aboutsummaryrefslogtreecommitdiff
path: root/src/game/Player.h
diff options
context:
space:
mode:
authorSpp <none@none>2010-04-07 22:59:46 +0200
committerSpp <none@none>2010-04-07 22:59:46 +0200
commit49d05ba9aa1cd5c1f3ae96546283e6d03a037ff7 (patch)
treef7e6135573366a686c1f527e16a0a7d42a7877ff /src/game/Player.h
parentd19e12708001fbef2308be0e8cb5375a2ac7af48 (diff)
Code style (game + scripts only):
"( " --> "(" " )" --> ")" --HG-- branch : trunk
Diffstat (limited to 'src/game/Player.h')
-rw-r--r--src/game/Player.h328
1 files changed, 164 insertions, 164 deletions
diff --git a/src/game/Player.h b/src/game/Player.h
index e9849d5f7ee..3f32047e4a9 100644
--- a/src/game/Player.h
+++ b/src/game/Player.h
@@ -158,7 +158,7 @@ enum ActionButtonType
struct ActionButton
{
- ActionButton() : packedData(0), uState( ACTIONBUTTON_NEW ), canRemoveByClient(true){}
+ ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW), canRemoveByClient(true){}
uint32 packedData;
ActionButtonUpdateState uState;
@@ -209,7 +209,7 @@ struct PlayerClassInfo
struct PlayerLevelInfo
{
- PlayerLevelInfo() { for (uint8 i=0; i < MAX_STATS; ++i ) stats[i] = 0; }
+ PlayerLevelInfo() { for (uint8 i=0; i < MAX_STATS; ++i) stats[i] = 0; }
uint8 stats[MAX_STATS];
};
@@ -353,7 +353,7 @@ struct LookingForGroupSlot
LookingForGroupSlot() : entry(0), type(0) {}
bool Empty() const { return !entry && !type; }
void Clear() { entry = 0; type = 0; }
- void Set(uint32 _entry, uint32 _type ) { entry = _entry; type = _type; }
+ void Set(uint32 _entry, uint32 _type) { entry = _entry; type = _type; }
bool Is(uint32 _entry, uint32 _type) const { return entry == _entry && type == _type; }
bool canAutoJoin() const { return entry && (type == LFG_TYPE_DUNGEON || type == LFG_TYPE_HEROIC_DUNGEON); }
@@ -914,7 +914,7 @@ class PlayerTaxi
{
uint8 field = uint8((nodeidx - 1) / 32);
uint32 submask = 1<<((nodeidx-1)%32);
- if ((m_taximask[field] & submask) != submask )
+ if ((m_taximask[field] & submask) != submask)
{
m_taximask[field] |= submask;
return true;
@@ -982,7 +982,7 @@ class Player : public Unit, public GridObject<Player>
friend void Item::RemoveFromUpdateQueueOf(Player *player);
public:
explicit Player (WorldSession *session);
- ~Player ( );
+ ~Player ();
void CleanupsBeforeDelete(bool finalCleanup = true);
@@ -1012,11 +1012,11 @@ class Player : public Unit, public GridObject<Player>
}
void SummonIfPossible(bool agree);
- bool Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId );
+ bool Create(uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId);
- void Update( uint32 time );
+ void Update(uint32 time);
- static bool BuildEnumData( QueryResult_AutoPtr result, WorldPacket * p_data );
+ static bool BuildEnumData(QueryResult_AutoPtr result, WorldPacket * p_data);
void SetInWater(bool apply);
@@ -1116,15 +1116,15 @@ class Player : public Unit, public GridObject<Player>
/*** STORAGE SYSTEM ***/
/*********************************************************/
- void SetVirtualItemSlot( uint8 i, Item* item);
- void SetSheath( SheathState sheathed ); // overwrite Unit version
- uint8 FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const;
- uint32 GetItemCount( uint32 item, bool inBankAlso = false, Item* skipItem = NULL ) const;
- Item* GetItemByGuid( uint64 guid ) const;
- Item* GetItemByEntry( uint32 entry ) const;
- Item* GetItemByPos( uint16 pos ) const;
- Item* GetItemByPos( uint8 bag, uint8 slot ) const;
- inline Item* GetUseableItemByPos( uint8 bag, uint8 slot ) const //Does additional check for disarmed weapons
+ void SetVirtualItemSlot(uint8 i, Item* item);
+ void SetSheath(SheathState sheathed); // overwrite Unit version
+ uint8 FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const;
+ uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const;
+ Item* GetItemByGuid(uint64 guid) const;
+ Item* GetItemByEntry(uint32 entry) const;
+ Item* GetItemByPos(uint16 pos) const;
+ Item* GetItemByPos(uint8 bag, uint8 slot) const;
+ inline Item* GetUseableItemByPos(uint8 bag, uint8 slot) const //Does additional check for disarmed weapons
