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path: root/src/server/game/Quests/QuestDef.cpp
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-rw-r--r--src/server/game/Quests/QuestDef.cpp206
1 files changed, 103 insertions, 103 deletions
diff --git a/src/server/game/Quests/QuestDef.cpp b/src/server/game/Quests/QuestDef.cpp
index aaf874adde..c2a12247ad 100644
--- a/src/server/game/Quests/QuestDef.cpp
+++ b/src/server/game/Quests/QuestDef.cpp
@@ -265,8 +265,8 @@ uint32 Quest::CalculateHonorGain(uint8 level) const
return 0;
honor = uint32(tc->value * GetRewHonorMultiplier() * 0.1000000014901161);
- // Xinef: exactly this is calculated above, however with higher precision...
- //honor += Trinity::Honor::hk_honor_at_level(level, GetRewHonorMultiplier());
+ // Xinef: exactly this is calculated above, however with higher precision...
+ //honor += Trinity::Honor::hk_honor_at_level(level, GetRewHonorMultiplier());
honor += GetRewHonorAddition();
}
@@ -275,105 +275,105 @@ uint32 Quest::CalculateHonorGain(uint8 level) const
void Quest::InitializeQueryData()
{
- queryData.Initialize(SMSG_QUEST_QUERY_RESPONSE, 1);
-
- queryData << uint32(GetQuestId()); // quest id
- queryData << uint32(GetQuestMethod()); // Accepted values: 0, 1 or 2. 0 == IsAutoComplete() (skip objectives/details)
- queryData << uint32(GetQuestLevel()); // may be -1, static data, in other cases must be used dynamic level: Player::GetQuestLevel (0 is not known, but assuming this is no longer valid for quest intended for client)
- queryData << uint32(GetMinLevel()); // min level
- queryData << uint32(GetZoneOrSort()); // zone or sort to display in quest log
-
- queryData << uint32(GetType()); // quest type
- queryData << uint32(GetSuggestedPlayers()); // suggested players count
-
- queryData << uint32(GetRepObjectiveFaction()); // shown in quest log as part of quest objective
- queryData << uint32(GetRepObjectiveValue()); // shown in quest log as part of quest objective
-
- queryData << uint32(GetRepObjectiveFaction2()); // shown in quest log as part of quest objective OPPOSITE faction
- queryData << uint32(GetRepObjectiveValue2()); // shown in quest log as part of quest objective OPPOSITE faction
-
- queryData << uint32(GetNextQuestInChain()); // client will request this quest from NPC, if not 0
- queryData << uint32(GetXPId()); // used for calculating rewarded experience
-
- if (HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
- queryData << uint32(0); // Hide money rewarded
- else
- queryData << uint32(GetRewOrReqMoney()); // reward money (below max lvl)
-
- queryData << uint32(GetRewMoneyMaxLevel()); // used in XP calculation at client
- queryData << uint32(GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
- queryData << int32(GetRewSpellCast()); // casted spell
-
- // rewarded honor points
- queryData << uint32(GetRewHonorAddition());
- queryData << float(GetRewHonorMultiplier());
- queryData << uint32(GetSrcItemId()); // source item id
- queryData << uint32(GetFlags() & 0xFFFF); // quest flags
- queryData << uint32(GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
- queryData << uint32(GetPlayersSlain()); // players slain
- queryData << uint32(GetBonusTalents()); // bonus talents
- queryData << uint32(GetRewArenaPoints()); // bonus arena points
- queryData << uint32(0); // review rep show mask
-
- if (HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
- {
- for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
- queryData << uint32(0) << uint32(0);
- for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
- queryData << uint32(0) << uint32(0);
- }
- else
- {
- for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
- {
- queryData << uint32(RewardItemId[i]);
- queryData << uint32(RewardItemIdCount[i]);
- }
- for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
- {
- queryData << uint32(RewardChoiceItemId[i]);
- queryData << uint32(RewardChoiceItemCount[i]);
- }
- }
-
- for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // reward factions ids
- queryData << uint32(RewardFactionId[i]);
-
- for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // columnid+1 QuestFactionReward.dbc?
- queryData << int32(RewardFactionValueId[i]);
-
- for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // unk (0)
- queryData << int32(RewardFactionValueIdOverride[i]);
-
- queryData << GetPointMapId();
- queryData << GetPointX();
- queryData << GetPointY();
- queryData << GetPointOpt();
-
- queryData << GetTitle();
- queryData << GetObjectives();
- queryData << GetDetails();
- queryData << GetEndText();
- queryData << GetCompletedText(); // display in quest objectives window once all objectives are completed
-
- for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
- {
- if (RequiredNpcOrGo[i] < 0)
- queryData << uint32((RequiredNpcOrGo[i] * (-1)) | 0x80000000); // client expects gameobject template id in form (id|0x80000000)
- else
- queryData << uint32(RequiredNpcOrGo[i]);
-
- queryData << uint32(RequiredNpcOrGoCount[i]);
- queryData << uint32(RequiredSourceItemId[i]);
- queryData << uint32(0); // req source count?
