Various Cleanups (game N-O)

This commit is contained in:
Schmoozerd 2012-07-19 21:51:08 +02:00
parent 8d0c106aa4
commit 94795f2bff
14 changed files with 1560 additions and 1519 deletions

View file

@ -40,7 +40,7 @@ INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ACE_Thread_Mutex);
ObjectAccessor::ObjectAccessor() {}
ObjectAccessor::~ObjectAccessor()
{
for(Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
{
itr->second->RemoveFromWorld();
delete itr->second;
@ -48,7 +48,7 @@ ObjectAccessor::~ObjectAccessor()
}
Unit*
ObjectAccessor::GetUnit(WorldObject const &u, ObjectGuid guid)
ObjectAccessor::GetUnit(WorldObject const& u, ObjectGuid guid)
{
if (!guid)
return NULL;
@ -64,7 +64,7 @@ ObjectAccessor::GetUnit(WorldObject const &u, ObjectGuid guid)
Corpse* ObjectAccessor::GetCorpseInMap(ObjectGuid guid, uint32 mapid)
{
Corpse * ret = HashMapHolder<Corpse>::Find(guid);
Corpse* ret = HashMapHolder<Corpse>::Find(guid);
if (!ret)
return NULL;
if (ret->GetMapId() != mapid)
@ -85,12 +85,12 @@ Player* ObjectAccessor::FindPlayer(ObjectGuid guid, bool inWorld /*= true*/)
return plr;
}
Player* ObjectAccessor::FindPlayerByName(const char *name)
Player* ObjectAccessor::FindPlayerByName(const char* name)
{
HashMapHolder<Player>::ReadGuard g(HashMapHolder<Player>::GetLock());
HashMapHolder<Player>::MapType& m = sObjectAccessor.GetPlayers();
for (HashMapHolder<Player>::MapType::iterator iter = m.begin(); iter != m.end(); ++iter)
if (iter->second->IsInWorld() && ( ::strcmp(name, iter->second->GetName()) == 0 ))
if (iter->second->IsInWorld() && (::strcmp(name, iter->second->GetName()) == 0))
return iter->second;
return NULL;
@ -130,13 +130,13 @@ ObjectAccessor::GetCorpseForPlayerGUID(ObjectGuid guid)
}
void
ObjectAccessor::RemoveCorpse(Corpse *corpse)
ObjectAccessor::RemoveCorpse(Corpse* corpse)
{
MANGOS_ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
Guard guard(i_corpseGuard);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGuid());
if( iter == i_player2corpse.end() )
if (iter == i_player2corpse.end())
return;
// build mapid*cellid -> guid_set map
@ -150,7 +150,7 @@ ObjectAccessor::RemoveCorpse(Corpse *corpse)
}
void
ObjectAccessor::AddCorpse(Corpse *corpse)
ObjectAccessor::AddCorpse(Corpse* corpse)
{
MANGOS_ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
@ -169,29 +169,29 @@ void
ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map)
{
Guard guard(i_corpseGuard);
for(Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
if(iter->second->GetGrid() == gridpair)
{
// verify, if the corpse in our instance (add only corpses which are)
if (map->Instanceable())
for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
if (iter->second->GetGrid() == gridpair)
{
if (iter->second->GetInstanceId() == map->GetInstanceId())
// verify, if the corpse in our instance (add only corpses which are)
if (map->Instanceable())
{
if (iter->second->GetInstanceId() == map->GetInstanceId())
{
grid.AddWorldObject(iter->second);
}
}
else
{
grid.AddWorldObject(iter->second);
}
}
else
{
grid.AddWorldObject(iter->second);
}
}
}
Corpse*
ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia)
{
Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
if(!corpse)
Corpse* corpse = GetCorpseForPlayerGUID(player_guid);
if (!corpse)
{
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
@ -206,19 +206,19 @@ ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia)
// remove resurrectable corpse from grid object registry (loaded state checked into call)
// do not load the map if it's not loaded
Map *map = sMapMgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId());
Map* map = sMapMgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId());
if (map)
map->Remove(corpse, false);
// remove corpse from DB
corpse->DeleteFromDB();
Corpse *bones = NULL;
Corpse* bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
(map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
@ -239,7 +239,7 @@ ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia)
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
}
@ -257,12 +257,12 @@ void ObjectAccessor::RemoveOldCorpses()
{
time_t now = time(NULL);
Player2CorpsesMapType::iterator next;
for(Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next)
for (Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next)
{
next = itr;
++next;
if(!itr->second->IsExpired(now))
if (!itr->second->IsExpired(now))
continue;
ConvertCorpseForPlayer(itr->first);