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path: root/src/server/game/Loot/LootMgr.cpp
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Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
-rwxr-xr-xsrc/server/game/Loot/LootMgr.cpp52
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();