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

@ -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;