refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -72,7 +72,7 @@ struct AuctionEntry
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uint32 GetHouseFaction() const { return auctionHouseEntry->faction; }
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uint32 GetAuctionCut() const;
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uint32 GetAuctionOutBid() const;
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bool BuildAuctionInfo(WorldPacket & data) const;
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bool BuildAuctionInfo(WorldPacket& data) const;
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void DeleteFromDB(SQLTransaction& trans) const;
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void SaveToDB(SQLTransaction& trans) const;
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bool LoadFromDB(Field* fields);
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@@ -85,7 +85,7 @@ struct AuctionEntry
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//this class is used as auctionhouse instance
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class AuctionHouseObject
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{
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public:
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public:
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// Initialize storage
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AuctionHouseObject() { next = AuctionsMap.begin(); }
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~AuctionHouseObject()
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@@ -116,11 +116,11 @@ class AuctionHouseObject
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void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
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void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
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bool BuildListAuctionItems(WorldPacket& data, Player* player,
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std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
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uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
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uint32& count, uint32& totalcount, uint8 getAll);
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std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
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uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
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uint32& count, uint32& totalcount, uint8 getAll);
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private:
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private:
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AuctionEntryMap AuctionsMap;
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// storage for "next" auction item for next Update()
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@@ -129,57 +129,57 @@ class AuctionHouseObject
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class AuctionHouseMgr
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{
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private:
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AuctionHouseMgr();
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~AuctionHouseMgr();
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private:
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AuctionHouseMgr();
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~AuctionHouseMgr();
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public:
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public:
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typedef std::unordered_map<uint32, Item*> ItemMap;
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typedef std::unordered_map<uint32, Item*> ItemMap;
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static AuctionHouseMgr* instance();
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static AuctionHouseMgr* instance();
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AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId);
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AuctionHouseObject* GetBidsMap(uint32 factionTemplateId);
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AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId);
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AuctionHouseObject* GetBidsMap(uint32 factionTemplateId);
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Item* GetAItem(uint32 id)
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{
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ItemMap::const_iterator itr = mAitems.find(id);
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if (itr != mAitems.end())
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return itr->second;
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Item* GetAItem(uint32 id)
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{
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ItemMap::const_iterator itr = mAitems.find(id);
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if (itr != mAitems.end())
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return itr->second;
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return nullptr;
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}
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return nullptr;
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}
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//auction messages
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void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
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void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
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void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
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void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
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void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
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void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
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//auction messages
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void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
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void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
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void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
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void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
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void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true);
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void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
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static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
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static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
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public:
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public:
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//load first auction items, because of check if item exists, when loading
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void LoadAuctionItems();
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void LoadAuctions();
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//load first auction items, because of check if item exists, when loading
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void LoadAuctionItems();
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void LoadAuctions();
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void AddAItem(Item* it);
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bool RemoveAItem(uint32 id, bool deleteFromDB = false);
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void AddAItem(Item* it);
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bool RemoveAItem(uint32 id, bool deleteFromDB = false);
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void Update();
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void Update();
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private:
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private:
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AuctionHouseObject mHordeAuctions;
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AuctionHouseObject mAllianceAuctions;
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AuctionHouseObject mNeutralAuctions;
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AuctionHouseObject mHordeAuctions;
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AuctionHouseObject mAllianceAuctions;
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AuctionHouseObject mNeutralAuctions;
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ItemMap mAitems;
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ItemMap mAitems;
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};
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#define sAuctionMgr AuctionHouseMgr::instance()
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