[Build] Most errors fixed

This commit is contained in:
Antz 2015-02-07 22:46:39 +00:00 committed by Antz
parent 868302dd0b
commit 778052084e
70 changed files with 619 additions and 602 deletions

View file

@ -617,10 +617,10 @@ void Unit::Update(uint32 update_diff, uint32 p_time)
CleanupDeletedAuras();
if (CanHaveThreatList())
getThreatManager().UpdateForClient(update_diff);
GetThreatManager().UpdateForClient(update_diff);
// update combat timer only for players and pets
if (isInCombat() && GetCharmerOrOwnerPlayerOrPlayerItself())
if (IsInCombat() && GetCharmerOrOwnerPlayerOrPlayerItself())
{
// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
@ -648,7 +648,7 @@ void Unit::Update(uint32 update_diff, uint32 p_time)
if (IsVehicle())
{
// Initialize vehicle if not done
if (isAlive() && !m_vehicleInfo->IsInitialized())
if (IsAlive() && !m_vehicleInfo->IsInitialized())
m_vehicleInfo->Initialize();
// Update passenger positions if we are the first vehicle
@ -839,7 +839,7 @@ void Unit::RemoveSpellsCausingAura(AuraType auraType, ObjectGuid casterGuid)
void Unit::DealDamageMods(Unit* pVictim, uint32& damage, uint32* absorb)
{
if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
if (!pVictim->IsAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
{
if (absorb)
*absorb += damage;
@ -1651,7 +1651,7 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage* damageInfo, int32 damage, S
if (!this || !pVictim)
return;
if (!this->isAlive() || !pVictim->isAlive())
if (!this->IsAlive() || !pVictim->IsAlive())
return;
// Check spell crit chance
@ -1732,7 +1732,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
if (!this || !pVictim)
return;
if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
if (!pVictim->IsAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
return;
SpellEntry const* spellProto = sSpellStore.LookupEntry(damageInfo->SpellID);
@ -1774,7 +1774,7 @@ void Unit::CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* da
if (!this || !pVictim)
return;
if (!this->isAlive() || !pVictim->isAlive())
if (!this->IsAlive() || !pVictim->IsAlive())
return;
// Select HitInfo/procAttacker/procVictim flag based on attack type
@ -2026,7 +2026,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
if (!this || !pVictim)
return;
if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
if (!pVictim->IsAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
return;
// You don't lose health from damage taken from another player while in a sanctuary
@ -2108,7 +2108,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
if (!(damageInfo->HitInfo & HITINFO_MISS))
{
// on weapon hit casts
if (GetTypeId() == TYPEID_PLAYER && pVictim->isAlive())
if (GetTypeId() == TYPEID_PLAYER && pVictim->IsAlive())
((Player*)this)->CastItemCombatSpell(pVictim, damageInfo->attackType);
// victim's damage shield
@ -2256,7 +2256,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage)
void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32* absorb, uint32* resist, bool canReflect)
{
if (!pCaster || !isAlive() || !damage)
if (!pCaster || !IsAlive() || !damage)
return;
// Magic damage, check for resists
@ -2699,7 +2699,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
// Damage can be splitted only if aura has an alive caster
Unit* caster = (*i)->GetCaster();
if (!caster || caster == this || !caster->IsInWorld() || !caster->isAlive())
if (!caster || caster == this || !caster->IsInWorld() || !caster->IsAlive())
continue;
uint32 splitted = uint32(RemainingDamage * (*i)->GetModifier()->m_amount / 100.0f);
@ -2784,7 +2784,7 @@ void Unit::CalculateAbsorbResistBlock(Unit* pCaster, SpellNonMeleeDamage* damage
void Unit::CalculateHealAbsorb(const uint32 heal, uint32* absorb)
{
if (!isAlive() || !heal)
if (!IsAlive() || !heal)
return;
int32 RemainingHeal = heal;
@ -2847,7 +2847,7 @@ void Unit::AttackerStateUpdate(Unit* pVictim, WeaponAttackType attType, bool ext
if (hasUnitState(UNIT_STAT_CAN_NOT_REACT) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
return;
if (!pVictim->isAlive())
if (!pVictim->IsAlive())
return;
if (IsNonMeleeSpellCasted(false))
@ -3405,7 +3405,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* pVictim, SpellEntry const* spell)
SpellMissInfo Unit::MagicSpellHitResult(Unit* pVictim, SpellEntry const* spell)
{
// Can`t miss on dead target (on skinning for example)
if (!pVictim->isAlive())
if (!pVictim->IsAlive())
return SPELL_MISS_NONE;
SpellSchoolMask schoolMask = GetSpellSchoolMask(spell);
@ -4214,7 +4214,7 @@ bool Unit::AddSpellAuraHolder(SpellAuraHolder* holder)
