diff options
Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
-rwxr-xr-x | src/server/game/Loot/LootMgr.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp index b613f794388..c8063ccb818 100755 --- a/src/server/game/Loot/LootMgr.cpp +++ b/src/server/game/Loot/LootMgr.cpp @@ -63,8 +63,8 @@ class LootTemplate::LootGroup // A set of loot def void Verify(LootStore const& lootstore, uint32 id, uint8 group_id) const; void CollectLootIds(LootIdSet& set) const; void CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_set) const; - LootStoreItemList * GetExplicitlyChancedItemList() { return &ExplicitlyChanced; } - LootStoreItemList * GetEqualChancedItemList() { return &EqualChanced; } + LootStoreItemList* GetExplicitlyChancedItemList() { return &ExplicitlyChanced; } + LootStoreItemList* GetEqualChancedItemList() { return &EqualChanced; } void CopyConditions(ConditionList conditions); private: LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB @@ -110,7 +110,7 @@ uint32 LootStore::LoadLootTable() do { - Field *fields = result->Fetch(); + Field* fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); uint32 item = fields[1].GetUInt32(); @@ -249,7 +249,7 @@ bool LootStoreItem::Roll(bool rate) const if (mincountOrRef < 0) // reference case return roll_chance_f(chance* (rate ? sWorld->getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f)); - ItemTemplate const *pProto = sObjectMgr->GetItemTemplate(itemid); + ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid); float qualityModifier = pProto && rate ? sWorld->getRate(qualityToRate[pProto->Quality]) : 1.0f; @@ -273,7 +273,7 @@ bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped { - ItemTemplate const *proto = sObjectMgr->GetItemTemplate(itemid); + ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid); if (!proto) { sLog->outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid); @@ -344,7 +344,7 @@ bool LootItem::AllowedForPlayer(Player const* player) const if (!sConditionMgr->IsPlayerMeetToConditions(const_cast<Player*>(player), conditions)) return false; - ItemTemplate const *pProto = sObjectMgr->GetItemTemplate(itemid); + ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid); if (!pProto) return false; @@ -430,18 +430,18 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() // Setting access rights for group loot case - Group * pGroup = lootOwner->GetGroup(); + Group* pGroup = lootOwner->GetGroup(); if (!personal && pGroup) { roundRobinPlayer = lootOwner->GetGUID(); - for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* pl = itr->getSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter FillNotNormalLootFor(pl, pl->IsAtGroupRewardDistance(lootOwner)); for (uint8 i = 0; i < items.size(); ++i) { - if (ItemTemplate const *proto = sObjectMgr->GetItemTemplate(items[i].itemid)) + if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(items[i].itemid)) if (proto->Quality < uint32(pGroup->GetLootThreshold())) items[i].is_underthreshold = true; } @@ -475,7 +475,7 @@ void Loot::FillNotNormalLootFor(Player* pl, bool presentAtLooting) // Process currency items uint32 max_slot = GetMaxSlotInLootFor(pl); - LootItem const *item = NULL; + LootItem const* item = NULL; uint32 itemsSize = uint32(items.size()); for (uint32 i = 0; i < max_slot; ++i) { @@ -493,7 +493,7 @@ void Loot::FillNotNormalLootFor(Player* pl, bool presentAtLooting) QuestItemList* Loot::FillFFALoot(Player* player) { - QuestItemList *ql = new QuestItemList(); + QuestItemList* ql = new QuestItemList(); for (uint8 i = 0; i < items.size(); ++i) { @@ -517,7 +517,7 @@ QuestItemList* Loot::FillFFALoot(Player* player) QuestItemList* Loot::FillQuestLoot(Player* player) { if (items.size() == MAX_NR_LOOT_ITEMS) return NULL; - QuestItemList *ql = new QuestItemList(); + QuestItemList* ql = new QuestItemList(); for (uint8 i = 0; i < quest_items.size(); ++i) { @@ -551,7 +551,7 @@ QuestItemList* Loot::FillQuestLoot(Player* player) QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player, bool presentAtLooting) { - QuestItemList *ql = new QuestItemList(); + QuestItemList* ql = new QuestItemList(); for (uint8 i = 0; i < items.size(); ++i) { @@ -661,7 +661,7 @@ void Loot::generateMoneyLoot(uint32 minAmount, uint32 maxAmount) } } -LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qitem, QuestItem **ffaitem, QuestItem **conditem) +LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem* *qitem, QuestItem* *ffaitem, QuestItem* *conditem) { LootItem* item = NULL; bool is_looted = true; @@ -671,7 +671,7 @@ LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qite