mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-17 02:50:29 +00:00
refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -97,7 +97,7 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
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DoLootRelease(lguid);
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}
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void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recvData*/)
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void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
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{
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT_MONEY");
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@@ -114,51 +114,51 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recvData*/)
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switch (GUID_HIPART(guid))
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{
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case HIGHGUID_GAMEOBJECT:
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{
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GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
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{
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GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
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// do not check distance for GO if player is the owner of it (ex. fishing bobber)
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if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
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loot = &go->loot;
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// do not check distance for GO if player is the owner of it (ex. fishing bobber)
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if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
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loot = &go->loot;
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break;
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}
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break;
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}
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case HIGHGUID_CORPSE: // remove insignia ONLY in BG
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{
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Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
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if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE))
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{
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loot = &bones->loot;
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shareMoney = false;
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}
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Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
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break;
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}
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if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE))
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{
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loot = &bones->loot;
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shareMoney = false;
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}
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break;
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}
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case HIGHGUID_ITEM:
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{
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if (Item* item = player->GetItemByGuid(guid))
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{
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loot = &item->loot;
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shareMoney = false;
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if (Item* item = player->GetItemByGuid(guid))
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{
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loot = &item->loot;
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shareMoney = false;
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}
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break;
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}
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break;
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}
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case HIGHGUID_UNIT:
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case HIGHGUID_VEHICLE:
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{
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Creature* creature = player->GetMap()->GetCreature(guid);
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bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
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if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
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{
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loot = &creature->loot;
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if (creature->IsAlive())
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shareMoney = false;
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Creature* creature = player->GetMap()->GetCreature(guid);
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bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
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if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
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{
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loot = &creature->loot;
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if (creature->IsAlive())
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shareMoney = false;
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}
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else
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player->SendLootError(guid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
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break;
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}
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else
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player->SendLootError(guid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
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break;
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}
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default:
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return; // unlootable type
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}
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@@ -257,8 +257,8 @@ void WorldSession::HandleLootReleaseOpcode(WorldPacket& recvData)
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void WorldSession::DoLootRelease(uint64 lguid)
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{
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Player *player = GetPlayer();
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Loot *loot;
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Player* player = GetPlayer();
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Loot* loot;
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player->SetLootGUID(0);
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player->SendLootRelease(lguid);
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@@ -286,7 +286,8 @@ void WorldSession::DoLootRelease(uint64 lguid)
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else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
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{
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if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
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{ // The fishing hole used once more
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{
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// The fishing hole used once more
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go->AddUse(); // if the max usage is reached, will be despawned in next tick
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if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
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go->SetLootState(GO_JUST_DEACTIVATED);
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@@ -295,8 +296,8 @@ void WorldSession::DoLootRelease(uint64 lguid)
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}
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else
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{
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go->SetLootState(GO_JUST_DEACTIVATED);
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go->SetLootState(GO_JUST_DEACTIVATED);
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// Xinef: moved event execution to loot release (after everything is looted)
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// Xinef: 99% sure that this worked like this on blizz
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// Xinef: prevents exploits with just opening GO and spawning bilions of npcs, which can crash core if you know what you're doin ;)
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@@ -504,8 +505,8 @@ void WorldSession::HandleLootMasterGiveOpcode(WorldPacket& recvData)
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#endif
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// mark as looted
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item.count=0;
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item.is_looted=true;
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item.count = 0;
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item.is_looted = true;
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loot->NotifyItemRemoved(slotid);
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--loot->unlootedCount;
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