diff --git a/src/game/BattleGround.cpp b/src/game/BattleGround.cpp index 4abbaa410..b9ea3254e 100644 --- a/src/game/BattleGround.cpp +++ b/src/game/BattleGround.cpp @@ -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::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::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); } diff --git a/src/game/BattleGround.h b/src/game/BattleGround.h index 01cbf2d23..a7bc1fbf9 100644 --- a/src/game/BattleGround.h +++ b/src/game/BattleGround.h @@ -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; diff --git a/src/game/BattleGroundAB.cpp b/src/game/BattleGroundAB.cpp index 9922c56ea..1318b88fb 100644 --- a/src/game/BattleGroundAB.cpp +++ b/src/game/BattleGroundAB.cpp @@ -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 ghost_list = m_ReviveQueue[m_BgCreatures[node]]; - if( !ghost_list.empty() ) + if (!ghost_list.empty()) { WorldSafeLocsEntry const *ClosestGrave = NULL; for (std::vector::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 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; diff --git a/src/game/BattleGroundEY.cpp b/src/game/BattleGroundEY.cpp index acd105fe5..6a1a9aa9c 100644 --- a/src/game/BattleGroundEY.cpp +++ b/src/game/BattleGroundEY.cpp @@ -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; diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp index 99fa0cf55..bdbfcff71 100644 --- a/src/game/BattleGroundHandler.cpp +++ b/src/game/BattleGroundHandler.cpp @@ -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 diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp index b621b9eaa..8a4d91d67 100644 --- a/src/game/BattleGroundMgr.cpp +++ b/src/game/BattleGroundMgr.cpp @@ -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::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(); diff --git a/src/game/BattleGroundWS.cpp b/src/game/BattleGroundWS.cpp index bf9185e51..e6660a6d2 100644 --- a/src/game/BattleGroundWS.cpp +++ b/src/game/BattleGroundWS.cpp @@ -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);