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[10610] Renamed some functions from the Creature class
Also other classes have been affected, due to the use of search&replace. This will probably break some patches and 3rd party libraries, so make sure to update them if required. Thanks to Phille for the original idea and patch!
This commit is contained in:
parent
d090bce461
commit
61102e3b16
50 changed files with 305 additions and 305 deletions
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@ -172,7 +172,7 @@ void Creature::RemoveCorpse()
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return;
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m_corpseDecayTimer = 0;
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setDeathState(DEAD);
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SetDeathState(DEAD);
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UpdateObjectVisibility();
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// stop loot rolling before loot clear and for close client dialogs
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@ -418,11 +418,11 @@ void Creature::Update(uint32 diff)
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switch( m_deathState )
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{
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case JUST_ALIVED:
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// Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
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// Don't must be called, see Creature::SetDeathState JUST_ALIVED -> ALIVE promoting.
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sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry());
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break;
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case JUST_DIED:
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// Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
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// Don't must be called, see Creature::SetDeathState JUST_DIED -> CORPSE promoting.
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sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry());
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break;
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case DEAD:
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@ -444,14 +444,14 @@ void Creature::Update(uint32 diff)
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SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0);
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if (m_isDeadByDefault)
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{
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setDeathState(JUST_DIED);
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SetDeathState(JUST_DIED);
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SetHealth(0);
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i_motionMaster.Clear();
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clearUnitState(UNIT_STAT_ALL_STATE);
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LoadCreaturesAddon(true);
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LoadCreatureAddon(true);
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}
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else
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setDeathState( JUST_ALIVED );
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SetDeathState( JUST_ALIVED );
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//Call AI respawn virtual function
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i_AI->JustRespawned();
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@ -557,7 +557,7 @@ void Creature::Update(uint32 diff)
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}
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case DEAD_FALLING:
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{
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setDeathState(CORPSE);
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SetDeathState(CORPSE);
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}
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default:
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break;
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@ -611,7 +611,7 @@ void Creature::RegenerateMana()
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void Creature::RegenerateHealth()
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{
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if (!isRegeneratingHealth())
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if (!IsRegeneratingHealth())
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return;
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uint32 curValue = GetHealth();
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@ -715,13 +715,13 @@ bool Creature::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry,
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m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_NORMAL);
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break;
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}
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LoadCreaturesAddon();
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LoadCreatureAddon();
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}
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return bResult;
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}
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bool Creature::isCanTrainingOf(Player* pPlayer, bool msg) const
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bool Creature::IsTrainerOf(Player* pPlayer, bool msg) const
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{
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if(!isTrainer())
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return false;
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@ -807,7 +807,7 @@ bool Creature::isCanTrainingOf(Player* pPlayer, bool msg) const
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return true;
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}
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bool Creature::isCanInteractWithBattleMaster(Player* pPlayer, bool msg) const
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bool Creature::CanInteractWithBattleMaster(Player* pPlayer, bool msg) const
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{
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if(!isBattleMaster())
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return false;
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@ -842,7 +842,7 @@ bool Creature::isCanInteractWithBattleMaster(Player* pPlayer, bool msg) const
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return true;
