Core/Reputation: Implement a more generic solution for reputation spillover (fix by Lynx3d, port by Kaelima)
* Sorts out issues with factions 1037 and 1052 * Give a more correct client output when reputation is assigned to parent faction * reputation_spillover_template can still be used to override spillover from dbc Closes issue 4915. --HG-- branch : trunk
This commit is contained in:
@@ -822,10 +822,10 @@ struct FactionEntry
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int32 BaseRepValue[4]; // 10-13 m_reputationBase
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uint32 ReputationFlags[4]; // 14-17 m_reputationFlags
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uint32 team; // 18 m_parentFactionID
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//float unk1; // 19
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//float unk2; // 20
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//uint32 unk3 // 21
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//uint32 unk4; // 22
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float spilloverRateIn; // 19 Faction gains incoming rep * spilloverRateIn
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float spilloverRateOut; // 20 Faction outputs rep * spilloverRateOut as spillover reputation
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uint32 spilloverMaxRankIn; // 21 The highest rank the faction will profit from incoming spillover
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//uint32 spilloverRank_unk; // 22 It does not seem to be the max standing at which a faction outputs spillover ...so no idea
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char* name[16]; // 23-38 m_name_lang
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// 39 string flags
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//char* description[16]; // 40-55 m_description_lang
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@@ -45,7 +45,7 @@ const char DurabilityCostsfmt[]="niiiiiiiiiiiiiiiiiiiiiiiiiiiii";
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const char DurabilityQualityfmt[]="nf";
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const char EmotesEntryfmt[]="nxxiiix";
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const char EmotesTextEntryfmt[]="nxixxxxxxxxxxxxxxxx";
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const char FactionEntryfmt[]="niiiiiiiiiiiiiiiiiixxxxssssssssssssssssxxxxxxxxxxxxxxxxxx";
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const char FactionEntryfmt[]="niiiiiiiiiiiiiiiiiiffixssssssssssssssssxxxxxxxxxxxxxxxxxx";
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const char FactionTemplateEntryfmt[]="niiiiiiiiiiiii";
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const char GameObjectDisplayInfofmt[]="nxxxxxxxxxxxffffffx";
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const char GemPropertiesEntryfmt[]="nixxi";
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@@ -7156,7 +7156,7 @@ void ObjectMgr::LoadReputationSpilloverTemplate()
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bar.step();
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sLog.outString();
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sLog.outErrorDb(">> Loaded `reputation_spillover_template`, table is empty!");
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sLog.outString(">> Loaded `reputation_spillover_template`, table is empty.");
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return;
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}
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@@ -139,35 +139,36 @@ void ReputationMgr::SendForceReactions()
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendState(FactionState const* faction) const
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void ReputationMgr::SendState(FactionState const* faction)
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{
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if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
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uint32 count = 1;
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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size_t p_count = data.wpos();
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data << (uint32) count; // placeholder
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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uint32 count = 1;
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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size_t p_count = data.wpos();
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data << (uint32) count; // placeholder
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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if (itr->second.needSend)
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{
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if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
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itr->second.needSend = false;
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if (itr->second.ReputationListID != faction->ReputationListID)
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{
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data << (uint32) itr->second.ReputationListID;
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data << (uint32) itr->second.Standing;
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++count;
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}
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}
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data.put<uint32>(p_count, count);
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m_player->SendDirectMessage(&data);
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}
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data.put<uint32>(p_count, count);
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendInitialReputations()
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@@ -203,9 +204,9 @@ void ReputationMgr::SendInitialReputations()
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendStates() const
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void ReputationMgr::SendStates()
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{
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for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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SendState(&(itr->second));
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}
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@@ -239,7 +240,8 @@ void ReputationMgr::Initialize()
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newFaction.ReputationListID = factionEntry->reputationListID;
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newFaction.Standing = 0;
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newFaction.Flags = GetDefaultStateFlags(factionEntry);
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newFaction.Changed = true;
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newFaction.needSend = true;
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newFaction.needSave = true;
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if (newFaction.Flags & FACTION_FLAG_VISIBLE)
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++m_visibleFactionCount;
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@@ -254,58 +256,71 @@ void ReputationMgr::Initialize()
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bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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{
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sScriptMgr.OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental);
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if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID))
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bool res = false;
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// if spillover definition exists in DB, override DBC
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if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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{
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bool res = false;
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for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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{
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if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
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if (repTemplate->faction[i])
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{
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res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
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if (res)
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if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
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{
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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SendState(&itr->second);
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// bonuses are already given, so just modify standing by rate
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int32 spilloverRep = standing * repTemplate->faction_rate[i];
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SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
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}
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}
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}
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return res;
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}
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else
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{
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// update for the actual faction first
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bool res = SetOneFactionReputation(factionEntry, standing, incremental);
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if (res)
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float spillOverRepOut = standing;
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// check for sub-factions that receive spillover
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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// if has no sub-factions, check for factions with same parent
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if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
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{
