本文整理匯總了C++中GetBaseReputation函數的典型用法代碼示例。如果您正苦於以下問題:C++ GetBaseReputation函數的具體用法?C++ GetBaseReputation怎麽用?C++ GetBaseReputation使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了GetBaseReputation函數的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: Initialize
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());
}
}
示例2: GetBaseReputation
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;
}
示例3: GetBaseReputation
int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
{
if (!factionEntry)
return 0;
if (FactionState const* state = GetState(factionEntry))
return GetBaseReputation(factionEntry) + state->Standing;
return 0;
}
示例4: faction
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);
}
示例5: GetBaseReputation
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;
}
示例6: GetBaseReputation
ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) const
{
int32 reputation = GetBaseReputation(factionEntry);
return ReputationToRank(reputation);
}