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https://github.com/TrinityCore/TrinityCore.git
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*Minor cleanup.
--HG-- branch : trunk
This commit is contained in:
@@ -241,7 +241,7 @@ void LootStore::ReportNotExistedId(uint32 id) const
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// RATE_DROP_ITEMS is no longer used for all types of entries
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bool LootStoreItem::Roll(bool rate) const
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{
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if(chance>=100.0f)
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if(chance >= 100.0f)
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return true;
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if(mincountOrRef < 0) // reference case
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@@ -269,7 +269,7 @@ bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
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return false;
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}
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if( mincountOrRef > 0 ) // item (quest or non-quest) entry, maybe grouped
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if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped
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{
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ItemPrototype const *proto = objmgr.GetItemPrototype(itemid);
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if(!proto)
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@@ -391,7 +391,7 @@ void Loot::AddItem(LootStoreItem const & item)
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void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, uint16 lootMode /*= DEFAULT_LOOT_MODE*/)
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{
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// Must be provided
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if(!loot_owner)
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if (!loot_owner)
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return;
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LootTemplate const* tab = store.GetLootFor(loot_id);
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@@ -408,7 +408,7 @@ void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner,
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tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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// Setting access rights for group loot case
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Group * pGroup=loot_owner->GetGroup();
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Group * pGroup = loot_owner->GetGroup();
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if(!personal && pGroup)
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{
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for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
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@@ -80,8 +80,8 @@ struct LootStoreItem
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uint32 itemid; // id of the item
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float chance; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs
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int32 mincountOrRef; // mincount for drop items (positive) or minus referenced TemplateleId (negative)
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uint8 group :7;
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uint16 lootmode;
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uint8 group :7;
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bool needs_quest :1; // quest drop (negative ChanceOrQuestChance in DB)
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uint8 maxcount :8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative)
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uint16 conditionId :16; // additional loot condition Id
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@@ -187,7 +187,7 @@ class LootTemplate
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void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const;
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// True if template includes at least 1 quest drop entry
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bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const;
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bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const;
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// True if template includes at least 1 quest drop for an active quest of the player
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bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const * player, uint8 groupId = 0) const;
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