[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)

This commit is contained in:
Spp
2011-09-15 14:12:57 +02:00
parent 9006e4e8dc
commit af05915b9e
431 changed files with 3131 additions and 3131 deletions
File diff suppressed because it is too large Load Diff
+99 -99
View File
@@ -114,14 +114,14 @@ struct PlayerTalent
// Spell modifier (used for modify other spells)
struct SpellModifier
{
SpellModifier(Aura * _ownerAura = NULL) : charges(0), ownerAura(_ownerAura) {}
SpellModifier(Aura* _ownerAura = NULL) : charges(0), ownerAura(_ownerAura) {}
SpellModOp op : 8;
SpellModType type : 8;
int16 charges : 16;
int32 value;
flag96 mask;
uint32 spellId;
Aura * const ownerAura;
Aura* const ownerAura;
};
typedef UNORDERED_MAP<uint32, PlayerTalent*> PlayerTalentMap;
@@ -276,8 +276,8 @@ struct DuelInfo
{
DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {}
Player *initiator;
Player *opponent;
Player* initiator;
Player* opponent;
time_t startTimer;
time_t startTime;
time_t outOfBound;
@@ -824,7 +824,7 @@ enum PlayerDelayedOperations
struct InstancePlayerBind
{
InstanceSave *save;
InstanceSave* save;
bool perm;
/* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
that aren't already permanently bound when they are inside when a boss is killed
@@ -1063,7 +1063,7 @@ class Player : public Unit, public GridObject<Player>
friend void Item::AddToUpdateQueueOf(Player* player);
friend void Item::RemoveFromUpdateQueueOf(Player* player);
public:
explicit Player (WorldSession *session);
explicit Player (WorldSession* session);
~Player ();
void CleanupsBeforeDelete(bool finalCleanup = true);
@@ -1075,7 +1075,7 @@ class Player : public Unit, public GridObject<Player>
void RemoveFromWorld();
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
void TeleportOutOfMap(Map *oldMap);
void TeleportOutOfMap(Map* oldMap);
bool TeleportTo(WorldLocation const &loc, uint32 options = 0)
{
@@ -1194,7 +1194,7 @@ class Player : public Unit, public GridObject<Player>
void Yell(const std::string& text, const uint32 language);
void TextEmote(const std::string& text);
void Whisper(const std::string& text, const uint32 language, uint64 receiver);
void BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;
void BuildPlayerChat(WorldPacket* data, uint8 msgtype, const std::string& text, uint32 language) const;
/*********************************************************/
/*** STORAGE SYSTEM ***/
@@ -1219,7 +1219,7 @@ class Player : public Unit, public GridObject<Player>
Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
Item* GetShield(bool useable = false) const;
static uint8 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
std::vector<Item*> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
static bool IsInventoryPos(uint8 bag, uint8 slot);
static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
@@ -1252,7 +1252,7 @@ class Player : public Unit, public GridObject<Player>
}
InventoryResult CanStoreItems(Item** pItem, int count) const;
InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item *pItem, bool swap, bool not_loading = true) const;
InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading = true) const;
InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
InventoryResult CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
@@ -1265,9 +1265,9 @@ class Player : public Unit, public GridObject<Player>
InventoryResult CanUseAmmo(uint32 item) const;
Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, AllowedLooterSet* allowedLooters = NULL);
Item* StoreItem(ItemPosCountVec const& pos, Item *pItem, bool update);
Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
Item* EquipNewItem(uint16 pos, uint32 item, bool update);
Item* EquipItem(uint16 pos, Item *pItem, bool update);
Item* EquipItem(uint16 pos, Item* pItem, bool update);
void AutoUnequipOffhandIfNeed(bool force = false);
bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
@@ -1275,7 +1275,7 @@ class Player : public Unit, public GridObject<Player>
void StoreLootItem(uint8 lootSlot, Loot* loot);
InventoryResult _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
InventoryResult _CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
InventoryResult _CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
void AddRefundReference(uint32 it);
void DeleteRefundReference(uint32 it);
@@ -1284,15 +1284,15 @@ class Player : public Unit, public GridObject<Player>
void SetAmmo(uint32 item);
void RemoveAmmo();
float GetAmmoDPS() const { return m_ammoDPS; }
bool CheckAmmoCompatibility(const ItemTemplate *ammo_proto) const;
void QuickEquipItem(uint16 pos, Item *pItem);
void VisualizeItem(uint8 slot, Item *pItem);
void SetVisibleItemSlot(uint8 slot, Item *pItem);
Item* BankItem(ItemPosCountVec const& dest, Item *pItem, bool update)
bool CheckAmmoCompatibility(const ItemTemplate* ammo_proto) const;
void QuickEquipItem(uint16 pos, Item* pItem);
void VisualizeItem(uint8 slot, Item* pItem);
void SetVisibleItemSlot(uint8 slot, Item* pItem);
Item* BankItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{
return StoreItem(dest, pItem, update);
}
Item* BankItem(uint16 pos, Item *pItem, bool update);
Item* BankItem(uint16 pos, Item* pItem, bool update);
void RemoveItem(uint8 bag, uint8 slot, bool update);
void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
// in trade, auction, guild bank, mail....
