Core/Datastores: apply coding standards to 3b7e135f52

This commit is contained in:
Ovahlord
2019-12-08 02:19:46 +01:00
parent c78d379003
commit c83b3aaa80
2 changed files with 17 additions and 17 deletions

View File

@@ -1339,13 +1339,13 @@ bool IsInArea(uint32 objectAreaId, uint32 areaId)
return false;
}
uint32 ItemTemplate::GetEffectiveArmor(Player* owner) const
uint32 ItemTemplate::GetEffectiveArmor(Player const* owner) const
{
if (Quality > ITEM_QUALITY_ARTIFACT)
return 0;
uint32 level = ItemLevel;
if (owner != nullptr)
if (owner)
{
uint32 maxItemLevel = owner->GetUInt32Value(UNIT_FIELD_MAXITEMLEVEL);
if (maxItemLevel != 0 && level > maxItemLevel)
@@ -1380,14 +1380,14 @@ uint32 ItemTemplate::GetEffectiveArmor(Player* owner) const
return uint32(shield->Value[Quality] + 0.5f);
}
bool ItemTemplate::GetWeaponDamage(Player* owner, float& minValue, float& maxValue, float& dps) const
bool ItemTemplate::GetWeaponDamage(Player const* owner, float& minValue, float& maxValue, float& dps) const
{
minValue = maxValue = 0.0f;
if (Class != ITEM_CLASS_WEAPON || Quality > ITEM_QUALITY_ARTIFACT)
return false;
uint32 level = ItemLevel;
if (owner != nullptr)
if (owner)
{
uint32 maxItemLevel = owner->GetUInt32Value(UNIT_FIELD_MAXITEMLEVEL);
if (maxItemLevel != 0 && level > maxItemLevel)
@@ -1449,22 +1449,22 @@ bool ItemTemplate::GetWeaponDamage(Player* owner, float& minValue, float& maxVal
dps = damageInfo->DPS[Quality];
float avgDamage = Delay * damageInfo->DPS[Quality] * 0.001f;
float scaled_stat = std::floor((StatScalingFactor * 0.5f + 1.0f) * avgDamage + 0.5f);
if (Delay != 0 && ArmorDamageModifier != 0.0f)
float scaled_stat = std::floor((StatScalingFactor * 0.5f + 1.f) * avgDamage + 0.5f);
if (Delay && ArmorDamageModifier != 0.f)
{
float invMsDelay = 1000.0f / float(Delay);
float v16 = (invMsDelay * ((1.0f - (StatScalingFactor * 0.5f)) * avgDamage)) + ArmorDamageModifier;
v16 = std::max(v16, 1.0f);
float v16 = (invMsDelay * ((1.f - (StatScalingFactor * 0.5f)) * avgDamage)) + ArmorDamageModifier;
v16 = std::max(v16, 1.f);
minValue = (1.0f / invMsDelay) * v16;
maxValue = (1.0f / invMsDelay) * (((1000.0f / float(Delay)) * scaled_stat) + ArmorDamageModifier);
maxValue = (1.0f / invMsDelay) * (((1000.f / float(Delay)) * scaled_stat) + ArmorDamageModifier);
}
else
{
maxValue = scaled_stat;
minValue = (1.0f - (StatScalingFactor * 0.5f)) * avgDamage;
minValue = (1.f - (StatScalingFactor * 0.5f)) * avgDamage;
}
return true;
@@ -1544,9 +1544,9 @@ uint32 GetItemScalingModifier(uint32 maxIlvl, ItemQualities quality, InventoryTy
}
uint32 ItemTemplate::GetStatValue(uint32 index, Player* owner /* = nullptr*/) const
uint32 ItemTemplate::GetStatValue(uint32 index, Player const* owner /*= nullptr*/) const
{
if (owner == nullptr)
if (!owner)
return ItemStat[index].ItemStatValue;
ScalingStatDistributionEntry const* ssd = ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(ScalingStatDistribution) : nullptr;
@@ -1563,7 +1563,7 @@ uint32 ItemTemplate::GetStatValue(uint32 index, Player* owner /* = nullptr*/) co
ScalingStatValuesEntry const* ssv = ssd ? sScalingStatValuesStore.LookupEntry(ssdLevel) : nullptr;
uint32 statBaseValue = 0;
if (ssd != nullptr && ssv != nullptr)
if (ssd && ssv)
{
if (ssd->StatMod[index] < 0)
return 0; // What do we do ?
@@ -1582,7 +1582,7 @@ uint32 ItemTemplate::GetStatValue(uint32 index, Player* owner /* = nullptr*/) co
float minScaler = GetItemScalingModifier(ItemLevel, ItemQualities(Quality), ::InventoryType(InventoryType));
float maxScaler = GetItemScalingModifier(maxItemLevel, ItemQualities(Quality), ::InventoryType(InventoryType));
if (maxScaler != 0.0f && minScaler != 0.0f)
if (maxScaler != 0.f && minScaler != 0.f)
{
float statAllocation = ItemStat[index].ItemStatAllocation * maxScaler * 0.0001f;
return std::ceil(statAllocation - ((maxScaler / minScaler) * ItemStat[index].ItemStatSocketCostMultiplier));

View File

@@ -741,9 +741,9 @@ struct ItemTemplate
SubClass == ITEM_SUBCLASS_WEAPON_CROSSBOW;
}
uint32 GetStatValue(uint32 index, Player* owner = nullptr) const;
uint32 GetEffectiveArmor(Player * owner) const;
bool GetWeaponDamage(Player * owner, float& minValue, float& maxValue, float& dps) const;
uint32 GetStatValue(uint32 index, Player const* owner = nullptr) const;
uint32 GetEffectiveArmor(Player const* owner) const;
bool GetWeaponDamage(Player const* owner, float& minValue, float& maxValue, float& dps) const;
};
struct ItemLocale