mirror of
https://github.com/TrinityCore/TrinityCore.git
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173 lines
7.8 KiB
C++
173 lines
7.8 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __TRINITY_REPUTATION_MGR_H
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#define __TRINITY_REPUTATION_MGR_H
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#include "Common.h"
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#include "EnumFlag.h"
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#include "DatabaseEnvFwd.h"
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#include "SharedDefines.h"
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#include <set>
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#include <map>
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struct FactionEntry;
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struct FactionTemplateEntry;
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TC_GAME_API extern uint32 const ReputationRankStrIndex[MAX_REPUTATION_RANK];
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enum class ReputationFlags : uint16
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{
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None = 0x0000,
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Visible = 0x0001, // makes visible in client (set or can be set at interaction with target of this faction)
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AtWar = 0x0002, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
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Hidden = 0x0004, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
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Header = 0x0008, // Display as header in UI
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Peaceful = 0x0010,
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Inactive = 0x0020, // player controlled (CMSG_SET_FACTION_INACTIVE)
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ShowPropagated = 0x0040,
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HeaderShowsBar = 0x0080, // Header has its own reputation bar
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CapitalCityForRaceChange = 0x0100,
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Guild = 0x0200,
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GarrisonInvasion = 0x0400
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};
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DEFINE_ENUM_FLAG(ReputationFlags);
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typedef uint32 RepListID;
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struct FactionState
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{
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uint32 ID;
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RepListID ReputationListID;
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int32 Standing;
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int32 VisualStandingIncrease;
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EnumFlag<ReputationFlags> Flags = ReputationFlags::None;
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bool needSend;
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bool needSave;
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};
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typedef std::map<RepListID, FactionState> FactionStateList;
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typedef std::map<uint32, ReputationRank> ForcedReactions;
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class Player;
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class TC_GAME_API ReputationMgr
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{
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public: // constructors and global modifiers
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explicit ReputationMgr(Player* owner) : _player(owner),
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_visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) { }
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~ReputationMgr() { }
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void SaveToDB(CharacterDatabaseTransaction trans);
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void LoadFromDB(PreparedQueryResult result);
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public: // statics
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static std::set<int32> const ReputationRankThresholds;
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static const int32 Reputation_Cap;
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static const int32 Reputation_Bottom;
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static ReputationRank ReputationToRank(FactionEntry const* factionEntry, int32 standing);
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public: // accessors
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uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
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uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
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uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
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uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
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FactionStateList const& GetStateList() const { return _factions; }
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FactionState const* GetState(FactionEntry const* factionEntry) const;
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FactionState const* GetState(RepListID id) const
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{
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FactionStateList::const_iterator repItr = _factions.find (id);
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return repItr != _factions.end() ? &repItr->second : nullptr;
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}
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bool IsAtWar(uint32 faction_id) const;
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bool IsAtWar(FactionEntry const* factionEntry) const;
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int32 GetReputation(uint32 faction_id) const;
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int32 GetReputation(FactionEntry const* factionEntry) const;
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int32 GetBaseReputation(FactionEntry const* factionEntry) const;
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int32 GetMinReputation(FactionEntry const* factionEntry) const;
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int32 GetMaxReputation(FactionEntry const* factionEntry) const;
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ReputationRank GetRank(FactionEntry const* factionEntry) const;
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ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
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std::string GetReputationRankName(FactionEntry const* factionEntry) const;;
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ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const;
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ReputationRank const* GetForcedRankIfAny(uint32 factionId) const;
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bool IsParagonReputation(FactionEntry const* factionEntry) const;
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int32 GetParagonLevel(uint32 paragonFactionId) const;
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int32 GetParagonLevel(FactionEntry const* paragonFactionEntry) const;
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bool HasMaximumRenownReputation(FactionEntry const* factionEntry) const;
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bool IsRenownReputation(FactionEntry const* factionEntry) const;
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int32 GetRenownLevel(FactionEntry const* renownFactionEntry) const;
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int32 GetRenownLevelThreshold(FactionEntry const* renownFactionEntry) const;
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int32 GetRenownMaxLevel(FactionEntry const* renownFactionEntry) const;
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public: // modifiers
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bool SetReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, false, false, false);
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}
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bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false, bool noSpillover = false)
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{
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return SetReputation(factionEntry, standing, true, spillOverOnly, noSpillover);
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}
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void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
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void SetVisible(FactionEntry const* factionEntry);
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void SetAtWar(RepListID repListID, bool on);
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void SetInactive(RepListID repListID, bool on);
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void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
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//! Public for chat command needs
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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public: // senders
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void SendInitialReputations();
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void SendState(FactionState const* faction);
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private: // internal helper functions
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void Initialize();
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ReputationFlags GetDefaultStateFlags(FactionEntry const* factionEntry) const;
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bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly, bool noSpillover);
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void SetVisible(FactionState* faction);
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void SetAtWar(FactionState* faction, bool atWar) const;
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void SetInactive(FactionState* faction, bool inactive) const;
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void SendVisible(FactionState const* faction, bool visible = true) const;
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void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
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int32 GetFactionDataIndexForRaceAndClass(FactionEntry const* factionEntry) const;
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bool CanGainParagonReputationForFaction(FactionEntry const* factionEntry) const;
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private:
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Player* _player;
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FactionStateList _factions;
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ForcedReactions _forcedReactions;
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uint8 _visibleFactionCount :8;
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uint8 _honoredFactionCount :8;
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uint8 _reveredFactionCount :8;
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uint8 _exaltedFactionCount :8;
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bool _sendFactionIncreased; //!< Play visual effect on next SMSG_SET_FACTION_STANDING sent
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};
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#endif
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