{
if (!CanUseAttackType(GetAttackBySlot(slot)))
return NULL;
@@ -1132,118 +1132,118 @@ class Player : public Unit, public GridObject<Player>
}
Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
Item* GetShield(bool useable = false) const;
- static uint8 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot
+ static uint8 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
- static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8,pos & 255); }
- static bool IsInventoryPos( uint8 bag, uint8 slot );
- static bool IsEquipmentPos( uint16 pos ) { return IsEquipmentPos(pos >> 8,pos & 255); }
- static bool IsEquipmentPos( uint8 bag, uint8 slot );
- static bool IsBagPos( uint16 pos );
- static bool IsBankPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); }
- static bool IsBankPos( uint8 bag, uint8 slot );
- bool IsValidPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); }
- bool IsValidPos( uint8 bag, uint8 slot );
+ static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8,pos & 255); }
+ static bool IsInventoryPos(uint8 bag, uint8 slot);
+ static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8,pos & 255); }
+ static bool IsEquipmentPos(uint8 bag, uint8 slot);
+ static bool IsBagPos(uint16 pos);
+ static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8,pos & 255); }
+ static bool IsBankPos(uint8 bag, uint8 slot);
+ bool IsValidPos(uint16 pos) { return IsBankPos(pos >> 8,pos & 255); }
+ bool IsValidPos(uint8 bag, uint8 slot);
uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); }
void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); }
- bool HasItemCount( uint32 item, uint32 count, bool inBankAlso = false ) const;
+ bool HasItemCount(uint32 item, uint32 count, bool inBankAlso = false) const;
bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL);
bool CanNoReagentCast(SpellEntry const* spellInfo) const;
- bool HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
- bool HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
+ bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
+ bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
uint8 CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem = NULL) const;
uint8 CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(),pItem->GetCount(),pItem); }
uint8 CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry,count,NULL); }
- uint8 CanStoreNewItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL ) const
+ uint8 CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const
{
- return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count );
+ return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
}
- uint8 CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false ) const
+ uint8 CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false) const
{
if (!pItem)
return EQUIP_ERR_ITEM_NOT_FOUND;
uint32 count = pItem->GetCount();
- return _CanStoreItem( bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL );
+ return _CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL);
}
- uint8 CanStoreItems( Item **pItem,int count) const;
- uint8 CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const;
- uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const;
-
- uint8 CanEquipUniqueItem( Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const;
- uint8 CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const;
- uint8 CanUnequipItems( uint32 item, uint32 count ) const;
- uint8 CanUnequipItem( uint16 src, bool swap ) const;
- uint8 CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true ) const;
- uint8 CanUseItem( Item *pItem, bool not_loading = true ) const;
- bool HasItemTotemCategory( uint32 TotemCategory ) const;
- bool CanUseItem( ItemPrototype const *pItem );
- uint8 CanUseAmmo( uint32 item ) const;
- Item* StoreNewItem( ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0 );
- Item* StoreItem( ItemPosCountVec const& pos, Item *pItem, bool update );
