mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
refactor(Core/Player): extract KillRewarder, TradeData and PlayerTaxi (#6804)
This commit is contained in:
@@ -154,562 +154,6 @@ enum CharacterCustomizeFlags
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static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
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// == PlayerTaxi ================================================
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PlayerTaxi::PlayerTaxi() : _taxiSegment(0)
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{
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memset(m_taximask, 0, sizeof(m_taximask));
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}
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void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
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{
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// class specific initial known nodes
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switch (chrClass)
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{
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case CLASS_DEATH_KNIGHT:
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{
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for (uint8 i = 0; i < TaxiMaskSize; ++i)
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m_taximask[i] |= sOldContinentsNodesMask[i];
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break;
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}
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}
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// race specific initial known nodes: capital and taxi hub masks
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switch (race)
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{
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case RACE_HUMAN:
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SetTaximaskNode(2);
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break; // Human
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case RACE_ORC:
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SetTaximaskNode(23);
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break; // Orc
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case RACE_DWARF:
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SetTaximaskNode(6);
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break; // Dwarf
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case RACE_NIGHTELF:
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SetTaximaskNode(26);
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SetTaximaskNode(27);
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break; // Night Elf
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case RACE_UNDEAD_PLAYER:
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SetTaximaskNode(11);
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break;// Undead
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case RACE_TAUREN:
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SetTaximaskNode(22);
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break; // Tauren
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case RACE_GNOME:
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SetTaximaskNode(6);
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break; // Gnome
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case RACE_TROLL:
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SetTaximaskNode(23);
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break; // Troll
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case RACE_BLOODELF:
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SetTaximaskNode(82);
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break; // Blood Elf
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case RACE_DRAENEI:
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SetTaximaskNode(94);
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break; // Draenei
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}
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// new continent starting masks (It will be accessible only at new map)
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switch (Player::TeamIdForRace(race))
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{
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case TEAM_ALLIANCE:
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SetTaximaskNode(100);
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break;
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case TEAM_HORDE:
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SetTaximaskNode(99);
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break;
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default:
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break;
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}
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// level dependent taxi hubs
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if (level >= 68)
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SetTaximaskNode(213); //Shattered Sun Staging Area
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}
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void PlayerTaxi::LoadTaxiMask(std::string const& data)
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{
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Tokenizer tokens(data, ' ');
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uint8 index;
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Tokenizer::const_iterator iter;
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for (iter = tokens.begin(), index = 0;
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(index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
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{
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// load and set bits only for existed taxi nodes
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m_taximask[index] = sTaxiNodesMask[index] & uint32(atol(*iter));
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}
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}
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void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
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{
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if (all)
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{
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for (uint8 i = 0; i < TaxiMaskSize; i++)
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data << uint32(sTaxiNodesMask[i]); // all existed nodes
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}
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else
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{
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for (uint8 i = 0; i < TaxiMaskSize; i++)
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data << uint32(m_taximask[i]); // known nodes
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}
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}
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bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, TeamId teamId)
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{
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ClearTaxiDestinations();
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Tokenizer tokens(values, ' ');
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for (Tokenizer::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
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{
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uint32 node = uint32(atol(*iter));
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AddTaxiDestination(node);
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}
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// Check integrity
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if (m_TaxiDestinations.size() < 3)
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return false;
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// xinef: current segment is saved as last destination in db
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_taxiSegment = m_TaxiDestinations[m_TaxiDestinations.size() - 1];
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m_TaxiDestinations.pop_back();
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for (size_t i = 0; i < m_TaxiDestinations.size() - 1; ++i)
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{
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uint32 cost;
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uint32 path;
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sObjectMgr->GetTaxiPath(m_TaxiDestinations[i], m_TaxiDestinations[i + 1], path, cost);
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if (!path)
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return false;
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}
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// can't load taxi path without mount set (quest taxi path?)
