diff options
author | Spp <none@none> | 2010-04-07 19:14:10 +0200 |
---|---|---|
committer | Spp <none@none> | 2010-04-07 19:14:10 +0200 |
commit | d19e12708001fbef2308be0e8cb5375a2ac7af48 (patch) | |
tree | 09fc8f67a6197802e0512950f0b0a3438a9834e8 /src/game/Player.cpp | |
parent | 2e127f7a30706dc1d40c65de22ff02851732da24 (diff) |
Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 2500 |
1 files changed, 1250 insertions, 1250 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 63bdbc51c9f..8ef25a4fc7d 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -178,7 +178,7 @@ void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level case HORDE: SetTaximaskNode(99); break; } // level dependent taxi hubs - if(level>=68) + if (level>=68) SetTaximaskNode(213); //Shattered Sun Staging Area } @@ -198,7 +198,7 @@ void PlayerTaxi::LoadTaxiMask(const char* data) void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all ) { - if(all) + if (all) { for (uint8 i=0; i<TaxiMaskSize; i++) data << uint32(sTaxiNodesMask[i]); // all existed nodes @@ -222,11 +222,11 @@ bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint AddTaxiDestination(node); } - if(m_TaxiDestinations.empty()) + if (m_TaxiDestinations.empty()) return true; // Check integrity - if(m_TaxiDestinations.size() < 2) + if (m_TaxiDestinations.size() < 2) return false; for (size_t i = 1; i < m_TaxiDestinations.size(); ++i) @@ -234,12 +234,12 @@ bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint uint32 cost; uint32 path; objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost); - if(!path) + if (!path) return false; } // can't load taxi path without mount set (quest taxi path?) - if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true)) + if (!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true)) return false; return true; @@ -247,7 +247,7 @@ bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint std::string PlayerTaxi::SaveTaxiDestinationsToString() { - if(m_TaxiDestinations.empty()) + if (m_TaxiDestinations.empty()) return ""; std::ostringstream ss; @@ -260,7 +260,7 @@ std::string PlayerTaxi::SaveTaxiDestinationsToString() uint32 PlayerTaxi::GetCurrentTaxiPath() const { - if(m_TaxiDestinations.size() < 2) + if (m_TaxiDestinations.size() < 2) return 0; uint32 path; @@ -304,7 +304,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa //m_pad = 0; // players always accept - if(GetSession()->GetSecurity() == SEC_PLAYER) + if (GetSession()->GetSecurity() == SEC_PLAYER) SetAcceptWhispers(true); m_curSelection = 0; @@ -508,7 +508,7 @@ Player::~Player () // Note: buy back item already deleted from DB when player was saved for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i) { - if(m_items[i]) + if (m_items[i]) delete m_items[i]; } @@ -532,7 +532,7 @@ Player::~Player () delete PlayerTalkClass; for (size_t x = 0; x < ItemSetEff.size(); x++) - if(ItemSetEff[x]) + if (ItemSetEff[x]) delete ItemSetEff[x]; delete m_declinedname; @@ -566,7 +566,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 m_name = name; PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_); - if(!info) + if (!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; @@ -578,7 +578,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 Relocate(info->positionX,info->positionY,info->positionZ); ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); - if(!cEntry) + if (!cEntry) { sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_); return false; @@ -597,7 +597,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) ); InitDisplayIds(); - if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP) + if (sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP) { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP ); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); @@ -634,7 +634,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 if (GetSession()->GetSecurity() >= SEC_MODERATOR) { uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL); - if(gm_level > start_level) + if (gm_level > start_level) start_level = gm_level; } @@ -647,14 +647,14 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS)); // start with every map explored - if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED)) + if (sWorld.getConfig(CONFIG_START_ALL_EXPLORED)) { for (uint8 i=0; i<64; i++) SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF); } //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way - if(sWorld.getConfig(CONFIG_START_ALL_REP)) + if (sWorld.getConfig(CONFIG_START_ALL_REP)) { GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999); @@ -717,7 +717,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 SetPower(POWER_MANA,GetMaxPower(POWER_MANA)); } - if(getPowerType() == POWER_RUNIC_POWER) + if (getPowerType() == POWER_RUNIC_POWER) { SetPower(POWER_RUNE, 8); SetMaxPower(POWER_RUNE, 8); @@ -736,9 +736,9 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 CharStartOutfitEntry const* oEntry = NULL; for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i) { - if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) + if (CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) { - if(entry->RaceClassGender == RaceClassGender) + if (entry->RaceClassGender == RaceClassGender) { oEntry = entry; break; @@ -746,11 +746,11 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 } } - if(oEntry) + if (oEntry) { for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j) { - if(oEntry->ItemId[j] <= 0) + if (oEntry->ItemId[j] <= 0) continue; uint32 item_id = oEntry->ItemId[j]; @@ -764,7 +764,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 uint32 count = iProto->BuyCount; // special amount for food/drink - if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD) + if (iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD) { switch(iProto->Spells[0].SpellCategory) { @@ -775,11 +775,11 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 count = 2; break; } - if(iProto->Stackable < count) + if (iProto->Stackable < count) count = iProto->Stackable; } // special amount for daggers - else if(iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER) + else if (iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER) { count = 2; // will placed to 2 slots } @@ -796,12 +796,12 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 // or ammo not equipped in special bag for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { - if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { uint16 eDest; // equip offhand weapon/shield if it attempt equipped before main-hand weapon uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, i,true); EquipItem( eDest, pItem, true); @@ -811,7 +811,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 { ItemPosCountVec sDest; msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, i,true); pItem = StoreItem( sDest, pItem, true); @@ -819,7 +819,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 // if this is ammo then use it msg = CanUseAmmo( pItem->GetEntry() ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) SetAmmo( pItem->GetEntry() ); } } @@ -838,7 +838,7 @@ bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) { uint16 eDest; uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) break; EquipNewItem( eDest, titem_id, true); @@ -846,14 +846,14 @@ bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) --titem_amount; } - if(titem_amount == 0) + if (titem_amount == 0) return true; // equipped // attempt store ItemPosCountVec sDest; // store in main bag to simplify second pass (special bags can be not equipped yet at this moment) uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) { StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) ); return true; // stored @@ -892,7 +892,7 @@ void Player::StopMirrorTimer(MirrorTimerType Type) uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage) { - if(!isAlive() || isGameMaster()) + if (!isAlive() || isGameMaster()) return 0; // Absorb, resist some environmental damage type @@ -917,9 +917,9 @@ uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage) uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); - if(!isAlive()) + if (!isAlive()) { - if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage + if (type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage { DEBUG_LOG("We are fall to death, loosing 10 percents durability"); DurabilityLossAll(0.10f,false); @@ -1094,11 +1094,11 @@ void Player::HandleSobering() DrunkenState Player::GetDrunkenstateByValue(uint16 value) { - if(value >= 23000) + if (value >= 23000) return DRUNKEN_SMASHED; - if(value >= 12800) + if (value >= 12800) return DRUNKEN_DRUNK; - if(value & 0xFFFE) + if (value & 0xFFFE) return DRUNKEN_TIPSY; return DRUNKEN_SOBER; } @@ -1113,12 +1113,12 @@ void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId) uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk); // special drunk invisibility detection - if(newDrunkenState >= DRUNKEN_DRUNK) + if (newDrunkenState >= DRUNKEN_DRUNK) m_detectInvisibilityMask |= (1<<6); else m_detectInvisibilityMask &= ~(1<<6); - if(newDrunkenState == oldDrunkenState) + if (newDrunkenState == oldDrunkenState) return; WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4)); @@ -1150,7 +1150,7 @@ void Player::Update( uint32 p_time ) if (/*m_pad ||*/ m_spellModTakingSpell) { //sLog.outCrash("Player has m_pad %u during update!", m_pad); - //if(m_spellModTakingSpell) + //if (m_spellModTakingSpell) sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id); return; m_spellModTakingSpell = NULL; @@ -1267,7 +1267,7 @@ void Player::Update( uint32 p_time ) /*Unit *owner = pVictim->GetOwner(); Unit *u = owner ? owner : pVictim; - if(u->IsPvP() && (!duel || duel->opponent != u)) + if (u->IsPvP() && (!duel || duel->opponent != u)) { UpdatePvP(true); RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); @@ -1323,7 +1323,7 @@ void Player::Update( uint32 p_time ) if (m_timeSyncTimer > 0) { - if(p_time >= m_timeSyncTimer) + if (p_time >= m_timeSyncTimer) SendTimeSync(); else m_timeSyncTimer -= p_time; @@ -1383,9 +1383,9 @@ void Player::Update( uint32 p_time ) } // not auto-free ghost from body in instances - if(m_deathTimer > 0 && !GetBaseMap()->Instanceable()) + if (m_deathTimer > 0 && !GetBaseMap()->Instanceable()) { - if(p_time >= m_deathTimer) + if (p_time >= m_deathTimer) { m_deathTimer = 0; BuildPlayerRepop(); @@ -1403,7 +1403,7 @@ void Player::Update( uint32 p_time ) Pet* pet = GetPet(); if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed()) - //if(pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID()))) + //if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID()))) RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true); //we should execute delayed teleports only for alive(!) players @@ -1443,7 +1443,7 @@ void Player::setDeathState(DeathState s) ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); // passive spell - if(!ressSpellId) + if (!ressSpellId) ressSpellId = GetResurrectionSpellId(); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1); @@ -1682,13 +1682,13 @@ void Player::TeleportOutOfMap(Map *oldMap) bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options) { - if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) + if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) { sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid); return false; } - if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid)) + if ((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid)) { sLog.outError("Player %s tried to enter a forbidden map", GetName()); return false; @@ -1754,7 +1754,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati SetDelayedTeleportFlag(IsCanDelayTeleport()); //if teleport spell is casted in Unit::Update() func //then we need to delay it until update process will be finished - if(IsHasDelayedTeleport()) + if (IsHasDelayedTeleport()) { SetSemaphoreTeleportNear(true); //lets save teleport destination for player @@ -1766,7 +1766,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati if (!(options & TELE_TO_NOT_UNSUMMON_PET)) { //same map, only remove pet if out of range for new position - if(pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance())) + if (pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance())) UnsummonPetTemporaryIfAny(); } @@ -1781,7 +1781,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati // at client packet MSG_MOVE_TELEPORT_ACK SetSemaphoreTeleportNear(true); // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing - if(!GetSession()->PlayerLogout()) + if (!GetSession()->PlayerLogout()) { Position oldPos; GetPosition(&oldPos); @@ -1815,7 +1815,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati SetDelayedTeleportFlag(IsCanDelayTeleport()); //if teleport spell is casted in Unit::Update() func //then we need to delay it until update process will be finished - if(IsHasDelayedTeleport()) + if (IsHasDelayedTeleport()) { SetSemaphoreTeleportFar(true); //lets save teleport destination for player @@ -1831,7 +1831,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati ResetContestedPvP(); // remove player from battleground on far teleport (when changing maps) - if(BattleGround const* bg = GetBattleGround()) + if (BattleGround const* bg = GetBattleGround()) { // Note: at battleground join battleground id set before teleport // and we already will found "current" battleground @@ -1849,8 +1849,8 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati // stop spellcasting // not attempt interrupt teleportation spell at caster teleport - if(!(options & TELE_TO_SPELL)) - if(IsNonMeleeSpellCasted(true)) + if (!(options & TELE_TO_SPELL)) + if (IsNonMeleeSpellCasted(true)) InterruptNonMeleeSpells(true); //remove auras before removing from map... @@ -1878,7 +1878,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati } // remove from old map now - if(oldmap) + if (oldmap) oldmap->Remove(this, false); // new final coordinates @@ -1981,14 +1981,14 @@ void Player::AddToWorld() Unit::AddToWorld(); for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) - if(m_items[i]) + if (m_items[i]) m_items[i]->AddToWorld(); } void Player::RemoveFromWorld() { // cleanup - if(IsInWorld()) + if (IsInWorld()) { ///- Release charmed creatures, unsummon totems and remove pets/guardians StopCastingCharm(); @@ -2033,15 +2033,15 @@ void Player::RegenerateAll() Regenerate(POWER_MANA); // Runes act as cooldowns, and they don't need to send any data - if(getClass() == CLASS_DEATH_KNIGHT) + if (getClass() == CLASS_DEATH_KNIGHT) for (uint32 i = 0; i < MAX_RUNES; ++i) - if(uint32 cd = GetRuneCooldown(i)) + if (uint32 cd = GetRuneCooldown(i)) SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0); if (m_regenTimerCount >= 2000) { // Not in combat or they have regeneration - if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || + if ( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() ) { RegenerateHealth(); @@ -2143,7 +2143,7 @@ void Player::Regenerate(Powers power) if (addvalue < 0.0f) { - if(curValue > integerValue) + if (curValue > integerValue) { curValue -= integerValue; m_powerFraction[power] = addvalue + integerValue; @@ -2166,7 +2166,7 @@ void Player::Regenerate(Powers power) else m_powerFraction[power] = addvalue - integerValue; } - if(m_regenTimerCount >= 2000) + if (m_regenTimerCount >= 2000) SetPower(power, curValue); else UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue); @@ -2319,7 +2319,7 @@ bool Player::IsUnderWater() const void Player::SetInWater(bool apply) { - if(m_isInWater==apply) + if (m_isInWater==apply) return; //define player in water by opcodes @@ -2337,7 +2337,7 @@ void Player::SetInWater(bool apply) void Player::SetGameMaster(bool on) { - if(on) + if (on) { m_ExtraFlags |= PLAYER_EXTRA_GM_ON; setFaction(35); @@ -2374,7 +2374,7 @@ void Player::SetGameMaster(bool on) } // restore FFA PvP Server state - if(sWorld.IsFFAPvPRealm()) + if (sWorld.IsFFAPvPRealm()) SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); // restore FFA PvP area state, remove not allowed for GM mounts @@ -2388,14 +2388,14 @@ void Player::SetGameMaster(bool on) void Player::SetGMVisible(bool on) { - if(on) + if (on) { m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag // Reapply stealth/invisibility if active or show if not any - if(HasAuraType(SPELL_AURA_MOD_STEALTH)) + if (HasAuraType(SPELL_AURA_MOD_STEALTH)) SetVisibility(VISIBILITY_GROUP_STEALTH); - //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) + //else if (HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) // SetVisibility(VISIBILITY_GROUP_INVISIBILITY); else SetVisibility(VISIBILITY_ON); @@ -2433,14 +2433,14 @@ bool Player::IsInSameGroupWith(Player const* p) const void Player::UninviteFromGroup() { Group* group = GetGroupInvite(); - if(!group) + if (!group) return; group->RemoveInvite(this); - if(group->GetMembersCount() <= 1) // group has just 1 member => disband + if (group->GetMembersCount() <= 1) // group has just 1 member => disband { - if(group->IsCreated()) + if (group->IsCreated()) { group->Disband(true); objmgr.RemoveGroup(group); @@ -2454,7 +2454,7 @@ void Player::UninviteFromGroup() void Player::RemoveFromGroup(Group* group, uint64 guid) { - if(group) + if (group) { if (group->RemoveMember(guid, 0) <= 1) { @@ -2472,7 +2472,7 @@ void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) data << uint64(victim ? victim->GetGUID() : 0); // guid data << uint32(GivenXP+RestXP); // given experience data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type - if(victim) + if (victim) { data << uint32(GivenXP); // experience without rested bonus data << float(1); // 1 - none 0 - 100% group bonus output @@ -2486,10 +2486,10 @@ void Player::GiveXP(uint32 xp, Unit* victim) if ( xp < 1 ) return; - if(!isAlive()) + if (!isAlive()) return; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN)) + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN)) return; uint8 level = getLevel(); @@ -2497,12 +2497,12 @@ void Player::GiveXP(uint32 xp, Unit* victim) // Favored experience increase START uint32 zone = GetZoneId(); float favored_exp_mult = 0; - if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor + if ( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor xp *= (1 + favored_exp_mult); // Favored experience increase END // XP to money conversion processed in Player::RewardQuest - if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) + if (level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) return; // XP resting bonus for kill @@ -2590,14 +2590,14 @@ void Player::GiveLevel(uint8 level) UpdateAllStats(); - if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up + if (sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up UpdateSkillsToMaxSkillsForLevel(); // set current level health and mana/energy to maximum after applying all mods. SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); - if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) + if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); SetPower(POWER_FOCUS, 0); SetPower(POWER_HAPPINESS, 0); @@ -2621,7 +2621,7 @@ void Player::InitTalentForLevel() if (level < 10) { // Remove all talent points - if(m_usedTalentCount > 0) // Free any used talents + if (m_usedTalentCount > 0) // Free any used talents { resetTalents(true); SetFreeTalentPoints(0); @@ -2638,7 +2638,7 @@ void Player::InitTalentForLevel() uint32 talentPointsForLevel = CalculateTalentsPoints(); // if used more that have then reset - if(m_usedTalentCount > talentPointsForLevel) + if (m_usedTalentCount > talentPointsForLevel) { if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR) resetTalents(true); @@ -2650,7 +2650,7 @@ void Player::InitTalentForLevel() SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount); } - if(!GetSession()->PlayerLoading()) + if (!GetSession()->PlayerLoading()) SendTalentsInfoData(false); // update at client } @@ -2803,7 +2803,7 @@ void Player::InitStatsForLevel(bool reapplyMods) SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); - if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) + if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); SetPower(POWER_FOCUS, 0); SetPower(POWER_HAPPINESS, 0); @@ -2829,10 +2829,10 @@ void Player::SendInitialSpells() for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { - if(itr->second->state == PLAYERSPELL_REMOVED) + if (itr->second->state == PLAYERSPELL_REMOVED) continue; - if(!itr->second->active || itr->second->disabled) + if (!itr->second->active || itr->second->disabled) continue; data << uint32(itr->first); @@ -2848,7 +2848,7 @@ void Player::SendInitialSpells() for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr) { SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first); - if(!sEntry) + if (!sEntry) continue; data << uint32(itr->first); @@ -2857,7 +2857,7 @@ void Player::SendInitialSpells() data << uint16(sEntry->Category); // spell category // send infinity cooldown in special format - if(itr->second.end >= infTime) + if (itr->second.end >= infTime) { data << uint32(1); // cooldown data << uint32(0x80000000); // category cooldown @@ -2866,7 +2866,7 @@ void Player::SendInitialSpells() time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0; - if(sEntry->Category) // may be wrong, but anyway better than nothing... + if (sEntry->Category) // may be wrong, but anyway better than nothing... { data << uint32(0); // cooldown data << uint32(cooldown); // category cooldown @@ -2904,7 +2904,7 @@ void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResp data << (uint32) mailError; if ( mailError == MAIL_ERR_EQUIP_ERROR ) data << (uint32) equipError; - else if( mailAction == MAIL_ITEM_TAKEN ) + else if ( mailAction == MAIL_ITEM_TAKEN ) { data << (uint32) item_guid; // item guid low? data << (uint32) item_count; // item count? @@ -2929,26 +2929,26 @@ void Player::UpdateNextMailTimeAndUnreads() unReadMails = 0; for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { - if((*itr)->deliver_time > cTime) + if ((*itr)->deliver_time > cTime) { - if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) + if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) m_nextMailDelivereTime = (*itr)->deliver_time; } - else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) + else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) ++unReadMails; } } void Player::AddNewMailDeliverTime(time_t deliver_time) { - if(deliver_time <= time(NULL)) // ready now + if (deliver_time <= time(NULL)) // ready now { ++unReadMails; SendNewMail(); } else // not ready and no have ready mails { - if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) + if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) m_nextMailDelivereTime = deliver_time; } } @@ -2959,7 +2959,7 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning) if (!spellInfo) { // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case + if (!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); @@ -2970,10 +2970,10 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning) return false; } - if(!SpellMgr::IsSpellValid(spellInfo,this,false)) + if (!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case + if (!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); @@ -3022,7 +3022,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen if (!spellInfo) { // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case + if (!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); @@ -3033,10 +3033,10 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen return false; } - if(!SpellMgr::IsSpellValid(spellInfo,this,false)) + if (!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case + if (!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); @@ -3062,11 +3062,11 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen { uint32 next_active_spell_id = 0; // fix activate state for non-stackable low rank (and find next spell for !active case) - if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) + if (!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) { - if(uint32 next = spellmgr.GetNextSpellInChain(spell_id)) + if (uint32 next = spellmgr.GetNextSpellInChain(spell_id)) { - if(HasSpell(next)) + if (HasSpell(next)) { // high rank already known so this must !active active = false; @@ -3076,10 +3076,10 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen } // not do anything if already known in expected state - if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active && + if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active && itr->second->dependent == dependent && itr->second->disabled == disabled) { - if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly + if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly itr->second->state = PLAYERSPELL_UNCHANGED; return false; @@ -3095,23 +3095,23 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen } // update active state for known spell - if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled) + if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled) { itr->second->active = active; - if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly + if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly itr->second->state = PLAYERSPELL_UNCHANGED; - else if(itr->second->state != PLAYERSPELL_NEW) + else if (itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; - if(active) + if (active) { if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo)) CastSpell (this,spell_id,true); } - else if(IsInWorld()) + else if (IsInWorld()) { - if(next_active_spell_id) + if (next_active_spell_id) { // update spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); @@ -3130,13 +3130,13 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen return active; // learn (show in spell book if active now) } - if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED) + if (itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED) { - if(itr->second->state != PLAYERSPELL_NEW) + if (itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; itr->second->disabled = disabled; - if(disabled) + if (disabled) return false; disabled_case = true; @@ -3155,7 +3155,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen default: // known not saved yet spell (new or modified) { // can be in case spell loading but learned at some previous spell loading - if(!IsInWorld() && !learning && !dependent_set) + if (!IsInWorld() && !learning && !dependent_set) itr->second->state = PLAYERSPELL_UNCHANGED; return false; @@ -3163,18 +3163,18 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen } } - if(!disabled_case) // skip new spell adding if spell already known (disabled spells case) + if (!disabled_case) // skip new spell adding if spell already known (disabled spells case) { // talent: unlearn all other talent ranks (high and low) - if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) + if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) { - if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) + if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) { for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->RankID[rank]; - if(!rankSpellId || rankSpellId == spell_id) + if (!rankSpellId || rankSpellId == spell_id) continue; removeSpell(rankSpellId,false,false); @@ -3182,9 +3182,9 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen } } // non talent spell: learn low ranks (recursive call) - else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) + else if (uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) { - if(!IsInWorld() || disabled) // at spells loading, no output, but allow save + if (!IsInWorld() || disabled) // at spells loading, no output, but allow save addSpell(prev_spell,active,true,true,disabled); else // at normal learning learnSpell(prev_spell,true); @@ -3197,21 +3197,21 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen newspell->disabled = disabled; // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible - if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) + if (newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) { for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 ) { - if(itr2->second->state == PLAYERSPELL_REMOVED) continue; + if (itr2->second->state == PLAYERSPELL_REMOVED) continue; SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first); - if(!i_spellInfo) continue; + if (!i_spellInfo) continue; - if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) ) + if ( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) ) { - if(itr2->second->active) + if (itr2->second->active) { - if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first)) + if (spellmgr.IsHighRankOfSpell(spell_id,itr2->first)) { - if(IsInWorld()) // not send spell (re-/over-)learn packets at loading + if (IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(itr2->first); @@ -3221,13 +3221,13 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) itr2->second->active = false; - if(itr2->second->state != PLAYERSPELL_NEW) + if (itr2->second->state != PLAYERSPELL_NEW) itr2->second->state = PLAYERSPELL_CHANGED; superceded_old = true; // new spell replace old in action bars and spell book. } - else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id)) + else if (spellmgr.IsHighRankOfSpell(itr2->first,spell_id)) { - if(IsInWorld()) // not send spell (re-/over-)learn packets at loading + if (IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); @@ -3237,7 +3237,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen // mark new spell as disable (not learned yet for client and will not learned) newspell->active = false; - if(newspell->state != PLAYERSPELL_NEW) + if (newspell->state != PLAYERSPELL_NEW) newspell->state = PLAYERSPELL_CHANGED; } } @@ -3279,7 +3279,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen // update free primary prof.points (if any, can be none in case GM .learn prof. learning) if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) { - if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) + if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) SetFreePrimaryProfessions(freeProfs-1); } @@ -3554,7 +3554,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank) if (!pSkill) continue; - if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && + if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages) // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0)) @@ -3679,7 +3679,7 @@ void Player::RemoveArenaSpellCooldowns() ++next; SpellEntry const * entry = sSpellStore.LookupEntry(itr->first); // check if spellentry is present and if the cooldown is less than 10 mins - if( entry && + if ( entry && entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS && entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS ) { @@ -3718,14 +3718,14 @@ void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result) uint32 item_id = fields[1].GetUInt32(); time_t db_time = (time_t)fields[2].GetUInt64(); - if(!sSpellStore.LookupEntry(spell_id)) + if (!sSpellStore.LookupEntry(spell_id)) { sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id); continue; } // skip outdated cooldown - if(db_time <= curTime) + if (db_time <= curTime) continue; AddSpellCooldown(spell_id, item_id, db_time); @@ -3749,9 +3749,9 @@ void Player::_SaveSpellCooldowns() // remove outdated and save active for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();) { - if(itr->second.end <= curTime) + if (itr->second.end <= curTime) m_spellCooldowns.erase(itr++); - else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload + else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload { if (first_round) { @@ -3776,18 +3776,18 @@ void Player::_SaveSpellCooldowns() uint32 Player::resetTalentsCost() const { // The first time reset costs 1 gold - if(m_resetTalentsCost < 1*GOLD) + if (m_resetTalentsCost < 1*GOLD) return 1*GOLD; // then 5 gold - else if(m_resetTalentsCost < 5*GOLD) + else if (m_resetTalentsCost < 5*GOLD) return 5*GOLD; // After that it increases in increments of 5 gold - else if(m_resetTalentsCost < 10*GOLD) + else if (m_resetTalentsCost < 10*GOLD) return 10*GOLD; else { uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH; - if(months > 0) + if (months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months; @@ -3799,7 +3799,7 @@ uint32 Player::resetTalentsCost() const // After that it increases in increments of 5 gold int32 new_cost = m_resetTalentsCost + 5*GOLD; // until it hits a cap of 50 gold. - if(new_cost > 50*GOLD) + if (new_cost > 50*GOLD) new_cost = 50*GOLD; return new_cost; } @@ -3885,9 +3885,9 @@ bool Player::resetTalents(bool no_cost) //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); /* when prev line will dropped use next line - if(Pet* pet = GetPet()) + if (Pet* pet = GetPet()) { - if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets())) + if (pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets())) RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); } */ @@ -3906,19 +3906,19 @@ Mail* Player::GetMail(uint32 id) void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const { - if(target == this) + if (target == this) Object::_SetCreateBits(updateMask, target); else { for (uint16 index = 0; index < m_valuesCount; index++) - if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) + if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) updateMask->SetBit(index); } } void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const { - if(target == this) + if (target == this) Object::_SetUpdateBits(updateMask, target); else { @@ -4021,24 +4021,24 @@ void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) { for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) { - if(m_items[i] == NULL) + if (m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } - if(target == this) + if (target == this) { for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { - if(m_items[i] == NULL) + if (m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { - if(m_items[i] == NULL) + if (m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); @@ -4054,24 +4054,24 @@ void Player::DestroyForPlayer( Player *target, bool anim ) const for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { - if(m_items[i] == NULL) + if (m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } - if(target == this) + if (target == this) { for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { - if(m_items[i] == NULL) + if (m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { - if(m_items[i] == NULL) + if (m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); @@ -4110,7 +4110,7 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell if (!trainer_spell->learnedSpell[i]) continue; - if(!HasSpell(trainer_spell->learnedSpell[i])) + if (!HasSpell(trainer_spell->learnedSpell[i])) { hasSpell = false; break; @@ -4121,11 +4121,11 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell return TRAINER_SPELL_GRAY; // check skill requirement - if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) + if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) return TRAINER_SPELL_RED; // check level requirement - if(getLevel() < trainer_spell->reqLevel) + if (getLevel() < trainer_spell->reqLevel) return TRAINER_SPELL_RED; for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) @@ -4134,13 +4134,13 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell continue; // check race/class requirement - if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i])) + if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i])) return TRAINER_SPELL_RED; - if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i])) + if (SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i])) { // check prev.rank requirement - if(spell_chain->prev && !HasSpell(spell_chain->prev)) + if (spell_chain->prev && !HasSpell(spell_chain->prev)) return TRAINER_SPELL_RED; } @@ -4148,7 +4148,7 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr) { // check additional spell requirement - if(!HasSpell(itr->second)) + if (!HasSpell(itr->second)) return TRAINER_SPELL_RED; } } @@ -4159,7 +4159,7 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell { if (!trainer_spell->learnedSpell[i]) continue; - if((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0)) + if ((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0)) return TRAINER_SPELL_GREEN_DISABLED; } @@ -4176,10 +4176,10 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC // remove from guild uint32 guildId = GetGuildIdFromDB(playerguid); - if(guildId != 0) + if (guildId != 0) { Guild* guild = objmgr.GetGuildById(guildId); - if(guild) + if (guild) guild->DelMember(guid); } @@ -4188,11 +4188,11 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC // the player was uninvited already on logout so just remove from group QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid); - if(resultGroup) + if (resultGroup) { uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER); Group* group = objmgr.GetGroupByLeader(leaderGuid); - if(group) + if (group) { RemoveFromGroup(group, playerguid); } @@ -4203,7 +4203,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC // return back all mails with COD and Item 0 1 2 3 4 5 6 7 QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid); - if(resultMail) + if (resultMail) { do { @@ -4225,7 +4225,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC // mail not from player if (mailType != MAIL_NORMAL) { - if(has_items) + if (has_items) CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); continue; } @@ -4234,11 +4234,11 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC if (mailTemplateId) draft = MailDraft(mailTemplateId,false); // itesm already included - if(has_items) + if (has_items) { // data needs to be at first place for Item::LoadFromDB QueryResult_AutoPtr resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id); - if(resultItems) + if (resultItems) { do { @@ -4248,14 +4248,14 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC uint32 item_template = fields2[2].GetUInt32(); ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template); - if(!itemProto) + if (!itemProto) { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow); continue; } Item *pItem = NewItemOrBag(itemProto); - if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems)) + if (!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems)) { pItem->FSetState(ITEM_REMOVED); pItem->SaveToDB(); // it also deletes item object ! @@ -4335,7 +4335,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC CharacterDatabase.CommitTransaction(); //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID); - if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId); + if (updateRealmChars) sWorld.UpdateRealmCharCount(accountId); } void Player::SetMovement(PlayerMovementType pType) @@ -4375,7 +4375,7 @@ void Player::BuildPlayerRepop() // there we must send 888 opcode // the player cannot have a corpse already, only bones which are not returned by GetCorpse - if(GetCorpse()) + if (GetCorpse()) { sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow()); assert(false); @@ -4384,7 +4384,7 @@ void Player::BuildPlayerRepop() // create a corpse and place it at the player's location CreateCorpse(); Corpse *corpse = GetCorpse(); - if(!corpse) + if (!corpse) { sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow()); return; @@ -4395,7 +4395,7 @@ void Player::BuildPlayerRepop() SetHealth( 1 ); SetMovement(MOVE_WATER_WALK); - if(!GetSession()->isLogingOut()) + if (!GetSession()->isLogingOut()) SetMovement(MOVE_UNROOT); // BG - remove insignia related @@ -4439,7 +4439,7 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness) m_deathTimer = 0; // set health/powers (0- will be set in caller) - if(restore_percent>0.0f) + if (restore_percent>0.0f) { SetHealth(uint32(GetMaxHealth()*restore_percent)); SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); @@ -4456,7 +4456,7 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness) // update visibility UpdateObjectVisibility(); - if(!applySickness) + if (!applySickness) return; //Characters from level 1-10 are not affected by resurrection sickness. @@ -4465,17 +4465,17 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness) //Characters level 20 and up suffer from ten minutes of sickness. int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL); - if(int32(getLevel()) >= startLevel) + if (int32(getLevel()) >= startLevel) { // set resurrection sickness CastSpell(this, 15007, true); // not full duration - if(int32(getLevel()) < startLevel+9) + if (int32(getLevel()) < startLevel+9) { int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE; - if(Aura * aur = GetAura(15007, GetGUID())) + if (Aura * aur = GetAura(15007, GetGUID())) { aur->SetDuration(delta*IN_MILISECONDS); } @@ -4505,19 +4505,19 @@ bool Player::FallGround(uint8 FallMode) GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND); // Below formula for falling damage is from Player::HandleFall - if(FallMode == 2 && z_diff >= 14.57f) + if (FallMode == 2 && z_diff >= 14.57f) { uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL))); - if(damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage); + if (damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage); } - else if(FallMode == 0) + else if (FallMode == 0) Unit::setDeathState(DEAD_FALLING); return true; } void Player::KillPlayer() { - if(IsFlying() && !GetTransport()) FallGround(); + if (IsFlying() && !GetTransport()) FallGround(); SetMovement(MOVE_ROOT); @@ -4551,7 +4551,7 @@ void Player::CreateCorpse() Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE ); SetPvPDeath(false); - if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this)) + if (!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this)) { delete corpse; return; @@ -4575,11 +4575,11 @@ void Player::CreateCorpse() corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 ); uint32 flags = CORPSE_FLAG_UNK2; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) flags |= CORPSE_FLAG_HIDE_HELM; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) flags |= CORPSE_FLAG_HIDE_CLOAK; - if(InBattleGround() && !InArena()) + if (InBattleGround() && !InArena()) flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags ); @@ -4592,7 +4592,7 @@ void Player::CreateCorpse() uint32 _cfi; for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++) { - if(m_items[i]) + if (m_items[i]) { iDisplayID = m_items[i]->GetProto()->DisplayInfoID; iIventoryType = m_items[i]->GetProto()->InventoryType; @@ -4605,7 +4605,7 @@ void Player::CreateCorpse() // we don't SaveToDB for players in battlegrounds so don't do it for corpses either const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId()); assert(entry); - if(entry->map_type != MAP_BATTLEGROUND) + if (entry->map_type != MAP_BATTLEGROUND) corpse->SaveToDB(); // register for player, but not show @@ -4614,7 +4614,7 @@ void Player::CreateCorpse() void Player::SpawnCorpseBones() { - if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID())) + if (ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID())) if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player SaveToDB(); // prevent loading as ghost without corpse } @@ -4627,42 +4627,42 @@ Corpse* Player::GetCorpse() const void Player::DurabilityLossAll(double percent, bool inventory) { for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityLoss(pItem,percent); - if(inventory) + if (inventory) { // bags not have durability // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityLoss(pItem,percent); // keys not have durability //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if(Item* pItem = GetItemByPos( i, j )) + if (Item* pItem = GetItemByPos( i, j )) DurabilityLoss(pItem,percent); } } void Player::DurabilityLoss(Item* item, double percent) { - if(!item ) + if (!item ) return; uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); - if(!pMaxDurability) + if (!pMaxDurability) return; uint32 pDurabilityLoss = uint32(pMaxDurability*percent); - if(pDurabilityLoss < 1 ) + if (pDurabilityLoss < 1 ) pDurabilityLoss = 1; DurabilityPointsLoss(item,pDurabilityLoss); @@ -4671,25 +4671,25 @@ void Player::DurabilityLoss(Item* item, double percent) void Player::DurabilityPointsLossAll(int32 points, bool inventory) { for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityPointsLoss(pItem,points); - if(inventory) + if (inventory) { // bags not have durability // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityPointsLoss(pItem,points); // keys not have durability //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if(Item* pItem = GetItemByPos( i, j )) + if (Item* pItem = GetItemByPos( i, j )) DurabilityPointsLoss(pItem,points); } } @@ -4723,7 +4723,7 @@ void Player::DurabilityPointsLoss(Item* item, int32 points) void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot) { - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot )) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot )) DurabilityPointsLoss(pItem,1); } @@ -4748,24 +4748,24 @@ uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool g Item* item = GetItemByPos(pos); uint32 TotalCost = 0; - if(!item) + if (!item) return TotalCost; uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); - if(!maxDurability) + if (!maxDurability) return TotalCost; uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); - if(cost) + if (cost) { uint32 LostDurability = maxDurability - curDurability; - if(LostDurability>0) + if (LostDurability>0) { ItemPrototype const *ditemProto = item->GetProto(); DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); - if(!dcost) + if (!dcost) { sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel); return TotalCost; @@ -4773,7 +4773,7 @@ uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool g uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2; DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId); - if(!dQualitymodEntry) + if (!dQualitymodEntry) { sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId); return TotalCost; @@ -4834,7 +4834,7 @@ uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool g item->SetState(ITEM_CHANGED, this); // reapply mods for total broken and repaired item if equipped - if(IsEquipmentPos(pos) && !curDurability) + if (IsEquipmentPos(pos) && !curDurability) _ApplyItemMods(item,pos & 255, true); return TotalCost; } @@ -4856,7 +4856,7 @@ void Player::RepopAtGraveyard() WorldSafeLocsEntry const *ClosestGrave = NULL; // Special handle for battleground maps - if( BattleGround *bg = GetBattleGround() ) + if ( BattleGround *bg = GetBattleGround() ) ClosestGrave = bg->GetClosestGraveYard(this); else ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() ); @@ -4866,10 +4866,10 @@ void Player::RepopAtGraveyard() // if no grave found, stay at the current location // and don't show spirit healer location - if(ClosestGrave) + if (ClosestGrave) { TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation()); - if(isDead()) // not send if alive, because it used in TeleportTo() + if (isDead()) // not send if alive, because it used in TeleportTo() { WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap data << ClosestGrave->map_id; @@ -4879,7 +4879,7 @@ void Player::RepopAtGraveyard() GetSession()->SendPacket(&data); } } - else if(GetPositionZ() < -500.0f) + else if (GetPositionZ() < -500.0f) TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); } @@ -4909,15 +4909,15 @@ void Player::CleanupChannels() void Player::UpdateLocalChannels(uint32 newZone ) { - if(m_channels.empty()) + if (m_channels.empty()) return; AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone); - if(!current_zone) + if (!current_zone) return; ChannelMgr* cMgr = channelMgr(GetTeam()); - if(!cMgr) + if (!cMgr) return; std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()]; @@ -4927,14 +4927,14 @@ void Player::UpdateLocalChannels(uint32 newZone ) next = i; ++next; // skip non built-in channels - if(!(*i)->IsConstant()) + if (!(*i)->IsConstant()) continue; ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId()); - if(!ch) + if (!ch) continue; - if((ch->flags & 4) == 4) // global channel without zone name in pattern + if ((ch->flags & 4) == 4) // global channel without zone name in pattern continue; // new channel @@ -4942,7 +4942,7 @@ void Player::UpdateLocalChannels(uint32 newZone ) snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str()); Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID); - if((*i)!=new_channel) + if ((*i)!=new_channel) { new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name @@ -4960,7 +4960,7 @@ void Player::LeaveLFGChannel() { for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i ) { - if((*i)->IsLFG()) + if ((*i)->IsLFG()) { (*i)->Leave(GetGUID()); break; @@ -4972,7 +4972,7 @@ void Player::UpdateDefense() { uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE); - if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain)) + if (UpdateSkill(SKILL_DEFENSE,defense_skill_gain)) { // update dependent from defense skill part UpdateDefenseBonusesMod(); @@ -4981,7 +4981,7 @@ void Player::UpdateDefense() void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply) { - if(modGroup >= BASEMOD_END || modType >= MOD_END) + if (modGroup >= BASEMOD_END || modType >= MOD_END) { sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!"); return; @@ -4995,7 +4995,7 @@ void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, floa m_auraBaseMod[modGroup][modType] += apply ? amount : -amount; break; case PCT_MOD: - if(amount <= -100.0f) + if (amount <= -100.0f) amount = -200.0f; val = (100.0f + amount) / 100.0f; @@ -5003,7 +5003,7 @@ void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, floa break; } - if(!CanModifyStats()) + if (!CanModifyStats()) return; switch(modGroup) @@ -5018,13 +5018,13 @@ void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, floa float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const { - if(modGroup >= BASEMOD_END || modType > MOD_END) + if (modGroup >= BASEMOD_END || modType > MOD_END) { sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!"); return 0.0f; } - if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) + if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) return 0.0f; return m_auraBaseMod[modGroup][modType]; @@ -5032,13 +5032,13 @@ float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const float Player::GetTotalBaseModValue(BaseModGroup modGroup) const { - if(modGroup >= BASEMOD_END) + if (modGroup >= BASEMOD_END) { sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!"); return 0.0f; } - if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) + if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) return 0.0f; return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD]; @@ -5279,18 +5279,18 @@ void Player::UpdateRating(CombatRating cr) UpdateSpellHitChances(); break; case CR_CRIT_MELEE: - if(affectStats) + if (affectStats) { UpdateCritPercentage(BASE_ATTACK); UpdateCritPercentage(OFF_ATTACK); } break; case CR_CRIT_RANGED: - if(affectStats) + if (affectStats) UpdateCritPercentage(RANGED_ATTACK); break; case CR_CRIT_SPELL: - if(affectStats) + if (affectStats) UpdateAllSpellCritChances(); break; case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc @@ -5312,14 +5312,14 @@ void Player::UpdateRating(CombatRating cr) case CR_WEAPON_SKILL_RANGED: break; case CR_EXPERTISE: - if(affectStats) + if (affectStats) { UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); } break; case CR_ARMOR_PENETRATION: - if(affectStats) + if (affectStats) UpdateArmorPenetration(amount); break; } @@ -5336,10 +5336,10 @@ void Player::SetRegularAttackTime() for (uint8 i = 0; i < MAX_ATTACK; ++i) { Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i)); - if(tmpitem && !tmpitem->IsBroken()) + if (tmpitem && !tmpitem->IsBroken()) { ItemPrototype const *proto = tmpitem->GetProto(); - if(proto->Delay) + if (proto->Delay) SetAttackTime(WeaponAttackType(i), proto->Delay); else SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); @@ -5350,14 +5350,14 @@ void Player::SetRegularAttackTime() //skill+step, checking for max value bool Player::UpdateSkill(uint32 skill_id, uint32 step) { - if(!skill_id) + if (!skill_id) return false; - if(skill_id == SKILL_FIST_WEAPONS) + if (skill_id == SKILL_FIST_WEAPONS) skill_id = SKILL_UNARMED; SkillStatusMap::iterator itr = mSkillStatus.find(skill_id); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return false; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); @@ -5371,11 +5371,11 @@ bool Player::UpdateSkill(uint32 skill_id, uint32 step) if (value < max) { uint32 new_value = value+step; - if(new_value > max) + if (new_value > max) new_value = max; SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max)); - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id); return true; @@ -5442,7 +5442,7 @@ bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLeve case SKILL_INSCRIPTION: return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); case SKILL_SKINNING: - if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0) + if ( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain); @@ -5479,14 +5479,14 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) if ( !SkillId ) return false; - if(Chance <= 0) // speedup in 0 chance case + if (Chance <= 0) // speedup in 0 chance case { sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); return false; } SkillStatusMap::iterator itr = mSkillStatus.find(SkillId); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return false; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); @@ -5503,15 +5503,15 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) if ( Roll <= Chance ) { uint32 new_value = SkillValue+step; - if(new_value > MaxValue) + if (new_value > MaxValue) new_value = MaxValue; SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue)); - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl) { - if((SkillValue < *bsl && new_value >= *bsl)) + if ((SkillValue < *bsl && new_value >= *bsl)) { learnSkillRewardedSpells( SkillId, new_value); break; @@ -5530,16 +5530,16 @@ void Player::UpdateWeaponSkill (WeaponAttackType attType) { // no skill gain in pvp Unit *pVictim = getVictim(); - if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER) + if (pVictim && pVictim->GetTypeId() == TYPEID_PLAYER) return; - if(IsInFeralForm()) + if (IsInFeralForm()) return; // always maximized SKILL_FERAL_COMBAT in fact - if(m_form == FORM_TREE) + if (m_form == FORM_TREE) return; // use weapon but not skill up - if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN)) + if (pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN)) return; uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON); @@ -5552,7 +5552,7 @@ void Player::UpdateWeaponSkill (WeaponAttackType attType) if (!tmpitem) UpdateSkill(SKILL_UNARMED,weapon_skill_gain); - else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) + else if (tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); break; } @@ -5573,7 +5573,7 @@ void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool de uint8 plevel = getLevel(); // if defense than pVictim == attacker uint8 greylevel = Trinity::XP::GetGrayLevel(plevel); uint8 moblevel = pVictim->getLevelForTarget(this); - if(moblevel < greylevel) + if (moblevel < greylevel) return; if (moblevel > plevel + 5) @@ -5608,7 +5608,7 @@ void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool de void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent) { SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return; uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos); @@ -5617,7 +5617,7 @@ void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent) int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); int16 perm_bonus = SKILL_PERM_BONUS(bonus_val); - if(talent) // permanent bonus stored in high part + if (talent) // permanent bonus stored in high part SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); else // temporary/item bonus stored in low part SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); @@ -5632,7 +5632,7 @@ void Player::UpdateSkillsForLevel() for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { - if(itr->second.uState == SKILL_DELETED) + if (itr->second.uState == SKILL_DELETED) continue; uint32 pskill = itr->first; @@ -5655,13 +5655,13 @@ void Player::UpdateSkillsForLevel() if (alwaysMaxSkill) { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill)); - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } - else if(max != maxconfskill) /// update max skill value if current max skill not maximized + else if (max != maxconfskill) /// update max skill value if current max skill not maximized { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill)); - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } } @@ -5672,7 +5672,7 @@ void Player::UpdateSkillsToMaxSkillsForLevel() { for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { - if(itr->second.uState == SKILL_DELETED) + if (itr->second.uState == SKILL_DELETED) continue; uint32 pskill = itr->first; @@ -5685,7 +5685,7 @@ void Player::UpdateSkillsToMaxSkillsForLevel() if (max > 1) { SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max)); - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } if (pskill == SKILL_DEFENSE) @@ -5703,12 +5703,12 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) SkillStatusMap::iterator itr = mSkillStatus.find(id); //has skill - if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) + if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) { if (currVal) { SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal)); - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; learnSkillRewardedSpells(id, currVal); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id); @@ -5722,14 +5722,14 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0); // mark as deleted or simply remove from map if not saved yet - if(itr->second.uState != SKILL_NEW) + if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_DELETED; else mSkillStatus.erase(itr); // remove all spells that related to this skill for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j) - if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j)) + if (SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j)) if (pAbility->skillId == id) removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId)); } @@ -5755,7 +5755,7 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id); // insert new entry or update if not deleted old entry yet - if(itr != mSkillStatus.end()) + if (itr != mSkillStatus.end()) { itr->second.pos = i; itr->second.uState = SKILL_CHANGED; @@ -5787,7 +5787,7 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) bool Player::HasSkill(uint32 skill) const { - if(!skill) + if (!skill) return false; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); @@ -5800,7 +5800,7 @@ uint16 Player::GetSkillValue(uint32 skill) const return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); @@ -5817,7 +5817,7 @@ uint16 Player::GetMaxSkillValue(uint32 skill) const return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); @@ -5830,11 +5830,11 @@ uint16 Player::GetMaxSkillValue(uint32 skill) const uint16 Player::GetPureMaxSkillValue(uint32 skill) const { - if(!skill) + if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); @@ -5842,11 +5842,11 @@ uint16 Player::GetPureMaxSkillValue(uint32 skill) const uint16 Player::GetBaseSkillValue(uint32 skill) const { - if(!skill) + if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); @@ -5856,11 +5856,11 @@ uint16 Player::GetBaseSkillValue(uint32 skill) const uint16 Player::GetPureSkillValue(uint32 skill) const { - if(!skill) + if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); @@ -5872,7 +5872,7 @@ int16 Player::GetSkillPermBonusValue(uint32 skill) const return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); @@ -5884,7 +5884,7 @@ int16 Player::GetSkillTempBonusValue(uint32 skill) const return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); @@ -5914,13 +5914,13 @@ void Player::SendActionButtons(uint32 state) const ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type) { - if(button >= MAX_ACTION_BUTTONS) + if (button >= MAX_ACTION_BUTTONS) { sLog.outError( "Action %u not added into button %u for player %s: button must be < 144", action, button, GetName() ); return NULL; } - if(action >= MAX_ACTION_BUTTON_ACTION_VALUE) + if (action >= MAX_ACTION_BUTTON_ACTION_VALUE) { sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE ); return NULL; @@ -5973,7 +5973,7 @@ void Player::removeActionButton(uint8 button) buttonItr->second.canRemoveByClient = true; return; } - if(buttonItr->second.uState==ACTIONBUTTON_NEW) + if (buttonItr->second.uState==ACTIONBUTTON_NEW) m_actionButtons.erase(buttonItr); // new and not saved else buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save @@ -5986,9 +5986,9 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele if (!Unit::SetPosition(x, y, z, orientation, teleport)) return false; - //if(movementInfo.flags & MOVEMENTFLAG_MOVING) + //if (movementInfo.flags & MOVEMENTFLAG_MOVING) // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE); - //if(movementInfo.flags & MOVEMENTFLAG_TURNING) + //if (movementInfo.flags & MOVEMENTFLAG_TURNING) // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); //AURA_INTERRUPT_FLAG_JUMP not sure @@ -5999,7 +5999,7 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele // code block for underwater state update UpdateUnderwaterState(GetMap(), x, y, z); - if(GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE)) + if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE)) GetSession()->SendCancelTrade(); CheckExploreSystem(); @@ -6084,20 +6084,20 @@ void Player::CheckExploreSystem() if (isInFlight()) return; - if(!m_AreaID) + if (!m_AreaID) m_AreaID = GetAreaId(); - if(m_AreaID != GetAreaId()) + if (m_AreaID != GetAreaId()) { m_AreaID = GetAreaId(); GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID)); } uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ()); - if(areaFlag==0xffff) + if (areaFlag==0xffff) return; int offset = areaFlag / 32; - if(offset >= 128) + if (offset >= 128) { sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset); return; @@ -6106,18 +6106,18 @@ void Player::CheckExploreSystem() uint32 val = (uint32)(1 << (areaFlag % 32)); uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); - if( !