[7538] Hide some implementation details for reputation/forced faction reaction. Author: VladimirMangos
--HG-- branch : trunk
This commit is contained in:
+34
-14
@@ -52,7 +52,6 @@ class UpdateMask;
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class SpellCastTargets;
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class PlayerSocial;
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class OutdoorPvP;
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class AchievementMgr;
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class Vehicle;
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typedef std::deque<Mail*> PlayerMails;
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@@ -1221,6 +1220,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id );
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void TalkedToCreature( uint32 entry, uint64 guid );
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void MoneyChanged( uint32 value );
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void ReputationChanged(FactionEntry const* factionEntry );
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bool HasQuestForItem( uint32 itemid ) const;
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bool HasQuestForGO(int32 GOId) const;
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void UpdateForQuestsGO();
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@@ -1700,9 +1700,16 @@ class TRINITY_DLL_SPEC Player : public Unit
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bool RewardPlayerAndGroupAtKill(Unit* pVictim);
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bool isHonorOrXPTarget(Unit* pVictim);
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FactionStateList m_factions;
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ForcedReactions m_forcedReactions;
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FactionStateList const& GetFactionStateList() { return m_factions; }
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FactionState const* GetFactionState(RepListID id) const
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{
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FactionStateList::const_iterator repItr = m_factions.find (id);
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return repItr != m_factions.end() ? &repItr->second : NULL;
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}
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FactionState const* GetFactionState(FactionEntry const* factionEntry) const
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{
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return factionEntry->reputationListID >= 0 ? GetFactionState(factionEntry->reputationListID) : NULL;
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}
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uint32 GetDefaultReputationFlags(const FactionEntry *factionEntry) const;
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int32 GetBaseReputation(const FactionEntry *factionEntry) const;
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int32 GetReputation(uint32 faction_id) const;
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@@ -1716,23 +1723,27 @@ class TRINITY_DLL_SPEC Player : public Unit
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const static int32 Reputation_Bottom = -42000;
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bool ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation);
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bool ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing);
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bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
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bool SetFactionReputation(uint32 FactionTemplateId, int32 standing);
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bool SetFactionReputation(FactionEntry const* factionEntry, int32 standing);
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
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int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest);
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void RewardReputation(Unit *pVictim, float rate);
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void RewardReputation(Quest const *pQuest);
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void SetInitialFactions();
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void UpdateReputation() const;
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void SendFactionState(FactionState const* faction) const;
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void SendInitialReputations();
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FactionState const* GetFactionState( FactionEntry const* factionEntry) const;
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void SetFactionAtWar(FactionState* faction, bool atWar);
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void SetFactionInactive(FactionState* faction, bool inactive);
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void SetFactionVisible(FactionState* faction);
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void SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId);
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void SetFactionVisibleForFactionId(uint32 FactionId);
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void SetFactionAtWar(RepListID repListID, bool atWar);
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void SetFactionInactive(RepListID repListID, bool inactive);
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void SetFactionVisible(FactionTemplateEntry const* factionTemplateEntry);
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void SetFactionVisible(FactionEntry const* factionEntry);
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ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
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{
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ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionTemplateEntry->faction);
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return forceItr != m_forcedReactions.end() ? &forceItr->second : NULL;
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}
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void ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply);
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void SendForceReactions();
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void SendFactionStates() const;
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void UpdateSkillsForLevel();
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void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
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void ModifySkillBonus(uint32 skillid,int32 val, bool talent);
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@@ -2356,15 +2367,20 @@ class TRINITY_DLL_SPEC Player : public Unit
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DeclinedName *m_declinedname;
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Runes *m_runes;
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AchievementMgr m_achievementMgr;
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private:
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// internal common parts for CanStore/StoreItem functions
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uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const;
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uint8 _CanStoreItem_InBag( uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
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uint8 _CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
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Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
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void UpdateKnownCurrencies(uint32 itemId, bool apply);
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void UpdateKnownCurrencies(uint32 itemId, bool apply);
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int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest);
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void SetFactionVisible(FactionState* faction);
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void SetFactionAtWar(FactionState* faction, bool atWar);
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void SetFactionInactive(FactionState* faction, bool inactive);
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bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
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void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
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GridReference<Player> m_gridRef;
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@@ -2380,6 +2396,10 @@ class TRINITY_DLL_SPEC Player : public Unit
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uint8 m_MirrorTimerFlags;
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uint8 m_MirrorTimerFlagsLast;
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bool m_isInWater;
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AchievementMgr m_achievementMgr;
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FactionStateList m_factions;
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ForcedReactions m_forcedReactions;
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};
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void AddItemsSetItem(Player*player,Item *item);
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