[7269] Use enum type for battleground queue type ids, and related cleanups.
* renamed a variable to make the content of it more clear: type->arenaslot
* renamed BattleGroundQueueTypeId-variables to bgQueueTypeId
just to make it easier reading the code (cause there existed
3 different names for this..)
* renamed GetBattleGroundQueueId to GetBattleGroundQueueTypeId
again this is just for better understanding
* Renamed [GS]etQueueType and m_Queue_type
* Renamed to [GS]etQueueId and m_QueueId
Author: balrok
--HG--
branch : trunk
This commit is contained in:
+19
-18
@@ -36,6 +36,7 @@
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#include "MapReference.h"
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#include "Util.h" // for Tokens typedef
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#include "AchievementMgr.h"
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#include "BattleGround.h"
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#include<string>
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#include<vector>
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@@ -1868,39 +1869,39 @@ class TRINITY_DLL_SPEC Player : public Unit
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bool InBattleGroundQueue() const
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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if (m_bgBattleGroundQueueID[i].bgQueueType != 0)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
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return true;
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return false;
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}
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uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueType; }
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uint32 GetBattleGroundQueueIndex(uint32 bgQueueType) const
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BattleGroundQueueTypeId GetBattleGroundQueueTypeId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueTypeId; }
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uint32 GetBattleGroundQueueIndex(BattleGroundQueueTypeId bgQueueTypeId) const
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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return i;
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return PLAYER_MAX_BATTLEGROUND_QUEUES;
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}
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bool IsInvitedForBattleGroundQueueType(uint32 bgQueueType) const
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bool IsInvitedForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
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return PLAYER_MAX_BATTLEGROUND_QUEUES;
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}
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bool InBattleGroundQueueForBattleGroundQueueType(uint32 bgQueueType) const
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bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
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{
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return GetBattleGroundQueueIndex(bgQueueType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
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return GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
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}
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void SetBattleGroundId(uint32 val) { m_bgBattleGroundID = val; }
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uint32 AddBattleGroundQueueId(uint32 val)
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uint32 AddBattleGroundQueueId(BattleGroundQueueTypeId val)
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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if (m_bgBattleGroundQueueID[i].bgQueueType == 0 || m_bgBattleGroundQueueID[i].bgQueueType == val)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
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{
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m_bgBattleGroundQueueID[i].bgQueueType = val;
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m_bgBattleGroundQueueID[i].bgQueueTypeId = val;
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m_bgBattleGroundQueueID[i].invitedToInstance = 0;
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return i;
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}
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@@ -1910,26 +1911,26 @@ class TRINITY_DLL_SPEC Player : public Unit
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bool HasFreeBattleGroundQueueId()
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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if (m_bgBattleGroundQueueID[i].bgQueueType == 0)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
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return true;
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return false;
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}
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void RemoveBattleGroundQueueId(uint32 val)
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void RemoveBattleGroundQueueId(BattleGroundQueueTypeId val)
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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if (m_bgBattleGroundQueueID[i].bgQueueType == val)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
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{
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m_bgBattleGroundQueueID[i].bgQueueType = 0;
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m_bgBattleGroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
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m_bgBattleGroundQueueID[i].invitedToInstance = 0;
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return;
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}
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}
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}
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void SetInviteForBattleGroundQueueType(uint32 bgQueueType, uint32 instanceId)
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void SetInviteForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId, uint32 instanceId)
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{
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
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}
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bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
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@@ -2177,7 +2178,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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*/
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struct BgBattleGroundQueueID_Rec
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{
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uint32 bgQueueType;
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BattleGroundQueueTypeId bgQueueTypeId;
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uint32 invitedToInstance;
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};
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BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
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