flags)); trans->Append(stmt); itr->second.needSave = false; } } } void ReputationMgr::UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank) { if (old_rank >= REP_EXALTED) --_exaltedFactionCount; if (old_rank >= REP_REVERED) --_reveredFactionCount; if (old_rank >= REP_HONORED) --_honoredFactionCount; if (new_rank >= REP_EXALTED) ++_exaltedFactionCount; if (new_rank >= REP_REVERED) ++_reveredFactionCount; if (new_rank >= REP_HONORED) ++_honoredFactionCount; }