Various Cleanups (game T-Z)

This commit is contained in:
Schmoozerd 2012-07-19 21:52:26 +02:00
parent 08fd085549
commit 6379a746d7
34 changed files with 2858 additions and 2852 deletions

View file

@ -27,7 +27,7 @@
//-----------------------------------------------//
template<class T, typename D>
void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T& owner)
{
if (!i_target.isValid() || !i_target->IsInWorld())
return;
@ -48,7 +48,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
else if (!i_offset)
{
// to nearest contact position
i_target->GetContactPoint( &owner, x, y, z );
i_target->GetContactPoint(&owner, x, y, z);
}
else
{
@ -73,14 +73,14 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
return;
*/
if(!i_path)
if (!i_path)
i_path = new PathFinder(&owner);
// allow pets following their master to cheat while generating paths
bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet()
&& owner.hasUnitState(UNIT_STAT_FOLLOW));
&& owner.hasUnitState(UNIT_STAT_FOLLOW));
i_path->calculate(x, y, z, forceDest);
if(i_path->getPathType() & PATHFIND_NOPATH)
if (i_path->getPathType() & PATHFIND_NOPATH)
return;
D::_addUnitStateMove(owner);
@ -120,7 +120,7 @@ void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature>
}
template<class T, typename D>
bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_diff)
bool TargetedMovementGeneratorMedium<T,D>::Update(T& owner, const uint32& time_diff)
{
if (!i_target.isValid() || !i_target->IsInWorld())
return false;
@ -189,21 +189,21 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_
//-----------------------------------------------//
template<class T>
void ChaseMovementGenerator<T>::_reachTarget(T &owner)
void ChaseMovementGenerator<T>::_reachTarget(T& owner)
{
if (owner.CanReachWithMeleeAttack(this->i_target.getTarget()))
owner.Attack(this->i_target.getTarget(),true);
}
template<>
void ChaseMovementGenerator<Player>::Initialize(Player &owner)
void ChaseMovementGenerator<Player>::Initialize(Player& owner)
{
owner.addUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
_setTargetLocation(owner);
}
template<>
void ChaseMovementGenerator<Creature>::Initialize(Creature &owner)
void ChaseMovementGenerator<Creature>::Initialize(Creature& owner)
{
owner.SetWalk(false);
owner.addUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
@ -211,19 +211,19 @@ void ChaseMovementGenerator<Creature>::Initialize(Creature &owner)
}
template<class T>
void ChaseMovementGenerator<T>::Finalize(T &owner)
void ChaseMovementGenerator<T>::Finalize(T& owner)
{
owner.clearUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
}
template<class T>
void ChaseMovementGenerator<T>::Interrupt(T &owner)
void ChaseMovementGenerator<T>::Interrupt(T& owner)
{
owner.clearUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
}
template<class T>
void ChaseMovementGenerator<T>::Reset(T &owner)
void ChaseMovementGenerator<T>::Reset(T& owner)
{
Initialize(owner);
}
@ -242,13 +242,13 @@ bool FollowMovementGenerator<Player>::EnableWalking() const
}
template<>
void FollowMovementGenerator<Player>::_updateSpeed(Player &/*u*/)
void FollowMovementGenerator<Player>::_updateSpeed(Player& /*u*/)
{
// nothing to do for Player
}
template<>
void FollowMovementGenerator<Creature>::_updateSpeed(Creature &u)
void FollowMovementGenerator<Creature>::_updateSpeed(Creature& u)
{
// pet only sync speed with owner
if (!((Creature&)u).IsPet() || !i_target.isValid() || i_target->GetObjectGuid() != u.GetOwnerGuid())
@ -260,7 +260,7 @@ void FollowMovementGenerator<Creature>::_updateSpeed(Creature &u)
}
template<>
void FollowMovementGenerator<Player>::Initialize(Player &owner)
void FollowMovementGenerator<Player>::Initialize(Player& owner)
{
owner.addUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
_updateSpeed(owner);
@ -268,7 +268,7 @@ void FollowMovementGenerator<Player>::Initialize(Player &owner)
}
template<>
void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
void FollowMovementGenerator<Creature>::Initialize(Creature& owner)
{
owner.addUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
_updateSpeed(owner);
@ -276,47 +276,47 @@ void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
}
template<class T>
void FollowMovementGenerator<T>::Finalize(T &owner)
void FollowMovementGenerator<T>::Finalize(T& owner)
{
owner.clearUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
_updateSpeed(owner);
}
template<class T>
void FollowMovementGenerator<T>::Interrupt(T &owner)
void FollowMovementGenerator<T>::Interrupt(T& owner)
{
owner.clearUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
_updateSpeed(owner);
}
template<class T>
void FollowMovementGenerator<T>::Reset(T &owner)
void FollowMovementGenerator<T>::Reset(T& owner)
{
Initialize(owner);
}
//-----------------------------------------------//
template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player &);
template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player &);
template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature &);
template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature &);
template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::Update(Player &, const uint32 &);
template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::Update(Player &, const uint32 &);
template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::Update(Creature &, const uint32 &);
template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::Update(Creature &, const uint32 &);
template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player&);
template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player&);
template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature&);
template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature&);
template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::Update(Player&, const uint32&);
template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::Update(Player&, const uint32&);
template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::Update(Creature&, const uint32&);
template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::Update(Creature&, const uint32&);
template void ChaseMovementGenerator<Player>::_reachTarget(Player &);
template void ChaseMovementGenerator<Creature>::_reachTarget(Creature &);
template void ChaseMovementGenerator<Player>::Finalize(Player &);
template void ChaseMovementGenerator<Creature>::Finalize(Creature &);
template void ChaseMovementGenerator<Player>::Interrupt(Player &);
template void ChaseMovementGenerator<Creature>::Interrupt(Creature &);
template void ChaseMovementGenerator<Player>::Reset(Player &);
template void ChaseMovementGenerator<Creature>::Reset(Creature &);
template void ChaseMovementGenerator<Player>::_reachTarget(Player&);
template void ChaseMovementGenerator<Creature>::_reachTarget(Creature&);
template void ChaseMovementGenerator<Player>::Finalize(Player&);
template void ChaseMovementGenerator<Creature>::Finalize(Creature&);
template void ChaseMovementGenerator<Player>::Interrupt(Player&);
template void ChaseMovementGenerator<Creature>::Interrupt(Creature&);
template void ChaseMovementGenerator<Player>::Reset(Player&);
template void ChaseMovementGenerator<Creature>::Reset(Creature&);
template void FollowMovementGenerator<Player>::Finalize(Player &);
template void FollowMovementGenerator<Creature>::Finalize(Creature &);
template void FollowMovementGenerator<Player>::Interrupt(Player &);
template void FollowMovementGenerator<Creature>::Interrupt(Creature &);
template void FollowMovementGenerator<Player>::Reset(Player &);
template void FollowMovementGenerator<Creature>::Reset(Creature &);
template void FollowMovementGenerator<Player>::Finalize(Player&);
template void FollowMovementGenerator<Creature>::Finalize(Creature&);
template void FollowMovementGenerator<Player>::Interrupt(Player&);
template void FollowMovementGenerator<Creature>::Interrupt(Creature&);
template void FollowMovementGenerator<Player>::Reset(Player&);
template void FollowMovementGenerator<Creature>::Reset(Creature&);