1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
|
/*
* 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"
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->BaseRepClassMask[i]==0 ||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
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->BaseRepClassMask[i]==0 ||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
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::Initilize()
{
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)
{
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
if (flist)
{
bool res = false;
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
{
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
if(factionEntryCalc)
res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
}
return res;
}
else
return SetOneFactionReputation(factionEntry, standing, incremental);
}
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)
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))
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
if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
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 *result)
{
// Set initial reputations (so everything is nifty before DB data load)
Initilize();
//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() );
delete result;
}
}
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;
}
|