feat: parse SMSG_SET_FACTION_ATWAR/VISIBLE and show at-war status in reputation panel

- Parse SMSG_SET_FACTION_ATWAR (uint32 repListId + uint8 set) to track
  per-faction at-war flags in initialFactions_ flags byte
- Parse SMSG_SET_FACTION_VISIBLE (uint32 repListId + uint8 visible) to
  track faction visibility changes from the server
- Add FACTION_FLAG_* constants (VISIBLE, AT_WAR, HIDDEN, etc.) to GameHandler
- Build repListId <-> factionId bidirectional maps when loading Faction.dbc
  (ReputationListID field 1); used to correlate flag packets with standings
- Fix Faction.dbc field layout comment: field 1=ReputationListID, field 23=Name
  (was incorrectly documented as field 22 with no ReputationListID field)
- Add isFactionAtWar(), isFactionVisible(), getFactionIdByRepListId(),
  getRepListIdByFactionId() accessors on GameHandler
- Reputation panel now shows watched faction at top, highlights at-war
  factions in red with "(At War)" label, and marks tracked faction in gold
This commit is contained in:
Kelsi 2026-03-12 23:30:44 -07:00
parent 1d9dc6dcae
commit de5c122307
3 changed files with 126 additions and 22 deletions

View file

@ -1488,8 +1488,33 @@ public:
uint8_t flags = 0;
int32_t standing = 0;
};
// Faction flag bitmask constants (from Faction.dbc ReputationFlags / SMSG_INITIALIZE_FACTIONS)
static constexpr uint8_t FACTION_FLAG_VISIBLE = 0x01; // shown in reputation list
static constexpr uint8_t FACTION_FLAG_AT_WAR = 0x02; // player is at war
static constexpr uint8_t FACTION_FLAG_HIDDEN = 0x04; // never shown
static constexpr uint8_t FACTION_FLAG_INVISIBLE_FORCED = 0x08;
static constexpr uint8_t FACTION_FLAG_PEACE_FORCED = 0x10;
const std::vector<FactionStandingInit>& getInitialFactions() const { return initialFactions_; }
const std::unordered_map<uint32_t, int32_t>& getFactionStandings() const { return factionStandings_; }
// Returns true if the player has "at war" toggled for the faction at repListId
bool isFactionAtWar(uint32_t repListId) const {
if (repListId >= initialFactions_.size()) return false;
return (initialFactions_[repListId].flags & FACTION_FLAG_AT_WAR) != 0;
}
// Returns true if the faction is visible in the reputation list
bool isFactionVisible(uint32_t repListId) const {
if (repListId >= initialFactions_.size()) return false;
const uint8_t f = initialFactions_[repListId].flags;
if (f & FACTION_FLAG_HIDDEN) return false;
if (f & FACTION_FLAG_INVISIBLE_FORCED) return false;
return (f & FACTION_FLAG_VISIBLE) != 0;
}
// Returns the faction ID for a given repListId (0 if unknown)
uint32_t getFactionIdByRepListId(uint32_t repListId) const;
// Returns the repListId for a given faction ID (0xFFFFFFFF if not found)
uint32_t getRepListIdByFactionId(uint32_t factionId) const;
// Shaman totems (4 slots: 0=Earth, 1=Fire, 2=Water, 3=Air)
struct TotemSlot {
uint32_t spellId = 0;
@ -2566,6 +2591,10 @@ private:
std::unordered_map<uint32_t, int32_t> factionStandings_;
// Faction name cache (factionId → name), populated lazily from Faction.dbc
std::unordered_map<uint32_t, std::string> factionNameCache_;
// repListId → factionId mapping (populated with factionNameCache)
std::unordered_map<uint32_t, uint32_t> factionRepListToId_;
// factionId → repListId reverse mapping
std::unordered_map<uint32_t, uint32_t> factionIdToRepList_;
bool factionNameCacheLoaded_ = false;
void loadFactionNameCache();
std::string getFactionName(uint32_t factionId) const;