SpellEntry const* aurSpellInfo = holder->GetSpellProto();
// ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load)
if (!isAlive() && !IsDeathPersistentSpell(aurSpellInfo) &&
if (!IsAlive() && !IsDeathPersistentSpell(aurSpellInfo) &&
!IsDeathOnlySpell(aurSpellInfo) &&
(GetTypeId() != TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()))
{
@ -4740,7 +4740,7 @@ void Unit::RemoveAuraHolderDueToSpellByDispel(uint32 spellId, uint32 stackAmount
if (Aura* dotAura = GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_SHAMAN, UI64LIT(0x10000000), 0x00000000, casterGuid))
caster = dotAura->GetCaster();
if (caster && !caster->isDead())
if (caster && !caster->IsDead())
{
Unit::AuraList const& auras = caster->GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator i = auras.begin(); i != auras.end(); ++i)
@ -5598,7 +5598,7 @@ void Unit::ProcDamageAndSpell(Unit* pVictim, uint32 procAttacker, uint32 procVic
ProcDamageAndSpellFor(false, pVictim, procAttacker, procExtra, attType, procSpell, amount);
// Now go on with a victim's events'n'auras
// Not much to do if no flags are set or there is no victim
if (pVictim && pVictim->isAlive() && procVictim)
if (pVictim && pVictim->IsAlive() && procVictim)
pVictim->ProcDamageAndSpellFor(true, this, procVictim, procExtra, attType, procSpell, amount);
}
@ -6014,7 +6014,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
return false;
// dead units can neither attack nor be attacked
if (!isAlive() || !victim->IsInWorld() || !victim->isAlive())
if (!IsAlive() || !victim->IsInWorld() || !victim->IsAlive())
return false;
// player cannot attack in mount state
@ -6518,7 +6518,7 @@ Unit* Unit::SelectMagnetTarget(Unit* victim, Spell* spell, SpellEffectIndex eff)
{
if (Unit* magnet = (*itr)->GetCaster())
{
if (magnet->isAlive() && magnet->IsWithinLOSInMap(this) && spell->CheckTarget(magnet, eff))
if (magnet->IsAlive() && magnet->IsWithinLOSInMap(this) && spell->CheckTarget(magnet, eff))
return magnet;
}
}
@ -6531,7 +6531,7 @@ Unit* Unit::SelectMagnetTarget(Unit* victim, Spell* spell, SpellEffectIndex eff)
{
if (Unit* magnet = (*i)->GetCaster())
{
if (magnet->isAlive() && magnet->IsWithinLOSInMap(this) && (!spell || spell->CheckTarget(magnet, eff)))
if (magnet->IsAlive() && magnet->IsWithinLOSInMap(this) && (!spell || spell->CheckTarget(magnet, eff)))
{
if (roll_chance_i((*i)->GetModifier()->m_amount))
return magnet;
@ -8302,7 +8302,7 @@ void Unit::SetInCombatWith(Unit* enemy)
void Unit::SetInCombatState(bool PvP, Unit* enemy)
{
// only alive units can be in combat
if (!isAlive())
if (!IsAlive())
return;
if (PvP)
@ -8371,7 +8371,7 @@ void Unit::ClearInCombat()
((Player*)this)->UpdatePotionCooldown();
}
bool Unit::isTargetableForAttack(bool inverseAlive /*=false*/) const
bool Unit::IsTargetableForAttack(bool inverseAlive /*=false*/) const
{
if (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isGameMaster())
return false;
@ -8384,7 +8384,7 @@ bool Unit::isTargetableForAttack(bool inverseAlive /*=false*/) const
return false;
// inversealive is needed for some spells which need to be casted at dead targets (aoe)
if (isAlive() == inverseAlive)
if (IsAlive() == inverseAlive)
return false;
return IsInWorld() && !hasUnitState(UNIT_STAT_DIED) && !IsTaxiFlying();
@ -8454,7 +8454,7 @@ int32 Unit::ModifyPower(Powers power, int32 dVal)
return gain;
}
bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, bool detect, bool inVisibleList, bool is3dDistance) const
bool Unit::IsVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, bool detect, bool inVisibleList, bool is3dDistance) const
{
if (!u || !IsInMap(u))
return false;
@ -8488,13 +8488,13 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
return false;
// if player is dead then he can't detect anyone in any cases
if (!u->isAlive())
if (!u->IsAlive())
detect = false;
}
else
{
// all dead creatures/players not visible for any creatures
if (!u->isAlive() || !isAlive())
if (!u->IsAlive() || !IsAlive())
return false;
}
@ -8519,7 +8519,7 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
// isInvisibleForAlive() those units can only be seen by dead or if other
// unit is also invisible for alive.. if an isinvisibleforalive unit dies we
// should be able to see it too
if (u->isAlive() && isAlive() && isInvisibleForAlive() != u->isInvisibleForAlive())
if (u->IsAlive() && IsAlive() && isInvisibleForAlive() != u->isInvisibleForAlive())
if (u->GetTypeId() != TYPEID_PLAYER || !((Player*)u)->isGameMaster())
return false;