- Item* EquipNewItem( uint16 pos, uint32 item, bool update );
- Item* EquipItem( uint16 pos, Item *pItem, bool update );
+ uint8 CanStoreItems(Item **pItem,int count) const;
+ uint8 CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const;
+ uint8 CanEquipItem(uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true) const;
+
+ uint8 CanEquipUniqueItem(Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
+ uint8 CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
+ uint8 CanUnequipItems(uint32 item, uint32 count) const;
+ uint8 CanUnequipItem(uint16 src, bool swap) const;
+ uint8 CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true) const;
+ uint8 CanUseItem(Item *pItem, bool not_loading = true) const;
+ bool HasItemTotemCategory(uint32 TotemCategory) const;
+ bool CanUseItem(ItemPrototype const *pItem);
+ uint8 CanUseAmmo(uint32 item) const;
+ Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0);
+ Item* StoreItem(ItemPosCountVec const& pos, Item *pItem, bool update);
+ Item* EquipNewItem(uint16 pos, uint32 item, bool update);
+ Item* EquipItem(uint16 pos, Item *pItem, bool update);
void AutoUnequipOffhandIfNeed(bool force = false);
bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); }
uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
- uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;
+ uint8 _CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
void AddRefundReference(uint64 it);
void DeleteRefundReference(uint64 it);
- void ApplyEquipCooldown( Item * pItem );
- void SetAmmo( uint32 item );
+ void ApplyEquipCooldown(Item * pItem);
+ void SetAmmo(uint32 item);
void RemoveAmmo();
float GetAmmoDPS() const { return m_ammoDPS; }
bool CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const;
- void QuickEquipItem( uint16 pos, Item *pItem);
- void VisualizeItem( uint8 slot, Item *pItem);
+ void QuickEquipItem(uint16 pos, Item *pItem);
+ void VisualizeItem(uint8 slot, Item *pItem);
void SetVisibleItemSlot(uint8 slot, Item *pItem);
- Item* BankItem( ItemPosCountVec const& dest, Item *pItem, bool update )
+ Item* BankItem(ItemPosCountVec const& dest, Item *pItem, bool update)
{
- return StoreItem( dest, pItem, update);
+ return StoreItem(dest, pItem, update);
}
- Item* BankItem( uint16 pos, Item *pItem, bool update );
- void RemoveItem( uint8 bag, uint8 slot, bool update );
+ Item* BankItem(uint16 pos, Item *pItem, bool update);
+ void RemoveItem(uint8 bag, uint8 slot, bool update);
void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
// in trade, auction, guild bank, mail....
void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
// in trade, guild bank, mail....
- void RemoveItemDependentAurasAndCasts( Item * pItem );
- void DestroyItem( uint8 bag, uint8 slot, bool update );
- void DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check = false);
- void DestroyItemCount( Item* item, uint32& count, bool update );
- void DestroyConjuredItems( bool update );
- void DestroyZoneLimitedItem( bool update, uint32 new_zone );
- void SplitItem( uint16 src, uint16 dst, uint32 count );
- void SwapItem( uint16 src, uint16 dst );
- void AddItemToBuyBackSlot( Item *pItem );
- Item* GetItemFromBuyBackSlot( uint32 slot );
- void RemoveItemFromBuyBackSlot( uint32 slot, bool del );
+ void RemoveItemDependentAurasAndCasts(Item * pItem);
+ void DestroyItem(uint8 bag, uint8 slot, bool update);
+ void DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false);
+ void DestroyItemCount(Item* item, uint32& count, bool update);
+ void DestroyConjuredItems(bool update);
+ void DestroyZoneLimitedItem(bool update, uint32 new_zone);
+ void SplitItem(uint16 src, uint16 dst, uint32 count);
+ void SwapItem(uint16 src, uint16 dst);
+ void AddItemToBuyBackSlot(Item *pItem);
+ Item* GetItemFromBuyBackSlot(uint32 slot);
+ void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
- void SendEquipError( uint8 msg, Item* pItem, Item *pItem2 );
- void SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param );
