diff --git a/zone/questmgr.cpp b/zone/questmgr.cpp index 9942b1f9f..c78cca00d 100644 --- a/zone/questmgr.cpp +++ b/zone/questmgr.cpp @@ -114,7 +114,7 @@ QuestManager::~QuestManager() { } void QuestManager::Process() { - std::list::iterator cur = QTimerList.begin(), end, tmp; + std::list::iterator cur = QTimerList.begin(), end; end = QTimerList.end(); while (cur != end) { @@ -122,8 +122,7 @@ void QuestManager::Process() { if(entity_list.IsMobInZone(cur->mob)) { if(cur->mob->IsNPC()) { parse->EventNPC(EVENT_TIMER, cur->mob->CastToNPC(), nullptr, cur->name, 0); - } - else { + } else { //this is inheriently unsafe if we ever make it so more than npc/client start timers parse->EventPlayer(EVENT_TIMER, cur->mob->CastToClient(), cur->name, 0); } @@ -133,13 +132,10 @@ void QuestManager::Process() { cur = QTimerList.begin(); end = QTimerList.end(); //dunno if this is needed, cant hurt... } else { - tmp = cur; - tmp++; - QTimerList.erase(cur); - cur = tmp; + cur = QTimerList.erase(cur); } } else - cur++; + ++cur; } auto cur_iter = STimerList.begin(); @@ -168,18 +164,14 @@ void QuestManager::EndQuest() { running_quest run = quests_running_.top(); if(run.depop_npc && run.owner->IsNPC()) { //clear out any timers for them... - std::list::iterator cur = QTimerList.begin(), end, tmp; + std::list::iterator cur = QTimerList.begin(), end; end = QTimerList.end(); while (cur != end) { - if(cur->mob == run.owner) { - tmp = cur; - tmp++; - QTimerList.erase(cur); - cur = tmp; - } else { - cur++; - } + if (cur->mob == run.owner) + cur = QTimerList.erase(cur); + else + ++cur; } run.owner->Depop(); @@ -462,7 +454,7 @@ void QuestManager::settimer(const char *timer_name, int seconds) { cur->Timer_.Start(seconds * 1000, false); return; } - cur++; + ++cur; } QTimerList.push_back(QuestTimer(seconds * 1000, owner, timer_name)); @@ -486,7 +478,7 @@ void QuestManager::settimerMS(const char *timer_name, int milliseconds) { cur->Timer_.Start(milliseconds, false); return; } - cur++; + ++cur; } QTimerList.push_back(QuestTimer(milliseconds, owner, timer_name)); @@ -495,7 +487,7 @@ void QuestManager::settimerMS(const char *timer_name, int milliseconds) { void QuestManager::stoptimer(const char *timer_name) { QuestManagerCurrentQuestVars(); - if(questitem) { + if (questitem) { questitem->StopTimer(timer_name); return; } @@ -503,14 +495,12 @@ void QuestManager::stoptimer(const char *timer_name) { std::list::iterator cur = QTimerList.begin(), end; end = QTimerList.end(); - while (cur != end) - { - if(cur->mob && cur->mob == owner && cur->name == timer_name) - { + while (cur != end) { + if (cur->mob && cur->mob == owner && cur->name == timer_name) { QTimerList.erase(cur); return; } - cur++; + ++cur; } } @@ -525,19 +515,11 @@ void QuestManager::stopalltimers() { std::list::iterator cur = QTimerList.begin(), end, tmp; end = QTimerList.end(); - while (cur != end) - { + while (cur != end) { if(cur->mob && cur->mob == owner) - { - tmp = cur; - tmp++; - QTimerList.erase(cur); - cur = tmp; - } + cur = QTimerList.erase(cur); else - { - cur++; - } + ++cur; } } @@ -2453,18 +2435,17 @@ uint32 QuestManager::MerchantCountItem(uint32 NPCid, uint32 itemid) { const Item_Struct* item = nullptr; item = database.GetItem(itemid); - if (!item) return 0; // likewise, if it isn't a valid item, the merchant doesn't have any + if (!item) + return 0; // if it isn't a valid item, the merchant doesn't have any // look for the item in the merchant's temporary list std::list MerchList = zone->tmpmerchanttable[NPCid]; std::list::const_iterator itr; - TempMerchantList ml; uint32 Quant = 0; - for(itr = MerchList.begin(); itr != MerchList.end(); itr++){ - ml = *itr; - if (ml.item == itemid) { // if this is the item we're looking for - Quant = ml.charges; + for (itr = MerchList.begin(); itr != MerchList.end(); ++itr) { + if (itr->item == itemid) { // if this is the item we're looking for + Quant = itr->charges; break; } }