mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-23 10:26:28 +01:00
Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
This commit is contained in:
@@ -36,7 +36,7 @@ MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DUNGEO
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void MapInstanced::InitVisibilityDistance()
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{
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if(m_InstancedMaps.empty())
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if (m_InstancedMaps.empty())
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return;
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//initialize visibility distances for all instance copies
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
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@@ -55,9 +55,9 @@ void MapInstanced::Update(const uint32& t)
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while (i != m_InstancedMaps.end())
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{
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if(i->second->CanUnload(t))
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if (i->second->CanUnload(t))
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{
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if(!DestroyInstance(i)) // iterator incremented
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if (!DestroyInstance(i)) // iterator incremented
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{
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//m_unloadTimer
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}
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@@ -122,20 +122,20 @@ void MapInstanced::UnloadAll()
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*/
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Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
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{
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if(GetId() != mapId || !player)
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if (GetId() != mapId || !player)
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return NULL;
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Map* map = NULL;
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uint32 NewInstanceId = 0; // instanceId of the resulting map
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if(IsBattleGroundOrArena())
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if (IsBattleGroundOrArena())
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{
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// instantiate or find existing bg map for player
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// the instance id is set in battlegroundid
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NewInstanceId = player->GetBattleGroundId();
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if(!NewInstanceId) return NULL;
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if (!NewInstanceId) return NULL;
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map = _FindMap(NewInstanceId);
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if(!map)
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if (!map)
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map = CreateBattleGround(NewInstanceId, player->GetBattleGround());
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}
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else
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@@ -145,21 +145,21 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
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// the player's permanent player bind is taken into consideration first
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// then the player's group bind and finally the solo bind.
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if(!pBind || !pBind->perm)
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if (!pBind || !pBind->perm)
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{
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InstanceGroupBind *groupBind = NULL;
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Group *group = player->GetGroup();
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// use the player's difficulty setting (it may not be the same as the group's)
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if(group && (groupBind = group->GetBoundInstance(this)))
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if (group && (groupBind = group->GetBoundInstance(this)))
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pSave = groupBind->save;
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}
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if(pSave)
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if (pSave)
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{
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// solo/perm/group
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NewInstanceId = pSave->GetInstanceId();
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map = _FindMap(NewInstanceId);
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// it is possible that the save exists but the map doesn't
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if(!map)
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if (!map)
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map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
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}
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else
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@@ -183,13 +183,13 @@ InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save,
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// make sure we have a valid map id
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const MapEntry* entry = sMapStore.LookupEntry(GetId());
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if(!entry)
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if (!entry)
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{
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sLog.outError("CreateInstance: no entry for map %d", GetId());
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assert(false);
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}
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const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
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if(!iTemplate)
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if (!iTemplate)
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{
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sLog.outError("CreateInstance: no instance template for map %d", GetId());
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assert(false);
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@@ -236,7 +236,7 @@ BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGroun
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bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
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{
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itr->second->RemoveAllPlayers();
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if(itr->second->HavePlayers())
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if (itr->second->HavePlayers())
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{
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++itr;
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return false;
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@@ -244,7 +244,7 @@ bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
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itr->second->UnloadAll();
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// should only unload VMaps if this is the last instance and grid unloading is enabled
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if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
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if (m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
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{
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VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
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// in that case, unload grids of the base map, too
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