- void SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param );
+ void SendEquipError(uint8 msg, Item* pItem, Item *pItem2);
+ void SendBuyError(uint8 msg, Creature* pCreature, uint32 item, uint32 param);
+ void SendSellError(uint8 msg, Creature* pCreature, uint64 guid, uint32 param);
void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
- bool IsUseEquipedWeapon( bool mainhand ) const
+ bool IsUseEquipedWeapon(bool mainhand) const
{
// disarm applied only to mainhand weapon
- return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) );
+ return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED));
}
bool IsTwoHandUsed() const
{
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
}
- void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false );
+ void SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast = false);
bool BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot);
- float GetReputationPriceDiscount( Creature const* pCreature ) const;
+ float GetReputationPriceDiscount(Creature const* pCreature) const;
Player* GetTrader() const { return pTrader; }
void ClearTrade();
void TradeCancel(bool sendback);
@@ -1288,46 +1288,46 @@ class Player : public Unit, public GridObject<Player>
/*** QUEST SYSTEM ***/
/*********************************************************/
- int32 GetQuestLevel( Quest const* pQuest ) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel(); }
+ int32 GetQuestLevel(Quest const* pQuest) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel(); }
- void PrepareQuestMenu( uint64 guid );
- void SendPreparedQuest( uint64 guid );
- bool IsActiveQuest( uint32 quest_id ) const;
- Quest const *GetNextQuest( uint64 guid, Quest const *pQuest );
- bool CanSeeStartQuest( Quest const *pQuest );
- bool CanTakeQuest( Quest const *pQuest, bool msg );
- bool CanAddQuest( Quest const *pQuest, bool msg );
- bool CanCompleteQuest( uint32 quest_id );
+ void PrepareQuestMenu(uint64 guid);
+ void SendPreparedQuest(uint64 guid);
+ bool IsActiveQuest(uint32 quest_id) const;
+ Quest const *GetNextQuest(uint64 guid, Quest const *pQuest);
+ bool CanSeeStartQuest(Quest const *pQuest);
+ bool CanTakeQuest(Quest const *pQuest, bool msg);
+ bool CanAddQuest(Quest const *pQuest, bool msg);
+ bool CanCompleteQuest(uint32 quest_id);
bool CanCompleteRepeatableQuest(Quest const *pQuest);
- bool CanRewardQuest( Quest const *pQuest, bool msg );
- bool CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg );
- void AddQuest( Quest const *pQuest, Object *questGiver );
- void CompleteQuest( uint32 quest_id );
- void IncompleteQuest( uint32 quest_id );
- void RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true );
- void FailQuest( uint32 quest_id );
- bool SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg );
- bool SatisfyQuestLevel( Quest const* qInfo, bool msg );
- bool SatisfyQuestLog( bool msg );
- bool SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg );
- bool SatisfyQuestRace( Quest const* qInfo, bool msg );
- bool SatisfyQuestReputation( Quest const* qInfo, bool msg );
- bool SatisfyQuestStatus( Quest const* qInfo, bool msg );
- bool SatisfyQuestTimed( Quest const* qInfo, bool msg );
- bool SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg );
- bool SatisfyQuestNextChain( Quest const* qInfo, bool msg );
- bool SatisfyQuestPrevChain( Quest const* qInfo, bool msg );
- bool SatisfyQuestDay( Quest const* qInfo, bool msg );
- bool GiveQuestSourceItem( Quest const *pQuest );
- bool TakeQuestSourceItem( uint32 quest_id, bool msg );
- bool GetQuestRewardStatus( uint32 quest_id ) const;
- QuestStatus GetQuestStatus( uint32 quest_id ) const;
- void SetQuestStatus( uint32 quest_id, QuestStatus status );
-
- void SetDailyQuestStatus( uint32 quest_id );
+ bool CanRewardQuest(Quest const *pQuest, bool msg);
+ bool CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg);
+ void AddQuest(Quest const *pQuest, Object *questGiver);
+ void CompleteQuest(uint32 quest_id);
+ void IncompleteQuest(uint32 quest_id);
