refactor(Core/Game): restyle game lib with astyle (#3466)

This commit is contained in:
Kargatum
2020-10-12 15:08:15 +07:00
committed by GitHub
parent e99b526e17
commit a2b26272d2
338 changed files with 52196 additions and 50944 deletions

View File

@@ -14,34 +14,34 @@
class MapInstanced : public Map
{
friend class MapManager;
public:
typedef std::unordered_map< uint32, Map*> InstancedMaps;
public:
typedef std::unordered_map< uint32, Map*> InstancedMaps;
MapInstanced(uint32 id);
~MapInstanced() {}
MapInstanced(uint32 id);
~MapInstanced() {}
// functions overwrite Map versions
void Update(const uint32, const uint32, bool thread = true);
void DelayedUpdate(const uint32 diff);
//void RelocationNotify();
void UnloadAll();
bool CanEnter(Player* player, bool loginCheck = false);
// functions overwrite Map versions
void Update(const uint32, const uint32, bool thread = true);
void DelayedUpdate(const uint32 diff);
//void RelocationNotify();
void UnloadAll();
bool CanEnter(Player* player, bool loginCheck = false);
Map* CreateInstanceForPlayer(const uint32 mapId, Player* player);
Map* FindInstanceMap(uint32 instanceId) const
{
InstancedMaps::const_iterator i = m_InstancedMaps.find(instanceId);
return(i == m_InstancedMaps.end() ? NULL : i->second);
}
bool DestroyInstance(InstancedMaps::iterator &itr);
Map* CreateInstanceForPlayer(const uint32 mapId, Player* player);
Map* FindInstanceMap(uint32 instanceId) const
{
InstancedMaps::const_iterator i = m_InstancedMaps.find(instanceId);
return(i == m_InstancedMaps.end() ? NULL : i->second);
}
bool DestroyInstance(InstancedMaps::iterator& itr);
InstancedMaps &GetInstancedMaps() { return m_InstancedMaps; }
virtual void InitVisibilityDistance();
InstancedMaps& GetInstancedMaps() { return m_InstancedMaps; }
virtual void InitVisibilityDistance();
private:
InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty);
BattlegroundMap* CreateBattleground(uint32 InstanceId, Battleground* bg);
private:
InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty);
BattlegroundMap* CreateBattleground(uint32 InstanceId, Battleground* bg);
InstancedMaps m_InstancedMaps;
InstancedMaps m_InstancedMaps;
};
#endif