[9145] Small cleanups in pool system code

* Mark some pool system functions as constant
* Drop unused field.
This commit is contained in:
VladimirMangos 2010-01-11 06:00:40 +03:00
parent 324772283f
commit edfec630e8
3 changed files with 12 additions and 15 deletions

View file

@ -41,7 +41,7 @@ void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
// Method to check the chances are proper in this object pool
template <class T>
bool PoolGroup<T>::CheckPool(void)
bool PoolGroup<T>::CheckPool() const
{
if (EqualChanced.size() == 0)
{
@ -56,7 +56,7 @@ bool PoolGroup<T>::CheckPool(void)
// Method that tell if the gameobject, creature or pool is spawned currently
template <class T>
bool PoolGroup<T>::IsSpawnedObject(uint32 guid)
bool PoolGroup<T>::IsSpawnedObject(uint32 guid) const
{
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
if (ExplicitlyChanced[i].guid == guid)
@ -348,7 +348,6 @@ bool PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
PoolManager::PoolManager()
{
m_IsPoolSystemStarted = false;
}
void PoolManager::LoadFromDB()
@ -644,7 +643,6 @@ void PoolManager::Initialize()
}
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
m_IsPoolSystemStarted = true;
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
@ -692,7 +690,7 @@ void PoolManager::UpdatePool(uint16 pool_id, uint32 guid, uint32 type)
}
// Method that tell if the gameobject/creature is part of a pool and return the pool id if yes
uint16 PoolManager::IsPartOfAPool(uint32 guid, uint32 type)
uint16 PoolManager::IsPartOfAPool(uint32 guid, uint32 type) const
{
if (type == 0) // pool of pool
{
@ -716,7 +714,7 @@ uint16 PoolManager::IsPartOfAPool(uint32 guid, uint32 type)
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolManager::CheckPool(uint16 pool_id)
bool PoolManager::CheckPool(uint16 pool_id) const
{
return pool_id <= max_pool_id &&
mPoolGameobjectGroups[pool_id].CheckPool() &&
@ -725,7 +723,7 @@ bool PoolManager::CheckPool(uint16 pool_id)
}
// Method that tell if a creature or gameobject in pool_id is spawned currently
bool PoolManager::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
bool PoolManager::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type) const
{
if (pool_id > max_pool_id)
return false;

View file

@ -44,11 +44,11 @@ class PoolGroup
public:
PoolGroup() : m_SpawnedPoolAmount(0) { }
~PoolGroup() {};
bool isEmpty() { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool(void);
bool CheckPool() const;
void RollOne(int32& index, PoolObjectList** store, uint32 triggerFrom);
bool IsSpawnedObject(uint32 guid);
bool IsSpawnedObject(uint32 guid) const;
void DespawnObject(uint32 guid=0);
void Despawn1Object(uint32 guid);
void SpawnObject(uint32 limit, uint32 triggerFrom);
@ -71,16 +71,15 @@ class PoolManager
PoolManager();
~PoolManager() {};
void LoadFromDB();
uint16 IsPartOfAPool(uint32 guid, uint32 type);
bool IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type);
bool CheckPool(uint16 pool_id);
uint16 IsPartOfAPool(uint32 guid, uint32 type) const;
bool IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type) const;
bool CheckPool(uint16 pool_id) const;
void SpawnPool(uint16 pool_id, uint32 guid, uint32 type);
void DespawnPool(uint16 pool_id);
void UpdatePool(uint16 pool_id, uint32 guid, uint32 type);
void Initialize();
protected:
bool m_IsPoolSystemStarted;
uint16 max_pool_id;
typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
typedef std::vector<PoolGroup<Creature> > PoolGroupCreatureMap;

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "9144"
#define REVISION_NR "9145"
#endif // __REVISION_NR_H__