(currFields & val) ) + if ( !(currFields & val) ) { SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA); AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId()); - if(!p) + if (!p) { sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId()); } - else if(p->area_level > 0) + else if (p->area_level > 0) { uint32 area = p->ID; if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) @@ -6158,7 +6158,7 @@ void Player::CheckExploreSystem() uint32 Player::TeamForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); - if(!rEntry) + if (!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return ALLIANCE; @@ -6177,7 +6177,7 @@ uint32 Player::TeamForRace(uint8 race) uint32 Player::getFactionForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); - if(!rEntry) + if (!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return 0; @@ -6224,35 +6224,35 @@ int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, in //Calculates how many reputation points player gains in victim's enemy factions void Player::RewardReputation(Unit *pVictim, float rate) { - if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) + if (!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) return; - if(pVictim->ToCreature()->IsReputationGainDisabled()) + if (pVictim->ToCreature()->IsReputationGainDisabled()) return; ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(pVictim->ToCreature()->GetCreatureInfo()->Entry); - if(!Rep) + if (!Rep) return; uint32 ChampioningFaction = 0; - if(GetChampioningFaction()) + if (GetChampioningFaction()) { // support for: Championing - http://www.wowwiki.com/Championing Map const *pMap = GetMap(); - if(pMap && pMap->IsDungeon()) + if (pMap && pMap->IsDungeon()) { bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC; InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId()); - if(pInstance) + if (pInstance) { AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id); - if(pAccessRequirement) + if (pAccessRequirement) { - if(!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80))) + if (!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80))) ChampioningFaction = GetChampioningFaction(); } } @@ -6264,13 +6264,13 @@ void Player::RewardReputation(Unit *pVictim, float rate) uint32 team = GetTeam(); float favored_rep_mult = 0; - if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor - else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor + if ( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor + else if ( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor - if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :) + if (favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :) // Favored reputation increase END - if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE)) + if (Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE)) { int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false); donerep1 = int32(donerep1*(rate + favored_rep_mult)); @@ -6283,12 +6283,12 @@ void Player::RewardReputation(Unit *pVictim, float rate) /*if (factionEntry1 && Rep->is_teamaward1) { FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); - if(team1_factionEntry) + if (team1_factionEntry) GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2); }*/ } - if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE)) + if (Rep->repfaction2 && (!Rep->team_dependent || team == HORDE)) { int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false); donerep2 = int32(donerep2*(rate + favored_rep_mult)); @@ -6301,7 +6301,7 @@ void Player::RewardReputation(Unit *pVictim, float rate) /*if (factionEntry2 && Rep->is_teamaward2) { FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); - if(team2_factionEntry) + if (team2_factionEntry) GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2); }*/ } @@ -6356,14 +6356,14 @@ void Player::UpdateHonorFields() uint64 now = time(NULL); uint64 today = uint64(time(NULL) / DAY) * DAY; - if(m_lastHonorUpdateTime < today) + if (m_lastHonorUpdateTime < today) { uint64 yesterday = today - DAY; uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS)); // update yesterday's contribution - if(m_lastHonorUpdateTime >= yesterday ) + if (m_lastHonorUpdateTime >= yesterday ) { SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); @@ -6388,19 +6388,19 @@ void Player::UpdateHonorFields() bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken) { // do not reward honor in arenas, but enable onkill spellproc - if(InArena()) + if (InArena()) { - if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) + if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) return false; - if( GetBGTeam() == uVictim->ToPlayer()->GetBGTeam() ) + if ( GetBGTeam() == uVictim->ToPlayer()->GetBGTeam() ) return false; return true; } // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens - if(HasAura(SPELL_AURA_PLAYER_INACTIVE)) + if (HasAura(SPELL_AURA_PLAYER_INACTIVE)) return false; uint64 victim_guid = 0; @@ -6412,21 +6412,21 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt UpdateHonorFields(); // do not reward honor in arenas, but return true to enable onkill spellproc - if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena()) + if (InBattleGround() && GetBattleGround() && GetBattleGround()->isArena()) return true; - if(honor <= 0) + if (honor <= 0) { - if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) + if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return false; victim_guid = uVictim->GetGUID(); - if( uVictim->GetTypeId() == TYPEID_PLAYER ) + if ( uVictim->GetTypeId() == TYPEID_PLAYER ) { Player *pVictim = uVictim->ToPlayer(); - if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) + if ( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) return false; float f = 1; //need for total kills (?? need more info) @@ -6459,7 +6459,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt k_grey = Trinity::XP::GetGrayLevel(k_level); - if(v_level<=k_grey) + if (v_level<=k_grey) return false; float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); @@ -6491,7 +6491,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt { honor *= sWorld.getRate(RATE_HONOR); - if(groupsize > 1) + if (groupsize > 1) honor /= groupsize; // apply honor multiplier from aura (not stacking-get highest) @@ -6516,16 +6516,16 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true); - if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken ) + if ( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken ) { - if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) + if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return true; - if(uVictim->GetTypeId() == TYPEID_PLAYER) + if (uVictim->GetTypeId() == TYPEID_PLAYER) { // Check if allowed to receive it in current map uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE); - if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + if ( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) || (MapType == 3 && !InBattleGround()) ) return true; @@ -6537,10 +6537,10 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt // check space and find places ItemPosCountVec dest; uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount ); - if( msg != EQUIP_ERR_OK ) // convert to possible store amount + if ( msg != EQUIP_ERR_OK ) // convert to possible store amount count = noSpaceForCount; - if( count == 0 || dest.empty()) // can't add any + if ( count == 0 || dest.empty()) // can't add any { // -- TODO: Send to mailbox if no space ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token."); @@ -6558,7 +6558,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt void Player::ModifyHonorPoints(int32 value) { - if(value < 0) + if (value < 0) { if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)) SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value); @@ -6571,7 +6571,7 @@ void Player::ModifyHonorPoints(int32 value) void Player::ModifyArenaPoints(int32 value) { - if(value < 0) + if (value < 0) { if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value); @@ -6585,7 +6585,7 @@ void Player::ModifyArenaPoints(int32 value) uint32 Player::GetGuildIdFromDB(uint64 guid) { QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid)); - if(!result) + if (!result) return 0; uint32 id = result->Fetch()[0].GetUInt32(); @@ -6595,7 +6595,7 @@ uint32 Player::GetGuildIdFromDB(uint64 guid) uint32 Player::GetRankFromDB(uint64 guid) { QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) ); - if( result ) + if ( result ) { uint32 v = result->Fetch()[0].GetUInt32(); return v; @@ -6607,7 +6607,7 @@ uint32 Player::GetRankFromDB(uint64 guid) uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) { QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type); - if(!result) + if (!result) return 0; uint32 id = (*result)[0].GetUInt32(); @@ -6627,7 +6627,7 @@ uint32 Player::GetZoneIdFromDB(uint64 guid) { // stored zone is zero, use generic and slow zone detection result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow); - if( !result ) + if ( !result ) return 0; fields = result->Fetch(); uint32 map = fields[0].GetUInt32(); @@ -6723,7 +6723,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea) } pvpInfo.inNoPvPArea = false; - if(zone->IsSanctuary()) // in sanctuary + if (zone->IsSanctuary()) // in sanctuary { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); pvpInfo.inNoPvPArea = true; @@ -6732,7 +6732,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea) else RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); - if(zone->flags & AREA_FLAG_CAPITAL) // in capital city + if (zone->flags & AREA_FLAG_CAPITAL) // in capital city { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_IN_CITY); @@ -6741,11 +6741,11 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea) } else // anywhere else { - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently) + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently) { - if(GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in? + if (GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in? { - if(GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40) + if (GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_NO); @@ -6876,7 +6876,7 @@ void Player::DuelComplete(DuelCompleteType type) //Remove Duel Flag object GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); - if(obj) + if (obj) duel->initiator->RemoveGameObject(obj,true); /* remove auras */ @@ -6901,18 +6901,18 @@ void Player::DuelComplete(DuelCompleteType type) } // cleanup combo points - if(GetComboTarget()==duel->opponent->GetGUID()) + if (GetComboTarget()==duel->opponent->GetGUID()) ClearComboPoints(); - else if(GetComboTarget()==duel->opponent->GetPetGUID()) + else if (GetComboTarget()==duel->opponent->GetPetGUID()) ClearComboPoints(); - if(duel->opponent->GetComboTarget()==GetGUID()) + if (duel->opponent->GetComboTarget()==GetGUID()) duel->opponent->ClearComboPoints(); - else if(duel->opponent->GetComboTarget()==GetPetGUID()) + else if (duel->opponent->GetComboTarget()==GetPetGUID()) duel->opponent->ClearComboPoints(); // Honor points after duel (the winner) - ImpConfig - if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL)) + if (uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL)) duel->opponent->RewardHonor(NULL,1,amount); //cleanups @@ -6931,7 +6931,7 @@ void Player::DuelComplete(DuelCompleteType type) void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply) { - if(slot >= INVENTORY_SLOT_BAG_END || !item) + if (slot >= INVENTORY_SLOT_BAG_END || !item) return; ItemPrototype const *proto = item->GetProto(); @@ -7006,7 +7006,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl val = proto->ItemStat[i].ItemStatValue; } - if(val == 0) + if (val == 0) continue; switch (statType) @@ -7157,7 +7157,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl } // Apply Spell Power from ScalingStatValue if set - if(ssv) + if (ssv) { if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue)) ApplySpellPowerBonus(spellbonus, apply); @@ -7218,13 +7218,13 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl WeaponAttackType attType = BASE_ATTACK; float damage = 0.0f; - if( slot == EQUIPMENT_SLOT_RANGED && ( + if ( slot == EQUIPMENT_SLOT_RANGED && ( proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN || proto->InventoryType == INVTYPE_RANGEDRIGHT )) { attType = RANGED_ATTACK; } - else if(slot==EQUIPMENT_SLOT_OFFHAND) + else if (slot==EQUIPMENT_SLOT_OFFHAND) { attType = OFF_ATTACK; } @@ -7262,27 +7262,27 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl ApplyFeralAPBonus(feral_bonus, apply); } // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue) - if(getClass() == CLASS_DRUID) + if (getClass() == CLASS_DRUID) { int32 feral_bonus = proto->getFeralBonus(extraDPS); if (feral_bonus > 0) ApplyFeralAPBonus(feral_bonus, apply); } - if(IsInFeralForm() || !CanUseAttackType(attType)) + if (IsInFeralForm() || !CanUseAttackType(attType)) return; if (proto->Delay) { - if(slot == EQUIPMENT_SLOT_RANGED) + if (slot == EQUIPMENT_SLOT_RANGED) SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); - else if(slot==EQUIPMENT_SLOT_MAINHAND) + else if (slot==EQUIPMENT_SLOT_MAINHAND) SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); - else if(slot==EQUIPMENT_SLOT_OFFHAND) + else if (slot==EQUIPMENT_SLOT_OFFHAND) SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); } - if(CanModifyStats() && (damage || proto->Delay)) + if (CanModifyStats() && (damage || proto->Delay)) UpdateDamagePhysical(attType); } @@ -7364,11 +7364,11 @@ void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType att void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change) { - if(!item) + if (!item) return; ItemPrototype const *proto = item->GetProto(); - if(!proto) + if (!proto) return; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) @@ -7414,10 +7414,10 @@ void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply } else { - if(form_change) // check aura compatibility + if (form_change) // check aura compatibility { // Cannot be used in this stance/form - if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK) + if (GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK) return; // and remove only not compatible at form change } @@ -7432,7 +7432,7 @@ void Player::UpdateEquipSpellsAtFormChange() { for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { - if(m_items[i] && !m_items[i]->IsBroken()) + if (m_items[i] && !m_items[i]->IsBroken()) { ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active @@ -7443,13 +7443,13 @@ void Player::UpdateEquipSpellsAtFormChange() for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex) { ItemSetEffect* eff = ItemSetEff[setindex]; - if(!eff) + if (!eff) continue; for (uint32 y=0; y<8; ++y) { SpellEntry const* spellInfo = eff->spells[y]; - if(!spellInfo) + if (!spellInfo) continue; ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form @@ -7556,10 +7556,10 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 { uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!pEnchant) continue; + if (!pEnchant) continue; for (uint8 s = 0; s < 3; ++s) { - if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) + if (pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) continue; SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id); @@ -7567,7 +7567,7 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 if (entry && entry->procEx) { // Check hit/crit/dodge/parry requirement - if((entry->procEx & procEx) == 0) + if ((entry->procEx & procEx) == 0) continue; } else @@ -7589,9 +7589,9 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 if (entry) { - if(entry->PPMChance) + if (entry->PPMChance) chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo); - else if(entry->customChance) + else if (entry->customChance) chance = entry->customChance; } @@ -7600,7 +7600,7 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 if (roll_chance_f(chance)) { - if(IsPositiveSpell(pEnchant->spellid[s])) + if (IsPositiveSpell(pEnchant->spellid[s])) CastSpell(this, pEnchant->spellid[s], true, item); else CastSpell(target, pEnchant->spellid[s], true, item); @@ -7651,7 +7651,7 @@ void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 c continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); - if(!spellInfo) + if (!spellInfo) { sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId); continue; @@ -7675,7 +7675,7 @@ void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 c continue; for (uint8 s = 0; s < 3; ++s) { - if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL) + if (pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); @@ -8356,7 +8356,7 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) case 2257: // Deeprun Tram break; case 139: // Eastern Plaguelands - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP) + if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP) pvp->FillInitialWorldStates(data); else { @@ -8590,7 +8590,7 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) // any of these needs change! the client remembers the prev setting! // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF! case 3483: // Hellfire Peninsula - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP) + if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP) pvp->FillInitialWorldStates(data); else { @@ -8613,7 +8613,7 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) } break; case 3518: // Nagrand - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA) + if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA) pvp->FillInitialWorldStates(data); else { @@ -8654,7 +8654,7 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) } break; case 3519: // Terokkar Forest - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF) + if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF) pvp->FillInitialWorldStates(data); else { @@ -8688,7 +8688,7 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) } break; case 3521: // Zangarmarsh - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM) + if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM) pvp->FillInitialWorldStates(data); else { @@ -8820,7 +8820,7 @@ uint32 Player::GetXPRestBonus(uint32 xp) { uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus - if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp + if (rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp rested_bonus = xp; SetRestBonus( GetRestBonus() - rested_bonus); @@ -9068,7 +9068,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap for (uint8 i = 0; i < 4; ++i) if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i])) // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free - if(slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) + if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) return slots[i]; // if not found free and can swap return first appropriate from used @@ -9116,7 +9116,7 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const if (pItem->GetEntry() == item) { tempcount += pItem->GetCount(); - if(tempcount >= count) + if (tempcount >= count) return EQUIP_ERR_OK; } @@ -9152,7 +9152,7 @@ uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) count += pBag->GetItemCount(item,skipItem); - if(skipItem && skipItem->GetProto()->GemProperties) + if (skipItem && skipItem->GetProto()->GemProperties) for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem && pItem->GetProto()->Socket[0].Color) @@ -9280,33 +9280,33 @@ uint8 Player::GetAttackBySlot( uint8 slot ) bool Player::IsInventoryPos( uint8 bag, uint8 slot ) { - if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT ) + if ( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT ) return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) ) return true; - if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END ) + if ( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END ) return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) ) return true; return false; } bool Player::IsEquipmentPos( uint8 bag, uint8 slot ) { - if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) ) return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) return true; return false; } bool Player::IsBankPos( uint8 bag, uint8 slot ) { - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) ) return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; - if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) + if ( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) return true; return false; } @@ -9315,9 +9315,9 @@ bool Player::IsBagPos( uint16 pos ) { uint8 bag = pos >> 8; uint8 slot = pos & 255; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) + if ( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; return false; } @@ -9325,7 +9325,7 @@ bool Player::IsBagPos( uint16 pos ) bool Player::IsValidPos( uint8 bag, uint8 slot ) { // post selected - if(bag == NULL_BAG) + if (bag == NULL_BAG) return true; if (bag == INVENTORY_SLOT_BAG_0) @@ -9365,7 +9365,7 @@ bool Player::IsValidPos( uint8 bag, uint8 slot ) if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) { Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); - if(!pBag) + if (!pBag) return false; // any post selected @@ -9376,10 +9376,10 @@ bool Player::IsValidPos( uint8 bag, uint8 slot ) } // bank bag content slots - if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) + if ( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) { Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); - if(!pBag) + if (!pBag) return false; // any post selected @@ -9399,63 +9399,63 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) + if ( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) + if ( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { Item* pItem = GetItemByPos( i, j ); - if( pItem && pItem->GetEntry() == item ) + if ( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } } } - if(inBankAlso) + if (inBankAlso) { for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) + if ( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { Item* pItem = GetItemByPos( i, j ); - if( pItem && pItem->GetEntry() == item ) + if ( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } @@ -9471,14 +9471,14 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except uint32 tempcount = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { - if(i == except_slot) + if (i == except_slot) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item) + if ( pItem && pItem->GetEntry() == item) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } @@ -9488,14 +9488,14 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except { for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { - if(i == except_slot) + if (i == except_slot) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetProto()->Socket[0].Color) + if ( pItem && pItem->GetProto()->Socket[0].Color) { tempcount += pItem->GetGemCountWithID(item); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } @@ -9509,7 +9509,7 @@ bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 uint32 tempcount = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { - if(i == except_slot) + if (i == except_slot) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); @@ -9523,14 +9523,14 @@ bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 if (pProto->ItemLimitCategory == limitCategory) { tempcount += pItem->GetCount(); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } - if( pProto->Socket[0].Color) + if ( pProto->Socket[0].Color) { tempcount += pItem->GetGemCountWithLimitCategory(limitCategory); - if( tempcount >= count ) + if ( tempcount >= count ) return true; } } @@ -9614,13 +9614,13 @@ uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) c { Item *pItem = GetItemByPos( i, j ); - if(!pItem) + if (!pItem) continue; - if(pItem == skipItem) + if (pItem == skipItem) continue; - if(pItem->GetProto()->ItemLimitCategory == limitCategory) + if (pItem->GetProto()->ItemLimitCategory == limitCategory) tempcount += pItem->GetCount(); } } @@ -9633,7 +9633,7 @@ uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); if (!pProto) { - if(no_space_count) + if (no_space_count) *no_space_count = count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } @@ -9681,23 +9681,23 @@ bool Player::HasItemTotemCategory( uint32 TotemCategory ) const for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) + if ( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) + if ( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { - if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem = GetUseableItemByPos( i, j ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) + if ( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } } @@ -9821,7 +9821,7 @@ uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototy if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) { uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); - if(need_space > count) + if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); @@ -10039,7 +10039,7 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3 } // search free slot in bag for place to - if(bag == INVENTORY_SLOT_BAG_0) // inventory + if (bag == INVENTORY_SLOT_BAG_0) // inventory { // search free slot - keyring case if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) @@ -10377,7 +10377,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { @@ -10402,11 +10402,11 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const ItemPrototype const *pProto = pItem->GetProto(); // strange item - if( !pProto ) + if ( !pProto ) return EQUIP_ERR_ITEM_NOT_FOUND; // item it 'bind' - if(pItem->IsBindedNotWith(this)) + if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; Bag *pBag; @@ -10414,18 +10414,18 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const // item is 'one item only' uint8 res = CanTakeMoreSimilarItems(pItem); - if(res != EQUIP_ERR_OK) + if (res != EQUIP_ERR_OK) return res; // search stack for merge to - if( pProto->Stackable != 1 ) + if ( pProto->Stackable != 1 ) { bool b_found = false; for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) + if ( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount(); b_found = true; @@ -10437,7 +10437,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) + if ( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount(); b_found = true; @@ -10449,7 +10449,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) + if ( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); b_found = true; @@ -10461,12 +10461,12 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto())) + if ( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto())) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { pItem2 = GetItemByPos( t, j ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) + if ( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); b_found = true; @@ -10479,15 +10479,15 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const } // special bag case - if( pProto->BagFamily ) + if ( pProto->BagFamily ) { bool b_found = false; - if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) + if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) { - if( inv_keys[t-KEYRING_SLOT_START] == 0 ) + if ( inv_keys[t-KEYRING_SLOT_START] == 0 ) { inv_keys[t-KEYRING_SLOT_START] = 1; b_found = true; @@ -10498,11 +10498,11 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const if (b_found) continue; - if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) + if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { - if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 ) + if ( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 ) { inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1; b_found = true; @@ -10516,17 +10516,17 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pBag ) + if ( pBag ) { pBagProto = pBag->GetProto(); // not plain container check - if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && + if ( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && ItemCanGoIntoBag(pProto,pBagProto) ) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { - if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) + if ( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; @@ -10543,7 +10543,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const bool b_found = false; for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { - if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 ) + if ( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 ) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1; b_found = true; @@ -10556,17 +10556,17 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pBag ) + if ( pBag ) { pBagProto = pBag->GetProto(); // special bag already checked - if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) + if ( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) continue; for (uint32 j = 0; j < pBag->GetBagSize(); j++) { - if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) + if ( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; @@ -10589,7 +10589,7 @@ uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap { dest = 0; Item *pItem = Item::CreateItem( item, 1, this ); - if( pItem ) + if ( pItem ) { uint8 result = CanEquipItem(slot, dest, pItem, swap ); delete pItem; @@ -10602,22 +10602,22 @@ uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const { dest = 0; - if( pItem ) + if ( pItem ) { sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); - if( pProto ) + if ( pProto ) { - if(pItem->IsBindedNotWith(this)) + if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); - if(res != EQUIP_ERR_OK) + if (res != EQUIP_ERR_OK) return res; // check this only in game - if(not_loading) + if (not_loading) { // May be here should be more stronger checks; STUNNED checked // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. @@ -10627,20 +10627,20 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo // do not allow equipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas - if( !pProto->CanChangeEquipStateInCombat() ) + if ( !pProto->CanChangeEquipStateInCombat() ) { - if( isInCombat() ) + if ( isInCombat() ) return EQUIP_ERR_NOT_IN_COMBAT; - if(BattleGround* bg = GetBattleGround()) - if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) + if (BattleGround* bg = GetBattleGround()) + if ( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } - if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) + if (isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err - if(IsNonMeleeSpellCasted(false)) + if (IsNonMeleeSpellCasted(false)) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } @@ -10736,35 +10736,35 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const { // Applied only to equipped items and bank bags - if(!IsEquipmentPos(pos) && !IsBagPos(pos)) + if (!IsEquipmentPos(pos) && !IsBagPos(pos)) return EQUIP_ERR_OK; Item* pItem = GetItemByPos(pos); // Applied only to existed equipped item - if( !pItem ) + if ( !pItem ) return EQUIP_ERR_OK; sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); - if( !pProto ) + if ( !pProto ) return EQUIP_ERR_ITEM_NOT_FOUND; // do not allow unequipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas - if( !pProto->CanChangeEquipStateInCombat() ) + if ( !pProto->CanChangeEquipStateInCombat() ) { - if( isInCombat() ) + if ( isInCombat() ) return EQUIP_ERR_NOT_IN_COMBAT; - if(BattleGround* bg = GetBattleGround()) - if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) + if (BattleGround* bg = GetBattleGround()) + if ( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } - if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) + if (!