コード例 #1
0
void Player::Reputation_OnKilledUnit(Unit* pUnit, bool InnerLoop)
{
    // add rep for on kill
    if ( pUnit->GetTypeId() != TYPEID_UNIT || pUnit->IsPet() || !pUnit->m_factionDBC )
        return;

    Group * m_Group = GetGroup();

    // Why would this be accessed if the group didn't exist?
    if ( !InnerLoop && m_Group != NULL )
    {
        /* loop the rep for group members */
        m_Group->getLock().Acquire();
        GroupMembersSet::iterator it;
        for ( uint32 i = 0; i < m_Group->GetSubGroupCount(); i++ )
        {
            for ( it = m_Group->GetSubGroup(i)->GetGroupMembersBegin(); it != m_Group->GetSubGroup(i)->GetGroupMembersEnd(); ++it )
            {
                if ( (*it)->m_loggedInPlayer && (*it)->m_loggedInPlayer->isInRange( this, 100.0f ) )
                    (*it)->m_loggedInPlayer->Reputation_OnKilledUnit( pUnit, true );
            }
        }
        m_Group->getLock().Release();
        return;
    }

    uint32 team = GetTeam();
    ReputationModifier * modifier = objmgr.GetReputationModifier( pUnit->GetEntry(), pUnit->m_factionDBC->ID );
    if( modifier != 0 )
    {
        // Apply this data.
        for( vector<ReputationMod>::iterator itr = modifier->mods.begin(); itr != modifier->mods.end(); itr++ )
        {
            if ( !(*itr).faction[team] )
                continue;

            /* rep limit? */
            if ( !IS_INSTANCE( GetMapId() ) || ( IS_INSTANCE( GetMapId() ) && iInstanceType != MODE_5PLAYER_HEROIC) )
            {
                if ( (*itr).replimit )
                {
                    if ( GetStanding( (*itr).faction[team] ) >= (int32)(*itr).replimit )
                        continue;
                }
            }
            ModStanding( itr->faction[team], float2int32( itr->value * sWorld.getRate( RATE_KILLREPUTATION ) ) );
        }
    }
    else
    {
        if ( IS_INSTANCE( GetMapId() ) && objmgr.HandleInstanceReputationModifiers( this, pUnit ) )
            return;

        if ( pUnit->m_factionDBC->RepListId < 0 )
            return;

        int32 change = int32( -5.0f * sWorld.getRate( RATE_KILLREPUTATION ) );
        ModStanding( pUnit->m_factionDBC->ID, change );
    }
}
コード例 #2
0
/***************************************************************************
 * PrintAll
 * -------------------------------------------------------------------------
 * This method will print the attributes of the object
 *
 * Returns: none
 ***************************************************************************/
void Student::PrintAll() const
{
	const int WIDTH = 17;


	cout << fixed 			  << setprecision(2) << left;
	cout << "Student Information" << endl;
	cout << "-------------------" << endl;
	cout << setw(WIDTH)       << "Name: " 		    << GetName()    << endl;
	cout << setw(WIDTH)       << "ID: " 	        << GetId()      << endl;
	cout << setw(WIDTH)       << "Number: "         << GetNumber()  << endl;
	cout << setw(WIDTH)       << "Age: " 		    << GetAge()     << endl;
	cout << setw(WIDTH)       << "Gender: "	        << GetGender()  << endl;
	cout << setw(WIDTH)       << "Standing: "       << GetStanding()<< endl;
	cout << setw(WIDTH)       << "GPA: " 		    << GetGpa()     << endl;
	cout << setw(WIDTH)       << "Graduation Date: "<< GetDate()    << endl;
	cout << right;
}
コード例 #3
0
Standing Player::GetStandingRank(uint32 Faction)
{
	return Standing(GetReputationRankFromStanding(GetStanding(Faction)));
}
コード例 #4
0
void Player::Reputation_OnKilledUnit(Unit* pUnit, bool InnerLoop)
{
	// add rep for on kill
	if(pUnit->GetTypeId() != TYPEID_UNIT || pUnit->IsPet())
		return;

	Group * m_Group = m_playerInfo->m_Group;
	if(!InnerLoop && m_Group)
	{
		/* loop the rep for group members */
		m_Group->getLock().Acquire();
		GroupMembersSet::iterator it;
		for(uint32 i = 0; i < m_Group->GetSubGroupCount(); ++i)
		{
			for(it = m_Group->GetSubGroup(i)->GetGroupMembersBegin(); it != m_Group->GetSubGroup(i)->GetGroupMembersEnd(); ++it)
			{
				if((*it)->m_loggedInPlayer && (*it)->m_loggedInPlayer->isInRange(TO_PLAYER(this),100.0f))
					(*it)->m_loggedInPlayer->Reputation_OnKilledUnit(pUnit, true);
			}
		}
		m_Group->getLock().Release();
		return;
	}

	int team = GetTeam();
	ReputationModifier * modifier = objmgr.GetReputationModifier(pUnit->GetEntry(), pUnit->m_factionDBC->ID);
	if(modifier != 0)
	{
		// Apply this data.
		for(vector<ReputationMod>::iterator itr = modifier->mods.begin(); itr != modifier->mods.end(); ++itr)
		{
			if(!(*itr).faction[team])
				continue;

			/* rep limit? */
			if (!IS_INSTANCE(GetMapId()) || (IS_INSTANCE(GetMapId()) && this->iInstanceType != MODE_5PLAYER_HEROIC))
			{
				if((*itr).replimit)
				{
					if(GetStanding((*itr).faction[team]) >= (int32)(*itr).replimit)
						continue;
				}
			}

			int32 value = int32(float(itr->value) * sWorld.getRate(RATE_KILLREPUTATION));
			//value *= sWorld.getRate(RATE_KILLREPUTATION);
			ModStanding(itr->faction[team], value);
		}
	}
	else
	{
		if(IS_INSTANCE(GetMapId()) && objmgr.HandleInstanceReputationModifiers(TO_PLAYER(this), pUnit))
			return;

		if(pUnit->m_factionDBC->RepListId < 0)
			return;

		// decrease rep by 5.
		int change = -5;
		change = int32((float(change) * sWorld.getRate(RATE_KILLREPUTATION)));
		ModStanding(pUnit->m_factionDBC->ID, change);
	}
}