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// then some spillover calculation here if it exist
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if (RepSpilloverTemplate const * repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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spillOverRepOut *= factionEntry->spilloverRateOut;
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if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
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{
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
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// some team factions have own reputation standing, in this case do not spill to other sub-factions
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if (parentState != m_factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
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{
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if (repTemplate->faction[i])
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{
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if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
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{
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// bonuses are already given, so just modify standing by rate
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int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]);
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SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
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}
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}
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SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
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}
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else // spill to "sister" factions
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{
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flist = GetFactionTeamList(factionEntry->team);
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}
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}
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}
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if (flist)
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{
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// Spillover to affiliated factions
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for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
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{
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if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
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{
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if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
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continue;
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int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
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if (spilloverRep != 0 || !incremental)
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res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
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}
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}
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// now we can send it
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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SendState(&itr->second);
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}
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return res;
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}
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// spillover done, update faction itself
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FactionStateList::iterator faction = m_factions.find(factionEntry->reputationListID);
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if (faction != m_factions.end())
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{
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res = SetOneFactionReputation(factionEntry, standing, incremental);
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// only this faction gets reported to client, even if it has no own visible standing
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SendState(&faction->second);
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}
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return res;
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}
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bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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@@ -331,7 +346,8 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
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ReputationRank new_rank = ReputationToRank(standing);
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itr->second.Standing = standing - BaseRep;
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itr->second.Changed = true;
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itr->second.needSend = true;
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itr->second.needSave = true;
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SetVisible(&itr->second);
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@@ -387,7 +403,8 @@ void ReputationMgr::SetVisible(FactionState* faction)
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return;
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faction->Flags |= FACTION_FLAG_VISIBLE;
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faction->Changed = true;
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faction->needSend = true;
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faction->needSave = true;
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++m_visibleFactionCount;
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@@ -422,7 +439,8 @@ void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
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else
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faction->Flags &= ~FACTION_FLAG_AT_WAR;
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faction->Changed = true;
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faction->needSend = true;
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faction->needSave = true;
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}
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void ReputationMgr::SetInactive(RepListID repListID, bool on)
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@@ -449,7 +467,8 @@ void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
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else
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faction->Flags &= ~FACTION_FLAG_INACTIVE;
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faction->Changed = true;
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faction->needSend = true;
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faction->needSave = true;
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}
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void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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@@ -502,7 +521,10 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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// reset changed flag if values similar to saved in DB
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if (faction->Flags == dbFactionFlags)
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faction->Changed = false;
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{
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faction->needSend = false;
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faction->needSave = false;
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}
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}
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}
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while (result->NextRow());
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@@ -513,11 +535,11 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
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{
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for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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if (itr->second.Changed)
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if (itr->second.needSave)
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{
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trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
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trans->PAppend("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
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itr->second.Changed = false;
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itr->second.needSave = false;
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}
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}
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}
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@@ -52,7 +52,8 @@ struct FactionState
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RepListID ReputationListID;
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uint8 Flags;
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int32 Standing;
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bool Changed;
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bool needSend;
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bool needSave;
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};
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typedef std::map<RepListID,FactionState> FactionStateList;
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@@ -131,8 +132,8 @@ class ReputationMgr
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public: // senders
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void SendInitialReputations();
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void SendForceReactions();
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void SendState(FactionState const* faction) const;
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void SendStates() const;
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void SendState(FactionState const* faction);
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void SendStates();
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private: // internal helper functions
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void Initialize();
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