aed4f20a22
This reverts commit 1db0dba76c
.
268 lines
7.3 KiB
C++
268 lines
7.3 KiB
C++
#include "ChestTrap.h"
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#include <vector>
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#include <algorithm> // std::random_shuffle
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#include <string.h>
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int32 ChestTrapList::Size() {
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MChestTrapList.readlock(__FUNCTION__, __LINE__);
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int32 size = chesttrap_list.size();
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MChestTrapList.releasereadlock(__FUNCTION__, __LINE__);
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return size;
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}
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void ChestTrapList::AddChestTrap(ChestTrap* trap) {
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if (trap->GetDBID() < 1)
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return;
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MChestTrapList.writelock(__FUNCTION__, __LINE__);
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if (chesttrap_list.count(trap->GetDBID()) > 0)
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{
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ChestTrap* tmpTrap = chesttrap_list[trap->GetDBID()];
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chesttrap_list.erase(trap->GetDBID());
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safe_delete(tmpTrap);
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}
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chesttrap_list[trap->GetDBID()] = trap;
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MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
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}
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bool ChestTrapList::GetChestTrap(int32 id, ChestTrap::ChestTrapInfo* cti) {
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ChestTrap* res = 0;
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MChestTrapList.readlock(__FUNCTION__, __LINE__);
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if (chesttrap_list.count(id) > 0)
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res = chesttrap_list[id];
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memset(cti, 0, sizeof(ChestTrap::ChestTrapInfo));
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if (res)
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memcpy(cti, res->GetChestTrapInfo(), sizeof(ChestTrap::ChestTrapInfo));
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MChestTrapList.releasereadlock(__FUNCTION__, __LINE__);
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return cti;
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}
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bool ChestTrapList::GetNextTrap(int32 zoneid, int32 chest_difficulty, ChestTrap::ChestTrapInfo* cti)
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{
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MChestListsInUse.writelock(__FUNCTION__, __LINE__);
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ChestTrapList* zoneTrapList = GetChestListByZone(zoneid);
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ChestTrapList* zoneDifficultyTrapList = zoneTrapList->GetChestListByDifficulty(chest_difficulty);
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bool ret = zoneTrapList->GetNextChestTrap(cti);
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MChestListsInUse.releasewritelock(__FUNCTION__, __LINE__);
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return ret;
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}
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void ChestTrapList::Clear() {
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MChestListsInUse.writelock(__FUNCTION__, __LINE__);
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ClearTraps();
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ClearTrapList();
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MChestListsInUse.releasewritelock(__FUNCTION__, __LINE__);
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}
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bool ChestTrapList::GetNextChestTrap(ChestTrap::ChestTrapInfo* cti) {
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MChestTrapList.readlock(__FUNCTION__, __LINE__);
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if (cycleItr == chesttrap_list.end())
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{
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MChestTrapList.releasereadlock(__FUNCTION__, __LINE__);
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//re-shuffle the map, we reached the end
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shuffleMap(this);
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}
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else
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MChestTrapList.releasereadlock(__FUNCTION__, __LINE__);
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if (cycleItr == chesttrap_list.end())
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return false;
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MChestTrapList.writelock(__FUNCTION__, __LINE__);
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ChestTrap* trap = cycleItr->second;
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memset(cti, 0, sizeof(ChestTrap::ChestTrapInfo));
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if (trap)
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memcpy(cti, trap->GetChestTrapInfo(), sizeof(ChestTrap::ChestTrapInfo));
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cycleItr++;
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MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
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return true;
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}
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ChestTrapList* ChestTrapList::GetChestListByDifficulty(int32 difficulty) {
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ChestTrapList* usedList = 0;
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int32 id = 0;
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if (ChestTrapParent)
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{
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usedList = GetChestTrapList(ChestTrapBaseList::DIFFICULTY);
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id = ChestTrapBaseList::DIFFICULTY;
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}
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else
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{
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usedList = GetChestTrapListByID(difficulty);
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id = difficulty;
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}
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if (usedList && usedList->IsListLoaded())
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return usedList;
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else if (!usedList)
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{
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usedList = new ChestTrapList();
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AddChestTrapList(usedList, id);
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}
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MChestTrapList.writelock(__FUNCTION__, __LINE__);
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map<int32, ChestTrap*>::iterator itr;
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for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++) {
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ChestTrap* curTrap = itr->second;
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if ((curTrap->GetMinChestDifficulty() <= difficulty && difficulty <= curTrap->GetMaxChestDifficulty()) ||
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(curTrap->GetMinChestDifficulty() == 0 && curTrap->GetMaxChestDifficulty() == 0))
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usedList->AddChestTrap(curTrap);
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}
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shuffleMap(usedList);
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usedList->SetListLoaded(true);
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MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
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return usedList;
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}
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ChestTrapList* ChestTrapList::GetChestListByZone(int32 zoneid) {
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ChestTrapList* usedList = 0;
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int32 id = 0;
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if (ChestTrapParent)
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{
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usedList = GetChestTrapList(ChestTrapBaseList::ZONE);
