/* * 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 "ReputationPackets.h" #include "PacketOperators.h" namespace WorldPackets::Reputation { ByteBuffer& operator<<(ByteBuffer& data, FactionData const& factionData) { data << int32(factionData.FactionID); data << uint16(factionData.Flags); data << int32(factionData.Standing); return data; } ByteBuffer& operator<<(ByteBuffer& data, FactionBonusData const& factionBonusData) { data << int32(factionBonusData.FactionID); data << Bits<1>(factionBonusData.FactionHasBonus); data.FlushBits(); return data; } } WorldPacket const* WorldPackets::Reputation::InitializeFactions::Write() { _worldPacket << Size(Factions); _worldPacket << Size(Bonuses); for (FactionData const& faction : Factions) _worldPacket << faction; for (FactionBonusData const& bonus : Bonuses) _worldPacket << bonus; return &_worldPacket; } ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::Reputation::FactionStandingData const& factionStanding) { data << int32(factionStanding.Index); data << int32(factionStanding.Standing); data << int32(factionStanding.FactionID); return data; } WorldPacket const* WorldPackets::Reputation::SetFactionStanding::Write() { _worldPacket << float(BonusFromAchievementSystem); _worldPacket << Size(Faction); for (FactionStandingData const& factionStanding : Faction) _worldPacket << factionStanding; _worldPacket << Bits<1>(ShowVisual); _worldPacket.FlushBits(); return &_worldPacket; }