Cleanup for 1.2.

Cleaned up whitespace, comments, brace style, etc.
Updated tdata reference.
This commit is contained in:
2020-10-19 19:26:14 +02:00
parent d713fafb1c
commit 10534886b8
24 changed files with 234 additions and 286 deletions

View File

@@ -288,8 +288,7 @@ void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) {
if (plr->Inven[req->iInvenSlotNum].iOpt - req->iItemCnt > 0) { // selling part of a stack
item->iOpt -= req->iItemCnt;
original.iOpt = req->iItemCnt;
}
else { // selling entire slot
} else { // selling entire slot
item->iID = 0;
item->iOpt = 0;
item->iType = 0;
@@ -378,7 +377,7 @@ void NPCManager::npcVendorTable(CNSocket* sock, CNPacketData* data) {
vItem.item = base;
vItem.iSortNum = listings[i].sort;
vItem.iVendorID = req->iVendorID;
//vItem.fBuyCost = listings[i].price; this value is not actually the one that is used
//vItem.fBuyCost = listings[i].price; // this value is not actually the one that is used
resp.item[i] = vItem;
}
@@ -461,8 +460,7 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
Item* itemLooksDat = ItemManager::getItemData(itemLooks->iID, itemLooks->iType);
if (itemStatsDat == nullptr || itemLooksDat == nullptr
|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) // sanity check 2
{
|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) { // sanity check 2
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
failResp.iCostumeItemSlot = req->iCostumeItemSlot;
failResp.iStatItemSlot = req->iStatItemSlot;
@@ -477,8 +475,7 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
float successChance = recipe->base / 100.0f; // base success chance
// rarity gap multiplier
switch(abs(itemStatsDat->rarity - itemLooksDat->rarity))
{
switch(abs(itemStatsDat->rarity - itemLooksDat->rarity)) {
case 0:
successChance *= recipe->rd0;
break;
@@ -514,8 +511,7 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
itemStats->iOpt = 0;
itemStats->iTimeLimit = 0;
itemStats->iType = 0;
}
else {
} else {
// failure; don't do anything?
resp.iSuccessFlag = 0;
}
@@ -591,7 +587,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
return;
MissionManager::failInstancedMissions(sock); // fail any missions that require the player's current instance
uint64_t fromInstance = plrv.plr->instanceID; // saved for post-warp
if (plrv.plr->instanceID == 0) {
@@ -603,19 +599,16 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
}
// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
if (Warps[warpId].isInstance)
{
if (Warps[warpId].isInstance) {
uint64_t instanceID = Warps[warpId].instanceID;
if (Warps[warpId].limitTaskID != 0) { // if warp requires you to be on a mission, it's gotta be a unique instance
instanceID += ((uint64_t)plrv.plr->iIDGroup << 32); // upper 32 bits are leader ID
ChunkManager::createInstance(instanceID);
}
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
}
else
{
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); //Can only be used for exiting instances because it sets the instance flag to false
} else {
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
resp.iX = Warps[warpId].x;
resp.iY = Warps[warpId].y;
resp.iZ = Warps[warpId].z;