[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:
megamage
2009-02-13 19:56:22 -06:00
parent f2c663a363
commit 8eb1f455a1
11 changed files with 90 additions and 87 deletions
+19 -18
View File
@@ -36,6 +36,7 @@
#include "MapReference.h"
#include "Util.h" // for Tokens typedef
#include "AchievementMgr.h"
#include "BattleGround.h"
#include<string>
#include<vector>
@@ -1868,39 +1869,39 @@ class TRINITY_DLL_SPEC Player : public Unit
bool InBattleGroundQueue() const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
if (m_bgBattleGroundQueueID[i].bgQueueType != 0)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueType; }
uint32 GetBattleGroundQueueIndex(uint32 bgQueueType) const
BattleGroundQueueTypeId GetBattleGroundQueueTypeId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueTypeId; }
uint32 GetBattleGroundQueueIndex(BattleGroundQueueTypeId bgQueueTypeId) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return i;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool IsInvitedForBattleGroundQueueType(uint32 bgQueueType) const
bool IsInvitedForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool InBattleGroundQueueForBattleGroundQueueType(uint32 bgQueueType) const
bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
{
return GetBattleGroundQueueIndex(bgQueueType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
return GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
void SetBattleGroundId(uint32 val) { m_bgBattleGroundID = val; }
uint32 AddBattleGroundQueueId(uint32 val)
uint32 AddBattleGroundQueueId(BattleGroundQueueTypeId val)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
if (m_bgBattleGroundQueueID[i].bgQueueType == 0 || m_bgBattleGroundQueueID[i].bgQueueType == val)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattleGroundQueueID[i].bgQueueType = val;
m_bgBattleGroundQueueID[i].bgQueueTypeId = val;
m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return i;
}
@@ -1910,26 +1911,26 @@ class TRINITY_DLL_SPEC Player : public Unit
bool HasFreeBattleGroundQueueId()
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
if (m_bgBattleGroundQueueID[i].bgQueueType == 0)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
void RemoveBattleGroundQueueId(uint32 val)
void RemoveBattleGroundQueueId(BattleGroundQueueTypeId val)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
if (m_bgBattleGroundQueueID[i].bgQueueType == val)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattleGroundQueueID[i].bgQueueType = 0;
m_bgBattleGroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return;
}
}
}
void SetInviteForBattleGroundQueueType(uint32 bgQueueType, uint32 instanceId)
void SetInviteForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId, uint32 instanceId)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
}
bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
@@ -2177,7 +2178,7 @@ class TRINITY_DLL_SPEC Player : public Unit
*/
struct BgBattleGroundQueueID_Rec
{
uint32 bgQueueType;
BattleGroundQueueTypeId bgQueueTypeId;
uint32 invitedToInstance;
};
BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];