replaced if( bla ) with if (bla) for applying mangos coding style

replaced it with sed -i 's/if( \(.*\) )$/if (\1)/' BattleGround*
written by triply

Signed-off-by: balrok <der-coole-carl@gmx.net>
This commit is contained in:
Triply 2009-04-07 16:12:31 +00:00 committed by balrok
parent c916f78abb
commit 73d12d7ccf
7 changed files with 207 additions and 207 deletions

View file

@ -233,12 +233,12 @@ void BattleGround::Update(uint32 diff)
return;
// remove offline players from bg after 5 minutes
if( !m_OfflineQueue.empty() )
if (!m_OfflineQueue.empty())
{
BattleGroundPlayerMap::iterator itr = m_Players.find(*(m_OfflineQueue.begin()));
if( itr != m_Players.end() )
if (itr != m_Players.end())
{
if( itr->second.OfflineRemoveTime <= sWorld.GetGameTime() )
if (itr->second.OfflineRemoveTime <= sWorld.GetGameTime())
{
RemovePlayerAtLeave(itr->first, true, true);// remove player from BG
m_OfflineQueue.pop_front(); // remove from offline queue
@ -317,9 +317,9 @@ void BattleGround::Update(uint32 diff)
{
// time's up!
uint32 winner = 0;
if( GetPlayersCountByTeam(ALLIANCE) >= GetMinPlayersPerTeam() )
if (GetPlayersCountByTeam(ALLIANCE) >= GetMinPlayersPerTeam())
winner = ALLIANCE;
else if( GetPlayersCountByTeam(HORDE) >= GetMinPlayersPerTeam() )
else if (GetPlayersCountByTeam(HORDE) >= GetMinPlayersPerTeam())
winner = HORDE;
EndBattleGround(winner);
@ -329,15 +329,15 @@ void BattleGround::Update(uint32 diff)
{
uint32 newtime = m_PrematureCountDownTimer - diff;
// announce every minute
if( newtime > (MINUTE * IN_MILISECONDS) )
if (newtime > (MINUTE * IN_MILISECONDS))
{
if( newtime / (MINUTE * IN_MILISECONDS) != m_PrematureCountDownTimer / (MINUTE * IN_MILISECONDS) )
if (newtime / (MINUTE * IN_MILISECONDS) != m_PrematureCountDownTimer / (MINUTE * IN_MILISECONDS))
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / (MINUTE * IN_MILISECONDS)));
}
else
{
//announce every 15 seconds
if( newtime / (15 * IN_MILISECONDS) != m_PrematureCountDownTimer / (15 * IN_MILISECONDS) )
if (newtime / (15 * IN_MILISECONDS) != m_PrematureCountDownTimer / (15 * IN_MILISECONDS))
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING_SECS, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / IN_MILISECONDS));
}
m_PrematureCountDownTimer = newtime;
@ -394,7 +394,7 @@ void BattleGround::Update(uint32 diff)
SetStartDelayTime(m_StartDelayTimes[BG_STARTING_EVENT_FOURTH]);
//remove preparation
if( isArena() )
if (isArena())
{
//TODO : add arena sound PlaySoundToAll(SOUND_ARENA_START);
@ -413,7 +413,7 @@ void BattleGround::Update(uint32 diff)
if(Player* plr = objmgr.GetPlayer(itr->first))
plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
//Announce BG starting
if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
{
sWorld.SendWorldText(LANG_BG_STARTED_ANNOUNCE_WORLD, GetName(), GetMinLevel(), GetMaxLevel());
}
@ -644,7 +644,7 @@ void BattleGround::EndBattleGround(uint32 winner)
{
winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(winner));
loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(winner)));
if( winner_arena_team && loser_arena_team )
if (winner_arena_team && loser_arena_team)
{
loser_rating = loser_arena_team->GetStats().rating;
winner_rating = winner_arena_team->GetStats().rating;
@ -980,7 +980,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
//left a rated match while the encounter was in progress, consider as loser
ArenaTeam * others_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(team)));
ArenaTeam * players_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(team));
if( others_arena_team && players_arena_team )
if (others_arena_team && players_arena_team)
players_arena_team->OfflineMemberLost(guid, others_arena_team->GetRating());
}
}
@ -996,7 +996,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
}
DecreaseInvitedCount(team);
//we should update battleground queue, but only if bg isn't ending
if( isBattleGround() && GetStatus() < STATUS_WAIT_LEAVE )
if (isBattleGround() && GetStatus() < STATUS_WAIT_LEAVE)
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueId());
// Let others know
WorldPacket data;
@ -1004,7 +1004,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
SendPacketToTeam(team, &data, plr, false);
}
if( plr )
if (plr)
{
// Do next only if found in battleground
