Core/Dungeon Finder: Move all LFG data from Player and Group classes to internal LFG data classes.
--HG-- branch : trunk
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@@ -28,7 +28,6 @@
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#include "GroupReference.h"
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#include "ItemPrototype.h"
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#include "Item.h"
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#include "LFG.h"
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#include "MapReference.h"
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#include "NPCHandler.h"
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#include "Pet.h"
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@@ -2255,34 +2254,7 @@ class Player : public Unit, public GridObject<Player>
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void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
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void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false);
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// Dungeon Finder
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LfgDungeonSet *GetLfgDungeons() { return &m_LookingForGroup.applyDungeons; }
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std::string GetLfgComment() { return m_LookingForGroup.comment; }
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void SetLfgComment(std::string _comment) { m_LookingForGroup.comment = _comment; }
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uint8 GetLfgRoles() { return m_LookingForGroup.roles; }
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void SetLfgRoles(uint8 _roles) { m_LookingForGroup.roles = _roles; }
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LfgState GetLfgState() const { return m_LookingForGroup.state; }
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void SetLfgState(LfgState state)
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{
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switch(state)
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{
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case LFG_STATE_NONE:
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case LFG_STATE_DUNGEON:
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case LFG_STATE_FINISHED_DUNGEON:
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m_LookingForGroup.oldState = state;
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// No break on purpose
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default:
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m_LookingForGroup.state = state;
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}
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}
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void ClearLfgState()
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{
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m_LookingForGroup.applyDungeons.clear();
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m_LookingForGroup.roles = ROLE_NONE;
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m_LookingForGroup.state = m_LookingForGroup.oldState;
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}
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bool isUsingLfg() { return GetLfgState() != LFG_STATE_NONE; }
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bool isUsingLfg();
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typedef std::set<uint32> DFQuestsDoneList;
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DFQuestsDoneList m_DFQuests;
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@@ -2711,8 +2683,6 @@ class Player : public Unit, public GridObject<Player>
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uint32 m_timeSyncTimer;
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uint32 m_timeSyncClient;
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uint32 m_timeSyncServer;
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LookingForGroup m_LookingForGroup;
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};
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void AddItemsSetItem(Player*player,Item *item);
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