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}
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bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
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bool Creature::CanTrainAndResetTalentsOf(Player* pPlayer) const
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{
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return pPlayer->getLevel() >= 10
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&& GetCreatureInfo()->trainer_type == TRAINER_TYPE_CLASS
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@ -1062,7 +1062,7 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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void Creature::SelectLevel(const CreatureInfo *cinfo, float percentHealth, float percentMana)
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{
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uint32 rank = isPet()? 0 : cinfo->rank;
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uint32 rank = IsPet()? 0 : cinfo->rank;
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// level
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uint32 minlevel = std::min(cinfo->maxlevel, cinfo->minlevel);
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@ -1233,7 +1233,7 @@ bool Creature::LoadFromDB(uint32 guidlow, Map *map)
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if(m_respawnTime > time(NULL)) // not ready to respawn
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{
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m_deathState = DEAD;
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if(canFly())
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if(CanFly())
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{
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float tz = GetMap()->GetHeight(data->posX, data->posY, data->posZ, false);
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if(data->posZ - tz > 0.1)
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@ -1288,7 +1288,7 @@ void Creature::LoadEquipment(uint32 equip_entry, bool force)
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SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, einfo->equipentry[i]);
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}
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bool Creature::hasQuest(uint32 quest_id) const
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bool Creature::HasQuest(uint32 quest_id) const
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{
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QuestRelationsMapBounds bounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(GetEntry());
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for(QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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@ -1299,7 +1299,7 @@ bool Creature::hasQuest(uint32 quest_id) const
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return false;
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}
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bool Creature::hasInvolvedQuest(uint32 quest_id) const
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bool Creature::HasInvolvedQuest(uint32 quest_id) const
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{
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QuestRelationsMapBounds bounds = sObjectMgr.GetCreatureQuestInvolvedRelationsMapBounds(GetEntry());
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for(QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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@ -1337,8 +1337,8 @@ float Creature::GetAttackDistance(Unit const* pl) const
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if(aggroRate == 0)
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return 0.0f;
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uint32 playerlevel = pl->getLevelForTarget(this);
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uint32 creaturelevel = getLevelForTarget(pl);
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uint32 playerlevel = pl->GetLevelForTarget(this);
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uint32 creaturelevel = GetLevelForTarget(pl);
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int32 leveldif = int32(playerlevel) - int32(creaturelevel);
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@ -1369,7 +1369,7 @@ float Creature::GetAttackDistance(Unit const* pl) const
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return (RetDistance*aggroRate);
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}
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void Creature::setDeathState(DeathState s)
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void Creature::SetDeathState(DeathState s)
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{
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if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault))
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{
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@ -1377,15 +1377,15 @@ void Creature::setDeathState(DeathState s)
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m_respawnTime = time(NULL) + m_respawnDelay; // respawn delay (spawntimesecs)
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// always save boss respawn time at death to prevent crash cheating
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if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())
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if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || IsWorldBoss())
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SaveRespawnTime();
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}
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Unit::setDeathState(s);
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Unit::SetDeathState(s);
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if (s == JUST_DIED)
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{
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SetTargetGUID(0); // remove target selection in any cases (can be set at aura remove in Unit::setDeathState)
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SetTargetGUID(0); // remove target selection in any cases (can be set at aura remove in Unit::SetDeathState)
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SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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if (HasSearchedAssistance())
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@ -1395,10 +1395,10 @@ void Creature::setDeathState(DeathState s)
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}
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// return, since we promote to DEAD_FALLING. DEAD_FALLING is promoted to CORPSE at next update.