plr->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // We're not in BG.
@ -1161,8 +1161,8 @@ void BattleGround::AddOrSetPlayerToCorrectBgGroup(Player *plr, uint64 plr_guid,
else
{
group->AddMember(plr_guid, plr->GetName());
if( Group* originalGroup = plr->GetOriginalGroup() )
if( originalGroup->IsLeader(plr_guid) )
if (Group* originalGroup = plr->GetOriginalGroup())
if (originalGroup->IsLeader(plr_guid))
group->ChangeLeader(plr_guid);
}
}
@ -1174,7 +1174,7 @@ void BattleGround::EventPlayerLoggedIn(Player* player, uint64 plr_guid)
// player is correct pointer
for(std::deque<uint64>::iterator itr = m_OfflineQueue.begin(); itr != m_OfflineQueue.end(); ++itr)
{
if( *itr == plr_guid )
if (*itr == plr_guid)
{
m_OfflineQueue.erase(itr);
break;
@ -1192,14 +1192,14 @@ void BattleGround::EventPlayerLoggedOut(Player* player)
// player is correct pointer, it is checked in WorldSession::LogoutPlayer()
m_OfflineQueue.push_back(player->GetGUID());
m_Players[player->GetGUID()].OfflineRemoveTime = sWorld.GetGameTime() + MAX_OFFLINE_TIME;
if( GetStatus() == STATUS_IN_PROGRESS )
if (GetStatus() == STATUS_IN_PROGRESS)
{
if( isBattleGround() )
if (isBattleGround())
EventPlayerDroppedFlag(player);
else
{
//1 player is logging out, if it is the last, then end arena!
if( GetAlivePlayersCountByTeam(player->GetTeam()) <= 1 && GetPlayersCountByTeam(GetOtherTeam(player->GetTeam())) )
if (GetAlivePlayersCountByTeam(player->GetTeam()) <= 1 && GetPlayersCountByTeam(GetOtherTeam(player->GetTeam())))
EndBattleGround(GetOtherTeam(player->GetTeam()));
}
}
@ -1382,7 +1382,7 @@ void BattleGround::DoorClose(uint32 type)
if(obj)
{
//if doors are open, close it
if( obj->getLootState() == GO_ACTIVATED && !obj->GetGoState() )
if (obj->getLootState() == GO_ACTIVATED && !obj->GetGoState())
{
//change state to allow door to be closed
obj->SetLootState(GO_READY);
@ -1415,13 +1415,13 @@ void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime)
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
if(!map)
return;
if( respawntime == 0 )
if (respawntime == 0)
{
GameObject *obj = HashMapHolder<GameObject>::Find(m_BgObjects[type]);
if(obj)
{
//we need to change state from GO_JUST_DEACTIVATED to GO_READY in case battleground is starting again
if( obj->getLootState() == GO_JUST_DEACTIVATED )
if (obj->getLootState() == GO_JUST_DEACTIVATED)
obj->SetLootState(GO_READY);
obj->SetRespawnTime(0);
map->Add(obj);
@ -1626,13 +1626,13 @@ void BattleGround::HandleTriggerBuff(uint64 const& go_guid)
//randomly select new buff
uint8 buff = urand(0, 2);
uint32 entry = obj->GetEntry();
if( m_BuffChange && entry != Buff_Entries[buff] )
if (m_BuffChange && entry != Buff_Entries[buff])
{
//despawn current buff
SpawnBGObject(index, RESPAWN_ONE_DAY);
//set index for new one
for (uint8 currBuffTypeIndex = 0; currBuffTypeIndex < 3; ++currBuffTypeIndex)
if( entry == Buff_Entries[currBuffTypeIndex] )
if (entry == Buff_Entries[currBuffTypeIndex])
{
index -= currBuffTypeIndex;
index += buff;
@ -1650,7 +1650,7 @@ void BattleGround::HandleKillPlayer( Player *player, Player *killer )
UpdatePlayerScore(player, SCORE_DEATHS, 1);
// add +1 kills to group and +1 killing_blows to killer
if( killer )
if (killer)
{
UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1);
UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1);
@ -1662,13 +1662,13 @@ void BattleGround::HandleKillPlayer( Player *player, Player *killer )
if(!plr || plr == killer)
continue;
if( plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player) )
if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player))
UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
}
}
// to be able to remove insignia -- ONLY IN BattleGrounds
if( !isArena() )
if (!isArena())
player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
}
@ -1729,9 +1729,9 @@ uint32 BattleGround::GetAlivePlayersCountByTeam(uint32 Team) const
void BattleGround::CheckArenaWinConditions()
{
if( !GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE) )
if (!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
EndBattleGround(HORDE);
else if( GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE) )
else if (GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE))
EndBattleGround(ALLIANCE);
}