- }
-
- for (uint32 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
- {
- queryData << uint32(RequiredItemId[i]);
- queryData << uint32(RequiredItemCount[i]);
- }
-
- for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
- queryData << ObjectiveText[i];
+ queryData.Initialize(SMSG_QUEST_QUERY_RESPONSE, 1);
+
+ queryData << uint32(GetQuestId()); // quest id
+ queryData << uint32(GetQuestMethod()); // Accepted values: 0, 1 or 2. 0 == IsAutoComplete() (skip objectives/details)
+ queryData << uint32(GetQuestLevel()); // may be -1, static data, in other cases must be used dynamic level: Player::GetQuestLevel (0 is not known, but assuming this is no longer valid for quest intended for client)
+ queryData << uint32(GetMinLevel()); // min level
+ queryData << uint32(GetZoneOrSort()); // zone or sort to display in quest log
+
+ queryData << uint32(GetType()); // quest type
+ queryData << uint32(GetSuggestedPlayers()); // suggested players count
+
+ queryData << uint32(GetRepObjectiveFaction()); // shown in quest log as part of quest objective
+ queryData << uint32(GetRepObjectiveValue()); // shown in quest log as part of quest objective
+
+ queryData << uint32(GetRepObjectiveFaction2()); // shown in quest log as part of quest objective OPPOSITE faction
+ queryData << uint32(GetRepObjectiveValue2()); // shown in quest log as part of quest objective OPPOSITE faction
+
+ queryData << uint32(GetNextQuestInChain()); // client will request this quest from NPC, if not 0
+ queryData << uint32(GetXPId()); // used for calculating rewarded experience
+
+ if (HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
+ queryData << uint32(0); // Hide money rewarded
+ else
+ queryData << uint32(GetRewOrReqMoney()); // reward money (below max lvl)
+
+ queryData << uint32(GetRewMoneyMaxLevel()); // used in XP calculation at client
+ queryData << uint32(GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
+ queryData << int32(GetRewSpellCast()); // casted spell
+
+ // rewarded honor points
+ queryData << uint32(GetRewHonorAddition());
+ queryData << float(GetRewHonorMultiplier());
+ queryData << uint32(GetSrcItemId()); // source item id
+ queryData << uint32(GetFlags() & 0xFFFF); // quest flags
+ queryData << uint32(GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
+ queryData << uint32(GetPlayersSlain()); // players slain
+ queryData << uint32(GetBonusTalents()); // bonus talents
+ queryData << uint32(GetRewArenaPoints()); // bonus arena points
+ queryData << uint32(0); // review rep show mask
+
+ if (HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
+ {
+ for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
+ queryData << uint32(0) << uint32(0);
+ for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
+ queryData << uint32(0) << uint32(0);
+ }
+ else
+ {
+ for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
+ {
+ queryData << uint32(RewardItemId[i]);
+ queryData << uint32(RewardItemIdCount[i]);
+ }
+ for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
+ {
+ queryData << uint32(RewardChoiceItemId[i]);
+ queryData << uint32(RewardChoiceItemCount[i]);
+ }
+ }
+
+ for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // reward factions ids
+ queryData << uint32(RewardFactionId[i]);
+
+ for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // columnid+1 QuestFactionReward.dbc?
+ queryData << int32(RewardFactionValueId[i]);
+
+ for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // unk (0)
+ queryData << int32(RewardFactionValueIdOverride[i]);
+
+ queryData << GetPointMapId();
+ queryData << GetPointX();
+ queryData << GetPointY();
+ queryData << GetPointOpt();
+
+ queryData << GetTitle();
+ queryData << GetObjectives();
+ queryData << GetDetails();
+ queryData << GetEndText();
+ queryData << GetCompletedText(); // display in quest objectives window once all objectives are completed
+
+ for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
+ {
+ if (RequiredNpcOrGo[i] < 0)
+ queryData << uint32((RequiredNpcOrGo[i] * (-1)) | 0x80000000); // client expects gameobject template id in form (id|0x80000000)
+ else
+ queryData << uint32(RequiredNpcOrGo[i]);
+
+ queryData << uint32(RequiredNpcOrGoCount[i]);
+ queryData << uint32(RequiredSourceItemId[i]);
+ queryData << uint32(0); // req source count?
+ }
+
+ for (uint32 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ {
+ queryData << uint32(RequiredItemId[i]);
+ queryData << uint32(RequiredItemCount[i]);
+ }
+
+ for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
+ queryData << ObjectiveText[i];
}