Code style (game + scripts only):

"if(" --> "if ("

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 19:14:10 +02:00
parent 2e127f7a30
commit d19e127080
254 changed files with 9517 additions and 9517 deletions

View File

@@ -58,7 +58,7 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
uint32 classMask = m_player->getClassMask();
for (int i=0; i < 4; i++)
{
if( (factionEntry->BaseRepRaceMask[i] & raceMask ||
if ( (factionEntry->BaseRepRaceMask[i] & raceMask ||
(factionEntry->BaseRepRaceMask[i] == 0 &&
factionEntry->BaseRepClassMask[i] != 0 ) ) &&
(factionEntry->BaseRepClassMask[i] & classMask ||
@@ -74,10 +74,10 @@ int32 ReputationMgr::GetBaseReputation(FactionEntry const* factionEntry) const
int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
{
// Faction without recorded reputation. Just ignore.
if(!factionEntry)
if (!factionEntry)
return 0;
if(FactionState const* state = GetState(factionEntry))
if (FactionState const* state = GetState(factionEntry))
return GetBaseReputation(factionEntry) + state->Standing;
return 0;
@@ -97,7 +97,7 @@ ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) cons
void ReputationMgr::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply )
{
if(apply)
if (apply)
m_forcedReactions[faction_id] = rank;
else
m_forcedReactions.erase(faction_id);
@@ -112,7 +112,7 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con
uint32 classMask = m_player->getClassMask();
for (int i=0; i < 4; i++)
{
if( (factionEntry->BaseRepRaceMask[i] & raceMask ||
if ( (factionEntry->BaseRepRaceMask[i] & raceMask ||
(factionEntry->BaseRepRaceMask[i] == 0 &&
factionEntry->BaseRepClassMask[i] != 0 ) ) &&
(factionEntry->BaseRepClassMask[i] & classMask ||
@@ -138,7 +138,7 @@ void ReputationMgr::SendForceReactions()
void ReputationMgr::SendState(FactionState const* faction) const
{
if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
{
WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
data << (float) 0; // unk 2.4.0
@@ -193,7 +193,7 @@ void ReputationMgr::SendStates() const
void ReputationMgr::SendVisible(FactionState const* faction) const
{
if(m_player->GetSession()->PlayerLoading())
if (m_player->GetSession()->PlayerLoading())
return;
// make faction visible in reputation list at client
@@ -214,7 +214,7 @@ void ReputationMgr::Initialize()
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
if( factionEntry && (factionEntry->reputationListID >= 0))
if ( factionEntry && (factionEntry->reputationListID >= 0))
{
FactionState newFaction;
newFaction.ID = factionEntry->ID;
@@ -223,7 +223,7 @@ void ReputationMgr::Initialize()
newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.Changed = true;
if( newFaction.Flags & FACTION_FLAG_VISIBLE )
if ( newFaction.Flags & FACTION_FLAG_VISIBLE )
++m_visibleFactionCount;
UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
@@ -290,7 +290,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
{
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
{
if((*itr) == factionEntry->ID) // Not to self
if ((*itr) == factionEntry->ID) // Not to self
continue;
targetFaction = sFactionStore.LookupEntry(*itr);
@@ -320,7 +320,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
{
int32 BaseRep = GetBaseReputation(factionEntry);
if(incremental)
if (incremental)
{
// int32 *= float cause one point loss?
standing = floor( (float)standing * sWorld.getRate(RATE_REPUTATION_GAIN) + 0.5 );
@@ -340,7 +340,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
SetVisible(&itr->second);
if(new_rank <= REP_HOSTILE)
if (new_rank <= REP_HOSTILE)
SetAtWar(&itr->second,true);
SendState(&itr->second);
@@ -361,18 +361,18 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
{
if(!factionTemplateEntry->faction)
if (!factionTemplateEntry->faction)
return;
if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
if (FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
// Never show factions of the opposing team
if(!(factionEntry->BaseRepRaceMask[1] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom) )
if (!(factionEntry->BaseRepRaceMask[1] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom) )
SetVisible(factionEntry);
}
void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
{
if(factionEntry->reputationListID < 0)
