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
+42 -42
View File
@@ -72,7 +72,7 @@ struct AuctionEntry
uint32 GetHouseFaction() const { return auctionHouseEntry->faction; }
uint32 GetAuctionCut() const;
uint32 GetAuctionOutBid() const;
bool BuildAuctionInfo(WorldPacket & data) const;
bool BuildAuctionInfo(WorldPacket& data) const;
void DeleteFromDB(SQLTransaction& trans) const;
void SaveToDB(SQLTransaction& trans) const;
bool LoadFromDB(Field* fields);
@@ -85,7 +85,7 @@ struct AuctionEntry
//this class is used as auctionhouse instance
class AuctionHouseObject
{
public:
public:
// Initialize storage
AuctionHouseObject() { next = AuctionsMap.begin(); }
~AuctionHouseObject()
@@ -116,11 +116,11 @@ class AuctionHouseObject
void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
bool BuildListAuctionItems(WorldPacket& data, Player* player,
std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount, uint8 getAll);
std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount, uint8 getAll);
private:
private:
AuctionEntryMap AuctionsMap;
// storage for "next" auction item for next Update()
@@ -129,57 +129,57 @@ class AuctionHouseObject
class AuctionHouseMgr
{
private:
AuctionHouseMgr();
~AuctionHouseMgr();
private:
AuctionHouseMgr();
~AuctionHouseMgr();
public:
public:
typedef std::unordered_map<uint32, Item*> ItemMap;
typedef std::unordered_map<uint32, Item*> ItemMap;
static AuctionHouseMgr* instance();
static AuctionHouseMgr* instance();
AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId);
AuctionHouseObject* GetBidsMap(uint32 factionTemplateId);
AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId);
AuctionHouseObject* GetBidsMap(uint32 factionTemplateId);
Item* GetAItem(uint32 id)
{
ItemMap::const_iterator itr = mAitems.find(id);
if (itr != mAitems.end())
return itr->second;
Item* GetAItem(uint32 id)
{
ItemMap::const_iterator itr = mAitems.find(id);
if (itr != mAitems.end())
return itr->second;
return nullptr;
}
return nullptr;
}
//auction messages
void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
//auction messages
void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
public:
public:
//load first auction items, because of check if item exists, when loading
void LoadAuctionItems();
void LoadAuctions();
//load first auction items, because of check if item exists, when loading
void LoadAuctionItems();
void LoadAuctions();
void AddAItem(Item* it);
bool RemoveAItem(uint32 id, bool deleteFromDB = false);
void AddAItem(Item* it);
bool RemoveAItem(uint32 id, bool deleteFromDB = false);
void Update();
void Update();
private:
private:
AuctionHouseObject mHordeAuctions;
AuctionHouseObject mAllianceAuctions;
AuctionHouseObject mNeutralAuctions;
AuctionHouseObject mHordeAuctions;
AuctionHouseObject mAllianceAuctions;
AuctionHouseObject mNeutralAuctions;
ItemMap mAitems;
ItemMap mAitems;
};
#define sAuctionMgr AuctionHouseMgr::instance()