void ReputationMgr::LoadFromDB(PreparedQueryResult 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].GetUInt16()); if (factionEntry && (factionEntry->reputationListID >= 0)) { FactionState* faction = &_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].GetUInt16(); 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->needSend = false; faction->needSave = false; } } } while (result->NextRow()); } }
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; }
int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const { if (!factionEntry) return 0; if (FactionState const* state = GetState(factionEntry)) return GetBaseReputation(factionEntry) + state->Standing; 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; }
int32 ReputationMgr::GetBaseReputation(uint32 faction_id) const { FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id); if (!factionEntry) { sLog.outError("ReputationMgr::GetBaseReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id); return 0; } return GetBaseReputation(factionEntry); }
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; }
ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const { int32 reputation = GetBaseReputation(factionEntry); return ReputationToRank(reputation); }