View file

@ -354,7 +354,7 @@ class BattleGround
void IncreaseInvitedCount(uint32 team) { (team == ALLIANCE) ? ++m_InvitedAlliance : ++m_InvitedHorde; }
uint32 GetInvitedCount(uint32 team) const
{
if( team == ALLIANCE )
if (team == ALLIANCE)
return m_InvitedAlliance;
else
return m_InvitedHorde;

View file

@ -46,16 +46,16 @@ void BattleGroundAB::Update(uint32 diff)
{
BattleGround::Update(diff);
if( GetStatus() == STATUS_IN_PROGRESS )
if (GetStatus() == STATUS_IN_PROGRESS)
{
int team_points[BG_TEAMS_COUNT] = { 0, 0 };
for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
{
// 3 sec delay to spawn new banner instead previous despawned one
if( m_BannerTimers[node].timer )
if (m_BannerTimers[node].timer)
{
if( m_BannerTimers[node].timer > diff )
if (m_BannerTimers[node].timer > diff)
m_BannerTimers[node].timer -= diff;
else
{
@ -65,9 +65,9 @@ void BattleGroundAB::Update(uint32 diff)
}
// 1-minute to occupy a node from contested state
if( m_NodeTimers[node] )
if (m_NodeTimers[node])
{
if( m_NodeTimers[node] > diff )
if (m_NodeTimers[node] > diff)
m_NodeTimers[node] -= diff;
else
{
@ -100,7 +100,7 @@ void BattleGroundAB::Update(uint32 diff)
}
for (int team = 0; team < BG_TEAMS_COUNT; ++team)
if( m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED )
if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
++team_points[team];
}
@ -108,28 +108,28 @@ void BattleGroundAB::Update(uint32 diff)
for (int team = 0; team < BG_TEAMS_COUNT; ++team)
{
int points = team_points[team];
if( !points )
if (!points)
continue;
m_lastTick[team] += diff;
if( m_lastTick[team] > BG_AB_TickIntervals[points] )
if (m_lastTick[team] > BG_AB_TickIntervals[points])
{
m_lastTick[team] -= BG_AB_TickIntervals[points];
m_TeamScores[team] += BG_AB_TickPoints[points];
m_HonorScoreTics[team] += BG_AB_TickPoints[points];
m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
if( m_ReputationScoreTics[team] >= m_ReputationTics )
if (m_ReputationScoreTics[team] >= m_ReputationTics)
{
(team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
m_ReputationScoreTics[team] -= m_ReputationTics;
}
if( m_HonorScoreTics[team] >= m_HonorTics )
if (m_HonorScoreTics[team] >= m_HonorTics)
{
RewardHonorToTeam(GetBonusHonorFromKill(1), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
m_HonorScoreTics[team] -= m_HonorTics;
}
if( !m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE )
if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
{
if( team == BG_TEAM_ALLIANCE )
if (team == BG_TEAM_ALLIANCE)
SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
else
SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
@ -137,19 +137,19 @@ void BattleGroundAB::Update(uint32 diff)
m_IsInformedNearVictory = true;
}
if( m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE )
if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE)
m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
if( team == BG_TEAM_ALLIANCE )
if (team == BG_TEAM_ALLIANCE)
UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
if( team == BG_TEAM_HORDE )
if (team == BG_TEAM_HORDE)
UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
}
}
// Test win condition
if( m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE )
if (m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE)
EndBattleGround(ALLIANCE);
if( m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE )
if (m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE)
EndBattleGround(HORDE);
}
}
@ -204,19 +204,19 @@ void BattleGroundAB::RemovePlayer(Player * /*plr*/, uint64 /*guid*/)
void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger)
{
if( GetStatus() != STATUS_IN_PROGRESS )
if (GetStatus() != STATUS_IN_PROGRESS)
return;
switch(Trigger)
{
case 3948: // Arathi Basin Alliance Exit.
if( Source->GetTeam() != ALLIANCE )
if (Source->GetTeam() != ALLIANCE)
Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
else
Source->LeaveBattleground();
break;
case 3949: // Arathi Basin Horde Exit.
if( Source->GetTeam() != HORDE )
if (Source->GetTeam() != HORDE)
Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
else
Source->LeaveBattleground();
@ -241,7 +241,7 @@ void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger)
void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay)
{
// Just put it into the queue
if( delay )
if (delay)
{
m_BannerTimers[node].timer = 2000;
m_BannerTimers[node].type = type;
@ -254,7 +254,7 @@ void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool
SpawnBGObject(obj, RESPAWN_IMMEDIATELY);
// handle aura with banner
if( !type )
if (!type)
return;
obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
SpawnBGObject(obj, RESPAWN_IMMEDIATELY);
@ -266,7 +266,7 @@ void BattleGroundAB::_DelBanner(uint8 node, uint8 type, uint8 teamIndex)
SpawnBGObject(obj, RESPAWN_ONE_DAY);
// handle aura with banner
if( !type )
if (!type)
return;
obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
SpawnBGObject(obj, RESPAWN_ONE_DAY);
@ -303,9 +303,9 @@ void BattleGroundAB::FillInitialWorldStates(WorldPacket& data)
// How many bases each team owns
uint8 ally = 0, horde = 0;
for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
if( m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED )
if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
++ally;
else if( m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED )
else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
++horde;
data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY) << uint32(ally);
@ -326,7 +326,7 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
// Send node owner state update to refresh map icons on client
const uint8 plusArray[] = {0, 2, 3, 0, 1};
if( m_prevNodes[node] )
if (m_prevNodes[node])
UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_prevNodes[node]], 0);
else
UpdateWorldState(BG_AB_OP_NODEICONS[node], 0);
@ -336,9 +336,9 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
// How many bases each team owns
uint8 ally = 0, horde = 0;
for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
if( m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED )
if (m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
++ally;
else if( m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED )
else if (m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
++horde;
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
@ -347,7 +347,7 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
{
if( !AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team) )
if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team))
sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team);
// SpawnBGCreature(node,RESPAWN_IMMEDIATELY);
@ -370,7 +370,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node)
// Those who are waiting to resurrect at this node are taken to the closest own node's graveyard
std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]];
if( !ghost_list.empty() )
if (!ghost_list.empty())
{
WorldSafeLocsEntry const *ClosestGrave = NULL;
for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
@ -387,7 +387,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node)
}
}
if( m_BgCreatures[node] )
if (m_BgCreatures[node])
DelCreature(node);
// buff object isn't despawned
@ -396,7 +396,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node)
/* Invoked if a player used a banner as a gameobject */
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/)
{
if( GetStatus() != STATUS_IN_PROGRESS )
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint8 node = BG_AB_NODE_STABLES;
@ -416,13 +416,13 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
uint8 teamIndex = GetTeamIndexByTeamId(source->GetTeam());
// Check if player really could use this banner, not cheated
if( !(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2) )
if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2))
return;
source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
uint32 sound = 0;
// If node is neutral, change to contested
if( m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL )
if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
@ -443,10 +443,10 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
sound = BG_AB_SOUND_NODE_CLAIMED;
}
// If node is contested
else if( (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED) )
else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED))
{
// If last state is NOT occupied, change node to enemy-contested
if( m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED )
if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
@ -510,7 +510,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
}
// If node is occupied again, send "X has taken the Y" msg.
if( m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED )
if (m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED)
{
// FIXME: team and node names not localized
if(teamIndex == 0)
@ -593,9 +593,9 @@ void BattleGroundAB::Reset()
void BattleGroundAB::EndBattleGround(uint32 winner)
{
//win reward
if( winner == ALLIANCE )
if (winner == ALLIANCE)
RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
if( winner == HORDE )
if (winner == HORDE)
RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
//complete map_end rewards (even if no team wins)
RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
@ -611,12 +611,12 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
// Is there any occupied node for this team?
std::vector<uint8> nodes;
for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
if( m_Nodes[i] == teamIndex + 3 )
if (m_Nodes[i] == teamIndex + 3)
nodes.push_back(i);
WorldSafeLocsEntry const* good_entry = NULL;
// If so, select the closest node to place ghost on
if( !nodes.empty() )
if (!nodes.empty())
{
float plr_x = player->GetPositionX();
float plr_y = player->GetPositionY();
@ -625,10 +625,10 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
for (uint8 i = 0; i < nodes.size(); ++i)
{
WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[nodes[i]] );
if( !entry )
if (!entry)
continue;
float dist = (entry->x - plr_x)*(entry->x - plr_x)+(entry->y - plr_y)*(entry->y - plr_y);
if( mindist > dist )
if (mindist > dist)
{
mindist = dist;
good_entry = entry;
@ -637,7 +637,7 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
nodes.clear();
}
// If not, place ghost on starting location
if( !good_entry )
if (!good_entry)
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[teamIndex+5] );
return good_entry;

