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[7730] Some optimizantion and code style.
Signed-off-by: AlexDereka <dereka.alex@gmail.com>
This commit is contained in:
parent
a4373c887d
commit
8144f30199
69 changed files with 536 additions and 536 deletions
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@ -89,7 +89,7 @@ void LootStore::Verify() const
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// All checks of the loaded template are called from here, no error reports at loot generation required
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void LootStore::LoadLootTable()
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{
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LootTemplateMap::iterator tab;
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LootTemplateMap::const_iterator tab;
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uint32 count = 0;
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// Clearing store (for reloading case)
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@ -148,7 +148,7 @@ void LootStore::LoadLootTable()
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tab = m_LootTemplates.find(entry);
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if ( tab == m_LootTemplates.end() )
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{
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std::pair< LootTemplateMap::iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate));
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std::pair< LootTemplateMap::const_iterator, bool > pr = m_LootTemplates.insert(LootTemplateMap::value_type(entry, new LootTemplate));
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tab = pr.first;
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}
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}
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@ -422,7 +422,7 @@ void Loot::FillNotNormalLootFor(Player* pl)
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{
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uint32 plguid = pl->GetGUIDLow();
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QuestItemMap::iterator qmapitr = PlayerQuestItems.find(plguid);
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QuestItemMap::const_iterator qmapitr = PlayerQuestItems.find(plguid);
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if (qmapitr == PlayerQuestItems.end())
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FillQuestLoot(pl);
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@ -439,7 +439,7 @@ QuestItemList* Loot::FillFFALoot(Player* player)
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{
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QuestItemList *ql = new QuestItemList();
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for(uint8 i = 0; i < items.size(); i++)
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for(uint8 i = 0; i < items.size(); ++i)
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{
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LootItem &item = items[i];
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if(!item.is_looted && item.freeforall && item.AllowedForPlayer(player) )
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@ -463,7 +463,7 @@ QuestItemList* Loot::FillQuestLoot(Player* player)
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if (items.size() == MAX_NR_LOOT_ITEMS) return NULL;
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QuestItemList *ql = new QuestItemList();
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for(uint8 i = 0; i < quest_items.size(); i++)
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for(uint8 i = 0; i < quest_items.size(); ++i)
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{
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LootItem &item = quest_items[i];
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if(!item.is_looted && item.AllowedForPlayer(player) )
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@ -567,7 +567,7 @@ void Loot::NotifyQuestItemRemoved(uint8 questIndex)
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++i_next;
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if(Player* pl = ObjectAccessor::FindPlayer(*i))
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{
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QuestItemMap::iterator pq = PlayerQuestItems.find(pl->GetGUIDLow());
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QuestItemMap::const_iterator pq = PlayerQuestItems.find(pl->GetGUIDLow());
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if (pq != PlayerQuestItems.end() && pq->second)
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{
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// find where/if the player has the given item in it's vector
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@ -626,7 +626,7 @@ LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qite
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QuestItemMap::const_iterator itr = PlayerFFAItems.find(player->GetGUIDLow());
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if (itr != PlayerFFAItems.end())
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{
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for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter)
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for(QuestItemList::const_iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter)
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if(iter->index==lootSlot)
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{
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QuestItem *ffaitem2 = (QuestItem*)&(*iter);
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@ -642,7 +642,7 @@ LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem **qite
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QuestItemMap::const_iterator itr = PlayerNonQuestNonFFAConditionalItems.find(player->GetGUIDLow());
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if (itr != PlayerNonQuestNonFFAConditionalItems.end())
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{
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for(QuestItemList::iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter)
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for(QuestItemList::const_iterator iter=itr->second->begin(); iter!= itr->second->end(); ++iter)
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{
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if(iter->index==lootSlot)
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{
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@ -742,7 +742,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
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if (q_itr != lootPlayerQuestItems.end())
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{
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QuestItemList *q_list = q_itr->second;
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for (QuestItemList::iterator qi = q_list->begin() ; qi != q_list->end(); ++qi)
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for (QuestItemList::const_iterator qi = q_list->begin() ; qi != q_list->end(); ++qi)
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{
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LootItem &item = l.quest_items[qi->index];
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if (!qi->is_looted && !item.is_looted)
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@ -760,7 +760,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
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if (ffa_itr != lootPlayerFFAItems.end())
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{
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QuestItemList *ffa_list = ffa_itr->second;
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for (QuestItemList::iterator fi = ffa_list->begin() ; fi != ffa_list->end(); ++fi)
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for (QuestItemList::const_iterator fi = ffa_list->begin() ; fi != ffa_list->end(); ++fi)
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{
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LootItem &item = l.items[fi->index];
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if (!fi->is_looted && !item.is_looted)
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@ -777,7 +777,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
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if (nn_itr != lootPlayerNonQuestNonFFAConditionalItems.end())
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{
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QuestItemList *conditional_list = nn_itr->second;
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for (QuestItemList::iterator ci = conditional_list->begin() ; ci != conditional_list->end(); ++ci)
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for (QuestItemList::const_iterator ci = conditional_list->begin() ; ci != conditional_list->end(); ++ci)
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{
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LootItem &item = l.items[ci->index];
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if (!ci->is_looted && !item.is_looted)
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