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if (canFly() && FallGround())
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if (CanFly() && FallGround())
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return;
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Unit::setDeathState(CORPSE);
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Unit::SetDeathState(CORPSE);
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}
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if (s == JUST_ALIVED)
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@ -1410,11 +1410,11 @@ void Creature::setDeathState(DeathState s)
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RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
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AddSplineFlag(SPLINEFLAG_WALKMODE);
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SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
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Unit::setDeathState(ALIVE);
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Unit::SetDeathState(ALIVE);
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clearUnitState(UNIT_STAT_ALL_STATE);
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i_motionMaster.Clear();
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SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
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LoadCreaturesAddon(true);
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LoadCreatureAddon(true);
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}
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}
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@ -1437,7 +1437,7 @@ bool Creature::FallGround()
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if (fabs(GetPositionZ() - tz) < 0.1f)
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return false;
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Unit::setDeathState(DEAD_FALLING);
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Unit::SetDeathState(DEAD_FALLING);
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float dz = tz - GetPositionZ();
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float distance = sqrt(dz*dz);
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@ -1491,13 +1491,13 @@ void Creature::ForcedDespawn(uint32 timeMSToDespawn)
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}
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if (isAlive())
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setDeathState(JUST_DIED);
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SetDeathState(JUST_DIED);
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RemoveCorpse();
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SetHealth(0); // just for nice GM-mode view
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}
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bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo)
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bool Creature::IsImmuneToSpell(SpellEntry const* spellInfo)
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{
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if (!spellInfo)
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return false;
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@ -1505,10 +1505,10 @@ bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo)
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if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))
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return true;
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return Unit::IsImmunedToSpell(spellInfo);
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return Unit::IsImmuneToSpell(spellInfo);
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}
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bool Creature::IsImmunedToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
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bool Creature::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
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{
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if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->EffectMechanic[index] - 1)))
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return true;
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@ -1527,10 +1527,10 @@ bool Creature::IsImmunedToSpellEffect(SpellEntry const* spellInfo, SpellEffectIn
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return true;
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}
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return Unit::IsImmunedToSpellEffect(spellInfo, index);
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return Unit::IsImmuneToSpellEffect(spellInfo, index);
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}
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SpellEntry const *Creature::reachWithSpellAttack(Unit *pVictim)
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SpellEntry const *Creature::ReachWithSpellAttack(Unit *pVictim)
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{
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if(!pVictim)
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return NULL;
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@ -1582,7 +1582,7 @@ SpellEntry const *Creature::reachWithSpellAttack(Unit *pVictim)
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return NULL;
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}
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SpellEntry const *Creature::reachWithSpellCure(Unit *pVictim)
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SpellEntry const *Creature::ReachWithSpellCure(Unit *pVictim)
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{
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if(!pVictim)
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return NULL;
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@ -1680,7 +1680,7 @@ void Creature::SendAIReaction(AiReaction reactionType)
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void Creature::CallAssistance()
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{
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if( !m_AlreadyCallAssistance && getVictim() && !isPet() && !isCharmed())
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if( !m_AlreadyCallAssistance && getVictim() && !IsPet() && !isCharmed())
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{
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SetNoCallAssistance(true);
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@ -1706,7 +1706,7 @@ void Creature::CallAssistance()
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void Creature::CallForHelp(float fRadius)
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{
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if (fRadius <= 0.0f || !getVictim() || isPet() || isCharmed())
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if (fRadius <= 0.0f || !getVictim() || IsPet() || isCharmed())
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return;
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MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
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@ -1721,7 +1721,7 @@ bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /
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return false;
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// we don't need help from non-combatant ;)
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if (isCivilian())
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if (IsCivilian())
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return false;
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if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PASSIVE))
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@ -1770,7 +1770,7 @@ bool Creature::CanInitiateAttack()
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void Creature::SaveRespawnTime()
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{
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if(isPet() || !m_DBTableGuid)
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if(IsPet() || !m_DBTableGuid)
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return;
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if(m_respawnTime > time(NULL)) // dead (no corpse)
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@ -1820,7 +1820,7 @@ CreatureDataAddon const* Creature::GetCreatureAddon() const
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}
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//creature_addon table
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bool Creature::LoadCreaturesAddon(bool reload)
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bool Creature::LoadCreatureAddon(bool reload)
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{
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CreatureDataAddon const *cainfo = GetCreatureAddon();
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if(!cainfo)
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@ -2139,10 +2139,10 @@ void Creature::AllLootRemovedFromCorpse()
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}
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}
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uint32 Creature::getLevelForTarget( Unit const* target ) const
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uint32 Creature::GetLevelForTarget( Unit const* target ) const
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{
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if(!isWorldBoss())
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return Unit::getLevelForTarget(target);
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if(!IsWorldBoss())
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return Unit::GetLevelForTarget(target);
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uint32 level = target->getLevel()+sWorld.getConfig(CONFIG_UINT32_WORLD_BOSS_LEVEL_DIFF);
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if(level < 1)
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