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; return EQUIP_ERR_OK; @@ -10822,61 +10822,61 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p // not specific slot or have space for partly store only in specific slot // in specific bag - if( bag != NULL_BAG ) + if ( bag != NULL_BAG ) { - if( pProto->InventoryType == INVTYPE_BAG ) + if ( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; - if( pBag && !pBag->IsEmpty() ) + if ( pBag && !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } // search stack in bag for merge to - if( pProto->Stackable != 1 ) + if ( pProto->Stackable != 1 ) { - if( bag == INVENTORY_SLOT_BAG_0 ) + if ( bag == INVENTORY_SLOT_BAG_0 ) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) return res; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } else { res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) return res; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } } // search free slot in bag - if( bag == INVENTORY_SLOT_BAG_0 ) + if ( bag == INVENTORY_SLOT_BAG_0 ) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) return res; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } else { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); - if(res != EQUIP_ERR_OK) + if (res != EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); - if(res != EQUIP_ERR_OK) + if (res != EQUIP_ERR_OK) return res; - if(count == 0) + if (count == 0) return EQUIP_ERR_OK; } } @@ -10884,26 +10884,26 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p // not specific bag or have space for partly store only in specific bag // search stack for merge to - if( pProto->Stackable != 1 ) + if ( pProto->Stackable != 1 ) { // in slots res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); - if(res != EQUIP_ERR_OK) + if (res != EQUIP_ERR_OK) return res; - if(count == 0) + if (count == 0) return EQUIP_ERR_OK; // in special bags - if( pProto->BagFamily ) + if ( pProto->BagFamily ) { for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) continue; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } } @@ -10911,43 +10911,43 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) continue; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } } // search free place in special bag - if( pProto->BagFamily ) + if ( pProto->BagFamily ) { for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) continue; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } } // search free space res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) return res; - if(count==0) + if (count==0) return EQUIP_ERR_OK; for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) + if (res!=EQUIP_ERR_OK) continue; - if(count==0) + if (count==0) return EQUIP_ERR_OK; } return EQUIP_ERR_BANK_FULL; @@ -11030,20 +11030,20 @@ bool Player::CanUseItem( ItemPrototype const *pProto ) { // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player - if( pProto ) + if ( pProto ) { - if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) + if ( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return false; - if( pProto->RequiredSkill != 0 ) + if ( pProto->RequiredSkill != 0 ) { - if( GetSkillValue( pProto->RequiredSkill ) == 0 ) + if ( GetSkillValue( pProto->RequiredSkill ) == 0 ) return false; - else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) + else if ( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return false; } - if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) + if ( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return false; - if( getLevel() < pProto->RequiredLevel ) + if ( getLevel() < pProto->RequiredLevel ) return false; return true; } @@ -11053,34 +11053,34 @@ bool Player::CanUseItem( ItemPrototype const *pProto ) uint8 Player::CanUseAmmo( uint32 item ) const { sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item); - if( !isAlive() ) + if ( !isAlive() ) return EQUIP_ERR_YOU_ARE_DEAD; - //if( isStunned() ) + //if ( isStunned() ) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); - if( pProto ) + if ( pProto ) { - if( pProto->InventoryType!= INVTYPE_AMMO ) + if ( pProto->InventoryType!= INVTYPE_AMMO ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; - if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) + if ( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; - if( pProto->RequiredSkill != 0 ) + if ( pProto->RequiredSkill != 0 ) { - if( GetSkillValue( pProto->RequiredSkill ) == 0 ) + if ( GetSkillValue( pProto->RequiredSkill ) == 0 ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) + else if ( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; } - if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) + if ( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) + /*if ( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) return EQUIP_ERR_CANT_EQUIP_REPUTATION; */ - if( getLevel() < pProto->RequiredLevel ) + if ( getLevel() < pProto->RequiredLevel ) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; // Requires No Ammo - if(HasAura(46699)) + if (HasAura(46699)) return EQUIP_ERR_BAG_FULL6; return EQUIP_ERR_OK; @@ -11090,18 +11090,18 @@ uint8 Player::CanUseAmmo( uint32 item ) const void Player::SetAmmo( uint32 item ) { - if(!item) + if (!item) return; // already set - if( GetUInt32Value(PLAYER_AMMO_ID) == item ) + if ( GetUInt32Value(PLAYER_AMMO_ID) == item ) return; // check ammo - if(item) + if (item) { uint8 msg = CanUseAmmo( item ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { SendEquipError( msg, NULL, NULL ); return; @@ -11119,7 +11119,7 @@ void Player::RemoveAmmo() m_ammoDPS = 0.0f; - if(CanModifyStats()) + if (CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } @@ -11131,11 +11131,11 @@ Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool updat count += itr->count; Item *pItem = Item::CreateItem( item, count, this ); - if( pItem ) + if ( pItem ) { ItemAddedQuestCheck( item, count ); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count); - if(randomPropertyId) + if (randomPropertyId) pItem->SetItemRandomProperties(randomPropertyId); pItem = StoreItem( dest, pItem, update ); } @@ -11144,7 +11144,7 @@ Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool updat Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) { - if( !pItem ) + if ( !pItem ) return NULL; Item* lastItem = pItem; @@ -11156,7 +11156,7 @@ Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) ++itr; - if(itr == dest.end()) + if (itr == dest.end()) { lastItem = _StoreItem(pos,pItem,count,false,update); break; @@ -11171,7 +11171,7 @@ Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ) { - if( !pItem ) + if ( !pItem ) return NULL; uint8 bag = pos >> 8; @@ -11221,7 +11221,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) { pBag->StoreItem( slot, pItem, update ); - if( IsInWorld() && update ) + if ( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); @@ -11294,21 +11294,21 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) Item *pItem2 = GetItemByPos( bag, slot ); - if( !pItem2 ) + if ( !pItem2 ) { VisualizeItem( slot, pItem); - if(isAlive()) + if (isAlive()) { ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items - if(pProto && pProto->ItemSet) + if (pProto && pProto->ItemSet) AddItemsSetItem(this, pItem); _ApplyItemMods(pItem, slot, true); - if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) + if (pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) { uint32 cooldownSpell = 6119; @@ -11333,7 +11333,7 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) } } - if( IsInWorld() && update ) + if ( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); @@ -11343,10 +11343,10 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) // update expertise and armor penetration - passive auras may need it - if( slot == EQUIPMENT_SLOT_MAINHAND ) + if ( slot == EQUIPMENT_SLOT_MAINHAND ) UpdateExpertise(BASE_ATTACK); - else if( slot == EQUIPMENT_SLOT_OFFHAND ) + else if ( slot == EQUIPMENT_SLOT_OFFHAND ) UpdateExpertise(OFF_ATTACK); switch(slot) @@ -11362,12 +11362,12 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) else { pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() ); - if( IsInWorld() && update ) + if ( IsInWorld() && update ) pItem2->SendUpdateToPlayer( this ); // delete item (it not in any slot currently) //pItem->DeleteFromDB(); - if( IsInWorld() && update ) + if ( IsInWorld() && update ) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer( this ); @@ -11395,7 +11395,7 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) void Player::QuickEquipItem( uint16 pos, Item *pItem) { - if( pItem ) + if ( pItem ) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); @@ -11403,7 +11403,7 @@ void Player::QuickEquipItem( uint16 pos, Item *pItem) uint8 slot = pos & 255; VisualizeItem( slot, pItem); - if( IsInWorld() ) + if ( IsInWorld() ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); @@ -11416,7 +11416,7 @@ void Player::QuickEquipItem( uint16 pos, Item *pItem) void Player::SetVisibleItemSlot(uint8 slot, Item *pItem) { - if(pItem) + if (pItem) { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry()); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); @@ -11431,11 +11431,11 @@ void Player::SetVisibleItemSlot(uint8 slot, Item *pItem) void Player::VisualizeItem( uint8 slot, Item *pItem) { - if(!pItem) + if (!pItem) return; // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) - if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) + if ( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) pItem->SetBinding( true ); sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry()); @@ -11447,7 +11447,7 @@ void Player::VisualizeItem( uint8 slot, Item *pItem) pItem->SetSlot( slot ); pItem->SetContainer( NULL ); - if( slot < EQUIPMENT_SLOT_END ) + if ( slot < EQUIPMENT_SLOT_END ) SetVisibleItemSlot(slot, pItem); pItem->SetState(ITEM_CHANGED, this); @@ -11475,13 +11475,13 @@ void Player::RemoveItem(uint8 bag, uint8 slot, bool update) ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items - if(pProto && pProto->ItemSet) + if (pProto && pProto->ItemSet) RemoveItemsSetItem(this, pProto); _ApplyItemMods(pItem, slot, false); // remove item dependent auras and casts (only weapon and armor slots) - if(slot < EQUIPMENT_SLOT_END) + if (slot < EQUIPMENT_SLOT_END) { RemoveItemDependentAurasAndCasts(pItem); @@ -11533,7 +11533,7 @@ void Player::RemoveItem(uint8 bag, uint8 slot, bool update) pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0); // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code pItem->SetSlot(NULL_SLOT); - if(IsInWorld() && update) + if (IsInWorld() && update) pItem->SendUpdateToPlayer(this); } } @@ -11541,13 +11541,13 @@ void Player::RemoveItem(uint8 bag, uint8 slot, bool update) // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) { - if(Item* it = GetItemByPos(bag,slot)) + if (Item* it = GetItemByPos(bag,slot)) { ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); RemoveItem(bag, slot, update); it->SetNotRefundable(this, false); it->RemoveFromUpdateQueueOf(this); - if(it->IsInWorld()) + if (it->IsInWorld()) { it->RemoveFromWorld(); it->DestroyForPlayer(this); @@ -11566,10 +11566,10 @@ void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool Item* pLastItem = StoreItem(dest, pItem, update); // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way) - if(pLastItem == pItem) + if (pLastItem == pItem) { // update owner for last item (this can be original item with wrong owner - if(pLastItem->GetOwnerGUID() != GetGUID()) + if (pLastItem->GetOwnerGUID() != GetGUID()) pLastItem->SetOwnerGUID(GetGUID()); // if this original item then it need create record in inventory @@ -11581,7 +11581,7 @@ void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool void Player::DestroyItem(uint8 bag, uint8 slot, bool update) { Item *pItem = GetItemByPos(bag, slot); - if(pItem) + if (pItem) { sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); @@ -11648,7 +11648,7 @@ void Player::DestroyItem(uint8 bag, uint8 slot, bool update) m_items[slot] = NULL; } - else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) + else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) pBag->RemoveItem(slot, update); if (IsInWorld() && update) @@ -11729,11 +11729,11 @@ void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequ // in inventory bags for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { - if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { - if(Item* pItem = pBag->GetItemByPos(j)) + if (Item* pItem = pBag->GetItemByPos(j)) { if (pItem->GetEntry() == item) { @@ -11887,12 +11887,12 @@ Item* Player::GetItemByEntry(uint32 entry) const void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) { - if(!pItem) + if (!pItem) return; sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count); - if( pItem->GetCount() <= count ) + if ( pItem->GetCount() <= count ) { count -= pItem->GetCount(); @@ -11903,7 +11903,7 @@ void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) ItemRemovedQuestCheck( pItem->GetEntry(), count); pItem->SetCount( pItem->GetCount() - count ); count = 0; - if( IsInWorld() & update ) + if ( IsInWorld() & update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); } @@ -11918,27 +11918,27 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) uint8 dstslot = dst & 255; Item *pSrcItem = GetItemByPos( srcbag, srcslot ); - if( !pSrcItem ) + if ( !pSrcItem ) { SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); return; } // not let split all items (can be only at cheating) - if(pSrcItem->GetCount() == count) + if (pSrcItem->GetCount() == count) { SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } // not let split more existed items (can be only at cheating) - if(pSrcItem->GetCount() < count) + if (pSrcItem->GetCount() < count) { SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL ); return; } - if(pSrcItem->m_lootGenerated) // prevent split looting item (item + if (pSrcItem->m_lootGenerated) // prevent split looting item (item { //best error message found for attempting to split while looting SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); @@ -11947,20 +11947,20 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); Item *pNewItem = pSrcItem->CloneItem( count, this ); - if( !pNewItem ) + if ( !pNewItem ) { SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); return; } - if( IsInventoryPos( dst ) ) + if ( IsInventoryPos( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); ItemPosCountVec dest; uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); @@ -11968,19 +11968,19 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) return; } - if( IsInWorld() ) + if ( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); StoreItem( dest, pNewItem, true); } - else if( IsBankPos ( dst ) ) + else if ( IsBankPos ( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); ItemPosCountVec dest; uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); @@ -11988,19 +11988,19 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) return; } - if( IsInWorld() ) + if ( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); BankItem( dest, pNewItem, true); } - else if( IsEquipmentPos ( dst ) ) + else if ( IsEquipmentPos ( dst ) ) { // change item amount before check (for unique max count check), provide space for splitted items pSrcItem->SetCount( pSrcItem->GetCount() - count ); uint16 dest; uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); @@ -12008,7 +12008,7 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) return; } - if( IsInWorld() ) + if ( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); EquipItem( dest, pNewItem, true); @@ -12027,12 +12027,12 @@ void Player::SwapItem( uint16 src, uint16 dst ) Item *pSrcItem = GetItemByPos( srcbag, srcslot ); Item *pDstItem = GetItemByPos( dstbag, dstslot ); - if( !pSrcItem ) + if ( !pSrcItem ) return; sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); - if(!isAlive() ) + if (!isAlive() ) { SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem ); return; @@ -12040,7 +12040,7 @@ void Player::SwapItem( uint16 src, uint16 dst ) // SRC checks - if(pSrcItem->m_lootGenerated) // prevent swap looting item + if (pSrcItem->m_lootGenerated) // prevent swap looting item { //best error message found for attempting to swap while looting SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL ); @@ -12048,11 +12048,11 @@ void Player::SwapItem( uint16 src, uint16 dst ) } // check unequip potability for equipped items and bank bags - if(IsEquipmentPos ( src ) || IsBagPos ( src )) + if (IsEquipmentPos ( src ) || IsBagPos ( src )) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty())); - if(msg != EQUIP_ERR_OK) + if (msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; @@ -12060,7 +12060,7 @@ void Player::SwapItem( uint16 src, uint16 dst ) } // prevent put equipped/bank bag in self - if( IsBagPos ( src ) && srcslot == dstbag) + if ( IsBagPos ( src ) && srcslot == dstbag) { SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); return; @@ -12070,7 +12070,7 @@ void Player::SwapItem( uint16 src, uint16 dst ) if (pDstItem) { - if(pDstItem->m_lootGenerated) // prevent swap looting item + if (pDstItem->m_lootGenerated) // prevent swap looting item { //best error message found for attempting to swap while looting SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL ); @@ -12078,11 +12078,11 @@ void Player::SwapItem( uint16 src, uint16 dst ) } // check unequip potability for equipped items and bank bags - if(IsEquipmentPos ( dst ) || IsBagPos ( dst )) + if (IsEquipmentPos ( dst ) || IsBagPos ( dst )) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty())); - if(msg != EQUIP_ERR_OK) + if (msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; @@ -12094,13 +12094,13 @@ void Player::SwapItem( uint16 src, uint16 dst ) // or swap empty bag with another empty or not empty bag (with items exchange) // Move case - if( !pDstItem ) + if ( !pDstItem ) { - if( IsInventoryPos( dst ) ) + if ( IsInventoryPos( dst ) ) { ItemPosCountVec dest; uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; @@ -12109,11 +12109,11 @@ void Player::SwapItem( uint16 src, uint16 dst ) RemoveItem(srcbag, srcslot, true); StoreItem( dest, pSrcItem, true); } - else if( IsBankPos ( dst ) ) + else if ( IsBankPos ( dst ) ) { ItemPosCountVec dest; uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; @@ -12122,11 +12122,11 @@ void Player::SwapItem( uint16 src, uint16 dst ) RemoveItem(srcbag, srcslot, true); BankItem( dest, pSrcItem, true); } - else if( IsEquipmentPos ( dst ) ) + else if ( IsEquipmentPos ( dst ) ) { uint16 dest; uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false ); - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; @@ -12141,32 +12141,32 @@ void Player::SwapItem( uint16 src, uint16 dst ) } // attempt merge to / fill target item - if(!pSrcItem->IsBag() && !pDstItem->IsBag()) + if (!pSrcItem->IsBag() && !pDstItem->IsBag()) { uint8 msg; ItemPosCountVec sDest; uint16 eDest; - if( IsInventoryPos( dst ) ) + if ( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false ); - else if( IsBankPos ( dst ) ) + else if ( IsBankPos ( dst ) ) msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false ); - else if( IsEquipmentPos ( dst ) ) + else if ( IsEquipmentPos ( dst ) ) msg = CanEquipItem( dstslot, eDest, pSrcItem, false ); else return; // can be merge/fill - if(msg == EQUIP_ERR_OK) + if (msg == EQUIP_ERR_OK) { - if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) + if ( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) { RemoveItem(srcbag, srcslot, true); - if( IsInventoryPos( dst ) ) + if ( IsInventoryPos( dst ) ) StoreItem( sDest, pSrcItem, true); - else if( IsBankPos ( dst ) ) + else if ( IsBankPos ( dst ) ) BankItem( sDest, pSrcItem, true); - else if( IsEquipmentPos ( dst ) ) + else if ( IsEquipmentPos ( dst ) ) { EquipItem( eDest, pSrcItem, true); AutoUnequipOffhandIfNeed(); @@ -12178,7 +12178,7 @@ void Player::SwapItem( uint16 src, uint16 dst ) pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize()); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); - if( IsInWorld() ) + if ( IsInWorld() ) { pSrcItem->SendUpdateToPlayer( this ); pDstItem->SendUpdateToPlayer( this ); @@ -12194,18 +12194,18 @@ void Player::SwapItem( uint16 src, uint16 dst ) // check src->dest move possibility ItemPosCountVec sDest; uint16 eDest = 0; - if( IsInventoryPos( dst ) ) + if ( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true ); - else if( IsBankPos( dst ) ) + else if ( IsBankPos( dst ) ) msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true ); - else if( IsEquipmentPos( dst ) ) + else if ( IsEquipmentPos( dst ) ) { msg = CanEquipItem( dstslot, eDest, pSrcItem, true ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( eDest, true ); } - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, pDstItem ); return; @@ -12214,41 +12214,41 @@ void Player::SwapItem( uint16 src, uint16 dst ) // check dest->src move possibility ItemPosCountVec sDest2; uint16 eDest2 = 0; - if( IsInventoryPos( src ) ) + if ( IsInventoryPos( src ) ) msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true ); - else if( IsBankPos( src ) ) + else if ( IsBankPos( src ) ) msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true ); - else if( IsEquipmentPos( src ) ) + else if ( IsEquipmentPos( src ) ) { msg = CanEquipItem( srcslot, eDest2, pDstItem, true); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( eDest2, true); } - if( msg != EQUIP_ERR_OK ) + if ( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pDstItem, pSrcItem ); return; } // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) - if(pSrcItem->IsBag() && pDstItem->IsBag()) + if (pSrcItem->IsBag() && pDstItem->IsBag()) { Bag* emptyBag = NULL; Bag* fullBag = NULL; - if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) + if (((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) { emptyBag = (Bag*)pSrcItem; fullBag = (Bag*)pDstItem; } - else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) + else if (((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) { emptyBag = (Bag*)pDstItem; fullBag = (Bag*)pSrcItem; } // bag swap (with items exchange) case - if(emptyBag && fullBag) + if (emptyBag && fullBag) { ItemPrototype const* emptyProto = emptyBag->GetProto(); @@ -12429,7 +12429,7 @@ void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del ) if (pItem) { pItem->RemoveFromWorld(); - if(del) + if (del) pItem->SetState(ITEM_REMOVED, this); } @@ -12441,7 +12441,7 @@ void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del ) SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); // if current backslot is filled set to now free slot - if(m_items[m_currentBuybackSlot]) + if (m_items[m_currentBuybackSlot]) m_currentBuybackSlot = slot; } } @@ -12743,7 +12743,7 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool // Search enchant_amount for (int k = 0; k < 3; ++k) { - if(item_rand->enchant_id[k] == enchant_id) + if (item_rand->enchant_id[k] == enchant_id) { basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; @@ -12765,11 +12765,11 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); - if(item_rand) + if (item_rand) { for (int k = 0; k < 3; ++k) { - if(item_rand->enchant_id[k] == enchant_id) + if (item_rand->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; @@ -12785,11 +12785,11 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); - if(item_rand_suffix) + if (item_rand_suffix) { for (int k = 0; k < 3; ++k) { - if(item_rand_suffix->enchant_id[k] == enchant_id) + if (item_rand_suffix->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; @@ -12980,15 +12980,15 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool } case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon { - if(getClass() == CLASS_SHAMAN) + if (getClass() == CLASS_SHAMAN) { float addValue = 0.0f; - if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) + if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); } - else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) + else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); @@ -13010,19 +13010,19 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool } // visualize enchantment at player and equipped items - if(slot == PERM_ENCHANTMENT_SLOT) + if (slot == PERM_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); - if(slot == TEMP_ENCHANTMENT_SLOT) + if (slot == TEMP_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); - if(apply_dur) + if (apply_dur) { - if(apply) + if (apply) { // set duration uint32 duration = item->GetEnchantmentDuration(slot); - if(duration > 0) + if (duration > 0) AddEnchantmentDuration(item, slot, duration); } else @@ -13051,7 +13051,7 @@ void Player::SendItemDurations() void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast) { - if(!item) // prevent crash + if (!item) // prevent crash return; // last check 2.0.10 @@ -13142,7 +13142,7 @@ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId) bCanTalk = false; break; case GOSSIP_OPTION_LEARNDUALSPEC: - if(!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))) + if (!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))) bCanTalk = false; break; case GOSSIP_OPTION_UNLEARNTALENTS: @@ -13351,7 +13351,7 @@ void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 me GetSession()->SendTrainerList(guid); break; case GOSSIP_OPTION_LEARNDUALSPEC: - if(GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))) + if (GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))) { if (GetMoney() < 10000000) { @@ -13473,7 +13473,7 @@ void Player::PrepareQuestMenu( uint64 guid ) // pets also can have quests Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); - if( pCreature ) + if ( pCreature ) { pObject = (Object*)pCreature; pObjectQR = &objmgr.mCreatureQuestRelations; @@ -13486,7 +13486,7 @@ void Player::PrepareQuestMenu( uint64 guid ) Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); ASSERT(_map); GameObject *pGameObject = _map->GetGameObject(guid); - if( pGameObject ) + if ( pGameObject ) { pObject = (Object*)pGameObject; pObjectQR = &objmgr.mGOQuestRelations; @@ -13515,7 +13515,7 @@ void Player::PrepareQuestMenu( uint64 guid ) { uint32 quest_id = i->second; Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); - if(!pQuest) continue; + if (!pQuest) continue; QuestStatus status = GetQuestStatus( quest_id ); @@ -13581,7 +13581,7 @@ void Player::SendPreparedQuest(uint64 guid) { qe = gossiptext->Options[0].Emotes[0]; - if(!gossiptext->Options[0].Text_0.empty()) + if (!gossiptext->Options[0].Text_0.empty()) { title = gossiptext->Options[0].Text_0; @@ -13631,7 +13631,7 @@ Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) QuestRelations* pObjectQIR; Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); - if( pCreature ) + if ( pCreature ) { pObject = (Object*)pCreature; pObjectQR = &objmgr.mCreatureQuestRelations; @@ -13644,7 +13644,7 @@ Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); ASSERT(_map); GameObject *pGameObject = _map->GetGameObject(guid); - if( pGameObject ) + if ( pGameObject ) { pObject = (Object*)pGameObject; pObjectQR = &objmgr.mGOQuestRelations; @@ -13666,7 +13666,7 @@ Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) bool Player::CanSeeStartQuest( Quest const *pQuest ) { - if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) && + if ( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) && SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) && SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) && SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) ) @@ -13689,20 +13689,20 @@ bool Player::CanTakeQuest( Quest const *pQuest, bool msg ) bool Player::CanAddQuest( Quest const *pQuest, bool msg ) { - if( !SatisfyQuestLog( msg ) ) + if ( !SatisfyQuestLog( msg ) ) return false; uint32 srcitem = pQuest->GetSrcItemId(); - if( srcitem > 0 ) + if ( srcitem > 0 ) { uint32 count = pQuest->GetSrcItemCount(); ItemPosCountVec dest; uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); // player already have max number (in most case 1) source item, no additional item needed and quest can be added. - if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) + if ( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) return true; - else if( msg2 != EQUIP_ERR_OK ) + else if ( msg2 != EQUIP_ERR_OK ) { SendEquipError( msg2, NULL, NULL ); return false; @@ -13713,15 +13713,15 @@ bool Player::CanAddQuest( Quest const *pQuest, bool msg ) bool Player::CanCompleteQuest( uint32 quest_id ) { - if( quest_id ) + if ( quest_id ) { QuestStatusData& q_status = mQuestStatus[quest_id]; - if( q_status.m_status == QUEST_STATUS_COMPLETE ) + if ( q_status.m_status == QUEST_STATUS_COMPLETE ) return false; // not allow re-complete quest Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - if(!qInfo) + if (!qInfo) return false; // auto complete quest @@ -13735,7 +13735,7 @@ bool Player::CanCompleteQuest( uint32 quest_id ) { for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) { - if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] ) + if ( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] ) return false; } } @@ -13744,10 +13744,10 @@ bool Player::CanCompleteQuest( uint32 quest_id ) { for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { - if( qInfo->ReqCreatureOrGOId[i] == 0 ) + if ( qInfo->ReqCreatureOrGOId[i] == 0 ) continue; - if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] ) + if ( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] ) return false; } } @@ -13783,15 +13783,15 @@ bool Player::CanCompleteRepeatableQuest( Quest const *pQuest ) // Solve problem that player don't have the quest and try complete it. // if repeatable she must be able to complete event if player don't have it. // Seem that all repeatable quest are DELIVER Flag so, no need to add more. - if( !CanTakeQuest(pQuest, false) ) + if ( !CanTakeQuest(pQuest, false) ) return false; if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) ) for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) - if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) ) + if ( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) ) return false; - if( !CanRewardQuest(pQuest, false) ) + if ( !CanRewardQuest(pQuest, false) ) return false; return true; @@ -13800,15 +13800,15 @@ bool Player::CanCompleteRepeatableQuest( Quest const *pQuest ) bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) { // not auto complete quest and not completed quest (only cheating case, then ignore without message) - if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) + if (!