+ void RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true);
+ void FailQuest(uint32 quest_id);
+ bool SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg);
+ bool SatisfyQuestLevel(Quest const* qInfo, bool msg);
+ bool SatisfyQuestLog(bool msg);
+ bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg);
+ bool SatisfyQuestRace(Quest const* qInfo, bool msg);
+ bool SatisfyQuestReputation(Quest const* qInfo, bool msg);
+ bool SatisfyQuestStatus(Quest const* qInfo, bool msg);
+ bool SatisfyQuestTimed(Quest const* qInfo, bool msg);
+ bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg);
+ bool SatisfyQuestNextChain(Quest const* qInfo, bool msg);
+ bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg);
+ bool SatisfyQuestDay(Quest const* qInfo, bool msg);
+ bool GiveQuestSourceItem(Quest const *pQuest);
+ bool TakeQuestSourceItem(uint32 quest_id, bool msg);
+ bool GetQuestRewardStatus(uint32 quest_id) const;
+ QuestStatus GetQuestStatus(uint32 quest_id) const;
+ void SetQuestStatus(uint32 quest_id, QuestStatus status);
+
+ void SetDailyQuestStatus(uint32 quest_id);
void ResetDailyQuestStatus();
- uint16 FindQuestSlot( uint32 quest_id ) const;
+ uint16 FindQuestSlot(uint32 quest_id) const;
uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET); }
uint32 GetQuestSlotState(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); }
uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const { return (uint16)(GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16)); }
@@ -1362,41 +1362,41 @@ class Player : public Unit, public GridObject<Player>
}
}
uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry);
- void AreaExploredOrEventHappens( uint32 questId );
- void GroupEventHappens( uint32 questId, WorldObject const* pEventObject );
- void ItemAddedQuestCheck( uint32 entry, uint32 count );
- void ItemRemovedQuestCheck( uint32 entry, uint32 count );
- void KilledMonster( CreatureInfo const* cInfo, uint64 guid );
- void KilledMonsterCredit( uint32 entry, uint64 guid );
- void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id );
- void TalkedToCreature( uint32 entry, uint64 guid );
- void MoneyChanged( uint32 value );
- void ReputationChanged(FactionEntry const* factionEntry );
- void ReputationChanged2(FactionEntry const* factionEntry );
- bool HasQuestForItem( uint32 itemid ) const;
+ void AreaExploredOrEventHappens(uint32 questId);
+ void GroupEventHappens(uint32 questId, WorldObject const* pEventObject);
+ void ItemAddedQuestCheck(uint32 entry, uint32 count);
+ void ItemRemovedQuestCheck(uint32 entry, uint32 count);
+ void KilledMonster(CreatureInfo const* cInfo, uint64 guid);
+ void KilledMonsterCredit(uint32 entry, uint64 guid);
+ void CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id);
+ void TalkedToCreature(uint32 entry, uint64 guid);
+ void MoneyChanged(uint32 value);
+ void ReputationChanged(FactionEntry const* factionEntry);
+ void ReputationChanged2(FactionEntry const* factionEntry);
+ bool HasQuestForItem(uint32 itemid) const;
bool HasQuestForGO(int32 GOId) const;
void UpdateForQuestWorldObjects();
bool CanShareQuest(uint32 quest_id) const;
- void SendQuestComplete( uint32 quest_id );
- void SendQuestReward( Quest const *pQuest, uint32 XP, Object* questGiver );
- void SendQuestFailed( uint32 quest_id );
- void SendQuestTimerFailed( uint32 quest_id );
- void SendCanTakeQuestResponse( uint32 msg );
+ void SendQuestComplete(uint32 quest_id);
+ void SendQuestReward(Quest const *pQuest, uint32 XP, Object* questGiver);
+ void SendQuestFailed(uint32 quest_id);
+ void SendQuestTimerFailed(uint32 quest_id);
+ void SendCanTakeQuestResponse(uint32 msg);
void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver);
- void SendPushToPartyResponse( Player *pPlayer, uint32 msg );
- void SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count );
- void SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count );
+ void SendPushToPartyResponse(Player *pPlayer, uint32 msg);