View file

@ -50,7 +50,7 @@ void BattleGroundEY::Update(uint32 diff)
{
BattleGround::Update(diff);
if( GetStatus() == STATUS_IN_PROGRESS )
if (GetStatus() == STATUS_IN_PROGRESS)
{
m_PointAddingTimer -= diff;
if(m_PointAddingTimer <= 0)
@ -259,9 +259,9 @@ void BattleGroundEY::UpdateTeamScore(uint32 Team)
{
uint32 score = GetTeamScore(Team);
//TODO there should be some sound played when one team is near victory!! - and define variables
/*if( !m_IsInformedNearVictory && score >= BG_EY_WARNING_NEAR_VICTORY_SCORE )
/*if (!m_IsInformedNearVictory && score >= BG_EY_WARNING_NEAR_VICTORY_SCORE)
{
if( Team == ALLIANCE )
if (Team == ALLIANCE)
SendMessageToAll(LANG_BG_EY_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
else
SendMessageToAll(LANG_BG_EY_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
@ -269,7 +269,7 @@ void BattleGroundEY::UpdateTeamScore(uint32 Team)
m_IsInformedNearVictory = true;
}*/
if( score >= BG_EY_MAX_TEAM_SCORE )
if (score >= BG_EY_MAX_TEAM_SCORE)
{
score = BG_EY_MAX_TEAM_SCORE;
EndBattleGround(Team);
@ -284,9 +284,9 @@ void BattleGroundEY::UpdateTeamScore(uint32 Team)
void BattleGroundEY::EndBattleGround(uint32 winner)
{
//win reward
if( winner == ALLIANCE )
if (winner == ALLIANCE)
RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
if( winner == HORDE )
if (winner == HORDE)
RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
//complete map reward
RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
@ -472,7 +472,7 @@ bool BattleGroundEY::SetupBattleGround()
for (int i = 0; i < EY_POINTS_MAX; ++i)
{
AreaTriggerEntry const* at = sAreaTriggerStore.LookupEntry(m_Points_Trigger[i]);
if( !at )
if (!at)
{
sLog.outError("BattleGroundEY: Unknown trigger: %u", m_Points_Trigger[i]);
continue;
@ -486,14 +486,14 @@ bool BattleGroundEY::SetupBattleGround()
WorldSafeLocsEntry const *sg = NULL;
sg = sWorldSafeLocsStore.LookupEntry(EY_GRAVEYARD_MAIN_ALLIANCE);
if( !sg || !AddSpiritGuide(EY_SPIRIT_MAIN_ALLIANCE, sg->x, sg->y, sg->z, 3.124139f, ALLIANCE) )
if (!sg || !AddSpiritGuide(EY_SPIRIT_MAIN_ALLIANCE, sg->x, sg->y, sg->z, 3.124139f, ALLIANCE))
{
sLog.outErrorDb("BatteGroundEY: Failed to spawn spirit guide! BattleGround not created!");
return false;
}
sg = sWorldSafeLocsStore.LookupEntry(EY_GRAVEYARD_MAIN_HORDE);
if( !sg || !AddSpiritGuide(EY_SPIRIT_MAIN_HORDE, sg->x, sg->y, sg->z, 3.193953f, HORDE) )
if (!sg || !AddSpiritGuide(EY_SPIRIT_MAIN_HORDE, sg->x, sg->y, sg->z, 3.193953f, HORDE))
{
sLog.outErrorDb("BatteGroundEY: Failed to spawn spirit guide! BattleGround not created!");
return false;

View file

@ -124,7 +124,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
if(!joinAsGroup)
{
// check Deserter debuff
if( !_player->CanJoinToBattleground() )
if (!_player->CanJoinToBattleground())
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << uint32(0xFFFFFFFE);
@ -219,11 +219,11 @@ void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv
uint32 count2 = 0; //count of next fields
Player *ali_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
if( ali_plr )
if (ali_plr)
++count2;
Player *horde_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
if( horde_plr )
if (horde_plr)
++count2;
WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2));
@ -235,13 +235,13 @@ void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv
data << (float)0; // y
}*/
data << count2; // horde flag holders count - obsolete, now count of next fields
if( ali_plr )
if (ali_plr)
{
data << (uint64)ali_plr->GetGUID();
data << (float)ali_plr->GetPositionX();
data << (float)ali_plr->GetPositionY();
}
if( horde_plr )
if (horde_plr)
{
data << (uint64)horde_plr->GetGUID();
data << (float)horde_plr->GetPositionX();
@ -321,25 +321,25 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
if( !sBattlemasterListStore.LookupEntry(bgTypeId_) )
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_);
// update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example)
if( _player->InBattleGroundQueue() )
if (_player->InBattleGroundQueue())
{
// update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if( !bgQueueTypeId )
if (!bgQueueTypeId)
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
// if the player is not in queue, continue or no group information - this should never happen
if( itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo )
if (itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
continue;
BattleGround * bg = NULL;
@ -348,7 +348,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0;
if( !itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
if (!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
{
// not invited to bg, get template
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
@ -362,7 +362,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
}
// if bg not found, then continue, don't invite if already in the instance
if( !bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) )
if (!bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()))
continue;
// re - invite player with proper data
@ -379,7 +379,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if( itrPlayerStatus == qpMap.end() )
if (itrPlayerStatus == qpMap.end())
{
sLog.outError("Battleground: itrplayerstatus not found.");
return;
@ -387,7 +387,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is required
if( !instanceId && action == 1 )
if (!instanceId && action == 1)
{
sLog.outError("Battleground: instance not found.");
return;
@ -396,15 +396,15 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);
// bg template might and must be used in case of leaving queue, when instance is not created yet
if( !bg && action == 0 )
if (!bg && action == 0)
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if( !bg )
if (!bg)
{
sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId);
return;
}
if( _player->InBattleGroundQueue() )
if (_player->InBattleGroundQueue())
{
//we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function!
uint32 team = itrPlayerStatus->second.GroupInfo->Team;
@ -417,7 +417,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
if( action == 1 && arenaType == 0)
{
//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if( !_player->CanJoinToBattleground() )
if (!_player->CanJoinToBattleground())
{
//send bg command result to show nice message
WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
@ -427,7 +427,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
}
//if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
if( _player->getLevel() > bg->GetMaxLevel() )
if (_player->getLevel() > bg->GetMaxLevel())
{
sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
action = 0;
@ -438,10 +438,10 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
switch( action )
{
case 1: // port to battleground
if( !_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId) )
if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
return; // cheating?
// resurrect the player
if( !_player->isAlive() )
if (!_player->isAlive())
{
_player->ResurrectPlayer(1.0f);
_player->SpawnCorpseBones();
@ -459,7 +459,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
// this is still needed here if battleground "jumping" shouldn't add deserter debuff
// also this is required to prevent stuck at old battleground after SetBattleGroundId set to new
if( BattleGround *currentBg = _player->GetBattleGround() )
if (BattleGround *currentBg = _player->GetBattleGround())
currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
// set the destination instance id
@ -474,10 +474,10 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
break;
case 0: // leave queue
// if player leaves rated arena match before match start, it is counted as he played but he lost
if( isRated )
if (isRated)
{
ArenaTeam * at = objmgr.GetArenaTeamById(team);
if( at )
if (at)
{
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating);
at->MemberLost(_player, opponentsRating);
@ -488,7 +488,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
// player left queue, we should update it - do not update Arena Queue
if( !arenaType )
if (!arenaType)
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenaType, isRated, rating);
SendPacket(&data);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
@ -535,16 +535,16 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if( !bgQueueTypeId )
if (!bgQueueTypeId)
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId);
if( bgTypeId == _player->GetBattleGroundTypeId() )
if (bgTypeId == _player->GetBattleGroundTypeId())
{
bg = _player->GetBattleGround();
//i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena
//so i must use bg pointer to get that information
if( bg && bg->GetArenaType() == arenaType )
if (bg && bg->GetArenaType() == arenaType)
{
// this line is checked, i only don't know if GetStartTime is changing itself after bg end!
// send status in BattleGround
@ -557,12 +557,12 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
//get GroupQueueInfo for queue status
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if( itrPlayerStatus == qpMap.end() )
if (itrPlayerStatus == qpMap.end())
continue;
if( itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
if (itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
{
bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
if( !bg )
if (!bg)
continue;
uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->RemoveInviteTime);
// send status invited to BattleGround
@ -572,7 +572,7 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
else
{
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if( !bg )
if (!bg)
continue;
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
// send status in BattleGround Queue
@ -675,7 +675,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
//check existance
BattleGround* bg = NULL;
if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) )
if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)))
{
sLog.outError("Battleground: template bg (all arenas) not found");
return;
@ -734,7 +734,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaslot*6) + 5);
}
if( arenatype )
if (arenatype)
avg_pers_rating /= arenatype;
// if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating

