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

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@@ -65,7 +65,7 @@ void LoadSkillDiscoveryTable()
if (chance <= 0) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
continue;
}
@@ -85,14 +85,14 @@ void LoadSkillDiscoveryTable()
// mechanic discovery
if (reqSpellInfo->Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
!reqSpellInfo->IsExplicitDiscovery())
// explicit discovery ability
!reqSpellInfo->IsExplicitDiscovery())
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
sLog->outErrorDb("Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc"
" and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table",
absReqSkillOrSpell, spellId);
" and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table",
absReqSkillOrSpell, spellId);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
@@ -120,8 +120,7 @@ void LoadSkillDiscoveryTable()
}
++count;
}
while (result->NextRow());
} while (result->NextRow());
if (!ssNonDiscoverableEntries.str().empty())
sLog->outErrorDb("Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s", ssNonDiscoverableEntries.str().c_str());
@@ -212,8 +211,8 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld->getRate(RATE_SKILL_DISCOVERY)) &&
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
@@ -230,8 +229,8 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld->getRate(RATE_SKILL_DISCOVERY)) &&
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}

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@@ -181,14 +181,13 @@ void LoadSkillExtraItemTable()
skillExtraItemEntry.newMaxOrEntry = newMaxOrEntry;
++count;
}
while (result->NextRow());
} while (result->NextRow());
sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
bool CanCreatePerfectItem(Player* player, uint32 spellId, float &perfectCreateChance, uint32 &perfectItemType)
bool CanCreatePerfectItem(Player* player, uint32 spellId, float& perfectCreateChance, uint32& perfectItemType)
{
SkillPerfectItemMap::const_iterator ret = SkillPerfectItemStore.find(spellId);
// no entry in DB means no perfection proc possible
@@ -212,7 +211,7 @@ bool CanCreatePerfectItem(Player* player, uint32 spellId, float &perfectCreateCh
return true;
}
bool canCreateExtraItems(Player* player, uint32 spellId, float &additionalChance, int32 &newMaxOrEntry)
bool canCreateExtraItems(Player* player, uint32 spellId, float& additionalChance, int32& newMaxOrEntry)
{
// get the info for the specified spell
SkillExtraItemMap::const_iterator ret = SkillExtraItemStore.find(spellId);

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@@ -12,11 +12,11 @@
// predef classes used in functions
class Player;
// returns true and sets the appropriate info if the player can create a perfect item with the given spellId
bool CanCreatePerfectItem(Player* player, uint32 spellId, float &perfectCreateChance, uint32 &perfectItemType);
bool CanCreatePerfectItem(Player* player, uint32 spellId, float& perfectCreateChance, uint32& perfectItemType);
// load perfection proc info from DB
void LoadSkillPerfectItemTable();
// returns true and sets the appropriate info if the player can create extra items with the given spellId
bool canCreateExtraItems(Player* player, uint32 spellId, float &additionalChance, int32 &newMaxOrEntry);
bool canCreateExtraItems(Player* player, uint32 spellId, float& additionalChance, int32& newMaxOrEntry);
// function to load the extra item creation info from DB
void LoadSkillExtraItemTable();
#endif