QuestItemMap::const_iterator itr = PlayerQuestItems.find(player->GetGUIDLow()); if (itr != PlayerQuestItems.end() && questSlot < itr->second->size()) { - QuestItem *qitem2 = &itr->second->at(questSlot); + QuestItem* qitem2 = &itr->second->at(questSlot); if (qitem) *qitem = qitem2; item = &quest_items[qitem2->index]; @@ -690,7 +690,7 @@ LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qite for (QuestItemList::const_iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter) if (iter->index == lootSlot) { - QuestItem *ffaitem2 = (QuestItem*)&(*iter); + QuestItem* ffaitem2 = (QuestItem*)&(*iter); if (ffaitem) *ffaitem = ffaitem2; is_looted = ffaitem2->is_looted; @@ -707,7 +707,7 @@ LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qite { if (iter->index == lootSlot) { - QuestItem *conditem2 = (QuestItem*)&(*iter); + QuestItem* conditem2 = (QuestItem*)&(*iter); if (conditem) *conditem = conditem2; is_looted = conditem2->is_looted; @@ -737,7 +737,7 @@ bool Loot::hasItemFor(Player* player) const QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(player->GetGUIDLow()); if (q_itr != lootPlayerQuestItems.end()) { - QuestItemList *q_list = q_itr->second; + QuestItemList* q_list = q_itr->second; for (QuestItemList::const_iterator qi = q_list->begin() ; qi != q_list->end(); ++qi) { const LootItem &item = quest_items[qi->index]; @@ -750,7 +750,7 @@ bool Loot::hasItemFor(Player* player) const QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(player->GetGUIDLow()); if (ffa_itr != lootPlayerFFAItems.end()) { - QuestItemList *ffa_list = ffa_itr->second; + QuestItemList* ffa_list = ffa_itr->second; for (QuestItemList::const_iterator fi = ffa_list->begin() ; fi != ffa_list->end(); ++fi) { const LootItem &item = items[fi->index]; @@ -763,7 +763,7 @@ bool Loot::hasItemFor(Player* player) const QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow()); if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end()) { - QuestItemList *conditional_list = nn_itr->second; + QuestItemList* conditional_list = nn_itr->second; for (QuestItemList::const_iterator ci = conditional_list->begin() ; ci != conditional_list->end(); ++ci) { const LootItem &item = items[ci->index]; @@ -903,7 +903,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) QuestItemMap::const_iterator q_itr = lootPlayerQuestItems.find(lv.viewer->GetGUIDLow()); if (q_itr != lootPlayerQuestItems.end()) { - QuestItemList *q_list = q_itr->second; + QuestItemList* q_list = q_itr->second; for (QuestItemList::const_iterator qi = q_list->begin() ; qi != q_list->end(); ++qi) { LootItem &item = l.quest_items[qi->index]; @@ -921,7 +921,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) QuestItemMap::const_iterator ffa_itr = lootPlayerFFAItems.find(lv.viewer->GetGUIDLow()); if (ffa_itr != lootPlayerFFAItems.end()) { - QuestItemList *ffa_list = ffa_itr->second; + QuestItemList* ffa_list = ffa_itr->second; for (QuestItemList::const_iterator fi = ffa_list->begin() ; fi != ffa_list->end(); ++fi) { LootItem &item = l.items[fi->index]; @@ -939,7 +939,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv) QuestItemMap::const_iterator nn_itr = lootPlayerNonQuestNonFFAConditionalItems.find(lv.viewer->GetGUIDLow()); if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end()) { - QuestItemList *conditional_list = nn_itr->second; + QuestItemList* conditional_list = nn_itr->second; for (QuestItemList::const_iterator ci = conditional_list->begin() ; ci != conditional_list->end(); ++ci) { LootItem &item = l.items[ci->index]; @@ -1046,7 +1046,7 @@ void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const if (uiAttemptCount == uiMaxAttempts) // already tried rolling too many times, just abort return; - LootStoreItem *item = NULL; + LootStoreItem* item = NULL; // begin rolling (normally called via Roll()) LootStoreItemList::iterator itr; @@ -1086,7 +1086,7 @@ void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches { bool duplicate = false; - if (ItemTemplate const *_proto = sObjectMgr->GetItemTemplate(item->itemid)) + if (ItemTemplate const* _proto = sObjectMgr->GetItemTemplate(item->itemid)) { uint8 _item_counter = 0; for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item) @@ -1227,7 +1227,7 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId if (!i->Roll(rate)) continue; // Bad luck for the entry - if (ItemTemplate const *_proto = sObjectMgr->GetItemTemplate(i->itemid)) + if (ItemTemplate const* _proto = sObjectMgr->GetItemTemplate(i->itemid)) { uint8 _item_counter = 0; LootItemList::const_iterator _item = loot.items.begin(); |