+ void SendQuestUpdateAddItem(Quest const* pQuest, uint32 item_idx, uint32 count);
+ void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count);
uint64 GetDivider() { return m_divider; }
- void SetDivider( uint64 guid ) { m_divider = guid; }
+ void SetDivider(uint64 guid) { m_divider = guid; }
uint32 GetInGameTime() { return m_ingametime; }
- void SetInGameTime( uint32 time ) { m_ingametime = time; }
+ void SetInGameTime(uint32 time) { m_ingametime = time; }
- void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); }
- void RemoveTimedQuest( uint32 quest_id ) { m_timedquests.erase(quest_id); }
+ void AddTimedQuest(uint32 quest_id) { m_timedquests.insert(quest_id); }
+ void RemoveTimedQuest(uint32 quest_id) { m_timedquests.erase(quest_id); }
/*********************************************************/
/*** LOAD SYSTEM ***/
@@ -1437,7 +1437,7 @@ class Player : public Unit, public GridObject<Player>
void SetBindPoint(uint64 guid);
void SendTalentWipeConfirm(uint64 guid);
void ResetPetTalents();
- void CalcRage( uint32 damage,bool attacker );
+ void CalcRage(uint32 damage,bool attacker);
void RegenerateAll();
void Regenerate(Powers power);
void RegenerateHealth();
@@ -1445,7 +1445,7 @@ class Player : public Unit, public GridObject<Player>
void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}
uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); }
- void ModifyMoney( int32 d )
+ void ModifyMoney(int32 d)
{
d = GetSession()->HandleOnGetMoney(d);
if (d < 0)
@@ -1457,16 +1457,16 @@ class Player : public Unit, public GridObject<Player>
if (GetMoney() >= MAX_MONEY_AMOUNT)
SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD,NULL,NULL);
}
- void SetMoney( uint32 value )
+ void SetMoney(uint32 value)
{
SetUInt32Value (PLAYER_FIELD_COINAGE, value);
- MoneyChanged( value );
+ MoneyChanged(value);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
}
QuestStatusMap& getQuestStatusMap() { return mQuestStatus; };
- const uint64& GetSelection( ) const { return m_curSelection; }
+ const uint64& GetSelection() const { return m_curSelection; }
Unit *GetSelectedUnit() const;
Player *GetSelectedPlayer() const;
void SetSelection(const uint64 &guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); }
@@ -1513,7 +1513,7 @@ class Player : public Unit, public GridObject<Player>
void AddMItem(Item* it)
{
- ASSERT( it );
+ ASSERT(it);
//assert deleted, because items can be added before loading
mMitems[it->GetGUIDLow()] = it;
}
@@ -1531,7 +1531,7 @@ class Player : public Unit, public GridObject<Player>
bool HasSpell(uint32 spell) const;
bool HasActiveSpell(uint32 spell) const; // show in spellbook
TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
- bool IsSpellFitByClassAndRace( uint32 spell_id ) const;
+ bool IsSpellFitByClassAndRace(uint32 spell_id) const;
bool IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const;
void SendProficiency(uint8 pr1, uint32 pr2);
@@ -1613,13 +1613,13 @@ class Player : public Unit, public GridObject<Player>
time_t t = time(NULL);
return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
}
- void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false );
+ void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
- void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs );
+ void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs);
void RemoveSpellCooldown(uint32 spell_id, bool update = false);
void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
- void SendClearCooldown( uint32 spell_id, Unit* target );
+ void SendClearCooldown(uint32 spell_id, Unit* target);
void RemoveCategoryCooldown(uint32 cat);
void RemoveArenaSpellCooldowns();
@@ -1670,8 +1670,8 @@ class Player : public Unit, public GridObject<Player>
void UpdateZone(uint32 newZone,uint32 newArea);
void UpdateArea(uint32 newArea);
- void UpdateZoneDependentAuras( uint32 zone_id ); // zones
- void UpdateAreaDependentAuras( uint32 area_id ); // subzones
+ void UpdateZoneDependentAuras(uint32 zone_id); // zones
+ void UpdateAreaDependentAuras(uint32 area_id); // subzones
