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Various Cleanups (game F-K)
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parent
c5c09cee3c
commit
2bd41afb3e
44 changed files with 1903 additions and 1881 deletions
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@ -29,9 +29,9 @@
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#define MAX_QUIET_DISTANCE 43.0f
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template<class T>
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void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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void FleeingMovementGenerator<T>::_setTargetLocation(T& owner)
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{
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if(!&owner)
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if (!&owner)
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return;
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// ignore in case other no reaction state
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@ -39,7 +39,7 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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return;
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float x, y, z;
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if(!_getPoint(owner, x, y, z))
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if (!_getPoint(owner, x, y, z))
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return;
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owner.addUnitState(UNIT_STAT_FLEEING_MOVE);
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@ -47,7 +47,7 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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PathFinder path(&owner);
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path.setPathLengthLimit(30.0f);
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path.calculate(x, y, z);
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if(path.getPathType() & PATHFIND_NOPATH)
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if (path.getPathType() & PATHFIND_NOPATH)
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{
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i_nextCheckTime.Reset(urand(1000, 1500));
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return;
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@ -61,16 +61,16 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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}
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template<class T>
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bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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bool FleeingMovementGenerator<T>::_getPoint(T& owner, float& x, float& y, float& z)
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{
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if(!&owner)
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if (!&owner)
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return false;
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float dist_from_caster, angle_to_caster;
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if(Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGuid))
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if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGuid))
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{
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dist_from_caster = fright->GetDistance(&owner);
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if(dist_from_caster > 0.2f)
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if (dist_from_caster > 0.2f)
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angle_to_caster = fright->GetAngle(&owner);
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else
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angle_to_caster = frand(0, 2*M_PI_F);
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@ -82,12 +82,12 @@ bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float
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}
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float dist, angle;
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if(dist_from_caster < MIN_QUIET_DISTANCE)
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if (dist_from_caster < MIN_QUIET_DISTANCE)
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{
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dist = frand(0.4f, 1.3f)*(MIN_QUIET_DISTANCE - dist_from_caster);
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angle = angle_to_caster + frand(-M_PI_F/8, M_PI_F/8);
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}
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else if(dist_from_caster > MAX_QUIET_DISTANCE)
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else if (dist_from_caster > MAX_QUIET_DISTANCE)
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{
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dist = frand(0.4f, 1.0f)*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -angle_to_caster + frand(-M_PI_F/4, M_PI_F/4);
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@ -111,47 +111,47 @@ bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float
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}
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template<class T>
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void FleeingMovementGenerator<T>::Initialize(T &owner)
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void FleeingMovementGenerator<T>::Initialize(T& owner)
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{
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owner.addUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
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owner.StopMoving();
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if(owner.GetTypeId() == TYPEID_UNIT)
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if (owner.GetTypeId() == TYPEID_UNIT)
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owner.SetTargetGuid(ObjectGuid());
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_setTargetLocation(owner);
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}
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template<>
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void FleeingMovementGenerator<Player>::Finalize(Player &owner)
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void FleeingMovementGenerator<Player>::Finalize(Player& owner)
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{
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owner.clearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
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owner.StopMoving();
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}
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template<>
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void FleeingMovementGenerator<Creature>::Finalize(Creature &owner)
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void FleeingMovementGenerator<Creature>::Finalize(Creature& owner)
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{
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owner.clearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
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}
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template<class T>
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void FleeingMovementGenerator<T>::Interrupt(T &owner)
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void FleeingMovementGenerator<T>::Interrupt(T& owner)
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{
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// flee state still applied while movegen disabled
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owner.clearUnitState(UNIT_STAT_FLEEING_MOVE);
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}
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template<class T>
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void FleeingMovementGenerator<T>::Reset(T &owner)
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void FleeingMovementGenerator<T>::Reset(T& owner)
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{
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Initialize(owner);
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}
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template<class T>
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bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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bool FleeingMovementGenerator<T>::Update(T& owner, const uint32& time_diff)
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{
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if( !&owner || !owner.isAlive() )
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if (!&owner || !owner.isAlive())
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return false;
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// ignore in case other no reaction state
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@ -168,20 +168,20 @@ bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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return true;
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}
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template void FleeingMovementGenerator<Player>::Initialize(Player &);
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template void FleeingMovementGenerator<Creature>::Initialize(Creature &);
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template bool FleeingMovementGenerator<Player>::_getPoint(Player &, float &, float &, float &);
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template bool FleeingMovementGenerator<Creature>::_getPoint(Creature &, float &, float &, float &);
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template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &);
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template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature &);
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template void FleeingMovementGenerator<Player>::Interrupt(Player &);
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template void FleeingMovementGenerator<Creature>::Interrupt(Creature &);
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template void FleeingMovementGenerator<Player>::Reset(Player &);
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template void FleeingMovementGenerator<Creature>::Reset(Creature &);
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template bool FleeingMovementGenerator<Player>::Update(Player &, const uint32 &);
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template bool FleeingMovementGenerator<Creature>::Update(Creature &, const uint32 &);
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template void FleeingMovementGenerator<Player>::Initialize(Player&);
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template void FleeingMovementGenerator<Creature>::Initialize(Creature&);
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template bool FleeingMovementGenerator<Player>::_getPoint(Player&, float&, float&, float&);
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template bool FleeingMovementGenerator<Creature>::_getPoint(Creature&, float&, float&, float&);
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template void FleeingMovementGenerator<Player>::_setTargetLocation(Player&);
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template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature&);
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template void FleeingMovementGenerator<Player>::Interrupt(Player&);
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template void FleeingMovementGenerator<Creature>::Interrupt(Creature&);
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template void FleeingMovementGenerator<Player>::Reset(Player&);
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template void FleeingMovementGenerator<Creature>::Reset(Creature&);
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template bool FleeingMovementGenerator<Player>::Update(Player&, const uint32&);
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template bool FleeingMovementGenerator<Creature>::Update(Creature&, const uint32&);
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void TimedFleeingMovementGenerator::Finalize(Unit &owner)
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void TimedFleeingMovementGenerator::Finalize(Unit& owner)
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{
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owner.clearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
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if (Unit* victim = owner.getVictim())
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@ -194,9 +194,9 @@ void TimedFleeingMovementGenerator::Finalize(Unit &owner)
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}
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}
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bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_diff)
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bool TimedFleeingMovementGenerator::Update(Unit& owner, const uint32& time_diff)
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{
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if( !owner.isAlive() )
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if (!owner.isAlive())
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return false;
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// ignore in case other no reaction state
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