Various Cleanups (game C-E)

This commit is contained in:
Schmoozerd 2012-07-19 21:45:58 +02:00
parent f80629e307
commit c5c09cee3c
40 changed files with 1826 additions and 1818 deletions

View file

@ -25,7 +25,7 @@
#include "PathFinder.h"
template<class T>
void ConfusedMovementGenerator<T>::Initialize(T &unit)
void ConfusedMovementGenerator<T>::Initialize(T& unit)
{
// set initial position
unit.GetPosition(i_x, i_y, i_z);
@ -35,14 +35,14 @@ void ConfusedMovementGenerator<T>::Initialize(T &unit)
}
template<class T>
void ConfusedMovementGenerator<T>::Interrupt(T &unit)
void ConfusedMovementGenerator<T>::Interrupt(T& unit)
{
// confused state still applied while movegen disabled
unit.clearUnitState(UNIT_STAT_CONFUSED_MOVE);
}
template<class T>
void ConfusedMovementGenerator<T>::Reset(T &unit)
void ConfusedMovementGenerator<T>::Reset(T& unit)
{
i_nextMoveTime.Reset(0);
unit.StopMoving();
@ -50,7 +50,7 @@ void ConfusedMovementGenerator<T>::Reset(T &unit)
}
template<class T>
bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
bool ConfusedMovementGenerator<T>::Update(T& unit, const uint32& diff)
{
// ignore in case other no reaction state
if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_CONFUSED))
@ -68,7 +68,7 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
// waiting for next move
i_nextMoveTime.Update(diff);
if(i_nextMoveTime.Passed() )
if (i_nextMoveTime.Passed())
{
// start moving
unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
@ -82,7 +82,7 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
PathFinder path(&unit);
path.setPathLengthLimit(30.0f);
path.calculate(x, y, z);
if(path.getPathType() & PATHFIND_NOPATH)
if (path.getPathType() & PATHFIND_NOPATH)
{
i_nextMoveTime.Reset(urand(800, 1000));
return true;
@ -99,23 +99,23 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
}
template<>
void ConfusedMovementGenerator<Player>::Finalize(Player &unit)
void ConfusedMovementGenerator<Player>::Finalize(Player& unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
unit.StopMoving();
}
template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
void ConfusedMovementGenerator<Creature>::Finalize(Creature& unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature);
template void ConfusedMovementGenerator<Player>::Interrupt(Player &player);
template void ConfusedMovementGenerator<Creature>::Interrupt(Creature &creature);
template void ConfusedMovementGenerator<Player>::Reset(Player &player);
template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature);
template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff);
template bool ConfusedMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff);
template void ConfusedMovementGenerator<Player>::Initialize(Player& player);
template void ConfusedMovementGenerator<Creature>::Initialize(Creature& creature);
template void ConfusedMovementGenerator<Player>::Interrupt(Player& player);
template void ConfusedMovementGenerator<Creature>::Interrupt(Creature& creature);
template void ConfusedMovementGenerator<Player>::Reset(Player& player);
template void ConfusedMovementGenerator<Creature>::Reset(Creature& creature);
template bool ConfusedMovementGenerator<Player>::Update(Player& player, const uint32& diff);
template bool ConfusedMovementGenerator<Creature>::Update(Creature& creature, const uint32& diff);