Various Cleanups (game F-K)

This commit is contained in:
Schmoozerd 2012-07-19 21:46:24 +02:00
parent c5c09cee3c
commit 2bd41afb3e
44 changed files with 1903 additions and 1881 deletions

View file

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