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https://github.com/TrinityCore/TrinityCore.git
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Minot codestyle cleanup (tabs to spaces)
--HG-- branch : trunk
This commit is contained in:
106
src/game/AuctionHouseMgr.cpp
Normal file → Executable file
106
src/game/AuctionHouseMgr.cpp
Normal file → Executable file
@@ -611,66 +611,66 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
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if (usable != 0x00 && player->CanUseItem(item) != EQUIP_ERR_OK)
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continue;
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// Allow search by suffix (ie: of the Monkey) or partial name (ie: Monkey)
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// No need to do any of this if no search term was entered
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if (!wsearchedname.empty())
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{
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std::string name = proto->Name1;
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if (name.empty())
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continue;
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// Allow search by suffix (ie: of the Monkey) or partial name (ie: Monkey)
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// No need to do any of this if no search term was entered
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if (!wsearchedname.empty())
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{
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std::string name = proto->Name1;
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if (name.empty())
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continue;
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// local name
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if (loc_idx >= 0)
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{
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ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
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if (il)
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{
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if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
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name = il->Name[loc_idx];
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}
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}
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// local name
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if (loc_idx >= 0)
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{
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ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
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if (il)
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{
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if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
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name = il->Name[loc_idx];
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}
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}
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// DO NOT use GetItemEnchantMod(proto->RandomProperty) as it may return a result
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// that matches the search but it may not equal item->GetItemRandomPropertyId()
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// used in BuildAuctionInfo() which then causes wrong items to be listed
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int32 propRefID = item->GetItemRandomPropertyId();
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// DO NOT use GetItemEnchantMod(proto->RandomProperty) as it may return a result
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// that matches the search but it may not equal item->GetItemRandomPropertyId()
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// used in BuildAuctionInfo() which then causes wrong items to be listed
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int32 propRefID = item->GetItemRandomPropertyId();
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if (propRefID)
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{
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// Append the suffix to the name (ie: of the Monkey) if one exists
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// These are found in ItemRandomProperties.dbc, not ItemRandomSuffix.dbc
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// even though the DBC names seem misleading
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const ItemRandomPropertiesEntry *itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);
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if (propRefID)
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{
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// Append the suffix to the name (ie: of the Monkey) if one exists
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// These are found in ItemRandomProperties.dbc, not ItemRandomSuffix.dbc
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// even though the DBC names seem misleading
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const ItemRandomPropertiesEntry *itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);
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if (itemRandProp)
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{
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char* const* temp = itemRandProp->nameSuffix;
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//char* temp = itemRandProp->nameSuffix;
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if (itemRandProp)
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{
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char* const* temp = itemRandProp->nameSuffix;
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//char* temp = itemRandProp->nameSuffix;
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if (temp)
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{
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if (loc_idx >= 0)
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{
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// Append the suffix (ie: of the Monkey) to the name using localization
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name += " ";
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name += temp[loc_idx];
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}
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else
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{
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// Invalid localization? Append the suffix using default enUS
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name += " ";
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name += temp[LOCALE_enUS];
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}
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}
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}
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}
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if (temp)
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{
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if (loc_idx >= 0)
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{
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// Append the suffix (ie: of the Monkey) to the name using localization
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name += " ";
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name += temp[loc_idx];
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}
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else
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{
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// Invalid localization? Append the suffix using default enUS
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name += " ";
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name += temp[LOCALE_enUS];
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}
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}
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}
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}
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// Perform the search (with or without suffix)
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if (!Utf8FitTo(name, wsearchedname))
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continue;
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}
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// Perform the search (with or without suffix)
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if (!Utf8FitTo(name, wsearchedname))
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continue;
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}
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// Add the item if no search term or if entered search term was found
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// Add the item if no search term or if entered search term was found
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if (count < 50 && totalcount >= listfrom)
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{
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++count;
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