Cleanup Operator padding

This commit is contained in:
Schmoozerd 2012-07-20 17:38:23 +02:00
parent 9141299127
commit e32b9953a1
264 changed files with 6715 additions and 6715 deletions

View file

@ -27,7 +27,7 @@ const int32 ReputationMgr::PointsInRank[MAX_REPUTATION_RANK] = {36000, 3000, 300
ReputationRank ReputationMgr::ReputationToRank(int32 standing)
{
int32 limit = Reputation_Cap + 1;
for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
for (int i = MAX_REPUTATION_RANK - 1; i >= MIN_REPUTATION_RANK; --i)
{
limit -= PointsInRank[i];
if (standing >= limit)
@ -42,7 +42,7 @@ int32 ReputationMgr::GetReputation(uint32 faction_id) const
if (!factionEntry)
{
sLog.outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id);
sLog.outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.", m_player->GetName(), faction_id);
return 0;
}
@ -86,7 +86,7 @@ ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) cons
return ReputationToRank(reputation);
}
void ReputationMgr::ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply)
void ReputationMgr::ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply)
{
if (apply)
m_forcedReactions[faction_id] = rank;
@ -110,7 +110,7 @@ uint32 ReputationMgr::GetDefaultStateFlags(FactionEntry const* factionEntry) con
void ReputationMgr::SendForceReactions()
{
WorldPacket data;
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+m_forcedReactions.size()*(4+4));
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4 + m_forcedReactions.size() * (4 + 4));
data << uint32(m_forcedReactions.size());
for (ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_forcedReactions.end(); ++itr)
{
@ -155,7 +155,7 @@ void ReputationMgr::SendState(FactionState const* faction)
void ReputationMgr::SendInitialReputations()
{
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4 + 128 * 5));
data << uint32(0x00000080);
RepListID a = 0;
@ -224,7 +224,7 @@ void ReputationMgr::Initialize()
if (newFaction.Flags & FACTION_FLAG_VISIBLE)
++m_visibleFactionCount;
UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
UpdateRankCounters(REP_HOSTILE, GetBaseRank(factionEntry));
m_factions[newFaction.ReputationListID] = newFaction;
}
@ -325,16 +325,16 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
SetVisible(&itr->second);
if (new_rank <= REP_HOSTILE)
SetAtWar(&itr->second,true);
SetAtWar(&itr->second, true);
UpdateRankCounters(old_rank, new_rank);
m_player->ReputationChanged(factionEntry);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION, factionEntry->ID);
return true;
}
@ -365,7 +365,7 @@ void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
void ReputationMgr::SetVisible(FactionState* faction)
{
// always invisible or hidden faction can't be make visible
if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
if (faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED | FACTION_FLAG_HIDDEN))
return;
// already set
@ -388,10 +388,10 @@ void ReputationMgr::SetAtWar(RepListID repListID, bool on)
return;
// always invisible or hidden faction can't change war state
if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED | FACTION_FLAG_HIDDEN))
return;
SetAtWar(&itr->second,on);
SetAtWar(&itr->second, on);
}
void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
@ -419,13 +419,13 @@ void ReputationMgr::SetInactive(RepListID repListID, bool on)
if (itr == m_factions.end())
return;
SetInactive(&itr->second,on);
SetInactive(&itr->second, on);
}
void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
{
// always invisible or hidden faction can't be inactive
if (inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE)))
if (inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED | FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE)))
return;
// already set
@ -466,7 +466,7 @@ void ReputationMgr::LoadFromDB(QueryResult* result)
int32 BaseRep = GetBaseReputation(factionEntry);
ReputationRank old_rank = ReputationToRank(BaseRep);
ReputationRank new_rank = ReputationToRank(BaseRep + faction->Standing);
UpdateRankCounters(old_rank,new_rank);
UpdateRankCounters(old_rank, new_rank);
uint32 dbFactionFlags = fields[2].GetUInt32();
@ -474,15 +474,15 @@ void ReputationMgr::LoadFromDB(QueryResult* result)
SetVisible(faction); // have internal checks for forced invisibility
if (dbFactionFlags & FACTION_FLAG_INACTIVE)
SetInactive(faction,true); // have internal checks for visibility requirement
SetInactive(faction, true); // have internal checks for visibility requirement
if (dbFactionFlags & FACTION_FLAG_AT_WAR) // DB at war
SetAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
SetAtWar(faction, true); // have internal checks for FACTION_FLAG_PEACE_FORCED
else // DB not at war
{
// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
if (faction->Flags & FACTION_FLAG_VISIBLE)
SetAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
SetAtWar(faction, false); // have internal checks for FACTION_FLAG_PEACE_FORCED
}
// set atWar for hostile