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Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.h')
-rw-r--r--src/server/game/Reputation/ReputationMgr.h192
1 files changed, 96 insertions, 96 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.h b/src/server/game/Reputation/ReputationMgr.h
index 718b2669fc..fd623bd37e 100644
--- a/src/server/game/Reputation/ReputationMgr.h
+++ b/src/server/game/Reputation/ReputationMgr.h
@@ -51,102 +51,102 @@ class Player;
class ReputationMgr
{
- public: // constructors and global modifiers
- explicit ReputationMgr(Player* owner) : _player(owner),
- _visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) {}
- ~ReputationMgr() {}
-
- void SaveToDB(SQLTransaction& trans);
- void LoadFromDB(PreparedQueryResult result);
- public: // statics
- static const int32 PointsInRank[MAX_REPUTATION_RANK];
- static const int32 Reputation_Cap = 42999;
- static const int32 Reputation_Bottom = -42000;
-
- static ReputationRank ReputationToRank(int32 standing);
- public: // accessors
- uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
- uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
- uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
- uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
-
- FactionStateList const& GetStateList() const { return _factions; }
-
- FactionState const* GetState(FactionEntry const* factionEntry) const
- {
- return factionEntry->CanHaveReputation() ? GetState(factionEntry->reputationListID) : nullptr;
- }
-
- FactionState const* GetState(RepListID id) const
- {
- FactionStateList::const_iterator repItr = _factions.find (id);
- return repItr != _factions.end() ? &repItr->second : nullptr;
- }
-
- bool IsAtWar(uint32 faction_id) const;
- bool IsAtWar(FactionEntry const* factionEntry) const;
-
- int32 GetReputation(uint32 faction_id) const;
- int32 GetReputation(FactionEntry const* factionEntry) const;
- int32 GetBaseReputation(FactionEntry const* factionEntry) const;
-
- ReputationRank GetRank(FactionEntry const* factionEntry) const;
- ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
- uint32 GetReputationRankStrIndex(FactionEntry const* factionEntry) const
- {
- return ReputationRankStrIndex[GetRank(factionEntry)];
- };
-
- ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
- {
- ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionTemplateEntry->faction);
- return forceItr != _forcedReactions.end() ? &forceItr->second : nullptr;
- }
-
- public: // modifiers
- bool SetReputation(FactionEntry const* factionEntry, int32 standing)
- {
- return SetReputation(factionEntry, standing, false, false);
- }
- bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false)
- {
- return SetReputation(factionEntry, standing, true, spillOverOnly);
- }
-
- void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
- void SetVisible(FactionEntry const* factionEntry);
- void SetAtWar(RepListID repListID, bool on);
- void SetInactive(RepListID repListID, bool on);
-
- void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
-
- //! Public for chat command needs
- bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
-
- public: // senders
- void SendInitialReputations();
- void SendForceReactions();
- void SendState(FactionState const* faction);
- void SendStates();
-
- private: // internal helper functions
- void Initialize();
- uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
- bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly);
- void SetVisible(FactionState* faction);
- void SetAtWar(FactionState* faction, bool atWar) const;
- void SetInactive(FactionState* faction, bool inactive) const;
- void SendVisible(FactionState const* faction) const;
- void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
- private:
- Player* _player;
- FactionStateList _factions;
- ForcedReactions _forcedReactions;
- uint8 _visibleFactionCount :8;
- uint8 _honoredFactionCount :8;
- uint8 _reveredFactionCount :8;
- uint8 _exaltedFactionCount :8;
- bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
+public: // constructors and global modifiers
+ explicit ReputationMgr(Player* owner) : _player(owner),
+ _visibleFactionCount(0), _honoredFactionCount(0), _reveredFactionCount(0), _exaltedFactionCount(0), _sendFactionIncreased(false) {}
+ ~ReputationMgr() {}
+
+ void SaveToDB(SQLTransaction& trans);
+ void LoadFromDB(PreparedQueryResult result);
+public: // statics
+ static const int32 PointsInRank[MAX_REPUTATION_RANK];
+ static const int32 Reputation_Cap = 42999;
+ static const int32 Reputation_Bottom = -42000;
+
+ static ReputationRank ReputationToRank(int32 standing);
+public: // accessors
+ uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
+ uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
+ uint8 GetReveredFactionCount() const { return _reveredFactionCount; }
+ uint8 GetExaltedFactionCount() const { return _exaltedFactionCount; }
+
+ FactionStateList const& GetStateList() const { return _factions; }
+
+ FactionState const* GetState(FactionEntry const* factionEntry) const
+ {
+ return factionEntry->CanHaveReputation() ? GetState(factionEntry->reputationListID) : nullptr;
+ }
+
+ FactionState const* GetState(RepListID id) const
+ {
+ FactionStateList::const_iterator repItr = _factions.find (id);
+ return repItr != _factions.end() ? &repItr->second : nullptr;
+ }
+
+ bool IsAtWar(uint32 faction_id) const;
+ bool IsAtWar(FactionEntry const* factionEntry) const;
+
+ int32 GetReputation(uint32 faction_id) const;
+ int32 GetReputation(FactionEntry const* factionEntry) const;
+ int32 GetBaseReputation(FactionEntry const* factionEntry) const;
+
+ ReputationRank GetRank(FactionEntry const* factionEntry) const;
+ ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
+ uint32 GetReputationRankStrIndex(FactionEntry const* factionEntry) const
+ {
+ return ReputationRankStrIndex[GetRank(factionEntry)];
+ };
+
+ ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
+ {
+ ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionTemplateEntry->faction);
+ return forceItr != _forcedReactions.end() ? &forceItr->second : nullptr;
+ }
+
+public: // modifiers
+ bool SetReputation(FactionEntry const* factionEntry, int32 standing)
+ {
+ return SetReputation(factionEntry, standing, false, false);
+ }
+ bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false)
+ {
+ return SetReputation(factionEntry, standing, true, spillOverOnly);
+ }
+
+ void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
+ void SetVisible(FactionEntry const* factionEntry);
+ void SetAtWar(RepListID repListID, bool on);
+ void SetInactive(RepListID repListID, bool on);
+
+ void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
+
+ //! Public for chat command needs
+ bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
+
+public: // senders
+ void SendInitialReputations();
+ void SendForceReactions();
+ void SendState(FactionState const* faction);
+ void SendStates();
+
+private: // internal helper functions
+ void Initialize();
+ uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
+ bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly);
+ void SetVisible(FactionState* faction);
+ void SetAtWar(FactionState* faction, bool atWar) const;
+ void SetInactive(FactionState* faction, bool inactive) const;
+ void SendVisible(FactionState const* faction) const;
+ void UpdateRankCounters(ReputationRank old_rank, ReputationRank new_rank);
+private:
+ Player* _player;
+ FactionStateList _factions;
+ ForcedReactions _forcedReactions;
+ uint8 _visibleFactionCount : 8;
+ uint8 _honoredFactionCount : 8;
+ uint8 _reveredFactionCount : 8;
+ uint8 _exaltedFactionCount : 8;
+ bool _sendFactionIncreased; //! Play visual effect on next SMSG_SET_FACTION_STANDING sent
};
#endif