Core/Conditions: Prevent unneccessary copying condition list on every check

This commit is contained in:
Shauren
2011-05-26 23:27:43 +02:00
parent 0f7b73c141
commit 7abb302d8f
2 changed files with 7 additions and 7 deletions

View File

@@ -252,9 +252,9 @@ ConditionList ConditionMgr::GetConditionReferences(uint32 refId)
return conditions;
}
bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, const ConditionList& conditions, Unit* invoker)
bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, ConditionList const& conditions, Unit* invoker /*= NULL*/)
{
std::map<uint32, bool>ElseGroupMap;
std::map<uint32, bool> ElseGroupMap;
for (ConditionList::const_iterator i = conditions.begin(); i != conditions.end(); ++i)
{
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "ConditionMgr::IsPlayerMeetToConditionList condType: %u val1: %u", (*i)->mConditionType, (*i)->mConditionValue1);
@@ -295,19 +295,19 @@ bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, const ConditionLi
return false;
}
bool ConditionMgr::IsPlayerMeetToConditions(Player* player, ConditionList conditions, Unit* invoker)
bool ConditionMgr::IsPlayerMeetToConditions(Player* player, ConditionList const& conditions, Unit* invoker /*= NULL*/)
{
if (conditions.empty())
return true;
if(player)
if (player)
player->m_ConditionErrorMsgId = 0;
sLog->outDebug(LOG_FILTER_CONDITIONSYS, "ConditionMgr::IsPlayerMeetToConditions");
bool result = IsPlayerMeetToConditionList(player, conditions, invoker);
if (player && player->m_ConditionErrorMsgId && player->GetSession() && !result)
player->GetSession()->SendNotification(player->m_ConditionErrorMsgId);//m_ConditionErrorMsgId is set only if a condition was not met
player->GetSession()->SendNotification(player->m_ConditionErrorMsgId); //m_ConditionErrorMsgId is set only if a condition was not met
return result;
}

View File

@@ -150,7 +150,7 @@ class ConditionMgr
bool isConditionTypeValid(Condition* cond);
ConditionList GetConditionReferences(uint32 refId);
bool IsPlayerMeetToConditions(Player* player, ConditionList conditions, Unit* invoker = NULL);
bool IsPlayerMeetToConditions(Player* player, ConditionList const& conditions, Unit* invoker = NULL);
ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sType, uint32 uEntry);
ConditionList GetConditionsForVehicleSpell(uint32 creatureID, uint32 spellID);
@@ -166,7 +166,7 @@ class ConditionMgr
bool addToLootTemplate(Condition* cond, LootTemplate* loot);
bool addToGossipMenus(Condition* cond);
bool addToGossipMenuItems(Condition* cond);
bool IsPlayerMeetToConditionList(Player* player, const ConditionList& conditions, Unit* invoker = NULL);
bool IsPlayerMeetToConditionList(Player* player, ConditionList const& conditions, Unit* invoker = NULL);
bool isGroupable(ConditionSourceType sourceType) const
{