DragonNest/Server/ServerCommon/NpcReputationProcessor.h

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#pragma once
#if defined( PRE_ADD_NPC_REPUTATION_SYSTEM )
#include "../../GameCommon/ReputationSystem.h"
class CDNUserSession;
class CNpcReputationProcessor
{
public:
static void Process( CDNUserSession* pSession, const int iNpcID, const IReputationSystem::eType Type, REPUTATION_TYPE value );
static void PresentProcess( CDNUserSession* pSession, const int iNpcID, const int iPresentID, const int iPresentCount = 1);
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static void CheckAndCalcStoreBenefit( CDNUserSession* pUserSession, int iNpcID, TStoreBenefitData::eType Type, /*IN OUT*/ int& iNeedCoin );
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD>
static void CheckAndCalcUnionBenefit( CDNUserSession* pUserSession, TStoreBenefitData::eType Type, /*IN OUT*/ int& iNeedPoint );
static void UseUnionReputePoint( CDNUserSession* pSession, int nType, int nUsePoint );
private:
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
static bool _bIsCheckMission( CDNUserSession* pSession, const int iNpcID );
#else
static bool _bIsCheckQuest( CDNUserSession* pSession, const int iNpcID );
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
static BYTE _ConvertUnionToPointType( int nType );
static void _AddUnionReputePoint( CDNUserSession* pSession, int iUnionID, int nUnionPoint );
};
#endif // #if defined( PRE_ADD_NPC_REPUTATION_SYSTEM )