@@ -1306,7 +1306,7 @@ class Player : public Unit, public GridObject<Player>
void DestroyZoneLimitedItem(bool update, uint32 new_zone);
void SplitItem(uint16 src, uint16 dst, uint32 count);
void SwapItem(uint16 src, uint16 dst);
void AddItemToBuyBackSlot(Item *pItem);
void AddItemToBuyBackSlot(Item* pItem);
Item* GetItemFromBuyBackSlot(uint32 slot);
void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
@@ -1327,9 +1327,9 @@ class Player : public Unit, public GridObject<Player>
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return mainItem && mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
}
void SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast = false);
void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false);
bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const *pProto, Creature *pVendor, VendorItem const* crItem, bool bStore);
bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
float GetReputationPriceDiscount(Creature const* pCreature) const;
@@ -1341,17 +1341,17 @@ class Player : public Unit, public GridObject<Player>
void UpdateSoulboundTradeItems();
void RemoveTradeableItem(Item* item);
void UpdateItemDuration(uint32 time, bool realtimeonly = false);
void AddEnchantmentDurations(Item *item);
void RemoveEnchantmentDurations(Item *item);
void AddEnchantmentDurations(Item* item);
void RemoveEnchantmentDurations(Item* item);
void RemoveArenaEnchantments(EnchantmentSlot slot);
void AddEnchantmentDuration(Item *item, EnchantmentSlot slot, uint32 duration);
void ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
void ApplyEnchantment(Item *item, bool apply);
void AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration);
void ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
void ApplyEnchantment(Item* item, bool apply);
void UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value);
void SendEnchantmentDurations();
void BuildEnchantmentsInfoData(WorldPacket *data);
void AddItemDurations(Item *item);
void RemoveItemDurations(Item *item);
void BuildEnchantmentsInfoData(WorldPacket* data);
void AddItemDurations(Item* item);
void RemoveItemDurations(Item* item);
void SendItemDurations();
void LoadCorpse();
void LoadPet();
@@ -1381,18 +1381,18 @@ class Player : public Unit, public GridObject<Player>
void PrepareQuestMenu(uint64 guid);
void SendPreparedQuest(uint64 guid);
bool IsActiveQuest(uint32 quest_id) const;
Quest const *GetNextQuest(uint64 guid, Quest const *pQuest);
bool CanSeeStartQuest(Quest const *pQuest);
bool CanTakeQuest(Quest const *pQuest, bool msg);
bool CanAddQuest(Quest const *pQuest, bool msg);
Quest const* GetNextQuest(uint64 guid, Quest const* pQuest);
bool CanSeeStartQuest(Quest const* pQuest);
bool CanTakeQuest(Quest const* pQuest, bool msg);
bool CanAddQuest(Quest const* pQuest, bool msg);
bool CanCompleteQuest(uint32 quest_id);
bool CanCompleteRepeatableQuest(Quest const *pQuest);
bool CanRewardQuest(Quest const *pQuest, bool msg);
bool CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg);
void AddQuest(Quest const *pQuest, Object *questGiver);
bool CanCompleteRepeatableQuest(Quest const* pQuest);
bool CanRewardQuest(Quest const* pQuest, bool msg);
bool CanRewardQuest(Quest const* pQuest, uint32 reward, bool msg);
void AddQuest(Quest const* pQuest, Object* questGiver);
void CompleteQuest(uint32 quest_id);
void IncompleteQuest(uint32 quest_id);
void RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true);
void RewardQuest(Quest const* pQuest, uint32 reward, Object* questGiver, bool announce = true);
void FailQuest(uint32 quest_id);
bool SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg);
bool SatisfyQuestLevel(Quest const* qInfo, bool msg);
@@ -1408,7 +1408,7 @@ class Player : public Unit, public GridObject<Player>
bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg);
bool SatisfyQuestDay(Quest const* qInfo, bool msg);
bool SatisfyQuestWeek(Quest const* qInfo, bool msg);
bool GiveQuestSourceItem(Quest const *pQuest);
bool GiveQuestSourceItem(Quest const* pQuest);
bool TakeQuestSourceItem(uint32 questId, bool msg);
bool GetQuestRewardStatus(uint32 quest_id) const;