View file

@ -100,7 +100,7 @@ bool BattleGroundQueue::SelectionPool::KickGroup(uint32 size)
GroupsQueueType::iterator groupToKick = SelectedGroups.begin();
for (GroupsQueueType::iterator itr = groupToKick; itr != SelectedGroups.end(); ++itr)
{
if( abs((int32)((*itr)->Players.size() - size)) <= 1 )
if (abs((int32)((*itr)->Players.size() - size)) <= 1)
{
groupToKick = itr;
found = true;
@ -109,7 +109,7 @@ bool BattleGroundQueue::SelectionPool::KickGroup(uint32 size)
groupToKick = itr;
}
//if pool is empty, do nothing
if( GetPlayerCount() )
if (GetPlayerCount())
{
//update player count
GroupQueueInfo* ginfo = (*groupToKick);
@ -129,14 +129,14 @@ bool BattleGroundQueue::SelectionPool::KickGroup(uint32 size)
bool BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 desiredCount)
{
//if group is larger than desired count - don't allow to add it to pool
if( !ginfo->IsInvitedToBGInstanceGUID && desiredCount >= PlayerCount + ginfo->Players.size() )
if (!ginfo->IsInvitedToBGInstanceGUID && desiredCount >= PlayerCount + ginfo->Players.size())
{
SelectedGroups.push_back(ginfo);
// increase selected players count
PlayerCount += ginfo->Players.size();
return true;
}
if( PlayerCount < desiredCount )
if (PlayerCount < desiredCount)
return true;
return false;
}
@ -197,14 +197,14 @@ void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* g
{
uint32 timeInQueue = getMSTimeDiff(ginfo->JoinTime, getMSTime());
uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
if( !ginfo->ArenaType )
if (!ginfo->ArenaType)
{
if( ginfo->Team == HORDE )
if (ginfo->Team == HORDE)
team_index = BG_TEAM_HORDE;
}
else
{
if( ginfo->IsRated )
if (ginfo->IsRated)
team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE
}
@ -224,14 +224,14 @@ void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* g
uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id)
{
uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
if( !ginfo->ArenaType )
if (!ginfo->ArenaType)
{
if( ginfo->Team == HORDE )
if (ginfo->Team == HORDE)
team_index = BG_TEAM_HORDE;
}
else
{
if( ginfo->IsRated )
if (ginfo->IsRated)
team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE
}
//check if there is enought values(we always add values > 0)
@ -252,7 +252,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
//remove player from map, if he's there
itr = m_QueuedPlayers.find(guid);
if( itr == m_QueuedPlayers.end() )
if (itr == m_QueuedPlayers.end())
{
sLog.outError("BattleGroundQueue: couldn't find player to remove GUID: %u", GUID_LOPART(guid));
return;
@ -273,7 +273,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
{
for(group_itr_tmp = m_QueuedGroups[queue_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[queue_id_tmp][j].end(); ++group_itr_tmp)
{
if( (*group_itr_tmp) == group )
if ((*group_itr_tmp) == group)
{
queue_id = queue_id_tmp;
group_itr = group_itr_tmp;
@ -285,7 +285,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
}
}
//player can't be in queue without group, but just in case
if( queue_id == -1 )
if (queue_id == -1)
{
sLog.outError("BattleGroundQueue: ERROR Cannot find groupinfo for player GUID: %u", GUID_LOPART(guid));
return;
@ -299,14 +299,14 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
// remove player queue info from group queue info
std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid);
if( pitr != group->Players.end() )
if (pitr != group->Players.end())
group->Players.erase(pitr);
// if invited to bg, and should decrease invited count, then do it
if( decreaseInvitedCount && group->IsInvitedToBGInstanceGUID )
if (decreaseInvitedCount && group->IsInvitedToBGInstanceGUID)
{
BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID, group->BgTypeId);
if( bg )
if (bg)
bg->DecreaseInvitedCount(group->Team);
}
@ -314,18 +314,18 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
m_QueuedPlayers.erase(itr);
//if we left BG queue(not porting) OR if arena team left queue for rated match
if( (decreaseInvitedCount && !group->ArenaType) || (group->ArenaType && group->IsRated && group->Players.empty()) )
if ((decreaseInvitedCount && !group->ArenaType) || (group->ArenaType && group->IsRated && group->Players.empty()))
AnnounceWorld(group, guid, false);
//if player leaves queue and he is invited to rated arena match, then he have to loose
if( group->IsInvitedToBGInstanceGUID && group->IsRated && decreaseInvitedCount )
if (group->IsInvitedToBGInstanceGUID && group->IsRated && decreaseInvitedCount)
{
ArenaTeam * at = objmgr.GetArenaTeamById(group->ArenaTeamId);
if( at )
if (at)
{
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(guid), group->OpponentsTeamRating);
Player *plr = objmgr.GetPlayer(guid);
if( plr )
if (plr)
at->MemberLost(plr, group->OpponentsTeamRating);
else
at->OfflineMemberLost(guid, group->OpponentsTeamRating);
@ -334,7 +334,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
}
// remove group queue info if needed
if( group->Players.empty() )
if (group->Players.empty())
{
m_QueuedGroups[queue_id][index].erase(group_itr);
delete group;
@ -342,7 +342,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
// if group wasn't empty, so it wasn't deleted, and player have left a rated
// queue -> everyone from the group should leave too
// don't remove recursively if already invited to bg!
else if( !group->IsInvitedToBGInstanceGUID && group->IsRated )
else if (!group->IsInvitedToBGInstanceGUID && group->IsRated)
{
// remove next player, this is recursive
// first send removal information
@ -367,7 +367,7 @@ void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playe
{
if(ginfo->ArenaType) //if Arena
{
if( sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE) && ginfo->IsRated )
if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE) && ginfo->IsRated)
{
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
if(!bg)
@ -382,7 +382,7 @@ void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playe
}
else //if BG
{
if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
{
Player *plr = objmgr.GetPlayer(playerGUID);