@ -8675,7 +8675,7 @@ void Unit::UpdateVisibilityAndView()
Aura* aura = (*it);
Unit* owner = aura->GetCaster();
if (!owner || !isVisibleForOrDetect(owner, this, false))
if (!owner || !IsVisibleForOrDetect(owner, this, false))
{
alist.erase(it);
RemoveAura(aura);
@ -9169,7 +9169,7 @@ bool Unit::CanHaveThreatList(bool ignoreAliveState/*=false*/) const
return false;
// only alive units can have threat list
if (!isAlive() && !ignoreAliveState)
if (!IsAlive() && !ignoreAliveState)
return false;
Creature const* creature = ((Creature const*)this);
@ -9305,7 +9305,7 @@ void Unit::FixateTarget(Unit* pVictim)
{
if (!pVictim) // Remove Fixation
m_fixateTargetGuid.Clear();
else if (pVictim->isTargetableForAttack()) // Apply Fixation
else if (pVictim->IsTargetableForAttack()) // Apply Fixation
m_fixateTargetGuid = pVictim->GetObjectGuid();
// Start attacking the fixated target or the next proper one
@ -9334,7 +9334,7 @@ bool Unit::SelectHostileTarget()
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!this->isAlive())
if (!this->IsAlive())
return false;
// This function only useful once AI has been initialized
@ -9352,7 +9352,7 @@ bool Unit::SelectHostileTarget()
else
{
Unit* pFixateTarget = GetMap()->GetUnit(m_fixateTargetGuid);
if (pFixateTarget && pFixateTarget->isAlive() && !IsSecondChoiceTarget(pFixateTarget, true))
if (pFixateTarget && pFixateTarget->IsAlive() && !IsSecondChoiceTarget(pFixateTarget, true))
target = pFixateTarget;
}
}
@ -9367,7 +9367,7 @@ bool Unit::SelectHostileTarget()
for (AuraList::const_reverse_iterator aura = tauntAuras.rbegin(); aura != tauntAuras.rend(); ++aura)
{
if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
caster->isTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this) &&
caster->IsTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this) &&
!IsSecondChoiceTarget(caster, true))
{
target = caster;
@ -9419,7 +9419,7 @@ bool Unit::SelectHostileTarget()
}
// no target but something prevent go to evade mode
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT))
if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT))
return false;
// last case when creature don't must go to evade mode:
@ -9430,7 +9430,7 @@ bool Unit::SelectHostileTarget()
{
for (AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
{
if ((*itr)->IsInMap(this) && (*itr)->isTargetableForAttack() && (*itr)->isInAccessablePlaceFor((Creature*)this))
if ((*itr)->IsInMap(this) && (*itr)->IsTargetableForAttack() && (*itr)->isInAccessablePlaceFor((Creature*)this))
return false;
}
}
@ -9773,7 +9773,7 @@ void Unit::ApplyDiminishingAura(DiminishingGroup group, bool apply)
bool Unit::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
{
return isVisibleForOrDetect(u, viewPoint, false, inVisibleList, false);
return IsVisibleForOrDetect(u, viewPoint, false, inVisibleList, false);
}
/// returns true if creature can't be seen by alive units
@ -10925,7 +10925,7 @@ void Unit::SetFeared(bool apply, ObjectGuid casterGuid, uint32 spellID, uint32 t
GetMotionMaster()->MovementExpired(false);
if (GetTypeId() != TYPEID_PLAYER && isAlive())
if (GetTypeId() != TYPEID_PLAYER && IsAlive())
{
Creature* c = ((Creature*)this);
// restore appropriate movement generator
@ -10960,7 +10960,7 @@ void Unit::SetConfused(bool apply, ObjectGuid casterGuid, uint32 spellID)
GetMotionMaster()->MovementExpired(false);
if (GetTypeId() != TYPEID_PLAYER && isAlive())
if (GetTypeId() != TYPEID_PLAYER && IsAlive())
{
// restore appropriate movement generator
if (getVictim())
@ -11024,7 +11024,7 @@ void Unit::SetFeignDeath(bool apply, ObjectGuid casterGuid, uint32 /*spellID*/)
clearUnitState(UNIT_STAT_DIED);
if (GetTypeId() != TYPEID_PLAYER && isAlive())
if (GetTypeId() != TYPEID_PLAYER && IsAlive())
{
// restore appropriate movement generator
if (getVictim())
@ -11553,7 +11553,7 @@ uint32 Unit::GetCombatRatingDamageReduction(CombatRating cr, float rate, float c
void Unit::SendThreatUpdate()
{
ThreatList const& tlist = getThreatManager().getThreatList();
ThreatList const& tlist = GetThreatManager().getThreatList();
if (uint32 count = tlist.size())
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Send SMSG_THREAT_UPDATE Message");
@ -11571,7 +11571,7 @@ void Unit::SendThreatUpdate()
void Unit::SendHighestThreatUpdate(HostileReference* pHostilReference)
{
ThreatList const& tlist = getThreatManager().getThreatList();
ThreatList const& tlist = GetThreatManager().getThreatList();
if (uint32 count = tlist.size())
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Send SMSG_HIGHEST_THREAT_UPDATE Message");