QuestStatus GetQuestStatus(uint32 quest_id) const;
@@ -1474,12 +1474,12 @@ class Player : public Unit, public GridObject<Player>
bool CanShareQuest(uint32 quest_id) const;
void SendQuestComplete(uint32 quest_id);
void SendQuestReward(Quest const *pQuest, uint32 XP, Object* questGiver);
void SendQuestReward(Quest const* pQuest, uint32 XP, Object* questGiver);
void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK);
void SendQuestTimerFailed(uint32 quest_id);
void SendCanTakeQuestResponse(uint32 msg);
void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver);
void SendPushToPartyResponse(Player *pPlayer, uint32 msg);
void SendPushToPartyResponse(Player* pPlayer, uint32 msg);
void SendQuestUpdateAddItem(Quest const* pQuest, uint32 item_idx, uint16 count);
void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
void SendQuestUpdateAddPlayer(Quest const* pQuest, uint16 old_count, uint16 add_count);
@@ -1567,8 +1567,8 @@ class Player : public Unit, public GridObject<Player>
}
uint64 GetSelection() const { return m_curSelection; }
Unit *GetSelectedUnit() const;
Player *GetSelectedPlayer() const;
Unit* GetSelectedUnit() const;
Player* GetSelectedPlayer() const;
void SetSelection(uint64 guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); }
uint8 GetComboPoints() { return m_comboPoints; }
@@ -1654,8 +1654,8 @@ class Player : public Unit, public GridObject<Player>
bool resetTalents(bool no_cost = false);
uint32 resetTalentsCost() const;
void InitTalentForLevel();
void BuildPlayerTalentsInfoData(WorldPacket *data);
void BuildPetTalentsInfoData(WorldPacket *data);
void BuildPlayerTalentsInfoData(WorldPacket* data);
void BuildPetTalentsInfoData(WorldPacket* data);
void SendTalentsInfoData(bool pet);
void LearnTalent(uint32 talentId, uint32 talentRank);
void LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank);
@@ -1693,7 +1693,7 @@ class Player : public Unit, public GridObject<Player>
SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }
void AddSpellMod(SpellModifier* mod, bool apply);
bool IsAffectedBySpellmod(SpellInfo const *spellInfo, SpellModifier *mod, Spell* spell = NULL);
bool IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell = NULL);
template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
void RemoveSpellMods(Spell* spell);
void RestoreSpellMods(Spell* spell, uint32 ownerAuraId = 0, Aura* aura = NULL);
@@ -1790,7 +1790,7 @@ class Player : public Unit, public GridObject<Player>
}
/** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
DuelInfo *duel;
DuelInfo* duel;
void UpdateDuelFlag(time_t currTime);
void CheckDuelDistance(time_t currTime);
void DuelComplete(DuelCompleteType type);
@@ -1849,7 +1849,7 @@ class Player : public Unit, public GridObject<Player>
uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); }
uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;
uint32 GetSpellByProto(ItemTemplate *proto);
uint32 GetSpellByProto(ItemTemplate* proto);
float GetHealthBonusFromStamina();
float GetManaBonusFromIntellect();
@@ -1911,8 +1911,8 @@ class Player : public Unit, public GridObject<Player>
WorldSession* GetSession() const { return m_session; }
void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const;
void DestroyForPlayer(Player *target, bool anim = false) const;
void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
void DestroyForPlayer(Player* target, bool anim = false) const;
void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);
// notifiers
@@ -1933,17 +1933,17 @@ class Player : public Unit, public GridObject<Player>
virtual bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
bool SetPosition(const Position &pos, bool teleport = false) { return SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
void UpdateUnderwaterState(Map * m, float x, float y, float z);
void UpdateUnderwaterState(Map* m, float x, float y, float z);
void SendMessageToSet(WorldPacket *data, bool self) {SendMessageToSetInRange(data, GetVisibilityRange(), self); };// overwrite Object::SendMessageToSet
void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only);
void SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr);
