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mangoszero-server
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master
src/game/Object/ReputationMgr.h
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Happy New Year 2023 from everyone at getMangos.eu :tada:
01 янв 2023, 00:29
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01 янв 2023, 00:29
ce8b12f
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/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #ifndef MANGOS_H_MANGOS_REPUTATION_MGR #define MANGOS_H_MANGOS_REPUTATION_MGR #include "Common.h" #include "SharedDefines.h" #include "DBCStructure.h" #include <map> enum FactionFlags { FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction) FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client) FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE ) FACTION_FLAG_RIVAL = 0x40, // flag for the two competing outland factions }; typedef uint32 RepListID; struct FactionState { uint32 ID; RepListID ReputationListID; uint32 Flags; int32 Standing; bool needSend; bool needSave; }; typedef std::map<RepListID, FactionState> FactionStateList; typedef std::pair<FactionStateList::const_iterator, FactionStateList::const_iterator> FactionStateListPair; typedef std::map<uint32, ReputationRank> ForcedReactions; class Player; class QueryResult; class ReputationMgr { public: // constructors and global modifiers explicit ReputationMgr(Player* owner) : m_player(owner) {} ~ReputationMgr() {} void SaveToDB(); void LoadFromDB(QueryResult* 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 FactionStateList const& GetStateList() const { return m_factions; } FactionState const* GetState(FactionEntry const* factionEntry) const { return factionEntry->reputationListID >= 0 ? GetState(factionEntry->reputationListID) : NULL; } FactionState const* GetState(RepListID id) const { FactionStateList::const_iterator repItr = m_factions.find(id); return repItr != m_factions.end() ? &repItr->second : NULL; } 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; ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const { ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionTemplateEntry->faction); return forceItr != m_forcedReactions.end() ? &forceItr->second : NULL; } public: // modifiers bool SetReputation(FactionEntry const* factionEntry, int32 standing) { return SetReputation(factionEntry, standing, false); } bool ModifyReputation(FactionEntry const* factionEntry, int32 standing) { return SetReputation(factionEntry, standing, true); } 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: // senders void SendInitialReputations(); void SendForceReactions(); void SendState(FactionState const* faction); private: // internal helper functions void Initialize(); uint32 GetDefaultStateFlags(const FactionEntry* factionEntry) const; bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental); bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental); void SetVisible(FactionState* faction); void SetAtWar(FactionState* faction, bool atWar); void SetInactive(FactionState* faction, bool inactive); void SendVisible(FactionState const* faction) const; private: Player* m_player; FactionStateList m_factions; ForcedReactions m_forcedReactions; }; #endif