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if (!sObjectMgr->GetTaxiMountDisplayId(GetTaxiSource(), teamId, true))
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return false;
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return true;
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}
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std::string PlayerTaxi::SaveTaxiDestinationsToString()
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{
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if (m_TaxiDestinations.empty())
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return "";
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std::ostringstream ss;
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for (size_t i = 0; i < m_TaxiDestinations.size(); ++i)
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ss << m_TaxiDestinations[i] << ' ';
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ss << _taxiSegment << ' ';
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return ss.str();
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}
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uint32 PlayerTaxi::GetCurrentTaxiPath() const
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{
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if (m_TaxiDestinations.size() < 2 || m_TaxiDestinations.size() <= _taxiSegment + 1)
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return 0;
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uint32 path;
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uint32 cost;
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sObjectMgr->GetTaxiPath(m_TaxiDestinations[_taxiSegment], m_TaxiDestinations[_taxiSegment + 1], path, cost);
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return path;
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}
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std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
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{
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for (uint8 i = 0; i < TaxiMaskSize; ++i)
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ss << taxi.m_taximask[i] << ' ';
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return ss;
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}
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//== TradeData =================================================
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TradeData* TradeData::GetTraderData() const
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{
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return m_trader->GetTradeData();
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}
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Item* TradeData::GetItem(TradeSlots slot) const
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{
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return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : nullptr;
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}
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bool TradeData::HasItem(ObjectGuid itemGuid) const
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{
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for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
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if (m_items[i] == itemGuid)
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return true;
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return false;
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}
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TradeSlots TradeData::GetTradeSlotForItem(ObjectGuid itemGuid) const
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{
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for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
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if (m_items[i] == itemGuid)
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return TradeSlots(i);
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return TRADE_SLOT_INVALID;
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}
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Item* TradeData::GetSpellCastItem() const
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{
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return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : nullptr;
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}
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void TradeData::SetItem(TradeSlots slot, Item* item)
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{
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ObjectGuid itemGuid = item ? item->GetGUID() : ObjectGuid::Empty;
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if (m_items[slot] == itemGuid)
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return;
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m_items[slot] = itemGuid;
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SetAccepted(false);
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GetTraderData()->SetAccepted(false);
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Update();
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// need remove possible trader spell applied to changed item
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if (slot == TRADE_SLOT_NONTRADED)
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GetTraderData()->SetSpell(0);
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// need remove possible player spell applied (possible move reagent)
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SetSpell(0);
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}
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void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= nullptr*/)
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{
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ObjectGuid itemGuid = castItem ? castItem->GetGUID() : ObjectGuid::Empty;
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if (m_spell == spell_id && m_spellCastItem == itemGuid)
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return;
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m_spell = spell_id;
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m_spellCastItem = itemGuid;
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SetAccepted(false);
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GetTraderData()->SetAccepted(false);
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Update(true); // send spell info to item owner
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Update(false); // send spell info to caster self
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}
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void TradeData::SetMoney(uint32 money)
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{
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if (m_money == money)
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return;
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if (!m_player->HasEnoughMoney(money))
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{
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m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BUSY);
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return;
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}
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m_money = money;
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SetAccepted(false);
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GetTraderData()->SetAccepted(false);
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Update(true);
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}
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void TradeData::Update(bool forTarget /*= true*/)
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{
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if (forTarget)
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m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
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else
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m_player->GetSession()->SendUpdateTrade(false); // player state for player
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}
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void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
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{
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m_accepted = state;
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if (!state)
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{
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if (crosssend)
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m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
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else
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m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
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}
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}
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// == KillRewarder ====================================================
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// KillRewarder incapsulates logic of rewarding player upon kill with:
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// * XP;
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// * honor;
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// * reputation;
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// * kill credit (for quest objectives).
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// Rewarding is initiated in two cases: when player kills unit in Unit::Kill()
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// and on battlegrounds in Battleground::RewardXPAtKill().
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//
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// Rewarding algorithm is:
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// 1. Initialize internal variables to default values.
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// 2. In case when player is in group, initialize variables necessary for group calculations:
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// 2.1. _count - number of alive group members within reward distance;
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// 2.2. _aliveSumLevel - sum of levels of alive group members within reward distance;
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// 2.3. _sumLevel - sum of levels of group members within reward distance;
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// 2.4. _maxLevel - maximum level of alive group member within reward distance;
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// 2.5. _maxNotGrayMember - maximum level of alive group member within reward distance,
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// for whom victim is not gray;
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// 2.6. _isFullXP - flag identifying that for all group members victim is not gray,
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// so 100% XP will be rewarded (50% otherwise).
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// 3. Reward killer (and group, if necessary).
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// 3.1. If killer is in group, reward group.
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// 3.1.1. Initialize initial XP amount based on maximum level of group member,
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// for whom victim is not gray.
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// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
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// 3.1.3. Reward each group member (even dead) within reward distance (see 4. for more details).
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// 3.2. Reward single killer (not group case).
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// 3.2.1. Initialize initial XP amount based on killer's level.
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// 3.2.2. Reward killer (see 4. for more details).
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// 4. Reward player.
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// 4.1. Give honor (player must be alive and not on BG).
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// 4.2. Give XP.
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// 4.2.1. If player is in group, adjust XP:
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// * set to 0 if player's level is more than maximum level of not gray member;
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// * cut XP in half if _isFullXP is false.
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// 4.2.2. Apply auras modifying rewarded XP.
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// 4.2.3. Give XP to player.
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// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
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// 4.3. Give reputation (player must not be on BG).
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// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
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// 5. Credit instance encounter.
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KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
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// 1. Initialize internal variables to default values.