void SendMessageToSet(WorldPacket* data, bool self) {SendMessageToSetInRange(data, GetVisibilityRange(), self); };// overwrite Object::SendMessageToSet
void SendMessageToSetInRange(WorldPacket* data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
void SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only);
void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);
void SendTeleportPacket(Position &oldPos);
void SendTeleportAckPacket();
Corpse *GetCorpse() const;
Corpse* GetCorpse() const;
void SpawnCorpseBones();
void CreateCorpse();
bool FallGround(uint8 FallMode = 0);
@@ -1973,15 +1973,15 @@ class Player : public Unit, public GridObject<Player>
bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone);
void JoinedChannel(Channel *c);
void LeftChannel(Channel *c);
void JoinedChannel(Channel* c);
void LeftChannel(Channel* c);
void CleanupChannels();
void UpdateLocalChannels(uint32 newZone);
void LeaveLFGChannel();
void UpdateDefense();
void UpdateWeaponSkill (WeaponAttackType attType);
void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence);
void UpdateCombatSkills(Unit* pVictim, WeaponAttackType attType, bool defence);
void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus
@@ -2025,8 +2025,8 @@ class Player : public Unit, public GridObject<Player>
ReputationMgr& GetReputationMgr() { return m_reputationMgr; }
ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
ReputationRank GetReputationRank(uint32 faction_id) const;
void RewardReputation(Unit *pVictim, float rate);
void RewardReputation(Quest const *pQuest);
void RewardReputation(Unit* pVictim, float rate);
void RewardReputation(Quest const* pQuest);
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
@@ -2036,7 +2036,7 @@ class Player : public Unit, public GridObject<Player>
/*** PVP SYSTEM ***/
/*********************************************************/
void UpdateHonorFields();
bool RewardHonor(Unit *pVictim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
bool RewardHonor(Unit* pVictim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
uint32 GetHonorPoints() const { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
uint32 GetArenaPoints() const { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
void ModifyHonorPoints(int32 value, SQLTransaction* trans = NULL); //! If trans is specified, honor save query will be added to trans
@@ -2078,28 +2078,28 @@ class Player : public Unit, public GridObject<Player>
void ResetAllPowers();
void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
void _ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply);
void _ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
void _ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
void _ApplyItemMods(Item *item, uint8 slot, bool apply);
void _ApplyItemMods(Item* item, uint8 slot, bool apply);
void _RemoveAllItemMods();
void _ApplyAllItemMods();
void _ApplyAllLevelScaleItemMods(bool apply);
void _ApplyItemBonuses(ItemTemplate const *proto, uint8 slot, bool apply, bool only_level_scale = false);
void _ApplyWeaponDamage(uint8 slot, ItemTemplate const *proto, ScalingStatValuesEntry const *ssv, bool apply);
void _ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale = false);
void _ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply);
void _ApplyAmmoBonuses();
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
void CorrectMetaGemEnchants(uint8 slot, bool apply);
void InitDataForForm(bool reapplyMods = false);
void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false);
void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change = false);
void UpdateEquipSpellsAtFormChange();
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);
void SendEquipmentSetList();
void SetEquipmentSet(uint32 index, EquipmentSet eqset);
@@ -2107,13 +2107,13 @@ class Player : public Unit, public GridObject<Player>
void SendInitWorldStates(uint32 zone, uint32 area);
void SendUpdateWorldState(uint32 Field, uint32 Value);
void SendDirectMessage(WorldPacket *data);
void SendDirectMessage(WorldPacket* data);
void SendBGWeekendWorldStates();
void SendAurasForTarget(Unit* target);
PlayerMenu* PlayerTalkClass;
std::vector<ItemSetEffect *> ItemSetEff;