if (factionEntry->reputationListID < 0)
return;
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
@@ -386,11 +386,11 @@ void ReputationMgr::SetVisible(FactionState* faction)
{
// always invisible or hidden faction can't be make visible
// except if faction has FACTION_FLAG_SPECIAL
if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) && !(faction->Flags & FACTION_FLAG_SPECIAL) )
if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) && !(faction->Flags & FACTION_FLAG_SPECIAL) )
return;
// already set
if(faction->Flags & FACTION_FLAG_VISIBLE)
if (faction->Flags & FACTION_FLAG_VISIBLE)
return;
faction->Flags |= FACTION_FLAG_VISIBLE;
@@ -408,7 +408,7 @@ void ReputationMgr::SetAtWar( RepListID repListID, bool on )
return;
// always invisible or hidden faction can't change war state
if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) )
if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) )
return;
SetAtWar(&itr->second,on);
@@ -417,14 +417,14 @@ void ReputationMgr::SetAtWar( RepListID repListID, bool on )
void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
{
// not allow declare war to own faction
if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
return;
// already set
if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
if (((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
return;
if( atWar )
if ( atWar )
faction->Flags |= FACTION_FLAG_AT_WAR;
else
faction->Flags &= ~FACTION_FLAG_AT_WAR;
@@ -444,14 +444,14 @@ void ReputationMgr::SetInactive( RepListID repListID, bool on )
void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
{
// always invisible or hidden faction can't be inactive
if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
if (inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
return;
// already set
if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
if (((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
return;
if(inactive)
if (inactive)
faction->Flags |= FACTION_FLAG_INACTIVE;
else
faction->Flags &= ~FACTION_FLAG_INACTIVE;
@@ -466,14 +466,14 @@ void ReputationMgr::LoadFromDB(QueryResult_AutoPtr result)
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
if(result)
if (result)
{
do
{
Field *fields = result->Fetch();
FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
if( factionEntry && (factionEntry->reputationListID >= 0))
if ( factionEntry && (factionEntry->reputationListID >= 0))
{
FactionState* faction = &m_factions[factionEntry->reputationListID];
@@ -488,27 +488,27 @@ void ReputationMgr::LoadFromDB(QueryResult_AutoPtr result)
uint32 dbFactionFlags = fields[2].GetUInt32();
if( dbFactionFlags & FACTION_FLAG_VISIBLE )
if ( dbFactionFlags & FACTION_FLAG_VISIBLE )
SetVisible(faction); // have internal checks for forced invisibility
if( dbFactionFlags & FACTION_FLAG_INACTIVE)
if ( dbFactionFlags & FACTION_FLAG_INACTIVE)
SetInactive(faction,true); // have internal checks for visibility requirement
if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
if ( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
SetAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
else // DB not at war
{
// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
if( faction->Flags & FACTION_FLAG_VISIBLE )
if ( faction->Flags & FACTION_FLAG_VISIBLE )
SetAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
}
// set atWar for hostile
if(GetRank(factionEntry) <= REP_HOSTILE)
if (GetRank(factionEntry) <= REP_HOSTILE)
SetAtWar(faction,true);
// reset changed flag if values similar to saved in DB
if(faction->Flags==dbFactionFlags)
if (faction->Flags==dbFactionFlags)
faction->Changed = false;
}
}
@@ -531,17 +531,17 @@ void ReputationMgr::SaveToDB()
void ReputationMgr::UpdateRankCounters( ReputationRank old_rank, ReputationRank new_rank )
{
if(old_rank >= REP_EXALTED)
if (old_rank >= REP_EXALTED)
--m_exaltedFactionCount;
if(old_rank >= REP_REVERED)
if (old_rank >= REP_REVERED)
--m_reveredFactionCount;
if(old_rank >= REP_HONORED)
if (old_rank >= REP_HONORED)
--m_honoredFactionCount;
if(new_rank >= REP_EXALTED)
if (new_rank >= REP_EXALTED)
++m_exaltedFactionCount;
if(new_rank >= REP_REVERED)
if (new_rank >= REP_REVERED)
++m_reveredFactionCount;
if(new_rank >= REP_HONORED)
if (new_rank >= REP_HONORED)
++m_honoredFactionCount;
}