*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
This commit is contained in:
@@ -17,23 +17,18 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_INSTANCE_DATA_H
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#define TRINITY_INSTANCE_DATA_H
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#include "ZoneScript.h"
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//#include "GameObject.h"
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//#include "Map.h"
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class Map;
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class Unit;
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class Player;
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class GameObject;
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class Creature;
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typedef std::set<GameObject*> DoorSet;
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typedef std::set<Creature*> MinionSet;
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enum EncounterState
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{
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NOT_STARTED = 0,
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@@ -43,14 +38,12 @@ enum EncounterState
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SPECIAL = 4,
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TO_BE_DECIDED = 5,
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};
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enum DoorType
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{
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DOOR_TYPE_ROOM = 0,
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DOOR_TYPE_PASSAGE,
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MAX_DOOR_TYPES,
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};
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enum BoundaryType
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{
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BOUNDARY_NONE = 0,
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@@ -67,21 +60,17 @@ enum BoundaryType
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BOUNDARY_MAX_Y = BOUNDARY_W,
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BOUNDARY_MIN_Y = BOUNDARY_E,
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};
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typedef std::map<BoundaryType, float> BossBoundaryMap;
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struct DoorData
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{
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uint32 entry, bossId;
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DoorType type;
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uint32 boundary;
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};
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struct MinionData
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{
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uint32 entry, bossId;
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};
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struct BossInfo
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{
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BossInfo() : state(TO_BE_DECIDED) {}
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@@ -90,7 +79,6 @@ struct BossInfo
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MinionSet minion;
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BossBoundaryMap boundary;
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};
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struct DoorInfo
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{
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explicit DoorInfo(BossInfo *_bossInfo, DoorType _type, BoundaryType _boundary)
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@@ -99,70 +87,50 @@ struct DoorInfo
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DoorType type;
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BoundaryType boundary;
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};
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struct MinionInfo
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{
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explicit MinionInfo(BossInfo *_bossInfo) : bossInfo(_bossInfo) {}
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BossInfo *bossInfo;
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};
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typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
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typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
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class TRINITY_DLL_SPEC InstanceData : public ZoneScript
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{
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public:
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explicit InstanceData(Map *map) : instance(map) {}
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virtual ~InstanceData() {}
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Map *instance;
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//On creation, NOT load.
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virtual void Initialize() {}
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//On load
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virtual void Load(const char * data) { LoadBossState(data); }
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//When save is needed, this function generates the data
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virtual std::string GetSaveData() { return GetBossSaveData(); }
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void SaveToDB();
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virtual void Update(uint32 diff) {}
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//Used by the map's CanEnter function.
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//This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const;
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//Called when a player successfully enters the instance.
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virtual void OnPlayerEnter(Player *) {}
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//Handle open / close objects
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//use HandleGameObject(NULL,boolen,GO); in OnObjectCreate in instance scripts
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//use HandleGameObject(GUID,boolen,NULL); in any other script
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void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);
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//change active state of doors or buttons
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void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);
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//Respawns a GO having negative spawntimesecs in gameobject-table
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void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);
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//sends world state update to all players in instance
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void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData);
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/* Not used anywhere yet, not sure if they're needed:
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// Send Notify to all players in instance
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void DoSendNotifyToInstance(const char *format,...);
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// Complete Achievement for all players in instance
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void DoCompleteAchievement(uint32 achievement);
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*/
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// Remove Auras due to Spell on all players in instance
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void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
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virtual bool SetBossState(uint32 id, EncounterState state);
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EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
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const BossBoundaryMap * GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
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@@ -170,13 +138,10 @@ class TRINITY_DLL_SPEC InstanceData : public ZoneScript
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadDoorData(const DoorData *data);
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void LoadMinionData(const MinionData *data);
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void AddDoor(GameObject *door, bool add);
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void AddMinion(Creature *minion, bool add);
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void UpdateDoorState(GameObject *door);
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void UpdateMinionState(Creature *minion, EncounterState state);
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std::string LoadBossState(const char * data);
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std::string GetBossSaveData();
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private:
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