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) return false; // daily quest can't be rewarded (25 daily quest already completed) - if(!SatisfyQuestDay(pQuest,true)) + if (!SatisfyQuestDay(pQuest,true)) return false; // rewarded and not repeatable quest (only cheating case, then ignore without message) - if(GetQuestRewardStatus(pQuest->GetQuestId())) + if (GetQuestRewardStatus(pQuest->GetQuestId())) return false; // prevent receive reward with quest items in bank @@ -13816,10 +13816,10 @@ bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) { for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) { - if( pQuest->ReqItemCount[i]!= 0 && + if ( pQuest->ReqItemCount[i]!= 0 && GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] ) { - if(msg) + if (msg) SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return false; } @@ -13827,7 +13827,7 @@ bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) } // prevent receive reward with low money and GetRewOrReqMoney() < 0 - if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) ) + if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) ) return false; return true; @@ -13836,16 +13836,16 @@ bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ) { // prevent receive reward with quest items in bank or for not completed quest - if(!CanRewardQuest(pQuest,msg)) + if (!CanRewardQuest(pQuest,msg)) return false; if ( pQuest->GetRewChoiceItemsCount() > 0 ) { - if( pQuest->RewChoiceItemId[reward] ) + if ( pQuest->RewChoiceItemId[reward] ) { ItemPosCountVec dest; uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ); - if( res != EQUIP_ERR_OK ) + if ( res != EQUIP_ERR_OK ) { SendEquipError( res, NULL, NULL ); return false; @@ -13857,11 +13857,11 @@ bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ) { for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) { - if( pQuest->RewItemId[i] ) + if ( pQuest->RewItemId[i] ) { ItemPosCountVec dest; uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ); - if( res != EQUIP_ERR_OK ) + if ( res != EQUIP_ERR_OK ) { SendEquipError( res, NULL, NULL ); return false; @@ -13902,21 +13902,21 @@ void Player::AddQuest( Quest const *pQuest, Object *questGiver ) GiveQuestSourceItem( pQuest ); AdjustQuestReqItemCount( pQuest, questStatusData ); - if( pQuest->GetRepObjectiveFaction() ) - if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction())) + if ( pQuest->GetRepObjectiveFaction() ) + if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction())) GetReputationMgr().SetVisible(factionEntry); - if( pQuest->GetRepObjectiveFaction2() ) - if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2())) + if ( pQuest->GetRepObjectiveFaction2() ) + if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2())) GetReputationMgr().SetVisible(factionEntry); uint32 qtime = 0; - if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) ) + if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) ) { uint32 limittime = pQuest->GetLimitTime(); // shared timed quest - if(questGiver && questGiver->GetTypeId() == TYPEID_PLAYER) + if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER) limittime = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS; AddTimedQuest( quest_id ); @@ -13932,19 +13932,19 @@ void Player::AddQuest( Quest const *pQuest, Object *questGiver ) questStatusData.uState = QUEST_CHANGED; //starting initial quest script - if(questGiver && pQuest->GetQuestStartScript()!=0) + if (questGiver && pQuest->GetQuestStartScript()!=0) GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); // Some spells applied at quest activation SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true); - if(saBounds.first != saBounds.second) + if (saBounds.first != saBounds.second) { uint32 zone, area; GetZoneAndAreaId(zone,area); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) - if( !HasAura(itr->second->spellId) ) + if (itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) + if ( !HasAura(itr->second->spellId) ) CastSpell(this,itr->second->spellId,true); } @@ -13953,17 +13953,17 @@ void Player::AddQuest( Quest const *pQuest, Object *questGiver ) void Player::CompleteQuest( uint32 quest_id ) { - if( quest_id ) + if ( quest_id ) { SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE ); uint16 log_slot = FindQuestSlot( quest_id ); - if( log_slot < MAX_QUEST_LOG_SIZE) + if ( log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE); - if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) + if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) { - if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) ) + if ( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) ) RewardQuest(qInfo,0,this,false); else SendQuestComplete( quest_id ); @@ -13973,12 +13973,12 @@ void Player::CompleteQuest( uint32 quest_id ) void Player::IncompleteQuest( uint32 quest_id ) { - if( quest_id ) + if ( quest_id ) { SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE ); uint16 log_slot = FindQuestSlot( quest_id ); - if( log_slot < MAX_QUEST_LOG_SIZE) + if ( log_slot < MAX_QUEST_LOG_SIZE) RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE); } } @@ -14127,25 +14127,25 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver // remove auras from spells with quest reward state limitations SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id); - if(saEndBounds.first != saEndBounds.second) + if (saEndBounds.first != saEndBounds.second) { GetZoneAndAreaId(zone,area); for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr) - if(!itr->second->IsFitToRequirements(this,zone,area)) + if (!itr->second->IsFitToRequirements(this,zone,area)) RemoveAurasDueToSpell(itr->second->spellId); } // Some spells applied at quest reward SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false); - if(saBounds.first != saBounds.second) + if (saBounds.first != saBounds.second) { - if(!zone || !area) + if (!zone || !area) GetZoneAndAreaId(zone,area); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) - if( !HasAura(itr->second->spellId) ) + if (itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) + if ( !HasAura(itr->second->spellId) ) CastSpell(this,itr->second->spellId,true); } @@ -14204,7 +14204,7 @@ bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg) uint8 reqSortClass = ClassByQuestSort(questSort); // check class sort cases in zoneOrSort - if( reqSortClass != 0 && getClass() != reqSortClass) + if ( reqSortClass != 0 && getClass() != reqSortClass) { if (msg) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); @@ -14223,10 +14223,10 @@ bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg) } } // check skill - else if(skillOrClass > 0) + else if (skillOrClass > 0) { uint32 reqSkill = skillOrClass; - if(GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue()) + if (GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue()) { if (msg) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); @@ -14241,13 +14241,13 @@ bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) { if (getLevel() < qInfo->GetMinLevel()) { - if(msg) + if (msg) SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_LOW_LEVEL); return false; } else if (qInfo->GetMaxLevel() > 0 && getLevel() > qInfo->GetMaxLevel()) { - if(msg) + if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); // There doesn't seem to be a specific response for too high player level return false; } @@ -14406,7 +14406,7 @@ bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg ) QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() ); if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE ) { - if( msg ) + if ( msg ) SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON ); return false; } @@ -14427,7 +14427,7 @@ bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) { // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed - if(qInfo->GetExclusiveGroup() <= 0) + if (qInfo->GetExclusiveGroup() <= 0) return true; ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup()); @@ -14440,14 +14440,14 @@ bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting - if(exclude_Id == qInfo->GetQuestId()) + if (exclude_Id == qInfo->GetQuestId()) continue; // not allow have daily quest if daily quest from exclusive group already recently completed Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id); - if( !SatisfyQuestDay(Nquest, false) ) + if ( !SatisfyQuestDay(Nquest, false) ) { - if( msg ) + if ( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } @@ -14455,10 +14455,10 @@ bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest already started or completed - if( i_exstatus != mQuestStatus.end() + if ( i_exstatus != mQuestStatus.end() && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) ) { - if( msg ) + if ( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } @@ -14468,15 +14468,15 @@ bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg ) { - if(!qInfo->GetNextQuestInChain()) + if (!qInfo->GetNextQuestInChain()) return true; // next quest in chain already started or completed QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() ); - if( itr != mQuestStatus.end() + if ( itr != mQuestStatus.end() && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) ) { - if( msg ) + if ( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } @@ -14490,7 +14490,7 @@ bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg ) bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) { // No previous quest in chain - if( qInfo->prevChainQuests.empty()) + if ( qInfo->prevChainQuests.empty()) return true; for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter ) @@ -14499,13 +14499,13 @@ bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); - if( i_prevstatus != mQuestStatus.end() ) + if ( i_prevstatus != mQuestStatus.end() ) { // If any of the previous quests in chain active, return false - if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE + if ( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))) { - if( msg ) + if ( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } @@ -14513,7 +14513,7 @@ bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) // check for all quests further down the chain // only necessary if there are quest chains with more than one quest that can be skipped - //if( !SatisfyQuestPrevChain( prevId, msg ) ) + //if ( !SatisfyQuestPrevChain( prevId, msg ) ) // return false; } @@ -14523,23 +14523,23 @@ bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg ) { - if(!qInfo->IsDaily()) + if (!qInfo->IsDaily()) return true; bool have_slot = false; for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); - if(qInfo->GetQuestId()==id) + if (qInfo->GetQuestId()==id) return false; - if(!id) + if (!id) have_slot = true; } - if(!have_slot) + if (!have_slot) { - if( msg ) + if ( msg ) SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING ); return false; } @@ -14550,22 +14550,22 @@ bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg ) bool Player::GiveQuestSourceItem( Quest const *pQuest ) { uint32 srcitem = pQuest->GetSrcItemId(); - if( srcitem > 0 ) + if ( srcitem > 0 ) { uint32 count = pQuest->GetSrcItemCount(); - if( count <= 0 ) + if ( count <= 0 ) count = 1; ItemPosCountVec dest; uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) { Item * item = StoreNewItem(dest, srcitem, true); SendNewItem(item, count, true, false); return true; } // player already have max amount required item, just report success - else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) + else if ( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) return true; else SendEquipError( msg, NULL, NULL ); @@ -14610,7 +14610,7 @@ bool Player::GetQuestRewardStatus(uint32 quest_id) const { // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); - if(itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE + if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE && !qInfo->IsRepeatable()) return itr->second.m_rewarded; @@ -14752,7 +14752,7 @@ void Player::ItemAddedQuestCheck( uint32 entry, uint32 count) continue; Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) + if ( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) continue; for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) @@ -14784,12 +14784,12 @@ void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count) for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); - if(!questid) + if (!questid) continue; Quest const* qInfo = objmgr.GetQuestTemplate(questid); if (!qInfo) continue; - if( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) + if ( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) continue; for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) @@ -14854,7 +14854,7 @@ void Player::KilledMonsterCredit(uint32 entry, uint64 guid) continue; // just if !ingroup || !noraidgroup || raidgroup QuestStatusData& q_status = mQuestStatus[questid]; - if(q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID)) + if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID)) { if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST)) { @@ -14902,7 +14902,7 @@ void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id) for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); - if(!questid) + if (!questid) continue; Quest const* qInfo = objmgr.GetQuestTemplate(questid); @@ -15064,7 +15064,7 @@ void Player::ReputationChanged(FactionEntry const* factionEntry) { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { - if(uint32 questid = GetQuestSlotQuestId(i)) + if (uint32 questid = GetQuestSlotQuestId(i)) { if (Quest const* qInfo = objmgr.GetQuestTemplate(questid)) { @@ -15077,7 +15077,7 @@ void Player::ReputationChanged(FactionEntry const* factionEntry) if (CanCompleteQuest(questid)) CompleteQuest(questid); } - else if(q_status.m_status == QUEST_STATUS_COMPLETE) + else if (q_status.m_status == QUEST_STATUS_COMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) IncompleteQuest(questid); @@ -15092,7 +15092,7 @@ void Player::ReputationChanged2(FactionEntry const* factionEntry) { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { - if(uint32 questid = GetQuestSlotQuestId(i)) + if (uint32 questid = GetQuestSlotQuestId(i)) { if (Quest const* qInfo = objmgr.GetQuestTemplate(questid)) { @@ -15105,7 +15105,7 @@ void Player::ReputationChanged2(FactionEntry const* factionEntry) if (CanCompleteQuest(questid)) CompleteQuest(questid); } - else if(q_status.m_status == QUEST_STATUS_COMPLETE) + else if (q_status.m_status == QUEST_STATUS_COMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2()) IncompleteQuest(questid); @@ -15125,7 +15125,7 @@ bool Player::HasQuestForItem(uint32 itemid) const continue; QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); - if(qs_itr == mQuestStatus.end()) + if (qs_itr == mQuestStatus.end()) continue; QuestStatusData const& q_status = qs_itr->second; @@ -15176,7 +15176,7 @@ bool Player::HasQuestForItem(uint32 itemid) const void Player::SendQuestComplete(uint32 quest_id) { - if(quest_id) + if (quest_id) { WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4); data << uint32(quest_id); @@ -15215,7 +15215,7 @@ void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGive void Player::SendQuestFailed( uint32 quest_id ) { - if( quest_id ) + if ( quest_id ) { WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 ); data << uint32(quest_id); @@ -15227,7 +15227,7 @@ void Player::SendQuestFailed( uint32 quest_id ) void Player::SendQuestTimerFailed( uint32 quest_id ) { - if( quest_id ) + if ( quest_id ) { WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 ); data << uint32(quest_id); @@ -15273,7 +15273,7 @@ void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver) void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg ) { - if( pPlayer ) + if ( pPlayer ) { WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) ); data << uint64(pPlayer->GetGUID()); @@ -15311,7 +15311,7 @@ void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, u GetSession()->SendPacket(&data); uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() ); - if( log_slot < MAX_QUEST_LOG_SIZE) + if ( log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count); } @@ -15373,10 +15373,10 @@ bool Player::MinimalLoadFromDB( QueryResult_AutoPtr result, uint32 guid ) void Player::_LoadDeclinedNames(QueryResult_AutoPtr result) { - if(!result) + if (!result) return; - if(m_declinedname) + if (m_declinedname) delete m_declinedname; m_declinedname = new DeclinedName; @@ -15403,7 +15403,7 @@ void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result) uint32 personal_rating = fields[4].GetUInt32(); ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid); - if(!aTeam) + if (!aTeam) { sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid); continue; @@ -15447,7 +15447,7 @@ void Player::_LoadEquipmentSets(QueryResult_AutoPtr result) ++count; - if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit + if (count >= MAX_EQUIPMENT_SET_INDEX) // client limit break; } while (result->NextRow()); } @@ -15475,7 +15475,7 @@ void Player::_LoadBGData(QueryResult_AutoPtr result) bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid) { QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid)); - if(!result) + if (!result) return false; Field *fields = result->Fetch(); @@ -15493,7 +15493,7 @@ bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) { QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid)); - if( !result ) + if ( !result ) return false; Field *fields = result->Fetch(); @@ -15505,7 +15505,7 @@ bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index) { - if(index >= data.size()) + if (index >= data.size()) return 0; return (uint32)atoi(data[index].c_str()); @@ -15523,7 +15523,7 @@ float Player::GetFloatValueFromArray(Tokens const& data, uint16 index) uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid) { Tokens data; - if(!LoadValuesArrayFromDB(data,guid)) + if (!LoadValuesArrayFromDB(data,guid)) return 0; return GetUInt32ValueFromArray(data,index); @@ -15552,7 +15552,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) //"health, power1, power2, power3, power4, power5, power6, power7, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid); QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); - if(!result) + if (!result) { sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid); return false; @@ -15564,7 +15564,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) // check if the character's account in the db and the logged in account match. // player should be able to load/delete character only with correct account! - if( dbAccountId != GetSession()->GetAccountId() ) + if ( dbAccountId != GetSession()->GetAccountId() ) { sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId); return false; @@ -15582,7 +15582,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) return false; } - if(!LoadValues( fields[2].GetString())) + if (!LoadValues( fields[2].GetString())) { sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid)); return false; @@ -15636,7 +15636,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) setFactionForRace(getRace()); // load home bind and check in same time class/race pair, it used later for restore broken positions - if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) + if (!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) return false; InitPrimaryProfessions(); // to max set before any spell loaded @@ -15648,7 +15648,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) uint32 instanceId = fields[59].GetFloat(); uint32 difficulty = fields[39].GetUInt32(); - if(difficulty >= MAX_DUNGEON_DIFFICULTY) + if (difficulty >= MAX_DUNGEON_DIFFICULTY) difficulty = DUNGEON_DIFFICULTY_NORMAL; SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup std::string taxi_nodes = fields[38].GetCppString(); @@ -15669,11 +15669,11 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) { uint32 arena_team_id = GetArenaTeamId(arena_slot); - if(!arena_team_id) + if (!arena_team_id) continue; - if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id)) - if(at->HaveMember(GetGUID())) + if (ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id)) + if (at->HaveMember(GetGUID())) continue; // arena team not exist or not member, cleanup fields @@ -15692,7 +15692,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA)); MapEntry const * mapEntry = sMapStore.LookupEntry(mapId); - if(!mapEntry || !IsPositionValid()) + if (!mapEntry || !IsPositionValid()) { sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); RelocateToHomebind(); @@ -15701,12 +15701,12 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) else if (mapEntry && mapEntry->IsBattleGroundOrArena()) { BattleGround *currentBg = NULL; - if(m_bgData.bgInstanceID) //saved in BattleGround + if (m_bgData.bgInstanceID) //saved in BattleGround currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID()); - if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) + if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) { BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); AddBattleGroundQueueId(bgQueueTypeId); @@ -15730,7 +15730,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) const WorldLocation& _loc = GetBattleGroundEntryPoint(); mapId = _loc.GetMapId(); instanceId = 0; - if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???) + if (mapId == MAPID_INVALID) // Battleground Entry Point not found (???) { sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid); RelocateToHomebind(); @@ -15753,7 +15753,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) m_movementInfo.t_z = fields[29].GetFloat(); m_movementInfo.t_o = fields[30].GetFloat(); - if( !Trinity::IsValidMapCoord( + if ( !Trinity::IsValidMapCoord( GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y, GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) || // transport size limited @@ -15769,7 +15769,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) { for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter) { - if( (*iter)->GetGUIDLow() == transGUID) + if ( (*iter)->GetGUIDLow() == transGUID) { m_transport = *iter; m_transport->AddPassenger(this); @@ -15777,7 +15777,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) break; } } - if(!m_transport) + if (!m_transport) { sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.", guid,transGUID); @@ -15792,19 +15792,19 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) instanceId = 0; // Not finish taxi flight path - if(m_bgData.HasTaxiPath()) + if (m_bgData.HasTaxiPath()) { for (int i = 0; i < 2; ++i) m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]); } - else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam())) + else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam())) { // problems with taxi path loading TaxiNodesEntry const* nodeEntry = NULL; - if(uint32 node_id = m_taxi.GetTaxiSource()) + if (uint32 node_id = m_taxi.GetTaxiSource()) nodeEntry = sTaxiNodesStore.LookupEntry(node_id); - if(!nodeEntry) // don't know taxi start node, to homebind + if (!nodeEntry) // don't know taxi start node, to homebind { sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow()); RelocateToHomebind(); @@ -15836,16 +15836,16 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) // Map could be changed before mapEntry = sMapStore.LookupEntry(mapId); // client without expansion support - if(mapEntry && GetSession()->Expansion() < mapEntry->Expansion()) + if (mapEntry && GetSession()->Expansion() < mapEntry->Expansion()) { sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId); RelocateToHomebind(); } - // fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance) - if(instanceId) - if(InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid())) - if(save->GetInstanceId() != instanceId) + // fix crash (because of if (Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance) + if (instanceId) + if (InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid())) + if (save->GetInstanceId() != instanceId) instanceId = 0; // NOW player must have valid map @@ -15856,7 +15856,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) { instanceId = 0; AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId); - if(at) + if (at) { sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation()); @@ -15869,7 +15869,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) } map = MapManager::Instance().CreateMap(mapId, this, 0); - if(!map) + if (!map) { PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); mapId = info->mapId; @@ -15885,10 +15885,10 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) } // if the player is in an instance and it has been reset in the meantime teleport him to the entrance - if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId)) + if (instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId)) { AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId); - if(at) + if (at) Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation); else { @@ -16097,7 +16097,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) case 0: break; // disable case 1: SetGameMaster(true); break; // enable case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_ON) + if (extraflags & PLAYER_EXTRA_GM_ON) SetGameMaster(true); break; } @@ -16108,7 +16108,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) case 0: SetGMVisible(false); break; // invisible case 1: break; // visible case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_INVISIBLE) + if (extraflags & PLAYER_EXTRA_GM_INVISIBLE) SetGMVisible(false); break; } @@ -16119,7 +16119,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) case 0: break; // disable case 1: SetAcceptTicket(true); break; // enable case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) + if (extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) SetAcceptTicket(true); break; }*/ @@ -16130,7 +16130,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) case 0: break; // disable case 1: SetGMChat(true); break; // enable case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_CHAT) + if (extraflags & PLAYER_EXTRA_GM_CHAT) SetGMChat(true); break; } @@ -16141,7 +16141,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) case 0: break; // disable case 1: SetAcceptWhispers(true); break; // enable case 2: // save state - if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) + if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) SetAcceptWhispers(true); break; } @@ -16220,7 +16220,7 @@ void Player::_LoadActions(QueryResult_AutoPtr result, bool startup) uint32 action = fields[1].GetUInt32(); uint8 type = fields[2].GetUInt8(); - if(ActionButton* ab = addActionButton(button, action, type)) + if (ActionButton* ab = addActionButton(button, action, type)) ab->uState = ACTIONBUTTON_UNCHANGED; else { @@ -16281,7 +16281,7 @@ void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff) // prevent wrong values of remaincharges if (spellproto->procCharges) { - if(remaincharges <= 0 || remaincharges > spellproto->procCharges) + if (remaincharges <= 0 || remaincharges > spellproto->procCharges) remaincharges = spellproto->procCharges; } else @@ -16538,7 +16538,7 @@ void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff) draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM)); } } - //if(isAlive()) + //if (isAlive()) _ApplyAllItemMods(); } @@ -16751,7 +16751,7 @@ void Player::_LoadQuestStatus(QueryResult_AutoPtr result) SetTitle(titleEntry); } - if(pQuest->GetBonusTalents()) + if (pQuest->GetBonusTalents()) m_questRewardTalentCount += pQuest->GetBonusTalents(); } @@ -16874,7 +16874,7 @@ void Player::_LoadBoundInstances(QueryResult_AutoPtr result) continue; } - if(difficulty >= MAX_DIFFICULTY) + if (difficulty >= MAX_DIFFICULTY) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); @@ -16882,7 +16882,7 @@ void Player::_LoadBoundInstances(QueryResult_AutoPtr result) } MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty)); - if(!mapDiff) + if (!mapDiff) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); @@ -16908,7 +16908,7 @@ InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty { // some instances only have one difficulty MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); - if(!mapDiff) + if (!mapDiff) return NULL; BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); @@ -16923,8 +16923,8 @@ InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid) InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid)); InstanceSave *pSave = pBind ? pBind->save : NULL; if (!pBind || !pBind->perm) - if(Group *group = GetGroup()) - if(InstanceGroupBind *groupBind = group->GetBoundInstance(this)) + if (Group *group = GetGroup()) + if (InstanceGroupBind *groupBind = group->GetBoundInstance(this)) pSave = groupBind->save; return pSave; @@ -16940,7 +16940,7 @@ void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficu { if (itr != m_boundInstances[difficulty].end()) { - if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId()); + if (!