*Cleanup, fix many cases of unoptimized loops, potential crashes, excessively large data types, unnecessary or wrong casts, non-standardized function calls, and so on..

*Proper Maexxna Web Spray locations (old locations sent players flying into the air)

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-01 17:53:07 -08:00
parent 2b2b2a1d0e
commit b257a28fa9
34 changed files with 1088 additions and 1120 deletions

View File

@@ -29,7 +29,7 @@
void InstanceData::SaveToDB()
{
std::string data = GetSaveData();
if(data.empty())
if (data.empty())
return;
CharacterDatabase.escape_string(data);
CharacterDatabase.PExecute("UPDATE instance SET data = '%s' WHERE id = '%d'", data.c_str(), instance->GetInstanceId());
@@ -37,9 +37,9 @@ void InstanceData::SaveToDB()
void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
{
if(!go)
if (!go)
go = instance->GetGameObject(GUID);
if(go)
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
debug_log("TSCR: InstanceData: HandleGameObject failed");
@@ -48,7 +48,7 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
bool InstanceData::IsEncounterInProgress() const
{
for (std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
if(itr->state == IN_PROGRESS)
if (itr->state == IN_PROGRESS)
return true;
return false;
@@ -58,7 +58,7 @@ void InstanceData::LoadMinionData(const MinionData *data)
{
while(data->entry)
{
if(data->bossId < bosses.size())
if (data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
++data;
@@ -70,7 +70,7 @@ void InstanceData::LoadDoorData(const DoorData *data)
{
while(data->entry)
{
if(data->bossId < bosses.size())
if (data->bossId < bosses.size())
doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type, BoundaryType(data->boundary))));
++data;
@@ -80,18 +80,18 @@ void InstanceData::LoadDoorData(const DoorData *data)
void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
{
switch(state)
switch (state)
{
case NOT_STARTED:
if(!minion->isAlive())
if (!minion->isAlive())
minion->Respawn();
else if(minion->isInCombat())
else if (minion->isInCombat())
minion->AI()->EnterEvadeMode();
break;
case IN_PROGRESS:
if(!minion->isAlive())
if (!minion->isAlive())
minion->Respawn();
else if(!minion->getVictim())
else if (!minion->getVictim())
minion->AI()->DoZoneInCombat();
break;
}
@@ -101,23 +101,23 @@ void InstanceData::UpdateDoorState(GameObject *door)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if(lower == upper)
if (lower == upper)
return;
bool open = true;
for (DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
if(itr->second.type == DOOR_TYPE_ROOM)
if (itr->second.type == DOOR_TYPE_ROOM)
{
if(itr->second.bossInfo->state == IN_PROGRESS)
if (itr->second.bossInfo->state == IN_PROGRESS)
{
open = false;
break;
}
}
else if(itr->second.type == DOOR_TYPE_PASSAGE)
else if (itr->second.type == DOOR_TYPE_PASSAGE)
{
if(itr->second.bossInfo->state != DONE)
if (itr->second.bossInfo->state != DONE)
{
open = false;
break;
@@ -133,15 +133,15 @@ void InstanceData::AddDoor(GameObject *door, bool add)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if(lower == upper)
if (lower == upper)
return;
for (DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
if(add)
if (add)
{
itr->second.bossInfo->door[itr->second.type].insert(door);
switch(itr->second.boundary)
switch (itr->second.boundary)
{
default:
case BOUNDARY_NONE:
@@ -168,17 +168,17 @@ void InstanceData::AddDoor(GameObject *door, bool add)
itr->second.bossInfo->door[itr->second.type].erase(door);
}
if(add)
if (add)
UpdateDoorState(door);
}
void InstanceData::AddMinion(Creature *minion, bool add)
{
MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
if(itr == minions.end())
if (itr == minions.end())
return;
if(add)
if (add)
itr->second.bossInfo->minion.insert(minion);
else
itr->second.bossInfo->minion.erase(minion);
@@ -186,10 +186,10 @@ void InstanceData::AddMinion(Creature *minion, bool add)
bool InstanceData::SetBossState(uint32 id, EncounterState state)
{
if(id < bosses.size())
if (id < bosses.size())
{
BossInfo *bossInfo = &bosses[id];
if(bossInfo->state == TO_BE_DECIDED) // loading
if (bossInfo->state == TO_BE_DECIDED) // loading
{
bossInfo->state = state;
//sLog.outError("Inialize boss %u state as %u.", id, (uint32)state);
@@ -197,10 +197,10 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
}
else
{
if(bossInfo->state == state)
if (bossInfo->state == state)
return false;
if(state == DONE)
if (state == DONE)
for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
if((*i)->isWorldBoss() && (*i)->isAlive())
return false;
@@ -223,14 +223,15 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
std::string InstanceData::LoadBossState(const char * data)
{
if(!data) return NULL;
if(!data)
return NULL;
std::istringstream loadStream(data);
uint32 buff;
uint32 bossId = 0;
for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
{
loadStream >> buff;
if(buff < TO_BE_DECIDED)
if (buff < TO_BE_DECIDED)
SetBossState(bossId, (EncounterState)buff);
}
return loadStream.str();
@@ -270,8 +271,8 @@ void InstanceData::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
if (GameObject* pGo = instance->GetGameObject(uiGuid))
{
//not expect any of these should ever be handled
if (pGo->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE || pGo->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
pGo->GetGoType()==GAMEOBJECT_TYPE_BUTTON || pGo->GetGoType()==GAMEOBJECT_TYPE_TRAP)
if (pGo->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE || pGo->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON || pGo->GetGoType()==GAMEOBJECT_TYPE_TRAP)
return;
if (pGo->isSpawned())
@@ -288,16 +289,13 @@ void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
if (!lPlayers.isEmpty())
{
for (Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
{
if (Player* pPlayer = itr->getSource())
if (Player *pPlayer = itr->getSource())
pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
}
}
else
debug_log("TSCR: DoUpdateWorldState attempt send data but no players in map.");
}
/* Not used anywhere yet, not sure if they're needed:
// Send Notify to all players in instance
void InstanceData::DoSendNotifyToInstance(const char *format, ...)
{
@@ -306,10 +304,11 @@ void InstanceData::DoSendNotifyToInstance(const char *format, ...)
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource() && i->getSource()->GetSession())
i->getSource()->GetSession()->SendNotification(format);
if (Player *pPlayer = i->getSource())
if (WorldSession *pSession = pPlayer->GetSession())
pSession->SendNotification(format);
}
*/
// Complete Achievement for all players in instance
void InstanceData::DoCompleteAchievement(uint32 achievement)
{
@@ -318,8 +317,8 @@ void InstanceData::DoCompleteAchievement(uint32 achievement)
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource())
i->getSource()->CompletedAchievement(AE);
if (Player *pPlayer = i->getSource())
pPlayer->CompletedAchievement(AE);
}
// Remove Auras due to Spell on all players in instance
@@ -329,6 +328,6 @@ void InstanceData::DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource())
i->getSource()->RemoveAurasDueToSpell(spell);
if (Player* pPlayer = i->getSource())
pPlayer->RemoveAurasDueToSpell(spell);
}