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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-27 04:12:40 +01:00
*Massive cleanup redux.
--HG-- branch : trunk
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@@ -47,7 +47,7 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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bool InstanceData::IsEncounterInProgress() const
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{
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for(std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
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for (std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
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if(itr->state == IN_PROGRESS)
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return true;
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@@ -105,7 +105,7 @@ void InstanceData::UpdateDoorState(GameObject *door)
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return;
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bool open = true;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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for (DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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if(itr->second.type == DOOR_TYPE_ROOM)
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{
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@@ -136,7 +136,7 @@ void InstanceData::AddDoor(GameObject *door, bool add)
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if(lower == upper)
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return;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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for (DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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if(add)
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{
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@@ -201,19 +201,19 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
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return false;
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if(state == DONE)
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for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
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for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
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if((*i)->isWorldBoss() && (*i)->isAlive())
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return false;
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bossInfo->state = state;
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SaveToDB();
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}
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for(uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
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for(DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
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for (uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
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for (DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
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UpdateDoorState(*i);
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for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
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for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
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UpdateMinionState(*i, state);
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return true;
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@@ -227,7 +227,7 @@ std::string InstanceData::LoadBossState(const char * data)
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std::istringstream loadStream(data);
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uint32 buff;
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uint32 bossId = 0;
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for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
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for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
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{
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loadStream >> buff;
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if(buff < TO_BE_DECIDED)
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@@ -239,10 +239,10 @@ std::string InstanceData::LoadBossState(const char * data)
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std::string InstanceData::GetBossSaveData()
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{
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std::ostringstream saveStream;
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for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
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for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
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saveStream << (uint32)i->state << " ";
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return saveStream.str();
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}
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}
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void InstanceData::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
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{
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@@ -287,7 +287,7 @@ void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
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if (!lPlayers.isEmpty())
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{
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for(Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
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for (Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
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{
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if (Player* pPlayer = itr->getSource())
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pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
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