void ReputationMgr::LoadFromDB(QueryResult *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].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; } }
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) { // int32 *= float cause one point loss? standing = int32( floor( (float) standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5)); 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); 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; }
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental) { FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) { FactionState& faction = itr->second; int32 BaseRep = GetBaseReputation(factionEntry); if (incremental) standing += faction.Standing + BaseRep; if (standing > Reputation_Cap) standing = Reputation_Cap; else if (standing < Reputation_Bottom) standing = Reputation_Bottom; faction.Standing = standing - BaseRep; faction.needSend = true; faction.needSave = true; SetVisible(&faction); if (ReputationToRank(standing) <= REP_HOSTILE) SetAtWar(&itr->second, true); m_player->ReputationChanged(factionEntry); return true; } return false; }
bool ReputationMgr::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing) { FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) { int32 BaseRep = GetBaseReputation(factionEntry); int32 new_rep = BaseRep + itr->second.Standing + standing; if (new_rep > Reputation_Cap) new_rep = Reputation_Cap; else if (new_rep < Reputation_Bottom) new_rep = Reputation_Bottom; if (ReputationToRank(new_rep) <= REP_HOSTILE) SetAtWar(&itr->second, true); itr->second.Standing = new_rep - BaseRep; itr->second.Changed = true; SetVisible(&itr->second); SendState(&itr->second); m_player->ReputationChanged(factionEntry); return true; } return false; }
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental) { FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) { FactionState &faction = itr->second; int32 BaseRep = GetBaseReputation(factionEntry); if (incremental) standing += faction.Standing + BaseRep; if (standing > Reputation_Cap) standing = Reputation_Cap; else if (standing < Reputation_Bottom) standing = Reputation_Bottom; ReputationRank old_rank = ReputationToRank(faction.Standing + BaseRep); ReputationRank new_rank = ReputationToRank(standing); faction.Standing = standing - BaseRep; faction.needSend = true; faction.needSave = true; SetVisible(&faction); if (new_rank <= REP_HOSTILE) SetAtWar(&faction, true); UpdateRankCounters(old_rank, new_rank); m_player->ReputationChanged(factionEntry); AchievementMgr &achievementManager = m_player->GetAchievementMgr(); achievementManager.UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID); achievementManager.UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID); achievementManager.UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID); achievementManager.UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID); achievementManager.UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION, factionEntry->ID); if (new_rank > old_rank) return true; } return false; }
void ReputationMgr::SetAtWar(FactionState* faction, bool atWar) { // not allow declare war to faction unless already hated or less if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) && ReputationToRank(faction->Standing) > REP_HATED) 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::SetAtWar(FactionState* faction, bool atWar) const { // not allow declare war to own faction if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) && (ReputationToRank(faction->Standing) > REP_HOSTILE )) 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; }
ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const { int32 reputation = GetBaseReputation(factionEntry); return ReputationToRank(reputation); }