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_killer(killer), _victim(victim), _group(killer->GetGroup()),
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_groupRate(1.0f), _maxNotGrayMember(nullptr), _count(0), _aliveSumLevel(0), _sumLevel(0), _xp(0),
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_isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
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{
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// mark the credit as pvp if victim is player
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if (victim->GetTypeId() == TYPEID_PLAYER)
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_isPvP = true;
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// or if its owned by player and its not a vehicle
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else if (victim->GetCharmerOrOwnerGUID().IsPlayer())
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_isPvP = !victim->IsVehicle();
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_InitGroupData();
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}
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inline void KillRewarder::_InitGroupData()
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{
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if (_group)
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{
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// 2. In case when player is in group, initialize variables necessary for group calculations:
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for (GroupReference* itr = _group->GetFirstMember(); itr != nullptr; itr = itr->next())
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if (Player* member = itr->GetSource())
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if ((_killer == member || member->IsAtGroupRewardDistance(_victim)))
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{
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const uint8 lvl = member->getLevel();
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if (member->IsAlive())
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{
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// 2.1. _count - number of alive group members within reward distance;
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++_count;
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// 2.2. _aliveSumLevel - sum of levels of alive group members within reward distance;
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_aliveSumLevel += lvl;
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// 2.3. _maxLevel - maximum level of alive group member within reward distance;
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if (_maxLevel < lvl)
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{
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_maxLevel = lvl;
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}
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// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
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// for whom victim is not gray;
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uint32 grayLevel = Acore::XP::GetGrayLevel(lvl);
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if (_victim->getLevel() > grayLevel && (!_maxNotGrayMember || _maxNotGrayMember->getLevel() < lvl))
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{
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_maxNotGrayMember = member;
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}
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}
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// 2.5. _sumLevel - sum of levels of group members within reward distance;
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_sumLevel += lvl;
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}
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// 2.6. _isFullXP - flag identifying that for all group members victim is not gray,
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// so 100% XP will be rewarded (50% otherwise).
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_isFullXP = _maxNotGrayMember && (_maxLevel == _maxNotGrayMember->getLevel());
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}
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else
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_count = 1;
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}
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inline void KillRewarder::_InitXP(Player* player)
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{
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// Get initial value of XP for kill.
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// XP is given:
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// * on battlegrounds;
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// * otherwise, not in PvP;
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// * not if killer is on vehicle.
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if (_victim && (_isBattleGround || (!_isPvP && !_killer->GetVehicle())))
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_xp = Acore::XP::Gain(player, _victim, _isBattleGround);
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if (_xp && !_isBattleGround && _victim) // pussywizard: npcs with relatively low hp give lower exp
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if (_victim->GetTypeId() == TYPEID_UNIT)
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if (const CreatureTemplate* ct = _victim->ToCreature()->GetCreatureTemplate())
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if (ct->ModHealth <= 0.75f && ct->ModHealth >= 0.0f)
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_xp = uint32(_xp * ct->ModHealth);
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}
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inline void KillRewarder::_RewardHonor(Player* player)
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{
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// Rewarded player must be alive.
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if (player->IsAlive())
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player->RewardHonor(_victim, _count, -1);
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}
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inline void KillRewarder::_RewardXP(Player* player, float rate)
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{
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uint32 xp(_xp);
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if (_group)
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{
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// 4.2.1. If player is in group, adjust XP:
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// * set to 0 if player's level is more than maximum level of not gray member;
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// * cut XP in half if _isFullXP is false.
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if (_maxNotGrayMember && player->IsAlive() &&
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_maxNotGrayMember->getLevel() >= player->getLevel())
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xp = _isFullXP ?
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uint32(xp * rate) : // Reward FULL XP if all group members are not gray.
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uint32(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray.
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else
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xp = 0;
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}
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if (xp)
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{
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// 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT).
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Unit::AuraEffectList const& auras = player->GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
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for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
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AddPct(xp, (*i)->GetAmount());
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// 4.2.3. Give XP to player.
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player->GiveXP(xp, _victim, _groupRate);
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if (Pet* pet = player->GetPet())
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// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
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pet->GivePetXP(_group ? xp / 2 : xp);
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}
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}
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inline void KillRewarder::_RewardReputation(Player* player, float rate)
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{
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// 4.3. Give reputation (player must not be on BG).
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// Even dead players and corpses are rewarded.
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player->RewardReputation(_victim, rate);
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}
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inline void KillRewarder::_RewardKillCredit(Player* player)
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{
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// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
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if (!_group || player->IsAlive() || !player->GetCorpse())
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if (Creature* target = _victim->ToCreature())
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{
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player->KilledMonster(target->GetCreatureTemplate(), target->GetGUID());
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player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE, target->GetCreatureType(), 1, target);
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}
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}
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void KillRewarder::_RewardPlayer(Player* player, bool isDungeon)
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{
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// 4. Reward player.