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id = ChestTrapBaseList::ZONE;
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}
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else
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{
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usedList = GetChestTrapListByID(zoneid);
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id = zoneid;
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}
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if (usedList && usedList->IsListLoaded())
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return usedList;
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else if (!usedList)
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{
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usedList = new ChestTrapList();
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AddChestTrapList(usedList, id);
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}
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MChestTrapList.writelock(__FUNCTION__, __LINE__);
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map<int32, ChestTrap*>::iterator itr;
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for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++) {
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ChestTrap* curTrap = itr->second;
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if (curTrap->GetApplicableZoneID() == zoneid || curTrap->GetApplicableZoneID() == -1)
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usedList->AddChestTrap(curTrap);
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}
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shuffleMap(usedList);
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usedList->SetListLoaded(true);
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MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
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return usedList;
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}
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map<int32, ChestTrap*>* ChestTrapList::GetAllChestTraps() { return &chesttrap_list; }
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bool ChestTrapList::IsListLoaded() { return ListLoaded; }
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void ChestTrapList::SetListLoaded(bool val) { ListLoaded = val; }
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void ChestTrapList::AddChestTrapList(ChestTrapList* traplist, int32 id) {
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if (chesttrap_innerlist.count(id) > 0)
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{
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ChestTrapList* tmpTrapList = chesttrap_innerlist[id];
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chesttrap_innerlist.erase(id);
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safe_delete(tmpTrapList);
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}
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chesttrap_innerlist[id] = traplist;
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}
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ChestTrapList* ChestTrapList::GetChestTrapList(ChestTrapBaseList listName) {
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ChestTrapList* ctl = 0;
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MChestTrapInnerList.readlock(__FUNCTION__, __LINE__);
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if (chesttrap_innerlist.count(listName) > 0)
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ctl = chesttrap_innerlist[listName];
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MChestTrapInnerList.releasereadlock(__FUNCTION__, __LINE__);
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return ctl;
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}
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ChestTrapList* ChestTrapList::GetChestTrapListByID(int32 id) {
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ChestTrapList* ctl = 0;
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MChestTrapInnerList.readlock(__FUNCTION__, __LINE__);
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if (chesttrap_innerlist.count(id) > 0)
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ctl = chesttrap_innerlist[id];
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MChestTrapInnerList.releasereadlock(__FUNCTION__, __LINE__);
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return ctl;
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}
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void ChestTrapList::ClearTraps() {
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MChestTrapList.writelock(__FUNCTION__, __LINE__);
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map<int32, ChestTrap*>::iterator itr;
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for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++)
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safe_delete(itr->second);
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chesttrap_list.clear();
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MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
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}
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void ChestTrapList::ClearTrapList() {
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MChestTrapInnerList.writelock(__FUNCTION__, __LINE__);
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map<int32, ChestTrapList*>::iterator itr2;
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for (itr2 = chesttrap_innerlist.begin(); itr2 != chesttrap_innerlist.end(); itr2++)
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safe_delete(itr2->second);
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chesttrap_innerlist.clear();
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MChestTrapInnerList.releasewritelock(__FUNCTION__, __LINE__);
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// reinstantiate the base lists (zone/difficulty/etc)
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InstantiateLists(ChestTrapParent);
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}
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void ChestTrapList::SetupMutexes()
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{
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MChestTrapList.SetName("ChestTrapList");
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MChestTrapInnerList.SetName("MChestTrapInnerList");
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MChestListsInUse.SetName("MChestListsInUse");
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}
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void ChestTrapList::InstantiateLists(bool parent)
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{
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if (parent)
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{
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difficultyList = new ChestTrapList(false);
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zoneList = new ChestTrapList(false);
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MChestTrapInnerList.writelock(__FUNCTION__, __LINE__);
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chesttrap_innerlist[ChestTrapBaseList::DIFFICULTY] = difficultyList;
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chesttrap_innerlist[ChestTrapBaseList::ZONE] = zoneList;
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MChestTrapInnerList.releasewritelock(__FUNCTION__, __LINE__);
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}
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}
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void ChestTrapList::shuffleMap(ChestTrapList* list) {
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std::vector<ChestTrap*> tmp_chests;
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map<int32, ChestTrap*>::iterator itr;
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for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++) {
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ChestTrap* curTrap = itr->second;
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tmp_chests.push_back(curTrap);
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}
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std::random_shuffle(tmp_chests.begin(), tmp_chests.end());
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chesttrap_list.clear();
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int count = 0;
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for (std::vector<ChestTrap*>::iterator it = tmp_chests.begin(); it != tmp_chests.end(); ++it)
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{
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chesttrap_list[count] = *it;
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count++;
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}
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cycleItr = chesttrap_list.begin();
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}
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