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId()); itr->second.save->RemovePlayer(this); // save can become invalid m_boundInstances[difficulty].erase(itr++); } @@ -16948,7 +16948,7 @@ void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficu InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load) { - if(save) + if (save) { InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()]; if (bind.save) @@ -16964,7 +16964,7 @@ InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, b if (bind.save != save) { - if(bind.save) + if (bind.save) bind.save->RemovePlayer(this); save->AddPlayer(this); } @@ -16997,7 +16997,7 @@ void Player::SendRaidInfo() { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { - if(itr->second.perm) + if (itr->second.perm) { InstanceSave *save = itr->second.save; data << uint32(save->GetMapId()); // map id @@ -17062,7 +17062,7 @@ void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player bool has_binds = false; bool has_solo = false; - if(player) + if (player) { player_guid = player->GetGUID(); if (!group) @@ -17096,10 +17096,10 @@ void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player } // if the player's not online we don't know what binds it has - if(!player || !group || has_binds) + if (!player || !group || has_binds) CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid)); // the following should not get executed when changing leaders - if(!player || has_solo) + if (!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid)); } @@ -17114,7 +17114,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report { if (ar->levelMin && getLevel() < ar->levelMin) LevelMin = ar->levelMin; - if(ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin) + if (ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin) LevelMin = ar->heroicLevelMin; if (ar->levelMax && getLevel() > ar->levelMax) LevelMax = ar->levelMax; @@ -17127,11 +17127,11 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report (!ar->item2 || !HasItemCount(ar->item2, 1))) missingItem = ar->item; } - else if(ar->item2 && !HasItemCount(ar->item2, 1)) + else if (ar->item2 && !HasItemCount(ar->item2, 1)) missingItem = ar->item2; MapEntry const* mapEntry = sMapStore.LookupEntry(target_map); - if(!mapEntry) + if (!mapEntry) return false; bool closed = false; @@ -17164,7 +17164,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report uint32 missingKey = 0; uint32 missingHeroicQuest = 0; - if(!isNormalTargetMap) + if (!isNormalTargetMap) { if (ar->heroicKey) { @@ -17180,7 +17180,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report } uint32 missingQuest = 0; - if(ar->quest && !GetQuestRewardStatus(ar->quest)) + if (ar->quest && !GetQuestRewardStatus(ar->quest)) missingQuest = ar->quest; if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest) @@ -17227,7 +17227,7 @@ bool Player::_LoadHomeBind(QueryResult_AutoPtr result) MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId); // accept saved data only for valid position (and non instanceable), and accessable - if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && + if ( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion()) ok = true; else @@ -17588,7 +17588,7 @@ void Player::_SaveInventory() for (size_t i = 0; i < m_itemUpdateQueue.size(); i++) { Item *item = m_itemUpdateQueue[i]; - if(!item) continue; + if (!item) continue; Bag *container = item->GetContainer(); uint32 bag_guid = container ? container->GetGUIDLow() : 0; @@ -17625,7 +17625,7 @@ void Player::_SaveMail() { CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'", m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID); - if(m->removedItems.size()) + if (m->removedItems.size()) { for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2); @@ -17687,7 +17687,7 @@ void Player::_SaveQuestStatus() void Player::_SaveDailyQuestStatus() { - if(!m_DailyQuestChanged) + if (!m_DailyQuestChanged) return; m_DailyQuestChanged = false; @@ -17697,7 +17697,7 @@ void Player::_SaveDailyQuestStatus() // we don't need transactions here. CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow()); for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) - if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) + if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')", GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime)); } @@ -17707,13 +17707,13 @@ void Player::_SaveSkills() // we don't need transactions here. for ( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ) { - if(itr->second.uState == SKILL_UNCHANGED) + if (itr->second.uState == SKILL_UNCHANGED) { ++itr; continue; } - if(itr->second.uState == SKILL_DELETED) + if (itr->second.uState == SKILL_DELETED) { CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first ); mSkillStatus.erase(itr++); @@ -17768,7 +17768,7 @@ void Player::_SaveSpells() void Player::outDebugValues() const { - if(!sLog.IsOutDebug()) // optimize disabled debug output + if (!sLog.IsOutDebug()) // optimize disabled debug output return; sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA)); @@ -17792,22 +17792,22 @@ void Player::outDebugValues() const void Player::UpdateSpeakTime() { // ignore chat spam protection for GMs in any mode - if(GetSession()->GetSecurity() > SEC_PLAYER) + if (GetSession()->GetSecurity() > SEC_PLAYER) return; time_t current = time (NULL); - if(m_speakTime > current) + if (m_speakTime > current) { uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT); - if(!max_count) + if (!max_count) return; ++m_speakCount; - if(m_speakCount >= max_count) + if (m_speakCount >= max_count) { // prevent overwrite mute time, if message send just before mutes set, for example. time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME); - if(GetSession()->m_muteTime < new_mute) + if (GetSession()->m_muteTime < new_mute) GetSession()->m_muteTime = new_mute; m_speakCount = 0; @@ -17878,7 +17878,7 @@ void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value) char buf[11]; snprintf(buf,11,"%u",value); - if(index >= tokens.size()) + if (index >= tokens.size()) return; tokens[index] = buf; @@ -17887,10 +17887,10 @@ void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value) void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid) { Tokens tokens; - if(!LoadValuesArrayFromDB(tokens,guid)) + if (!LoadValuesArrayFromDB(tokens,guid)) return; - if(index >= tokens.size()) + if (index >= tokens.size()) return; char buf[11]; @@ -17911,7 +17911,7 @@ void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 { // 0 QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid)); - if(!result) + if (!result) return; Field* fields = result->Fetch(); @@ -18001,16 +18001,16 @@ void Player::ResetInstances(uint8 method, bool isRaid) { InstanceSave *p = itr->second.save; const MapEntry *entry = sMapStore.LookupEntry(itr->first); - if(!entry || entry->IsRaid() != isRaid || !p->CanReset()) + if (!entry || entry->IsRaid() != isRaid || !p->CanReset()) { ++itr; continue; } - if(method == INSTANCE_RESET_ALL) + if (method == INSTANCE_RESET_ALL) { // the "reset all instances" method can only reset normal maps - if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) + if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) { ++itr; continue; @@ -18019,15 +18019,15 @@ void Player::ResetInstances(uint8 method, bool isRaid) // if the map is loaded, reset it Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId()); - if(map && map->IsDungeon()) - if(!((InstanceMap*)map)->Reset(method)) + if (map && map->IsDungeon()) + if (!((InstanceMap*)map)->Reset(method)) { ++itr; continue; } // since this is a solo instance there should not be any players inside - if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) + if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) SendResetInstanceSuccess(p->GetMapId()); p->DeleteFromDB(); @@ -18061,7 +18061,7 @@ void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId) ///checks the 15 afk reports per 5 minutes limit void Player::UpdateAfkReport(time_t currTime) { - if(m_bgData.bgAfkReportedTimer <= currTime) + if (m_bgData.bgAfkReportedTimer <= currTime) { m_bgData.bgAfkReportedCount = 0; m_bgData.bgAfkReportedTimer = currTime+5*MINUTE; @@ -18070,9 +18070,9 @@ void Player::UpdateAfkReport(time_t currTime) void Player::UpdateContestedPvP(uint32 diff) { - if(!m_contestedPvPTimer||isInCombat()) + if (!m_contestedPvPTimer||isInCombat()) return; - if(m_contestedPvPTimer <= diff) + if (m_contestedPvPTimer <= diff) { ResetContestedPvP(); } @@ -18082,9 +18082,9 @@ void Player::UpdateContestedPvP(uint32 diff) void Player::UpdatePvPFlag(time_t currTime) { - if(!IsPvP()) + if (!IsPvP()) return; - if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300)) + if (pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300)) return; UpdatePvP(false); @@ -18092,7 +18092,7 @@ void Player::UpdatePvPFlag(time_t currTime) void Player::UpdateDuelFlag(time_t currTime) { - if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3) + if (!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3) return; SetUInt32Value(PLAYER_DUEL_TEAM, 1); @@ -18106,9 +18106,9 @@ void Player::UpdateDuelFlag(time_t currTime) Pet* Player::GetPet() const { - if(uint64 pet_guid = GetPetGUID()) + if (uint64 pet_guid = GetPetGUID()) { - if(!IS_PET_GUID(pet_guid)) + if (!IS_PET_GUID(pet_guid)) return NULL; Pet* pet = ObjectAccessor::GetPet(pet_guid); @@ -18116,7 +18116,7 @@ Pet* Player::GetPet() const if (!pet) return NULL; - if(IsInWorld() && pet) + if (IsInWorld() && pet) return pet; //there may be a guardian in slot @@ -18129,35 +18129,35 @@ Pet* Player::GetPet() const void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) { - if(!pet) + if (!pet) pet = GetPet(); - if(pet) + if (pet) { sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent); - if(pet->m_removed) + if (pet->m_removed) return; } - if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround()) + if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround()) { //returning of reagents only for players, so best done here uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); - if(spellInfo) + if (spellInfo) { for (uint32 i = 0; i < 7; ++i) { - if(spellInfo->Reagent[i] > 0) + if (spellInfo->Reagent[i] > 0) { ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout) uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] ); - if( msg == EQUIP_ERR_OK ) + if ( msg == EQUIP_ERR_OK ) { Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true); - if(IsInWorld()) + if (IsInWorld()) SendNewItem(item,spellInfo->ReagentCount[i],true,false); } } @@ -18166,12 +18166,12 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) m_temporaryUnsummonedPetNumber = 0; } - if(!pet || pet->GetOwnerGUID()!=GetGUID()) + if (!pet || pet->GetOwnerGUID()!=GetGUID()) return; pet->CombatStop(); - if(returnreagent) + if (returnreagent) { switch(pet->GetEntry()) { @@ -18193,13 +18193,13 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) pet->AddObjectToRemoveList(); pet->m_removed = true; - if(pet->isControlled()) + if (pet->isControlled()) { WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); GetSession()->SendPacket(&data); - if(GetGroup()) + if (GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_PET); } } @@ -18207,23 +18207,23 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) void Player::StopCastingCharm() { Unit* charm = GetCharm(); - if(!charm) + if (!charm) return; - if(charm->GetTypeId() == TYPEID_UNIT) + if (charm->GetTypeId() == TYPEID_UNIT) { - if(charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET)) + if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET)) ((Puppet*)charm)->UnSummon(); - else if(charm->IsVehicle()) + else if (charm->IsVehicle()) ExitVehicle(); } - if(GetCharmGUID()) + if (GetCharmGUID()) charm->RemoveCharmAuras(); - if(GetCharmGUID()) + if (GetCharmGUID()) { sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId()); - if(charm->GetCharmerGUID()) + if (charm->GetCharmerGUID()) { sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID()); assert(false); @@ -18251,7 +18251,7 @@ void Player::Say(const std::string& text, const uint32 language) BuildPlayerChat(&data, CHAT_MSG_SAY, text, language); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true); - if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) + if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) sLog.outChat("[SAY] Player %s says (language %u): %s", GetName(), language, text.c_str()); } @@ -18262,7 +18262,7 @@ void Player::Yell(const std::string& text, const uint32 language) BuildPlayerChat(&data, CHAT_MSG_YELL, text, language); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true); - if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) + if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) sLog.outChat("[YELL] Player %s yells (language %u): %s", GetName(), language, text.c_str()); } @@ -18273,7 +18273,7 @@ void Player::TextEmote(const std::string& text) BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT)); - if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) + if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) sLog.outChat("[TEXTEMOTE] Player %s emotes: %s", GetName(), text.c_str()); } @@ -18285,12 +18285,12 @@ void Player::Whisper(const std::string& text, uint32 language,uint64 receiver) Player *rPlayer = objmgr.GetPlayer(receiver); - if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER)) + if (sWorld.getConfig(CONFIG_CHATLOG_WHISPER)) sLog.outChat("[WHISPER] Player %s tells %s: %s", GetName(), rPlayer->GetName(), text.c_str()); // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode - if(!rPlayer->isDND() || isGameMaster()) + if (!rPlayer->isDND() || isGameMaster()) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language); @@ -18310,18 +18310,18 @@ void Player::Whisper(const std::string& text, uint32 language,uint64 receiver) ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str()); } - if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster()) + if (!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster()) { SetAcceptWhispers(true); ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON); } // announce to player that player he is whispering to is afk - if(rPlayer->isAFK()) + if (rPlayer->isAFK()) ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str()); // if player whisper someone, auto turn of dnd to be able to receive an answer - if(isDND() && !rPlayer->isGameMaster()) + if (isDND() && !rPlayer->isGameMaster()) ToggleDND(); } @@ -18329,7 +18329,7 @@ void Player::PetSpellInitialize() { Pet* pet = GetPet(); - if(!pet) + if (!pet) return; sLog.outDebug("Pet Spells Groups"); @@ -18356,7 +18356,7 @@ void Player::PetSpellInitialize() // spells loop for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) { - if(itr->second.state == PETSPELL_REMOVED) + if (itr->second.state == PETSPELL_REMOVED) continue; data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active)); @@ -18399,12 +18399,12 @@ void Player::PetSpellInitialize() void Player::PossessSpellInitialize() { Unit* charm = GetCharm(); - if(!charm) + if (!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); - if(!charmInfo) + if (!charmInfo) { sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); return; @@ -18427,7 +18427,7 @@ void Player::PossessSpellInitialize() void Player::VehicleSpellInitialize() { Creature* veh = GetVehicleCreatureBase(); - if(!veh) + if (!veh) return; // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation()); @@ -18443,14 +18443,14 @@ void Player::VehicleSpellInitialize() for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { uint32 spellId = veh->ToCreature()->m_spells[i]; - if(!spellId) + if (!spellId) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); - if(!spellInfo) + if (!spellInfo) continue; - if(IsPassiveSpell(spellId)) + if (IsPassiveSpell(spellId)) { veh->CastSpell(veh, spellId, true); data << uint16(0) << uint8(0) << uint8(i+8); @@ -18470,25 +18470,25 @@ void Player::VehicleSpellInitialize() void Player::CharmSpellInitialize() { Unit* charm = GetFirstControlled(); - if(!charm) + if (!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); - if(!charmInfo) + if (!charmInfo) { sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); return; } uint8 addlist = 0; - if(charm->GetTypeId() != TYPEID_PLAYER) + if (charm->GetTypeId() != TYPEID_PLAYER) { CreatureInfo const *cinfo = charm->ToCreature()->GetCreatureInfo(); - //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) + //if (cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) { for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) { - if(charmInfo->GetCharmSpell(i)->GetAction()) + if (charmInfo->GetCharmSpell(i)->GetAction()) ++addlist; } } @@ -18499,7 +18499,7 @@ void Player::CharmSpellInitialize() data << uint16(0); data << uint32(0); - if(charm->GetTypeId() != TYPEID_PLAYER) + if (charm->GetTypeId() != TYPEID_PLAYER) data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); else data << uint8(0) << uint8(0) << uint16(0); @@ -18508,12 +18508,12 @@ void Player::CharmSpellInitialize() data << uint8(addlist); - if(addlist) + if (addlist) { for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) { CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); - if(cspell->GetAction()) + if (cspell->GetAction()) data << uint32(cspell->packedData); } } @@ -18719,11 +18719,11 @@ void Player::SendProficiency(uint8 pr1, uint32 pr2) void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) { QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL); - if(type==10) + if (type==10) result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); else result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); - if(result) + if (result) { do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand. { // and SendPetitionQueryOpcode reads data from the DB @@ -18733,19 +18733,19 @@ void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) // send update if charter owner in game Player* owner = objmgr.GetPlayer(ownerguid); - if(owner) + if (owner) owner->GetSession()->SendPetitionQueryOpcode(petitionguid); } while ( result->NextRow() ); - if(type==10) + if (type==10) CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); else CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); } CharacterDatabase.BeginTransaction(); - if(type == 10) + if (type == 10) { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid)); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid)); @@ -18761,17 +18761,17 @@ void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) void Player::LeaveAllArenaTeams(uint64 guid) { QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid)); - if(!result) + if (!result) return; do { Field *fields = result->Fetch(); uint32 at_id = fields[0].GetUInt32(); - if(at_id != 0) + if (at_id != 0) { ArenaTeam * at = objmgr.GetArenaTeamById(at_id); - if(at) + if (at) at->DelMember(guid); } } while (result->NextRow()); @@ -18780,23 +18780,23 @@ void Player::LeaveAllArenaTeams(uint64 guid) void Player::SetRestBonus (float rest_bonus_new) { // Prevent resting on max level - if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) + if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) rest_bonus_new = 0; - if(rest_bonus_new < 0) + if (rest_bonus_new < 0) rest_bonus_new = 0; float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2; - if(rest_bonus_new > rest_bonus_max) + if (rest_bonus_new > rest_bonus_max) m_rest_bonus = rest_bonus_max; else m_rest_bonus = rest_bonus_new; // update data for client - if(m_rest_bonus>10) + if (m_rest_bonus>10) SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested - else if(m_rest_bonus<=1) + else if (m_rest_bonus<=1) SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal //RestTickUpdate @@ -18812,7 +18812,7 @@ void Player::HandleStealthedUnitsDetection() for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i) { - if((*i)==this) + if ((*i)==this) continue; bool hasAtClient = HaveAtClient((*i)); @@ -18820,13 +18820,13 @@ void Player::HandleStealthedUnitsDetection() if (hasDetected) { - if(!hasAtClient) + if (!hasAtClient) { (*i)->SendUpdateToPlayer(this); m_clientGUIDs.insert((*i)->GetGUID()); #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i)); #endif @@ -18837,7 +18837,7 @@ void Player::HandleStealthedUnitsDetection() } else { - if(hasAtClient) + if (hasAtClient) { (*i)->DestroyForPlayer(this); m_clientGUIDs.erase((*i)->GetGUID()); @@ -18848,11 +18848,11 @@ void Player::HandleStealthedUnitsDetection() bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/) { - if(nodes.size() < 2) + if (nodes.size() < 2) return false; // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root - if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT)) + if (GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT)) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); @@ -18860,14 +18860,14 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc return false; } - if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) return false; // taximaster case - if(npc) + if (npc) { // not let cheating with start flight mounted - if(IsMounted()) + if (IsMounted()) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERALREADYMOUNTED); @@ -18875,7 +18875,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc return false; } - if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) + if ( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERSHAPESHIFTED); @@ -18884,7 +18884,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc } // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi - if(IsNonMeleeSpellCasted(false)) + if (IsNonMeleeSpellCasted(false)) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); @@ -18897,7 +18897,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc { RemoveAurasByType(SPELL_AURA_MOUNTED); - if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) + if ( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) RemoveAurasDueToSpell(m_ShapeShiftFormSpellId); if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL)) @@ -18979,7 +18979,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc lastnode = nodes[i]; objmgr.GetTaxiPath(prevnode, lastnode, path, cost); - if(!path) + if (!path) { m_taxi.ClearTaxiDestinations(); return false; @@ -18987,7 +18987,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc totalcost += cost; - if(prevnode == sourcenode) + if (prevnode == sourcenode) sourcepath = path; m_taxi.AddTaxiDestination(lastnode); @@ -19018,7 +19018,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc if (npc) totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc)); - if(money < totalcost) + if (money < totalcost) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXINOTENOUGHMONEY); @@ -19056,7 +19056,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ ) { TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id); - if(!entry) + if (!entry) return false; std::vector<uint32> nodes; @@ -19104,7 +19104,7 @@ void Player::ContinueTaxiFlight() TaxiPathNode const& prevNode = nodeList[i-1]; // skip nodes at another map - if(node.mapid != GetMapId()) + if (node.mapid != GetMapId()) continue; distPrev = distNext; @@ -19119,7 +19119,7 @@ void Player::ContinueTaxiFlight() (node.y-prevNode.y)*(node.y-prevNode.y)+ (node.z-prevNode.z)*(node.z-prevNode.z); - if(distNext + distPrev < distNodes) + if (distNext + distPrev < distNodes) { startNode = i; break; @@ -19152,10 +19152,10 @@ void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ) if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) continue; - if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE) + if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE) continue; - if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) + if ((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) { data << uint32(unSpellId); data << uint32(unTimeMs); // in m.secs @@ -19168,7 +19168,7 @@ void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ) void Player::InitDataForForm(bool reapplyMods) { SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form); - if(ssEntry && ssEntry->attackSpeed) + if (ssEntry && ssEntry->attackSpeed) { SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed); SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed); @@ -19182,21 +19182,21 @@ void Player::InitDataForForm(bool reapplyMods) case FORM_GHOUL: case FORM_CAT: { - if(getPowerType()!=POWER_ENERGY) + if (getPowerType()!=POWER_ENERGY) setPowerType(POWER_ENERGY); break; } case FORM_BEAR: case FORM_DIREBEAR: { - if(getPowerType()!=POWER_RAGE) + if (getPowerType()!=POWER_RAGE) setPowerType(POWER_RAGE); break; } default: // 0, for example { ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); - if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) + if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) setPowerType(Powers(cEntry->powerType)); break; } @@ -19213,7 +19213,7 @@ void Player::InitDataForForm(bool reapplyMods) void Player::InitDisplayIds() { PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); - if(!info) + if (!info) { sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); return; @@ -19243,7 +19243,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint if (count < 1) count = 1; // cheating attempt - if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT) + if (slot > MAX_BAG_SIZE && slot !=NULL_SLOT) return false; if (!isAlive()) @@ -19265,7 +19265,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint } VendorItemData const* vItems = pCreature->GetVendorItems(); - if(!vItems || vItems->Empty()) + if (!vItems || vItems->Empty()) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; @@ -19330,7 +19330,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint // item base price for (uint8 i = 0; i < 5; ++i) { - if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count))) + if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count))) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); return false; @@ -19338,7 +19338,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint } // check for personal arena rating requirement - if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating ) + if ( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating ) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); @@ -19435,7 +19435,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint for (uint8 i = 0; i < 5; ++i) { - if(iece->reqitem[i]) + if (iece->reqitem[i]) DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i] * count, true); } } @@ -19482,12 +19482,12 @@ uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) uint32 max_personal_rating = 0; for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i) { - if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) + if (ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) { uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); uint32 t_rating = at->GetRating(); p_rating = p_rating < t_rating ? p_rating : t_rating; - if(max_personal_rating < p_rating) + if (max_personal_rating < p_rating) max_personal_rating = p_rating; } } @@ -19499,7 +19499,7 @@ void Player::UpdateHomebindTime(uint32 time) // GMs never get homebind timer online if (m_InstanceValid || isGameMaster()) { - if(m_HomebindTimer) // instance valid, but timer not reset + if (m_HomebindTimer) // instance valid, but timer not reset { // hide reminder WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); @@ -19538,48 +19538,48 @@ void Player::UpdateHomebindTime(uint32 time) void Player::UpdatePvPState(bool onlyFFA) { // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled? - if(!pvpInfo.inNoPvPArea && !isGameMaster() + if (!pvpInfo.inNoPvPArea && !isGameMaster() && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm())) { - if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + if (!