std::vector<ItemSetEffect*> ItemSetEff;
void SendLoot(uint64 guid, LootType loot_type);
void SendLootRelease(uint64 guid);
@@ -2233,7 +2233,7 @@ class Player : public Unit, public GridObject<Player>
/*** OUTDOOR PVP SYSTEM ***/
/*********************************************************/
OutdoorPvP * GetOutdoorPvP() const;
OutdoorPvP* GetOutdoorPvP() const;
// returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
bool IsOutdoorPvPActive();
@@ -2265,8 +2265,8 @@ class Player : public Unit, public GridObject<Player>
/*** VARIOUS SYSTEMS ***/
/*********************************************************/
void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
Unit *m_mover;
WorldObject *m_seer;
Unit* m_mover;
WorldObject* m_seer;
void SetFallInformation(uint32 time, float z)
{
m_lastFallTime = time;
@@ -2284,8 +2284,8 @@ class Player : public Unit, public GridObject<Player>
m_mover = target;
m_mover->m_movedPlayer = this;
}
void SetSeer(WorldObject *target) { m_seer = target; }
void SetViewpoint(WorldObject *target, bool apply);
void SetSeer(WorldObject* target) { m_seer = target; }
void SetViewpoint(WorldObject* target, bool apply);
WorldObject* GetViewpoint() const;
void StopCastingCharm();
void StopCastingBindSight();
@@ -2368,10 +2368,10 @@ class Player : public Unit, public GridObject<Player>
BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
InstanceSave * GetInstanceSave(uint32 mapid, bool raid);
InstanceSave* GetInstanceSave(uint32 mapid, bool raid);
void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
InstancePlayerBind* BindToInstance(InstanceSave* save, bool permanent, bool load = false);
void BindToInstance();
void SetPendingBind(InstanceSave* save, uint32 bindTimer) { _pendingBind = save; _pendingBindTimer = bindTimer; }
bool HasPendingBind() const { return _pendingBind != NULL; }
@@ -2401,10 +2401,10 @@ class Player : public Unit, public GridObject<Player>
/*** GROUP SYSTEM ***/
/*********************************************************/
Group * GetGroupInvite() { return m_groupInvite; }
Group* GetGroupInvite() { return m_groupInvite; }
void SetGroupInvite(Group* group) { m_groupInvite = group; }
Group * GetGroup() { return m_group.getTarget(); }
const Group * GetGroup() const { return (const Group*)m_group.getTarget(); }
Group* GetGroup() { return m_group.getTarget(); }
const Group* GetGroup() const { return (const Group*)m_group.getTarget(); }
GroupReference& GetGroupRef() { return m_group; }
void SetGroup(Group* group, int8 subgroup = -1);
uint8 GetSubGroup() const { return m_group.getSubGroup(); }
@@ -2417,7 +2417,7 @@ class Player : public Unit, public GridObject<Player>
// Battleground Group System
void SetBattlegroundRaid(Group* group, int8 subgroup = -1);
void RemoveFromBattlegroundRaid();
Group * GetOriginalGroup() { return m_originalGroup.getTarget(); }
Group* GetOriginalGroup() { return m_originalGroup.getTarget(); }
GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
void SetOriginalGroup(Group* group, int8 subgroup = -1);
@@ -2428,7 +2428,7 @@ class Player : public Unit, public GridObject<Player>
MapReference &GetMapRef() { return m_mapRef; }
// Set map to player and add reference
void SetMap(Map * map);
void SetMap(Map* map);
void ResetMap();
bool isAllowedToLoot(const Creature* creature);
@@ -2525,7 +2525,7 @@ class Player : public Unit, public GridObject<Player>
void _LoadInventory(PreparedQueryResult result, uint32 timeDiff);
void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery);
void _LoadMail();
void _LoadMailedItems(Mail *mail);
void _LoadMailedItems(Mail* mail);
void _LoadQuestStatus(PreparedQueryResult result);
void _LoadQuestStatusRewarded(PreparedQueryResult result);
void _LoadDailyQuestStatus(PreparedQueryResult result);
@@ -2564,8 +2564,8 @@ class Player : public Unit, public GridObject<Player>
void _SaveStats(SQLTransaction& trans);
void _SaveInstanceTimeRestrictions(SQLTransaction& trans);
void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
void _SetCreateBits(UpdateMask* updateMask, Player* target) const;
void _SetUpdateBits(UpdateMask* updateMask, Player* target) const;
/*********************************************************/