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
@ -397,14 +397,14 @@ void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playe
uint32 q_min_level = (queue_id + 1) * 10;
GroupsQueueType::const_iterator itr;
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
if( !(*itr)->IsInvitedToBGInstanceGUID )
if (!(*itr)->IsInvitedToBGInstanceGUID)
qAlliance += (*itr)->Players.size();
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
if( !(*itr)->IsInvitedToBGInstanceGUID )
if (!(*itr)->IsInvitedToBGInstanceGUID)
qHorde += (*itr)->Players.size();
// Show queue status to player only (when joining queue)
if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY) )
if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
{
ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF,
bgName, q_min_level, q_min_level + 10, qAlliance, MinPlayers, qHorde, MinPlayers);
@ -422,10 +422,10 @@ void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playe
bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side)
{
// set side if needed
if( side )
if (side)
ginfo->Team = side;
if( !ginfo->IsInvitedToBGInstanceGUID )
if (!ginfo->IsInvitedToBGInstanceGUID)
{
// not yet invited
// set invitation
@ -435,7 +435,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
BGQueueIdBasedOnLevel queue_id = bg->GetQueueId();
// set ArenaTeamId for rated matches
if( bg->isArena() && bg->isRated() )
if (bg->isArena() && bg->isRated())
bg->SetArenaTeamIdForTeam(ginfo->Team, ginfo->ArenaTeamId);
ginfo->RemoveInviteTime = getMSTime() + INVITE_ACCEPT_WAIT_TIME;
@ -446,7 +446,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
// get the player
Player* plr = objmgr.GetPlayer(itr->first);
// if offline, skip him, this should not happen - player is removed from queue when he logs out
if( !plr )
if (!plr)
continue;
// invite the player
@ -524,18 +524,18 @@ void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel
while( abs(diffAli - diffHorde) > 1 && (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() > 0 || m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() > 0) )
{
//each cycle execution we need to kick at least 1 group
if( diffAli < diffHorde )
if (diffAli < diffHorde)
{
//kick alliance group, add to pool new group if needed
if( m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffHorde - diffAli) )
if (m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffHorde - diffAli))
{
for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), (aliFree >= diffHorde) ? aliFree - diffHorde : 0); aliIndex++)
++Ali_itr;
}
//if ali selection is already empty, then kick horde group, but if there are less horde than ali in bg - break;
if( !m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() )
if (!m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())
{
if( aliFree <= diffHorde + 1 )
if (aliFree <= diffHorde + 1)
break;
m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffHorde - diffAli);
}
@ -543,14 +543,14 @@ void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel
else
{
//kick horde group, add to pool new group if needed
if( m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffAli - diffHorde) )
if (m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffAli - diffHorde))
{
for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), (hordeFree >= diffAli) ? hordeFree - diffAli : 0); hordeIndex++)
++Horde_itr;
}
if( !m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() )
if (!m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
{
if( hordeFree <= diffAli + 1 )
if (hordeFree <= diffAli + 1)
break;
m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffAli - diffHorde);
}
@ -573,10 +573,10 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
//if groups aren't invited
GroupsQueueType::const_iterator ali_group, horde_group;
for( ali_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
if( !(*ali_group)->IsInvitedToBGInstanceGUID )
if (!(*ali_group)->IsInvitedToBGInstanceGUID)
break;
for( horde_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
if( !(*horde_group)->IsInvitedToBGInstanceGUID )
if (!(*horde_group)->IsInvitedToBGInstanceGUID)
break;
if( ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end())
@ -591,7 +591,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
{
//if itr can join BG and player count is less that maxPlayers, then add group to selectionpool
if( !(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers) )
if (!(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers))
break;
}
}
@ -630,17 +630,17 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
itr_team[i] = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin();
for(; itr_team[i] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
{
if( !(*(itr_team[i]))->IsInvitedToBGInstanceGUID )
if (!(*(itr_team[i]))->IsInvitedToBGInstanceGUID)
{
m_SelectionPools[i].AddGroup(*(itr_team[i]), maxPlayers);
if( m_SelectionPools[i].GetPlayerCount() >= minPlayers )
if (m_SelectionPools[i].GetPlayerCount() >= minPlayers)
break;
}
}
}
//try to invite same number of players - this cycle may cause longer wait time even if there are enough players in queue, but we want ballanced bg
uint32 j = BG_TEAM_ALLIANCE;
if( m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() )
if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())
j = BG_TEAM_HORDE;
if( sWorld.getConfig(CONFIG_BATTLEGROUND_INVITATION_TYPE) != 0
&& m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers )
@ -649,16 +649,16 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
++(itr_team[j]); //this will not cause a crash, because for cycle above reached break;
for(; itr_team[j] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
{
if( !(*(itr_team[j]))->IsInvitedToBGInstanceGUID )
if( !m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()) )
if (!(*(itr_team[j]))->IsInvitedToBGInstanceGUID)
if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()))
break;
}
// do not allow to start bg with more than 2 players more on 1 faction
if( abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2 )
