[8501] Apply code style and cleanups to some Player functions.

This commit is contained in:
VladimirMangos 2009-09-15 06:59:15 +04:00
parent afe5c9aef8
commit bd254e2848
2 changed files with 55 additions and 65 deletions

View file

@ -11413,8 +11413,7 @@ void Player::AddItemToBuyBackSlot( Item *pItem )
uint32 eslot = slot - BUYBACK_SLOT_START; uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() ); SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
ItemPrototype const *pProto = pItem->GetProto(); if (ItemPrototype const *pProto = pItem->GetProto())
if( pProto )
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() ); SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
else else
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
@ -11462,10 +11461,10 @@ void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 ) void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
{ {
sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg); sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) ); WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : (msg == EQUIP_ERR_OK ? 1 : 18)));
data << uint8(msg); data << uint8(msg);
if(msg) if (msg != EQUIP_ERR_OK)
{ {
data << uint64(pItem ? pItem->GetGUID() : 0); data << uint64(pItem ? pItem->GetGUID() : 0);
data << uint64(pItem2 ? pItem2->GetGUID() : 0); data << uint64(pItem2 ? pItem2->GetGUID() : 0);
@ -11634,27 +11633,18 @@ void Player::RemoveAllEnchantments(EnchantmentSlot slot)
// NOTE: no need to remove these from stats, since these aren't equipped // NOTE: no need to remove these from stats, since these aren't equipped
// in inventory // in inventory
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem->GetEnchantmentId(slot))
if( pItem && pItem->GetEnchantmentId(slot) )
pItem->ClearEnchantment(slot); pItem->ClearEnchantment(slot);
}
// in inventory bags // in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{ if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j) for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{ if (Item* pItem = pBag->GetItemByPos(j))
Item* pItem = pBag->GetItemByPos(j); if (pItem->GetEnchantmentId(slot))
if( pItem && pItem->GetEnchantmentId(slot) )
pItem->ClearEnchantment(slot); pItem->ClearEnchantment(slot);
} }
}
}
}
// duration == 0 will remove item enchant // duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration) void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "8500" #define REVISION_NR "8501"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__