/*** ENVIRONMENTAL SYSTEM ***/
@@ -2619,7 +2619,7 @@ class Player : public Unit, public GridObject<Player>
PlayerMails m_mail;
PlayerSpellMap m_spells;
PlayerTalentMap *m_talents[MAX_TALENT_SPECS];
PlayerTalentMap* m_talents[MAX_TALENT_SPECS];
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
GlobalCooldownMgr m_GlobalCooldownMgr;
@@ -2655,7 +2655,7 @@ class Player : public Unit, public GridObject<Player>
float m_resurrectX, m_resurrectY, m_resurrectZ;
uint32 m_resurrectHealth, m_resurrectMana;
WorldSession *m_session;
WorldSession* m_session;
typedef std::list<Channel*> JoinedChannelsList;
JoinedChannelsList m_channels;
@@ -2709,7 +2709,7 @@ class Player : public Unit, public GridObject<Player>
// Groups
GroupReference m_group;
GroupReference m_originalGroup;
Group *m_groupInvite;
Group* m_groupInvite;
uint32 m_groupUpdateMask;
uint64 m_auraRaidUpdateMask;
bool m_bPassOnGroupLoot;
@@ -2736,10 +2736,10 @@ class Player : public Unit, public GridObject<Player>
private:
// internal common parts for CanStore/StoreItem functions
InventoryResult _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const *pProto, uint32& count, bool swap, Item *pSrcItem) const;
InventoryResult _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
InventoryResult _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
Item* _StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update);
InventoryResult _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const;
InventoryResult _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
InventoryResult _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update);
Item* _LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields);
std::set<uint32> m_refundableItems;
@@ -2806,8 +2806,8 @@ class Player : public Unit, public GridObject<Player>
uint32 _pendingBindTimer;
};
void AddItemsSetItem(Player*player, Item *item);
void RemoveItemsSetItem(Player*player, ItemTemplate const *proto);
void AddItemsSetItem(Player*player, Item* item);
void RemoveItemsSetItem(Player*player, ItemTemplate const* proto);
// "the bodies of template functions must be made available in a header file"
template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell)
@@ -2824,7 +2824,7 @@ template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &bas
for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
{
SpellModifier *mod = *itr;
SpellModifier* mod = *itr;
// Charges can be set only for mods with auras
if (!mod->ownerAura)
@@ -182,7 +182,7 @@ void SocialMgr::GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &fri
friendInfo.Level = 0;
friendInfo.Class = 0;
Player *pFriend = ObjectAccessor::FindPlayer(friendGUID);
Player* pFriend = ObjectAccessor::FindPlayer(friendGUID);
if (!pFriend)
return;
@@ -213,7 +213,7 @@ void SocialMgr::GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &fri
}
}
void SocialMgr::MakeFriendStatusPacket(FriendsResult result, uint32 guid, WorldPacket *data)
void SocialMgr::MakeFriendStatusPacket(FriendsResult result, uint32 guid, WorldPacket* data)
{
data->Initialize(SMSG_FRIEND_STATUS, 5);
*data << uint8(result);
@@ -272,7 +272,7 @@ void SocialMgr::BroadcastToFriendListers(Player* player, WorldPacket* packet)
PlayerSocialMap::const_iterator itr2 = itr->second.m_playerSocialMap.find(guid);
if (itr2 != itr->second.m_playerSocialMap.end() && (itr2->second.Flags & SOCIAL_FLAG_FRIEND))
{
Player *pFriend = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
Player* pFriend = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
// PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
// MODERATOR, GAME MASTER, ADMINISTRATOR can see all
+1 -1
View File
@@ -147,7 +147,7 @@ class SocialMgr
void GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &friendInfo);
// Packet management
void MakeFriendStatusPacket(FriendsResult result, uint32 friend_guid, WorldPacket *data);
void MakeFriendStatusPacket(FriendsResult result, uint32 friend_guid, WorldPacket* data);
void SendFriendStatus(Player* player, FriendsResult result, uint32 friend_guid, bool broadcast);
void BroadcastToFriendListers(Player* player, WorldPacket* packet);
// Loading