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); } } - else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + else if (HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) { RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); } - if(onlyFFA) + if (onlyFFA) return; - if(pvpInfo.inHostileArea) // in hostile area + if (pvpInfo.inHostileArea) // in hostile area { - if(!IsPvP() || pvpInfo.endTimer != 0) + if (!IsPvP() || pvpInfo.endTimer != 0) UpdatePvP(true, true); } else // in friendly area { - if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) + if (IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) pvpInfo.endTimer = time(0); // start toggle-off } } void Player::UpdatePvP(bool state, bool override) { - if(!state || override) + if (!state || override) { SetPvP(state); pvpInfo.endTimer = 0; } else { - if(pvpInfo.endTimer != 0) + if (pvpInfo.endTimer != 0) pvpInfo.endTimer = time(NULL); else SetPvP(state); @@ -19597,13 +19597,13 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it // cooldown information stored in item prototype // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client. - if(itemId) + if (itemId) { - if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) + if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) { for (uint8 idx = 0; idx < 5; ++idx) { - if(proto->Spells[idx].SpellId == spellInfo->Id) + if (proto->Spells[idx].SpellId == spellInfo->Id) { cat = proto->Spells[idx].SpellCategory; rec = proto->Spells[idx].SpellCooldown; @@ -19615,7 +19615,7 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it } // if no cooldown found above then base at DBC data - if(rec < 0 && catrec < 0) + if (rec < 0 && catrec < 0) { cat = spellInfo->Category; rec = spellInfo->RecoveryTime; @@ -19628,7 +19628,7 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it time_t recTime; // overwrite time for selected category - if(infinityCooldown) + if (infinityCooldown) { // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped) // but not allow ignore until reset or re-login @@ -19643,10 +19643,10 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it rec = GetAttackTime(RANGED_ATTACK); // Now we have cooldown data (if found any), time to apply mods - if(rec > 0) + if (rec > 0) ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell); - if(catrec > 0) + if (catrec > 0) ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell); // replace negative cooldowns by 0 @@ -19654,7 +19654,7 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it if (catrec < 0) catrec = 0; // no cooldown after applying spell mods - if( rec == 0 && catrec == 0) + if ( rec == 0 && catrec == 0) return; catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0; @@ -19662,18 +19662,18 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it } // self spell cooldown - if(recTime > 0) + if (recTime > 0) AddSpellCooldown(spellInfo->Id, itemId, recTime); // category spells if (cat && catrec > 0) { SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); - if(i_scstore != sSpellCategoryStore.end()) + if (i_scstore != sSpellCategoryStore.end()) { for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) { - if(*i_scset == spellInfo->Id) // skip main spell, already handled above + if (*i_scset == spellInfo->Id) // skip main spell, already handled above continue; AddSpellCooldown(*i_scset, itemId, catrecTime); @@ -19705,17 +19705,17 @@ void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell void Player::UpdatePotionCooldown(Spell* spell) { // no potion used i combat or still in combat - if(!m_lastPotionId || isInCombat()) + if (!m_lastPotionId || isInCombat()) return; // Call not from spell cast, send cooldown event for item spells if no in combat - if(!spell) + if (!spell) { // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions) - if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId)) + if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId)) for (uint8 idx = 0; idx < 5; ++idx) - if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) - if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId)) + if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) + if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId)) SendCooldownEvent(spellInfo,m_lastPotionId); } // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown) @@ -19728,12 +19728,12 @@ void Player::UpdatePotionCooldown(Spell* spell) //slot to be excluded while counting bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) { - if(!enchantmentcondition) + if (!enchantmentcondition) return true; SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition); - if(!Condition) + if (!Condition) return true; uint8 curcount[4] = {0, 0, 0, 0}; @@ -19749,30 +19749,30 @@ bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if(!enchant_id) + if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!enchantEntry) + if (!enchantEntry) continue; uint32 gemid = enchantEntry->GemID; - if(!gemid) + if (!gemid) continue; ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid); - if(!gemProto) + if (!gemProto) continue; GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); - if(!gemProperty) + if (!gemProperty) continue; uint8 GemColor = gemProperty->color; for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1) { - if(tmpcolormask & GemColor) + if (tmpcolormask & GemColor) ++curcount[b]; } } @@ -19783,7 +19783,7 @@ bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) for (uint8 i = 0; i < 5; i++) { - if(!Condition->Color[i]) + if (!Condition->Color[i]) continue; uint32 _cur_gem = curcount[Condition->Color[i] - 1]; @@ -19816,31 +19816,31 @@ void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by Player::ApplyItemMods - if(slot == exceptslot) + if (slot == exceptslot) continue; Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); - if(!pItem || !pItem->GetProto()->Socket[0].Color) + if (!pItem || !pItem->GetProto()->Socket[0].Color) continue; for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if(!enchant_id) + if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!enchantEntry) + if (!enchantEntry) continue; uint32 condition = enchantEntry->EnchantmentCondition; - if(condition) + if (condition) { //was enchant active with/without item? bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1); //should it now be? - if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) + if (wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) { // ignore item gem conditions //if state changed, (dis)apply enchant @@ -19858,28 +19858,28 @@ void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply) for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data) - if(slot == exceptslot) + if (slot == exceptslot) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); - if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item + if (!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item continue; //cycle all (gem)enchants for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if(!enchant_id) //if no enchant go to next enchant(slot) + if (!enchant_id) //if no enchant go to next enchant(slot) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!enchantEntry) + if (!enchantEntry) continue; //only metagems to be (de)activated, so only enchants with condition uint32 condition = enchantEntry->EnchantmentCondition; - if(condition) + if (condition) ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply); } } @@ -19913,7 +19913,7 @@ void Player::SetBattleGroundEntryPoint() m_bgData.mountSpell = 0; // If map is dungeon find linked graveyard - if(GetMap()->IsDungeon()) + if (GetMap()->IsDungeon()) { if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam())) { @@ -19937,17 +19937,17 @@ void Player::SetBattleGroundEntryPoint() void Player::LeaveBattleground(bool teleportToEntryPoint) { - if(BattleGround *bg = GetBattleGround()) + if (BattleGround *bg = GetBattleGround()) { bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true); // call after remove to be sure that player resurrected for correct cast - if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) ) + if ( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) ) { - if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN ) + if ( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN ) { //lets check if player was teleported from BG and schedule delayed Deserter spell cast - if(IsBeingTeleportedFar()) + if (IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER); return; @@ -19971,7 +19971,7 @@ bool Player::CanJoinToBattleground() const bool Player::CanReportAfkDueToLimit() { // a player can complain about 15 people per 5 minutes - if(m_bgData.bgAfkReportedCount++ >= 15) + if (m_bgData.bgAfkReportedCount++ >= 15) return false; return true; @@ -19981,15 +19981,15 @@ bool Player::CanReportAfkDueToLimit() void Player::ReportedAfkBy(Player* reporter) { BattleGround *bg = GetBattleGround(); - if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam()) + if (!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam()) return; // check if player has 'Idle' or 'Inactive' debuff - if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit()) + if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit()) { m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow()); // 3 players have to complain to apply debuff - if(m_bgData.bgAfkReporter.size() >= 3) + if (m_bgData.bgAfkReporter.size() >= 3) { // cast 'Idle' spell CastSpell(this, 43680, true); @@ -20014,7 +20014,7 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool return true; // phased visibility (both must phased in same way) - if(!InSamePhase(u)) + if (!InSamePhase(u)) return false; // player visible for other player if not logout and at same transport @@ -20026,46 +20026,46 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool && GetTransport() == u->ToPlayer()->GetTransport(); // not in world - if(!at_same_transport && (!IsInWorld() || !u->IsInWorld())) + if (!at_same_transport && (!IsInWorld() || !u->IsInWorld())) return false; // forbidden to seen (at GM respawn command) - //if(u->GetVisibility() == VISIBILITY_RESPAWN) + //if (u->GetVisibility() == VISIBILITY_RESPAWN) // return false; Map& _map = *u->GetMap(); // Grid dead/alive checks // non visible at grid for any stealth state - if(!u->IsVisibleInGridForPlayer(this)) + if (!u->IsVisibleInGridForPlayer(this)) return false; // always seen by owner - if(uint64 guid = u->GetCharmerOrOwnerGUID()) - if(GetGUID() == guid) + if (uint64 guid = u->GetCharmerOrOwnerGUID()) + if (GetGUID() == guid) return true; - if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) - if(u->GetGUID() == guid) + if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) + if (u->GetGUID() == guid) return true; // different visible distance checks - if(isInFlight()) // what see player in flight + if (isInFlight()) // what see player in flight { if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) return false; } - else if(!u->isAlive()) // distance for show body + else if (!u->isAlive()) // distance for show body { if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) return false; } - else if(u->GetTypeId() == TYPEID_PLAYER) // distance for show player + else if (u->GetTypeId() == TYPEID_PLAYER) // distance for show player { // Players far than max visible distance for player or not in our map are not visible too if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) return false; } - else if(u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed + else if (u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed { // Pet/charmed far than max visible distance for player or not in our map are not visible too if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) @@ -20081,12 +20081,12 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool return false; } - if(u->GetVisibility() == VISIBILITY_OFF) + if (u->GetVisibility() == VISIBILITY_OFF) { // GMs see any players, not higher GMs and all units - if(isGameMaster()) + if (isGameMaster()) { - if(u->GetTypeId() == TYPEID_PLAYER) + if (u->GetTypeId() == TYPEID_PLAYER) return u->ToPlayer()->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); else return true; @@ -20095,33 +20095,33 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool } // GM's can see everyone with invisibilitymask with less or equal security level - if(m_mover->m_invisibilityMask || u->m_invisibilityMask) + if (m_mover->m_invisibilityMask || u->m_invisibilityMask) { - if(isGameMaster()) + if (isGameMaster()) { - if(u->GetTypeId() == TYPEID_PLAYER) + if (u->GetTypeId() == TYPEID_PLAYER) return u->ToPlayer()->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); else return true; } // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) - if(!m_mover->canDetectInvisibilityOf(u)) - if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast<Player*>(u->ToPlayer() )))) + if (!m_mover->canDetectInvisibilityOf(u)) + if (!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast<Player*>(u->ToPlayer() )))) return false; } // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible - if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster()) + if (u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster()) { // if player is dead then he can't detect anyone in any cases //do not know what is the use of this detect // stealth and detected and visible for some seconds - if(!isAlive()) + if (!isAlive()) detect = false; - if(m_DetectInvTimer < 300 || !HaveAtClient(u)) - if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast<Player*>(u->ToPlayer())))) - if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u))) + if (m_DetectInvTimer < 300 || !HaveAtClient(u)) + if (!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast<Player*>(u->ToPlayer())))) + if (!detect || !m_mover->canDetectStealthOf(u, GetDistance(u))) return false; } @@ -20134,7 +20134,7 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool bool Player::IsVisibleInGridForPlayer( Player const * pl ) const { // gamemaster in GM mode see all, including ghosts - if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) + if (pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) return true; // It seems in battleground everyone sees everyone, except the enemy-faction ghosts @@ -20146,23 +20146,23 @@ bool Player::IsVisibleInGridForPlayer( Player const * pl ) const } // Live player see live player or dead player with not realized corpse - if(pl->isAlive() || pl->m_deathTimer > 0) + if (pl->isAlive() || pl->m_deathTimer > 0) { return isAlive() || m_deathTimer > 0; } // Ghost see other friendly ghosts, that's for sure - if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) + if (!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) return true; // Dead player see live players near own corpse - if(isAlive()) + if (isAlive()) { Corpse *corpse = pl->GetCorpse(); - if(corpse) + if (corpse) { // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level - if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO))) + if (corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO))) return true; } } @@ -20173,7 +20173,7 @@ bool Player::IsVisibleInGridForPlayer( Player const * pl ) const bool Player::IsVisibleGloballyFor( Player* u ) const { - if(!u) + if (!u) return false; // Always can see self @@ -20205,7 +20205,7 @@ inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target, std::set template<> inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, std::set<Unit*>& v) { - if(!target->IsTransport()) + if (!target->IsTransport()) s64.insert(target->GetGUID()); } @@ -20237,9 +20237,9 @@ inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p) void Player::UpdateVisibilityOf(WorldObject* target) { - if(HaveAtClient(target)) + if (HaveAtClient(target)) { - if(!target->isVisibleForInState(this, true)) + if (!target->isVisibleForInState(this, true)) { if (target->GetTypeId()==TYPEID_UNIT) BeforeVisibilityDestroy<Creature>(target->ToCreature(),this); @@ -20248,29 +20248,29 @@ void Player::UpdateVisibilityOf(WorldObject* target) m_clientGUIDs.erase(target->GetGUID()); #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif } } else { - if(target->isVisibleForInState(this,false)) + if (target->isVisibleForInState(this,false)) { - //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) + //if (target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) // UpdateVisibilityOf(((Unit*)target)->m_Vehicle); target->SendUpdateToPlayer(this); m_clientGUIDs.insert(target->GetGUID()); #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) - if(target->isType(TYPEMASK_UNIT)) + if (target->isType(TYPEMASK_UNIT)) SendInitialVisiblePackets((Unit*)target); } } @@ -20279,11 +20279,11 @@ void Player::UpdateVisibilityOf(WorldObject* target) void Player::SendInitialVisiblePackets(Unit* target) { SendAurasForTarget(target); - if(target->isAlive()) + if (target->isAlive()) { - if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) + if (target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) target->SendMonsterMoveWithSpeedToCurrentDestination(this); - if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim()) + if (target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim()) target->SendMeleeAttackStart(target->getVictim()); } } @@ -20291,9 +20291,9 @@ void Player::SendInitialVisiblePackets(Unit* target) template<class T> void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow) { - if(HaveAtClient(target)) + if (HaveAtClient(target)) { - if(!target->isVisibleForInState(this,true)) + if (!target->isVisibleForInState(this,true)) { BeforeVisibilityDestroy<T>(target,this); @@ -20301,23 +20301,23 @@ void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& vi m_clientGUIDs.erase(target->GetGUID()); #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target)); #endif } } - else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle()) + else //if (visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle()) { - if(target->isVisibleForInState(this,false)) + if (target->isVisibleForInState(this,false)) { - //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) + //if (target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow); target->BuildCreateUpdateBlockForPlayer(&data, this); UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow); #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target)); #endif } @@ -20358,14 +20358,14 @@ void Player::InitPrimaryProfessions() Unit * Player::GetSelectedUnit() const { - if(m_curSelection) + if (m_curSelection) return ObjectAccessor::GetUnit(*this, m_curSelection); return NULL; } Player * Player::GetSelectedPlayer() const { - if(m_curSelection) + if (m_curSelection) return ObjectAccessor::GetPlayer(*this, m_curSelection); return NULL; } @@ -20376,7 +20376,7 @@ void Player::SendComboPoints() if (combotarget) { WorldPacket data; - if(m_mover != this) + if (m_mover != this) { data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1); data.append(m_mover->GetPackGUID()); @@ -20391,7 +20391,7 @@ void Player::SendComboPoints() void Player::AddComboPoints(Unit* target, int8 count, Spell * spell) { - if(!count) + if (!count) return; int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints; @@ -20428,7 +20428,7 @@ void Player::AddComboPoints(Unit* target, int8 count, Spell * spell) void Player::GainSpellComboPoints(int8 count) { - if(!count) + if (!count) return; m_comboPoints += count; @@ -20440,7 +20440,7 @@ void Player::GainSpellComboPoints(int8 count) void Player::ClearComboPoints() { - if(!m_comboTarget) + if (!m_comboTarget) return; // without combopoints lost (duration checked in aura) @@ -20450,7 +20450,7 @@ void Player::ClearComboPoints() SendComboPoints(); - if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) + if (Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) target->RemoveComboPointHolder(GetGUIDLow()); m_comboTarget = 0; @@ -20458,7 +20458,7 @@ void Player::ClearComboPoints() void Player::SetGroup(Group *group, int8 subgroup) { - if(group == NULL) + if (group == NULL) m_group.unlink(); else { @@ -20542,15 +20542,15 @@ void Player::SendInitialPacketsAfterAddToMap() for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) { Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr); - if(!auraList.empty()) + if (!auraList.empty()) auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); } - if(HasAuraType(SPELL_AURA_MOD_STUN)) + if (HasAuraType(SPELL_AURA_MOD_STUN)) SetMovement(MOVE_ROOT); // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied. - if(HasAuraType(SPELL_AURA_MOD_ROOT)) + if (HasAuraType(SPELL_AURA_MOD_ROOT)) { WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10); data2.append(GetPackGUID()); @@ -20567,12 +20567,12 @@ void Player::SendUpdateToOutOfRangeGroupMembers() { if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) return; - if(Group* group = GetGroup()) + if (Group* group = GetGroup()) group->UpdatePlayerOutOfRange(this); m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; m_auraRaidUpdateMask = 0; - if(Pet *pet = GetPet()) + if (Pet *pet = GetPet()) pet->ResetAuraUpdateMaskForRaid(); } @@ -20597,11 +20597,11 @@ void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint { // type of warning, based on the time remaining until reset uint32 type; - if(time > 3600) + if (time > 3600) type = RAID_INSTANCE_WELCOME; - else if(time > 900 && time <= 3600) + else if (time > 900 && time <= 3600) type = RAID_INSTANCE_WARNING_HOURS; - else if(time > 300 && time <= 900) + else if (time > 300 && time <= 900) type = RAID_INSTANCE_WARNING_MIN; else type = RAID_INSTANCE_WARNING_MIN_SOON; @@ -20611,7 +20611,7 @@ void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint data << uint32(mapid); data << uint32(difficulty); // difficulty data << uint32(time); - if(type == RAID_INSTANCE_WELCOME) + if (type == RAID_INSTANCE_WELCOME) { data << uint8(0); // is your (1) data << uint8(0); // is extended (1), ignored if prev field is 0 @@ -20626,11 +20626,11 @@ void Player::ApplyEquipCooldown( Item * pItem ) _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell - if( !spellData.SpellId ) + if ( !spellData.SpellId ) continue; // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) - if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) + if ( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) continue; AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); @@ -20645,7 +20645,7 @@ void Player::ApplyEquipCooldown( Item * pItem ) void Player::resetSpells(bool myClassOnly) { // not need after this call - if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) + if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true); // make full copy of map (spells removed and marked as deleted at another spell remove @@ -20654,41 +20654,41 @@ void Player::resetSpells(bool myClassOnly) uint32 family; - if(myClassOnly) + if (myClassOnly) { ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass()); - if(!clsEntry) + if (!clsEntry) return; family = clsEntry->spellfamily; } for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter) { - if(myClassOnly) + if (myClassOnly) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first); - if(!spellInfo) + if (!spellInfo) continue; // skip server-side/triggered spells - if(spellInfo->spellLevel == 0) + if (spellInfo->spellLevel == 0) continue; // skip wrong class/race skills - if(!IsSpellFitByClassAndRace(spellInfo->Id)) + if (!IsSpellFitByClassAndRace(spellInfo->Id)) continue; // skip other spell families - if(spellInfo->SpellFamilyName != family) + if (spellInfo->SpellFamilyName != family) continue; // skip spells with first rank learned as talent (and all talents then also) uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id); - if(GetTalentSpellCost(first_rank) > 0) + if (GetTalentSpellCost(first_rank) > 0) continue; // skip broken spells - if(!SpellMgr::IsSpellValid(spellInfo,this,false)) + if (!SpellMgr::IsSpellValid(spellInfo,this,false)) continue; } removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already @@ -20706,7 +20706,7 @@ void Player::learnDefaultSpells() { uint32 tspell = *itr; sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell); - if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add + if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add addSpell(tspell,true,true,true,false); else // but send in normal spell in game learn case learnSpell(tspell,true); @@ -20719,7 +20719,7 @@ void Player::learnQuestRewardedSpells(Quest const* quest) uint32 src_spell_id = quest->GetSrcSpell(); // skip quests without rewarded spell - if( !spell_id ) + if ( !spell_id ) return; // if RewSpellCast = -1 we remove aura do to SrcSpell from player. @@ -20730,14 +20730,14 @@ void Player::learnQuestRewardedSpells(Quest const* quest) } SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - if(!spellInfo) + if (!spellInfo) return; // check learned spells state bool found = false; for (uint8 i = 0; i < 3; ++i) { - if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i])) + if (spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i])) { found = true; break; @@ -20745,20 +20745,20 @@ void Player::learnQuestRewardedSpells(Quest const* quest) } // skip quests with not teaching spell or already known spell - if(!found) + if (!found) return; // prevent learn non first rank unknown profession and second specialization for same profession) uint32 learned_0 = spellInfo->EffectTriggerSpell[0]; - if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) ) + if ( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) ) { // not have first rank learned (unlearned prof?) uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0); - if( !HasSpell(first_spell) ) + if ( !HasSpell(first_spell) ) return; SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0); - if(!learnedInfo) + if (!learnedInfo) return; SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0); @@ -20767,20 +20767,20 @@ void Player::learnQuestRewardedSpells(Quest const* quest) uint32 profSpell = itr2->second; // specialization - if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell) + if (learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell) { // search other specialization for same prof for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { - if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0) + if (itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0) continue; SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first); - if(!itrInfo) + if (!itrInfo) return; // compare only specializations - if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0) + if (itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0) continue; // compare same chain spells @@ -20800,11 +20800,11 @@ void Player::learnQuestRewardedSpells() for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr) { // skip no rewarded quests - if(!itr->second.m_rewarded) + if (!itr->second.m_rewarded) continue; Quest const* quest = objmgr.GetQuestTemplate(itr->first); - if( !quest ) + if ( !quest ) continue; learnQuestRewardedSpells(quest); @@ -20843,7 +20843,7 @@ void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value ) void Player::SendAurasForTarget(Unit *target) { - if(!target || target->GetVisibleAuras()->empty()) // speedup things + if (!target || target->GetVisibleAuras()->empty()) // speedup things return; WorldPacket data(SMSG_AURA_UPDATE_ALL); @@ -20867,10 +20867,10 @@ void Player::SendAurasForTarget(Unit *target) // charges data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1); - if(!(flags & AFLAG_CASTER)) + if (!(flags & AFLAG_CASTER)) data.appendPackGUID(aura->GetCasterGUID()); - if(flags & AFLAG_DURATION) // include aura duration + if (flags & AFLAG_DURATION) // include aura duration { data << uint32(aura->GetMaxDuration()); data << uint32(aura->GetDuration()); @@ -20884,7 +20884,7 @@ void Player::SetDailyQuestStatus( uint32 quest_id ) { for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { - if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) + if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) { SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); m_lastDailyQuestTime = time(NULL); // last daily quest time @@ -20906,7 +20906,7 @@ void Player::ResetDailyQuestStatus() BattleGround* Player::GetBattleGround() const { - if(GetBattleGroundId()==0) + if (GetBattleGroundId()==0) return NULL; return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID); @@ -20915,7 +20915,7 @@ BattleGround* Player::GetBattleGround() const bool Player::InArena() const { BattleGround *bg = GetBattleGround(); - if(!bg || !bg->isArena()) + if (!bg || !bg->isArena()) return false; return true; @@ -20925,7 +20925,7 @@ bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const { // get a template bg instead of running one BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); - if(!bg) + if (!bg) return false; // limit check leel to dbc compatible level range @@ -20933,7 +20933,7 @@ bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const if (level > DEFAULT_MAX_LEVEL) level = DEFAULT_MAX_LEVEL; - if(level < bg->GetMinLevel() || level > bg->GetMaxLevel()) + if (level < bg->GetMinLevel() || level > bg->GetMaxLevel()) return false; return true; @@ -21034,12 +21034,12 @@ void Player::UpdateForQuestWorldObjects() continue; // check if this unit requires quest specific flags - if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) + if (!