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if (!_isBattleGround)
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{
|
||||
// 4.1. Give honor (player must be alive and not on BG).
|
||||
_RewardHonor(player);
|
||||
// 4.1.1 Send player killcredit for quests with PlayerSlain
|
||||
if (_victim->GetTypeId() == TYPEID_PLAYER)
|
||||
player->KilledPlayerCredit();
|
||||
}
|
||||
// Give XP only in PvE or in battlegrounds.
|
||||
// Give reputation and kill credit only in PvE.
|
||||
if (!_isPvP || _isBattleGround)
|
||||
{
|
||||
float xpRate = _group ? _groupRate * float(player->getLevel()) / _aliveSumLevel : /*Personal rate is 100%.*/ 1.0f; // Group rate depends on the sum of levels.
|
||||
float reputationRate = _group ? _groupRate * float(player->getLevel()) / _sumLevel : /*Personal rate is 100%.*/ 1.0f; // Group rate depends on the sum of levels.
|
||||
sScriptMgr->OnRewardKillRewarder(player, isDungeon, xpRate); // Personal rate is 100%.
|
||||
|
||||
if (_xp)
|
||||
{
|
||||
// 4.2. Give XP.
|
||||
_RewardXP(player, xpRate);
|
||||
}
|
||||
if (!_isBattleGround)
|
||||
{
|
||||
// If killer is in dungeon then all members receive full reputation at kill.
|
||||
_RewardReputation(player, isDungeon ? 1.0f : reputationRate);
|
||||
_RewardKillCredit(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void KillRewarder::_RewardGroup()
|
||||
{
|
||||
if (_maxLevel)
|
||||
{
|
||||
if (_maxNotGrayMember)
|
||||
// 3.1.1. Initialize initial XP amount based on maximum level of group member,
|
||||
// for whom victim is not gray.
|
||||
_InitXP(_maxNotGrayMember);
|
||||
// To avoid unnecessary calculations and calls,
|
||||
// proceed only if XP is not ZERO or player is not on battleground
|
||||
// (battleground rewards only XP, that's why).
|
||||
if (!_isBattleGround || _xp)
|
||||
{
|
||||
const bool isDungeon = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsDungeon();
|
||||
if (!_isBattleGround)
|
||||
{
|
||||
// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
|
||||
const bool isRaid = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsRaid() && _group->isRaidGroup();
|
||||
_groupRate = Acore::XP::xp_in_group_rate(_count, isRaid);
|
||||
}
|
||||
|
||||
// 3.1.3. Reward each group member (even dead or corpse) within reward distance.
|
||||
for (GroupReference* itr = _group->GetFirstMember(); itr != nullptr; itr = itr->next())
|
||||
{
|
||||
if (Player* member = itr->GetSource())
|
||||
{
|
||||
if (_killer == member || member->IsAtGroupRewardDistance(_victim))
|
||||
{
|
||||
_RewardPlayer(member, isDungeon);
|
||||
// Xinef: only count players
|
||||
//if (_victim->GetTypeId() == TYPEID_PLAYER)
|
||||
// member->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, _victim);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void KillRewarder::Reward()
|
||||
{
|
||||
// 3. Reward killer (and group, if necessary).
|
||||
if (_group)
|
||||
// 3.1. If killer is in group, reward group.
|
||||
_RewardGroup();
|
||||
else
|
||||
{
|
||||
// 3.2. Reward single killer (not group case).
|
||||
// 3.2.1. Initialize initial XP amount based on killer's level.
|
||||
_InitXP(_killer);
|
||||
// To avoid unnecessary calculations and calls,
|
||||
// proceed only if XP is not ZERO or player is not on battleground
|
||||
// (battleground rewards only XP, that's why).
|
||||
if (!_isBattleGround || _xp)
|
||||
// 3.2.2. Reward killer.
|
||||
if (_killer->IsInMap(_victim)) // pussywizard: killer may be on other map (crashfix), when killing in a group same map is required, so its not a problem
|
||||
_RewardPlayer(_killer, false);
|
||||
}
|
||||
|
||||
// 5. Credit instance encounter.
|
||||
if (Creature* victim = _victim->ToCreature())
|
||||
if (victim->IsDungeonBoss())
|
||||
if (Map* map = _victim->FindMap())
|
||||
map->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, _victim->GetEntry(), _victim);
|
||||
}
|
||||
|
||||
// == Player ====================================================
|
||||
|
||||
// we can disable this warning for this since it only
|
||||
// causes undefined behavior when passed to the base class constructor
|
||||
#ifdef _MSC_VER
|
||||
|
||||
Reference in New Issue
Block a user