if (abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2)
return false;
}
//allow 1v0 if debug bg
if( sBattleGroundMgr.isTesting() && bg_template->isBattleGround() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()) )
if (sBattleGroundMgr.isTesting() && bg_template->isBattleGround() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()))
return true;
//return true if there are enough players in selection pools - enable to work .debug bg command correctly
return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers;
@ -667,7 +667,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
// this method will check if we can invite players to same faction skirmish match
bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam)
{
if( m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam )
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam)
return false;
uint32 teamIndex = BG_TEAM_ALLIANCE;
uint32 otherTeam = BG_TEAM_HORDE;
@ -685,9 +685,9 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_
//set itr_team to group that was added to selection pool latest
GroupsQueueType::iterator itr_team = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin();
for(; itr_team != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
if( ginfo == *itr_team )
if (ginfo == *itr_team)
break;
if( itr_team == m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end() )
if (itr_team == m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end())
return false;
GroupsQueueType::iterator itr_team2 = itr_team;
++itr_team2;
@ -695,10 +695,10 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_
for(; itr_team2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
{
//if selection pool is full then break;
if( !(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam) )
if (!(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam))
break;
}
if( m_SelectionPools[otherTeam].GetPlayerCount() != minPlayersPerTeam )
if (m_SelectionPools[otherTeam].GetPlayerCount() != minPlayersPerTeam)
return false;
//here we have correct 2 selections and we need to change one teams team and move selection pool teams to other team's queue
@ -713,7 +713,7 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_
++itr2;
for(; itr2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
{
if( *itr2 == *itr )
if (*itr2 == *itr)
{
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2);
break;
@ -766,7 +766,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
for(GroupsQueueType::const_iterator itr = m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.end(); ++itr)
InviteGroupToBG((*itr), bg, (*itr)->Team);
if( !bg->HasFreeSlots() )
if (!bg->HasFreeSlots())
{
// remove BG from BGFreeSlotQueue
bg->RemoveFromBGFreeSlotQueue();
@ -777,7 +777,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
// finished iterating through the bgs with free slots, maybe we need to create a new bg
BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if( !bg_template )
if (!bg_template)
{
sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
return;
@ -785,11 +785,11 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
// get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
if( sBattleGroundMgr.isTesting() )
if (sBattleGroundMgr.isTesting())
MinPlayersPerTeam = 1;
if( bg_template->isArena() )
if (bg_template->isArena())
{
if( sBattleGroundMgr.isArenaTesting() )
if (sBattleGroundMgr.isArenaTesting())
{
MaxPlayersPerTeam = 1;
MinPlayersPerTeam = 1;
@ -820,14 +820,14 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
m_SelectionPools[BG_TEAM_HORDE].Init();
if( bg_template->isBattleGround() )
if (bg_template->isBattleGround())
{
//check if there is premade against premade match
if( CheckPremadeMatch(queue_id, MinPlayersPerTeam, MaxPlayersPerTeam) )
if (CheckPremadeMatch(queue_id, MinPlayersPerTeam, MaxPlayersPerTeam))
{
//create new battleground
BattleGround * bg2 = NULL;
if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, 0, false)) )
if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, 0, false)))
{
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
return;
@ -845,7 +845,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
}
// now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
if( !isRated )
if (!isRated)
{
// if there are enough players in pools, start new battleground or non rated arena
if( CheckNormalMatch(bg_template, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam)
@ -853,7 +853,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
{
// we successfully created a pool
BattleGround * bg2 = NULL;
if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, false)) )
if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, false)))
{
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
return;
@ -867,7 +867,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
bg2->StartBattleGround();
}
}
else if( bg_template->isArena() )
else if (bg_template->isArena())
{
// found out the minimum and maximum ratings the newly added team should battle against
// arenaRating is the rating of the latest joined team, or 0
@ -876,22 +876,22 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
{
GroupQueueInfo* front1 = NULL;
GroupQueueInfo* front2 = NULL;
if( !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() )
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
{
front1 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].front();
arenaRating = front1->ArenaTeamRating;
}
if( !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() )
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty())
{
front2 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].front();
arenaRating = front2->ArenaTeamRating;
}
if( front1 && front2 )
if (front1 && front2)
{
if( front1->JoinTime < front2->JoinTime )
if (front1->JoinTime < front2->JoinTime)
arenaRating = front1->ArenaTeamRating;
}
else if( !front1 && !front2 )
else if (!front1 && !front2)
return; //queues are empty
}
@ -931,7 +931,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