void UpdateAfkReport(time_t currTime);
void UpdatePvPFlag(time_t currTime);
@@ -1797,8 +1797,8 @@ class Player : public Unit, public GridObject<Player>
WorldSession* GetSession() const { return m_session; }
void SetSession(WorldSession *s) { m_session = s; }
- void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
- void DestroyForPlayer( Player *target, bool anim = false ) const;
+ void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const;
+ void DestroyForPlayer(Player *target, bool anim = false) const;
void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP);
// notifiers
@@ -1819,7 +1819,7 @@ class Player : public Unit, public GridObject<Player>
virtual bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
bool SetPosition(const Position &pos, bool teleport = false) { return SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
- void UpdateUnderwaterState( Map * m, float x, float y, float z );
+ void UpdateUnderwaterState(Map * m, float x, float y, float z);
void SendMessageToSet(WorldPacket *data, bool self);// overwrite Object::SendMessageToSet
void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
@@ -1862,7 +1862,7 @@ class Player : public Unit, public GridObject<Player>
void JoinedChannel(Channel *c);
void LeftChannel(Channel *c);
void CleanupChannels();
- void UpdateLocalChannels( uint32 newZone );
+ void UpdateLocalChannels(uint32 newZone);
void LeaveLFGChannel();
void UpdateDefense();
@@ -1920,8 +1920,8 @@ class Player : public Unit, public GridObject<Player>
bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1, bool pvptoken = false);
uint32 GetHonorPoints() { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
uint32 GetArenaPoints() { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
- void ModifyHonorPoints( int32 value );
- void ModifyArenaPoints( int32 value );
+ void ModifyHonorPoints(int32 value);
+ void ModifyArenaPoints(int32 value);
uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot);
//End of PvP System
@@ -1991,7 +1991,7 @@ class Player : public Unit, public GridObject<Player>
std::vector<ItemSetEffect *> ItemSetEff;
void SendLoot(uint64 guid, LootType loot_type);
- void SendLootRelease( uint64 guid );
+ void SendLootRelease(uint64 guid);
void SendNotifyLootItemRemoved(uint8 lootSlot);
void SendNotifyLootMoneyRemoved();
@@ -2554,16 +2554,16 @@ class Player : public Unit, public GridObject<Player>
EquipmentSets m_EquipmentSets;
private:
// internal common parts for CanStore/StoreItem functions
- uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const;
- uint8 _CanStoreItem_InBag( uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
- uint8 _CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
- Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
+ uint8 _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem) const;
+ uint8 _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
+ uint8 _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
+ Item* _StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update);
std::set<uint64> m_refundableItems;
void UpdateKnownCurrencies(uint32 itemId, bool apply);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest);
- void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
+ void AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData);
bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
@@ -2645,12 +2645,12 @@ template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &bas
totalflat += mod->value;
else if (mod->type == SPELLMOD_PCT)
{
- // skip percent mods for null basevalue (most important for spell mods with charges )
+ // skip percent mods for null basevalue (most important for spell mods with charges)
if (basevalue == T(0))
continue;
// special case (skip >10sec spell casts for instant cast setting)
- if ( mod->op==SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
+ if (mod->op==SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
continue;
totalmul *= 1.0f + (float)mod->value / 100.0f;