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) continue; SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry()); for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr) - if(_itr->second.questStart || _itr->second.questEnd) + if (_itr->second.questStart || _itr->second.questEnd) { obj->BuildCreateUpdateBlockForPlayer(&udata,this); break; @@ -21085,7 +21085,7 @@ void Player::RemoveItemDurations(Item *item) { for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) { - if(*itr == item) + if (*itr == item) { m_itemDuration.erase(itr); break; @@ -21149,8 +21149,8 @@ bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item cons case ITEM_CLASS_WEAPON: { for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + if (Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } @@ -21158,18 +21158,18 @@ bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item cons { // tabard not have dependent spells for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i) - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + if (Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // shields can be equipped to offhand slot - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + if (Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) + if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // ranged slot can have some armor subclasses - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + if (Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) + if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; @@ -21208,14 +21208,14 @@ void Player::RemoveItemDependentAurasAndCasts( Item * pItem ) // skip passive (passive item dependent spells work in another way) and not self applied auras SpellEntry const* spellInfo = aura->GetSpellProto(); - if(aura->IsPassive() || aura->GetCasterGUID() != GetGUID()) + if (aura->IsPassive() || aura->GetCasterGUID() != GetGUID()) { ++itr; continue; } // skip if not item dependent or have alternative item - if(HasItemFitToSpellReqirements(spellInfo,pItem)) + if (HasItemFitToSpellReqirements(spellInfo,pItem)) { ++itr; continue; @@ -21281,10 +21281,10 @@ bool Player::isHonorOrXPTarget(Unit* pVictim) uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel()); // Victim level less gray level - if(v_level <= k_grey) + if (v_level <= k_grey) return false; - if(pVictim->GetTypeId() == TYPEID_UNIT) + if (pVictim->GetTypeId() == TYPEID_UNIT) { if (pVictim->ToCreature()->isTotem() || pVictim->ToCreature()->isPet() || @@ -21302,7 +21302,7 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) uint32 xp = 0; bool honored_kill = false; - if(Group *pGroup = GetGroup()) + if (Group *pGroup = GetGroup()) { uint32 count = 0; uint32 sum_level = 0; @@ -21311,7 +21311,7 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level); - if(member_with_max_level) + if (member_with_max_level) { // PvP kills doesn't yield experience // also no XP gained if there is no member below gray level @@ -21325,18 +21325,18 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); - if(!pGroupGuy) + if (!pGroupGuy) continue; - if(!pGroupGuy->IsAtGroupRewardDistance(pVictim)) + if (!pGroupGuy->IsAtGroupRewardDistance(pVictim)) continue; // member (alive or dead) or his corpse at req. distance // honor can be in PvP and !PvP (racial leader) cases (for alive) - if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this) + if (pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this) honored_kill = true; // xp and reputation only in !PvP case - if(!PvP) + if (!PvP) { float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level; @@ -21345,7 +21345,7 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate); // XP updated only for alive group member - if(pGroupGuy->isAlive() && not_gray_member_with_max_level && + if (pGroupGuy->isAlive() && not_gray_member_with_max_level && pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel()) { uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1); @@ -21356,15 +21356,15 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f)); pGroupGuy->GiveXP(itr_xp, pVictim); - if(Pet* pet = pGroupGuy->GetPet()) + if (Pet* pet = pGroupGuy->GetPet()) pet->GivePetXP(itr_xp/2); } // quest objectives updated only for alive group member or dead but with not released body - if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) + if (pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) { // normal creature (not pet/etc) can be only in !PvP case - if(pVictim->GetTypeId() == TYPEID_UNIT) + if (pVictim->GetTypeId() == TYPEID_UNIT) pGroupGuy->KilledMonster(pVictim->ToCreature()->GetCreatureInfo(), pVictim->GetGUID()); } } @@ -21376,11 +21376,11 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim); // honor can be in PvP and !PvP (racial leader) cases - if(RewardHonor(pVictim,1, -1, true)) + if (RewardHonor(pVictim,1, -1, true)) honored_kill = true; // xp and reputation only in !PvP case - if(!PvP) + if (!PvP) { RewardReputation(pVictim,1); @@ -21391,11 +21391,11 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) GiveXP(xp, pVictim); - if(Pet* pet = GetPet()) + if (Pet* pet = GetPet()) pet->GivePetXP(xp); // normal creature (not pet/etc) can be only in !PvP case - if(pVictim->GetTypeId() == TYPEID_UNIT) + if (pVictim->GetTypeId() == TYPEID_UNIT) KilledMonster(pVictim->ToCreature()->GetCreatureInfo(), pVictim->GetGUID()); } } @@ -21409,19 +21409,19 @@ void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewar uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0); // prepare data for near group iteration - if(Group *pGroup = GetGroup()) + if (Group *pGroup = GetGroup()) { for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); - if(!pGroupGuy) + if (!pGroupGuy) continue; - if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) + if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) continue; // member (alive or dead) or his corpse at req. distance // quest objectives updated only for alive group member or dead but with not released body - if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) + if (pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) pGroupGuy->KilledMonsterCredit(creature_id, creature_guid); } } @@ -21434,10 +21434,10 @@ bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const if (!pRewardSource) return false; const WorldObject* player = GetCorpse(); - if(!player || isAlive()) + if (!player || isAlive()) player = this; - if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId()) + if (player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId()) return false; return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE); @@ -21448,7 +21448,7 @@ uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const Item* item = GetWeaponForAttack(attType,true); // unarmed only with base attack - if(attType != BASE_ATTACK && !item) + if (attType != BASE_ATTACK && !item) return 0; // weapon skill or (unarmed for base attack and for fist weapons) @@ -21459,12 +21459,12 @@ uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const void Player::ResurectUsingRequestData() { /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse - if(IS_PLAYER_GUID(m_resurrectGUID)) + if (IS_PLAYER_GUID(m_resurrectGUID)) TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation()); //we cannot resurrect player when we triggered far teleport //player will be resurrected upon teleportation - if(IsBeingTeleportedFar()) + if (IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER); return; @@ -21472,12 +21472,12 @@ void Player::ResurectUsingRequestData() ResurrectPlayer(0.0f,false); - if(GetMaxHealth() > m_resurrectHealth) + if (GetMaxHealth() > m_resurrectHealth) SetHealth( m_resurrectHealth ); else SetHealth( GetMaxHealth() ); - if(GetMaxPower(POWER_MANA) > m_resurrectMana) + if (GetMaxPower(POWER_MANA) > m_resurrectMana) SetPower(POWER_MANA, m_resurrectMana ); else SetPower(POWER_MANA, GetMaxPower(POWER_MANA) ); @@ -21495,7 +21495,7 @@ void Player::SetClientControl(Unit* target, uint8 allowMove) data.append(target->GetPackGUID()); data << uint8(allowMove); GetSession()->SendPacket(&data); - if(target == this) + if (target == this) SetMover(this); } @@ -21504,8 +21504,8 @@ void Player::UpdateZoneDependentAuras( uint32 newZone ) // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0)) - if( !HasAura(itr->second->spellId) ) + if (itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0)) + if ( !HasAura(itr->second->spellId) ) CastSpell(this,itr->second->spellId,true); } @@ -21515,7 +21515,7 @@ void Player::UpdateAreaDependentAuras( uint32 newArea ) for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date - if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK) + if (spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK) RemoveOwnedAura(iter); else ++iter; @@ -21524,11 +21524,11 @@ void Player::UpdateAreaDependentAuras( uint32 newArea ) // some auras applied at subzone enter SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea)) - if( !HasAura(itr->second->spellId) ) + if (itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea)) + if ( !HasAura(itr->second->spellId) ) CastSpell(this,itr->second->spellId,true); - if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar + if (newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar { switch(GetVehicleBase()->GetEntry()) { @@ -21543,12 +21543,12 @@ void Player::UpdateAreaDependentAuras( uint32 newArea ) uint32 Player::GetCorpseReclaimDelay(bool pvp) const { - if(pvp) + if (pvp) { - if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) + if (!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) return copseReclaimDelay[0]; } - else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) + else if (!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) return 0; time_t now = time(NULL); @@ -21567,11 +21567,11 @@ void Player::UpdateCorpseReclaimDelay() return; time_t now = time(NULL); - if(now < m_deathExpireTime) + if (now < m_deathExpireTime) { // full and partly periods 1..3 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1; - if(count < MAX_DEATH_COUNT) + if (count < MAX_DEATH_COUNT) m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP; else m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; @@ -21583,27 +21583,27 @@ void Player::UpdateCorpseReclaimDelay() void Player::SendCorpseReclaimDelay(bool load) { Corpse* corpse = GetCorpse(); - if(load && !corpse) + if (load && !corpse) return; bool pvp; - if(corpse) + if (corpse) pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP); else pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH); uint32 delay; - if(load) + if (load) { - if(corpse->GetGhostTime() > m_deathExpireTime) + if (corpse->GetGhostTime() > m_deathExpireTime) return; uint32 count; - if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) || + if ( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) || !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) { count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP; - if(count>=MAX_DEATH_COUNT) + if (count>=MAX_DEATH_COUNT) count = MAX_DEATH_COUNT-1; } else @@ -21612,7 +21612,7 @@ void Player::SendCorpseReclaimDelay(bool load) time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count]; time_t now = time(NULL); - if(now >= expected_time) + if (now >= expected_time) return; delay = expected_time-now; @@ -21620,7 +21620,7 @@ void Player::SendCorpseReclaimDelay(bool load) else delay = GetCorpseReclaimDelay(pvp); - if(!delay) return; + if (!delay) return; //! corpse reclaim delay 30 * 1000ms or longer at often deaths WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); @@ -21631,7 +21631,7 @@ void Player::SendCorpseReclaimDelay(bool load) Player* Player::GetNextRandomRaidMember(float radius) { Group *pGroup = GetGroup(); - if(!pGroup) + if (!pGroup) return NULL; std::vector<Player*> nearMembers; @@ -21642,7 +21642,7 @@ Player* Player::GetNextRandomRaidMember(float radius) Player* Target = itr->getSource(); // IsHostileTo check duel and controlled by enemy - if( Target && Target != this && IsWithinDistInMap(Target, radius) && + if ( Target && Target != this && IsWithinDistInMap(Target, radius) && !Target->HasInvisibilityAura() && !IsHostileTo(Target) ) nearMembers.push_back(Target); } @@ -21657,13 +21657,13 @@ Player* Player::GetNextRandomRaidMember(float radius) PartyResult Player::CanUninviteFromGroup() const { const Group* grp = GetGroup(); - if(!grp) + if (!grp) return PARTY_RESULT_YOU_NOT_IN_GROUP; - if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID())) + if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID())) return PARTY_RESULT_YOU_NOT_LEADER; - if(InBattleGround()) + if (InBattleGround()) return PARTY_RESULT_INVITE_RESTRICTED; return PARTY_RESULT_OK; @@ -21683,7 +21683,7 @@ void Player::RemoveFromBattleGroundRaid() { //remove existing reference m_group.unlink(); - if( Group* group = GetOriginalGroup() ) + if ( Group* group = GetOriginalGroup() ) { m_group.link(group, this); m_group.setSubGroup(GetOriginalSubGroup()); @@ -21693,7 +21693,7 @@ void Player::RemoveFromBattleGroundRaid() void Player::SetOriginalGroup(Group *group, int8 subgroup) { - if( group == NULL ) + if ( group == NULL ) m_originalGroup.unlink(); else { @@ -21752,7 +21752,7 @@ void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) void Player::SetCanParry( bool value ) { - if(m_canParry==value) + if (m_canParry==value) return; m_canParry = value; @@ -21761,7 +21761,7 @@ void Player::SetCanParry( bool value ) void Player::SetCanBlock( bool value ) { - if(m_canBlock==value) + if (m_canBlock==value) return; m_canBlock = value; @@ -21771,7 +21771,7 @@ void Player::SetCanBlock( bool value ) bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const { for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr) - if(itr->pos == pos) + if (itr->pos == pos) return true; return false; } @@ -21782,9 +21782,9 @@ bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const void Player::StopCastingBindSight() { - if(WorldObject* target = GetViewpoint()) + if (WorldObject* target = GetViewpoint()) { - if(target->isType(TYPEMASK_UNIT)) + if (target->isType(TYPEMASK_UNIT)) { ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID()); ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID()); @@ -21795,11 +21795,11 @@ void Player::StopCastingBindSight() void Player::SetViewpoint(WorldObject* target, bool apply) { - if(apply) + if (apply) { sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId()); - if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) + if (!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) { sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName()); return; @@ -21808,20 +21808,20 @@ void Player::SetViewpoint(WorldObject* target, bool apply) // farsight dynobj or puppet may be very far away UpdateVisibilityOf(target); - if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) + if (target->isType(TYPEMASK_UNIT) && !GetVehicle()) ((Unit*)target)->AddPlayerToVision(this); } else { sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName()); - if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) + if (!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) { sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName()); return; } - if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) + if (target->isType(TYPEMASK_UNIT) && !GetVehicle()) ((Unit*)target)->RemovePlayerFromVision(this); //must immediately set seer back otherwise may crash @@ -21834,7 +21834,7 @@ void Player::SetViewpoint(WorldObject* target, bool apply) WorldObject* Player::GetViewpoint() const { - if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) + if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER); return NULL; } @@ -21869,7 +21869,7 @@ uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 n { uint8 level = getLevel(); - if(level > GT_MAX_LEVEL) + if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // max level in this dbc uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); @@ -21877,26 +21877,26 @@ uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 n uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); uint8 skincolor = GetByteValue(PLAYER_BYTES, 0); - if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor))) + if ((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor))) return 0; GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); - if(!bsc) // shouldn't happen + if (!bsc) // shouldn't happen return 0xFFFFFFFF; float cost = 0; - if(hairstyle != newhairstyle) + if (hairstyle != newhairstyle) cost += bsc->cost; // full price - if((haircolor != newhaircolor) && (hairstyle == newhairstyle)) + if ((haircolor != newhaircolor) && (hairstyle == newhairstyle)) cost += bsc->cost * 0.5f; // +1/2 of price - if(facialhair != newfacialhair) + if (facialhair != newfacialhair) cost += bsc->cost * 0.75f; // +3/4 of price - if(newSkin && skincolor != newSkin->hair_id) + if (newSkin && skincolor != newSkin->hair_id) cost += bsc->cost * 0.75f; // +5/6 of price return uint32(cost); @@ -21905,23 +21905,23 @@ uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 n void Player::InitGlyphsForLevel() { for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i) - if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i)) - if(gs->Order) + if (GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i)) + if (gs->Order) SetGlyphSlot(gs->Order - 1, gs->Id); uint8 level = getLevel(); uint32 value = 0; // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level - if(level >= 15) + if (level >= 15) value |= (0x01 | 0x02); - if(level >= 30) + if (level >= 30) value |= 0x08; - if(level >= 50) + if (level >= 50) value |= 0x04; - if(level >= 70) + if (level >= 70) value |= 0x10; - if(level >= 80) + if (level >= 80) value |= 0x20; SetUInt32Value(PLAYER_GLYPHS_ENABLED, value); @@ -21935,7 +21935,7 @@ bool Player::isTotalImmune() for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) { immuneMask |= (*itr)->GetMiscValue(); - if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity + if ( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity return true; } return false; @@ -21956,16 +21956,16 @@ void Player::SetTitle(CharTitlesEntry const* title, bool lost) uint32 fieldIndexOffset = title->bit_index / 32; uint32 flag = 1 << (title->bit_index % 32); - if(lost) + if (lost) { - if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) + if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) return; RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } else { - if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) + if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) return; SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); @@ -22008,25 +22008,25 @@ void Player::UpdateCharmedAI() Creature *charmer = GetCharmer()->ToCreature(); //kill self if charm aura has infinite duration - if(charmer->IsInEvadeMode()) + if (charmer->IsInEvadeMode()) { AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM); for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) - if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent()) + if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent()) { charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); return; } } - if(!charmer->isInCombat()) + if (!charmer->isInCombat()) GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); Unit *target = getVictim(); - if(!target || !charmer->canAttack(target)) + if (!target || !charmer->canAttack(target)) { target = charmer->SelectNearestTarget(); - if(!target) + if (!target) return; GetMotionMaster()->MoveChase(target); @@ -22042,7 +22042,7 @@ uint32 Player::GetRuneBaseCooldown(uint8 index) AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i) { - if((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune) + if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune) cooldown = cooldown*(100-(*i)->GetAmount())/100; } @@ -22116,7 +22116,7 @@ static RuneType runeSlotTypes[MAX_RUNES] = { void Player::InitRunes() { - if(getClass() != CLASS_DEATH_KNIGHT) + if (getClass() != CLASS_DEATH_KNIGHT) return; m_runes = new Runes; @@ -22158,11 +22158,11 @@ void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore cons ItemPosCountVec dest; uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count); - if(msg != EQUIP_ERR_OK && slot != NULL_SLOT) + if (msg != EQUIP_ERR_OK && slot != NULL_SLOT) msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count); - if( msg != EQUIP_ERR_OK && bag != NULL_BAG) + if ( msg != EQUIP_ERR_OK && bag != NULL_BAG) msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count); - if(msg != EQUIP_ERR_OK) + if (msg != EQUIP_ERR_OK) { SendEquipError( msg, NULL, NULL ); continue; @@ -22177,13 +22177,13 @@ uint32 Player::CalculateTalentsPoints() const { uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9; - if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609) + if (getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609) return uint32(base_talent * sWorld.getRate(RATE_TALENT)); uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55; talentPointsForLevel += m_questRewardTalentCount; - if(talentPointsForLevel > base_talent) + if (talentPointsForLevel > base_talent) talentPointsForLevel = base_talent; return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT)); @@ -22200,7 +22200,7 @@ void Player::learnSpellHighRank(uint32 spellid) { learnSpell(spellid,false); - if(uint32 next = spellmgr.GetNextSpellInChain(spellid)) + if (uint32 next = spellmgr.GetNextSpellInChain(spellid)) learnSpellHighRank(next); } @@ -22221,7 +22221,7 @@ void Player::_LoadSkills(QueryResult_AutoPtr result) uint16 max = fields[2].GetUInt16(); SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill); - if(!pSkill) + if (!pSkill) { sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill); continue; @@ -22239,7 +22239,7 @@ void Player::_LoadSkills(QueryResult_AutoPtr result) default: break; } - if(value == 0) + if (value == 0) { sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill); CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill ); @@ -22261,7 +22261,7 @@ void Player::_LoadSkills(QueryResult_AutoPtr result) ++count; - if(count >= PLAYER_MAX_SKILLS) // client limit + if (count >= PLAYER_MAX_SKILLS) // client limit { sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS); break; @@ -22448,7 +22448,7 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank) { uint32 CurTalentPoints = GetFreeTalentPoints(); - if(CurTalentPoints == 0) + if (CurTalentPoints == 0) return; if (talentRank >= MAX_TALENT_RANK) @@ -22456,23 +22456,23 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank) TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId ); - if(!talentInfo) + if (!talentInfo) return; TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); - if(!talentTabInfo) + if (!talentTabInfo) return; // prevent learn talent for different class (cheating) - if( (getClassMask() & talentTabInfo->ClassMask) == 0 ) + if ( (getClassMask() & talentTabInfo->ClassMask) == 0 ) return; // find current max talent rank (0~5) uint8 curtalent_maxrank = 0; // 0 = not learned any rank for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { - if(talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank])) + if (talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank])) { curtalent_maxrank = (rank + 1); break; @@ -22480,17 +22480,17 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank) } // we already have same or higher talent rank learned - if(curtalent_maxrank >= (talentRank + 1)) + if (curtalent_maxrank >= (talentRank + 1)) return; // check if we have enough talent points - if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) + if (CurTalentPoints < (talentRank - curtalent_maxrank + 1)) return; // Check if it requires another talent if (talentInfo->DependsOn > 0) { - if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) + if (TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) { bool hasEnoughRank = false; for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++) @@ -22535,19 +22535,19 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank) } // not have required min points spent in talent tree - if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK)) + if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK)) return; // spell not set in talent.dbc uint32 spellid = talentInfo->RankID[talentRank]; - if( spellid == 0 ) + if ( spellid == 0 ) { sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); return; } // already known - if(HasSpell(spellid)) + if (HasSpell(spellid)) return; // learn! (other talent ranks will unlearned at learning) @@ -22564,15 +22564,15 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) { Pet *pet = GetPet(); - if(!pet) + if (!pet) return; - if(petGuid != pet->GetGUID()) + if (petGuid != pet->GetGUID()) return; uint32 CurTalentPoints = pet->GetFreeTalentPoints(); - if(CurTalentPoints == 0) + if (CurTalentPoints == 0) return; if (talentRank >= MAX_PET_TALENT_RANK) @@ -22580,36 +22580,36 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId); - if(!talentInfo) + if (!talentInfo) return; TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); - if(!talentTabInfo) + if (!talentTabInfo) return; CreatureInfo const *ci = pet->GetCreatureInfo(); - if(!ci) + if (!ci) return; CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); - if(!pet_family) + if (!pet_family) return; - if(pet_family->petTalentType < 0) // not hunter pet + if (pet_family->petTalentType < 0) // not hunter pet return; // prevent learn talent for different family (cheating) - if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) + if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) return; // find current max talent rank (0~5) uint8 curtalent_maxrank = 0; // 0 = not learned any rank for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { - if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) + if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) { curtalent_maxrank = (rank + 1); break; @@ -22617,17 +22617,17 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) } // we already have same or higher talent rank learned - if(curtalent_maxrank >= (talentRank + 1)) + if (curtalent_maxrank >= (talentRank + 1)) return; // check if we have enough talent points - if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) + if (CurTalentPoints < (talentRank - curtalent_maxrank + 1)) return; // Check if it requires another talent if (talentInfo->DependsOn > 0) { - if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) + if (TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) { bool hasEnoughRank = false; for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++) @@ -22672,19 +22672,19 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) } // not have required min points spent in talent tree - if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK)) + if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK)) return; // spell not set in talent.dbc uint32 spellid = talentInfo->RankID[talentRank]; - if( spellid == 0 ) + if ( spellid == 0 ) { sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); return; } // already known - if(pet->HasSpell(spellid)) + if (pet->HasSpell(spellid)) return; // learn! (other talent ranks will unlearned at learning) @@ -22697,9 +22697,9 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) void Player::UpdateKnownCurrencies(uint32 itemId, bool apply) { - if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId)) + if (CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId)) { - if(apply) + if (apply) SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1))); else RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1))); @@ -22715,10 +22715,10 @@ void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcod void Player::UnsummonPetTemporaryIfAny() { Pet* pet = GetPet(); - if(!pet) + if (!pet) return; - if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() ) + if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() ) { m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL); @@ -22729,18 +22729,18 @@ void Player::UnsummonPetTemporaryIfAny() void Player::ResummonPetTemporaryUnSummonedIfAny() { - if(!m_temporaryUnsummonedPetNumber) + if (!m_temporaryUnsummonedPetNumber) return; // not resummon in not appropriate state - if(IsPetNeedBeTemporaryUnsummoned()) + if (IsPetNeedBeTemporaryUnsummoned()) return; - if(GetPetGUID()) + if (GetPetGUID()) return; Pet* NewPet = new Pet(this); - if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) + if (!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) delete NewPet; m_temporaryUnsummonedPetNumber = 0; @@ -22748,15 +22748,15 @@ void Player::ResummonPetTemporaryUnSummonedIfAny() bool Player::canSeeSpellClickOn(Creature const *c) const { - if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) + if (!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) return false; SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry()); - if(clickPair.first == clickPair.second) + if (clickPair.first == clickPair.second) return true; for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr) - if(itr->second.IsFitToRequirements(this, c)) + if (itr->second.IsFitToRequirements(this, c)) return true; return false; @@ -22768,7 +22768,7 @@ void Player::BuildPlayerTalentsInfoData(WorldPacket *data) *data << uint8(m_specsCount); // talent group count (0, 1 or 2) *data << uint8(m_activeSpec); // talent group index (0 or 1) - if(m_specsCount) + if (m_specsCount) { // loop through all specs (only 1 for now) for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx) @@ -22787,18 +22787,18 @@ void Player::BuildPlayerTalentsInfoData(WorldPacket *data) for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); - if(!talentInfo) + if (!talentInfo) continue; // skip another tab talents - if(talentInfo->TalentTab != talentTabId) + if (talentInfo->TalentTab != talentTabId) continue; // find max talent rank (0~4) int8 curtalent_maxrank = -1; for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { - if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx)) + if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx)) { curtalent_maxrank = rank; break; @@ -22806,7 +22806,7 @@ void Player::BuildPlayerTalentsInfoData(WorldPacket *data) } // not learned talent - if(curtalent_maxrank < 0) + if (curtalent_maxrank < 0) continue; *data << uint32(talentInfo->TalentID); // Talent.dbc @@ -22837,7 +22837,7 @@ void Player::BuildPetTalentsInfoData(WorldPacket *data) *data << uint8(talentIdCount); // [PH], talentIdCount Pet *pet = GetPet(); - if(!pet) + if (!pet) return; unspentTalentPoints = pet->GetFreeTalentPoints(); @@ -22845,37 +22845,37 @@ void Player::BuildPetTalentsInfoData(WorldPacket *data) data->put<uint32>(pointsPos, unspentTalentPoints); // put real points CreatureInfo const *ci = pet->GetCreatureInfo(); - if(!ci) + if (!ci) return; CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); - if(!pet_family || pet_family->petTalentType < 0) + if (!pet_family || pet_family->petTalentType < 0) return; for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId) { TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId ); - if(!talentTabInfo) + if (!talentTabInfo) continue; - if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) + if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) continue; for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); - if(!talentInfo) + if (!talentInfo) continue; // skip another tab talents - if(talentInfo->TalentTab != talentTabId) + if (talentInfo->TalentTab != talentTabId) continue; // find max talent rank (0~4) int8 curtalent_maxrank = -1; for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { - if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) + if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) { curtalent_maxrank = rank; break; @@ -22883,7 +22883,7 @@ void Player::BuildPetTalentsInfoData(WorldPacket *data) } // not learned talent - if(curtalent_maxrank < 0) + if (curtalent_maxrank < 0) continue; *data << uint32(talentInfo->TalentID); // Talent.dbc @@ -22902,7 +22902,7 @@ void Player::SendTalentsInfoData(bool pet) { WorldPacket data(SMSG_TALENTS_INFO, 50); data << uint8(pet ? 1 : 0); - if(pet) + if (pet) BuildPetTalentsInfoData(&data); else BuildPlayerTalentsInfoData(&data); @@ -22919,7 +22919,7 @@ void Player::BuildEnchantmentsInfoData(WorldPacket *data) { Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); - if(!item) + if (!item) continue; slotUsedMask |= (1 << i); @@ -22934,7 +22934,7 @@ void Player::BuildEnchantmentsInfoData(WorldPacket *data) { uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j)); - if(!enchId) + if (!enchId) continue; enchantmentMask |= (1 << j); @@ -22960,7 +22960,7 @@ void Player::SendEquipmentSetList() data << uint32(count); // count placeholder for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { - if(itr->second.state==EQUIPMENT_SET_DELETED) + if (itr->second.state==EQUIPMENT_SET_DELETED) continue; data.appendPackGUID(itr->second.Guid); data << uint32(itr->first); @@ -22977,20 +22977,20 @@ void Player::SendEquipmentSetList() void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) { - if(eqset.Guid != 0) + if (eqset.Guid != 0) { bool found = false; for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { - if((itr->second.Guid == eqset.Guid) && (itr->first == index)) + if ((itr->second.Guid == eqset.Guid) && (itr->first == index)) { found = true; break; } } - if(!found) // something wrong... + if (!found) // something wrong... { sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index); return; @@ -23003,7 +23003,7 @@ void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) eqslot = eqset; - if(eqset.Guid == 0) + if (eqset.Guid == 0) { eqslot.Guid = objmgr.GenerateEquipmentSetGuid(); @@ -23065,9 +23065,9 @@ void Player::DeleteEquipmentSet(uint64 setGuid) { for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { - if(itr->second.Guid == setGuid) + if (itr->second.Guid == setGuid) { - if(itr->second.state == EQUIPMENT_SET_NEW) + if (itr->second.state == EQUIPMENT_SET_NEW) m_EquipmentSets.erase(itr); else itr->second.state = EQUIPMENT_SET_DELETED; @@ -23080,7 +23080,7 @@ void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ ) { m_atLoginFlags &= ~f; - if(in_db_also) + if (in_db_also) CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow()); } |