// if we don't have, we must try to continue search in same queue
// tmp variables are correctly set
// this code isn't much userfriendly - but it is supposed to continue search for mathing group in HORDE queue
if( m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() )
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
{
itr_team[BG_TEAM_ALLIANCE] = itr_team[BG_TEAM_HORDE];
++itr_team[BG_TEAM_ALLIANCE];
@ -947,7 +947,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
}
}
// this code isn't much userfriendly - but it is supposed to continue search for mathing group in ALLIANCE queue
if( m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() )
if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())
{
itr_team[BG_TEAM_HORDE] = itr_team[BG_TEAM_ALLIANCE];
++itr_team[BG_TEAM_HORDE];
@ -964,10 +964,10 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
}
//if we have 2 teams, then start new arena and invite players!
if( m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() )
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
{
BattleGround* arena = NULL;
if( !(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, true)) )
if (!(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, true)))
{
sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
return;
@ -978,7 +978,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
(*(itr_team[BG_TEAM_HORDE]))->OpponentsTeamRating = (*(itr_team[BG_TEAM_ALLIANCE]))->ArenaTeamRating;
sLog.outDebug("setting oposite teamrating for team %u to %u", (*(itr_team[BG_TEAM_HORDE]))->ArenaTeamId, (*(itr_team[BG_TEAM_HORDE]))->OpponentsTeamRating);
// now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
if( (*(itr_team[BG_TEAM_ALLIANCE]))->Team != ALLIANCE )
if ((*(itr_team[BG_TEAM_ALLIANCE]))->Team != ALLIANCE)
{
// add to alliance queue
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE]));
@ -986,7 +986,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]);
itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin();
}
if( (*(itr_team[BG_TEAM_HORDE]))->Team != HORDE )
if ((*(itr_team[BG_TEAM_HORDE]))->Team != HORDE)
{
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE]));
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]);
@ -1011,12 +1011,12 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
if( !plr )
if (!plr)
return true;
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID, m_BgTypeId);
//if battleground ended and its instance deleted - do nothing
if( !bg )
if (!bg)
return true;
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
@ -1078,7 +1078,7 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
plr->RemoveBattleGroundQueueId(m_BgQueueTypeId);
sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
//update queues if battleground isn't ended
if( bg )
if (bg)
sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].Update(m_BgTypeId, bg->GetQueueId());
WorldPacket data;
@ -1144,7 +1144,7 @@ void BattleGroundMgr::Update(uint32 diff)
{
itr = m_BattleGrounds[i].begin();
// skip updating battleground template
if( itr != m_BattleGrounds[i].end() )
if (itr != m_BattleGrounds[i].end())
++itr;
for(; itr != m_BattleGrounds[i].end(); itr = next)
{
@ -1203,7 +1203,7 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro
{
// we can be in 3 queues in same time...
if( StatusID == 0 || !bg )
if (StatusID == 0 || !bg)
{
data->Initialize(SMSG_BATTLEFIELD_STATUS, 4*3);
*data << uint32(QueueSlot); // queue id (0...2)
@ -1348,7 +1348,7 @@ void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg)
uint32 team = bg->GetPlayerTeam(itr->first);
if(!team && plr)
team = plr->GetTeam();
if( ( bg->GetWinner()==0 && team == ALLIANCE ) || ( bg->GetWinner()==1 && team==HORDE ) )
if (( bg->GetWinner()==0 && team == ALLIANCE ) || ( bg->GetWinner()==1 && team==HORDE ))
*data << uint8(1);
else
*data << uint8(0);
@ -1441,7 +1441,7 @@ BattleGround * BattleGroundMgr::GetBattleGroundThroughClientInstance(uint32 inst
//cause at HandleBattleGroundJoinOpcode the clients sends the instanceid he gets from
//SMSG_BATTLEFIELD_LIST we need to find the battleground with this clientinstance-id
BattleGround* bg = GetBattleGroundTemplate(bgTypeId);
if( !bg )
if (!bg)
return NULL;
if(bg->isArena())
@ -1464,7 +1464,7 @@ BattleGround * BattleGroundMgr::GetBattleGround(uint32 InstanceID, BattleGroundT
for(uint32 i = BATTLEGROUND_AV; i < MAX_BATTLEGROUND_TYPE_ID; i++)
{
itr = m_BattleGrounds[i].find(InstanceID);
if( itr != m_BattleGrounds[i].end() )
if (itr != m_BattleGrounds[i].end())
return itr->second;
}
return NULL;
@ -1481,7 +1481,7 @@ BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTyp
uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
{
if( IsArenaType(bgTypeId) )
if (IsArenaType(bgTypeId))
return 0; //arenas don't have client-instanceids
// we create here an instanceid, which is just for
@ -1681,12 +1681,12 @@ void BattleGroundMgr::CreateInitialBattleGrounds()
MinLvl = fields[3].GetUInt32();
MaxLvl = fields[4].GetUInt32();
//check values from DB
if( MaxPlayersPerTeam == 0 || MinPlayersPerTeam == 0 || MinPlayersPerTeam > MaxPlayersPerTeam )
if (MaxPlayersPerTeam == 0 || MinPlayersPerTeam == 0 || MinPlayersPerTeam > MaxPlayersPerTeam)
{
MaxPlayersPerTeam = bl->maxplayersperteam;
MinPlayersPerTeam = bl->maxplayersperteam / 2;
}
if( MinLvl == 0 || MaxLvl == 0 || MinLvl > MaxLvl )
if (MinLvl == 0 || MaxLvl == 0 || MinLvl > MaxLvl)
{
MinLvl = bl->minlvl;
MaxLvl = bl->maxlvl;
@ -2013,7 +2013,7 @@ void BattleGroundMgr::LoadBattleMastersEntry()
uint32 count = 0;
if( !result )
if (!result)
{
barGoLink bar( 1 );
bar.step();

View file

@ -607,9 +607,9 @@ void BattleGroundWS::Reset()
void BattleGroundWS::EndBattleGround(uint32 winner)
{
//win reward
if( winner == ALLIANCE )
if (winner == ALLIANCE)
RewardHonorToTeam(GetBonusHonorFromKill(m_HonorWinKills), ALLIANCE);
if( winner == HORDE )
if (winner == HORDE)
RewardHonorToTeam(GetBonusHonorFromKill(m_HonorWinKills), HORDE);
//complete map_end rewards (even if no team wins)
RewardHonorToTeam(GetBonusHonorFromKill(m_HonorEndKills), ALLIANCE);