Core: Some optimizations
- Declare some functions const - Fix some mem leak - Fix some resource leak - Remove unused variables and functions - Remove duplicate functions - Reduce the scope of some variables - Remove unused file --HG-- branch : trunk
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@@ -46,7 +46,7 @@ class GameObjectAI
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virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) {return false;}
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virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) {return false;}
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virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) {return false;}
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uint32 GetDialogStatus(Player* /*player*/) {return 100;}
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virtual uint32 GetDialogStatus(Player* /*player*/) {return 100;}
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virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {}
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virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
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};
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@@ -70,7 +70,6 @@ class CreatureAI : public UnitAI
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bool UpdateVictim();
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bool UpdateVictimWithGaze();
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bool UpdateCombatState();
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void SetGazeOn(Unit *target);
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@@ -524,26 +524,6 @@ inline bool CreatureAI::UpdateVictimWithGaze()
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return me->getVictim();
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}
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inline bool CreatureAI::UpdateCombatState()
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{
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if (!me->isInCombat())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if (Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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else if (me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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return true;
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}
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inline bool CreatureAI::UpdateVictim()
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{
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if (!me->isInCombat())
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@@ -269,7 +269,7 @@ struct BossAI : public ScriptedAI
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void Reset() { _Reset(); }
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void EnterCombat(Unit * /*who*/) { _EnterCombat(); }
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void JustDied(Unit * /*killer*/) { _JustDied(); }
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void JustReachedHome() { me->setActive(false); }
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void JustReachedHome() { _JustReachedHome(); }
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protected:
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void _Reset();
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@@ -53,7 +53,7 @@ class SmartScript
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SmartScriptHolder CreateEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, SMART_ACTION action, uint32 action_param1, uint32 action_param2, uint32 action_param3, uint32 action_param4, uint32 action_param5, uint32 action_param6, SMARTAI_TARGETS t, uint32 target_param1, uint32 target_param2, uint32 target_param3, uint32 phaseMask = 0);
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void AddEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, SMART_ACTION action, uint32 action_param1, uint32 action_param2, uint32 action_param3, uint32 action_param4, uint32 action_param5, uint32 action_param6, SMARTAI_TARGETS t, uint32 target_param1, uint32 target_param2, uint32 target_param3, uint32 phaseMask = 0);
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void SetPathId(uint32 id) { mPathId = id; }
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uint32 GetPathId() { return mPathId; }
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uint32 GetPathId() const { return mPathId; }
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WorldObject* GetBaseObject()
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{
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WorldObject* obj = NULL;
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@@ -188,7 +188,7 @@ class SmartScript
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DecPhase(abs(p));
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}
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void DecPhase(int32 p = 1) { mEventPhase -= (mEventPhase < (uint32)p ? (uint32)p - mEventPhase : (uint32)p); }
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bool IsInPhase(uint32 p) { return mEventPhase & p; }
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bool IsInPhase(uint32 p) const { return mEventPhase & p; }
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void SetPhase(uint32 p = 0) { mEventPhase = p; }
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SmartAIEventList mEvents;
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@@ -1121,10 +1121,10 @@ struct SmartScriptHolder
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SmartTarget target;
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public:
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uint32 GetScriptType() { return (uint32)source_type; }
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uint32 GetEventType() { return (uint32)event.type; }
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uint32 GetActionType() { return (uint32)action.type; }
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uint32 GetTargetType() { return (uint32)target.type; }
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uint32 GetScriptType() const { return (uint32)source_type; }
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uint32 GetEventType() const { return (uint32)event.type; }
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uint32 GetActionType() const { return (uint32)action.type; }
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uint32 GetTargetType() const { return (uint32)target.type; }
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uint32 timer;
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bool active;
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