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

@ -31,7 +31,7 @@
#include "Chat.h"
#include "Language.h"
bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax )
bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax)
{
if (repeatMin == repeatMax)
Time = repeatMin;
@ -47,9 +47,9 @@ bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeat
return true;
}
int CreatureEventAI::Permissible(const Creature *creature)
int CreatureEventAI::Permissible(const Creature* creature)
{
if( creature->GetAIName() == "EventAI" )
if (creature->GetAIName() == "EventAI")
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
@ -61,7 +61,7 @@ void CreatureEventAI::GetAIInformation(ChatHandler& reader)
reader.PSendSysMessage(LANG_NPC_EVENTAI_COMBAT, reader.GetOnOffStr(m_MeleeEnabled));
}
CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
CreatureEventAI::CreatureEventAI(Creature* c) : CreatureAI(c)
{
// Need make copy for filter unneeded steps and safe in case table reload
CreatureEventAI_Event_Map::const_iterator creatureEventsItr = sEventAIMgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
@ -71,10 +71,10 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
for (CreatureEventAI_Event_Vec::const_iterator i = (*creatureEventsItr).second.begin(); i != (*creatureEventsItr).second.end(); ++i)
{
//Debug check
#ifndef MANGOS_DEBUG
#ifndef MANGOS_DEBUG
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
#endif
if (m_creature->GetMap()->IsDungeon())
{
if ((1 << (m_creature->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
@ -95,10 +95,10 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
{
//Debug check
#ifndef MANGOS_DEBUG
#ifndef MANGOS_DEBUG
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
#endif
if (m_creature->GetMap()->IsDungeon())
{
if ((1 << (m_creature->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
@ -335,7 +335,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
return false;
SpellAuraHolder* holder = m_creature->getVictim()->GetSpellAuraHolder(event.buffed.spellId);
if(!holder || holder->GetStackAmount() < event.buffed.amount)
if (!holder || holder->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
@ -525,7 +525,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
CanCastResult castResult = DoCastSpellIfCan(target, action.cast.spellId, action.cast.castFlags);
switch(castResult)
switch (castResult)
{
case CAST_FAIL_POWER:
case CAST_FAIL_TOO_FAR:
@ -533,7 +533,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
// Melee current victim if flag not set
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
switch(m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType())
switch (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType())
{
case CHASE_MOTION_TYPE:
case FOLLOW_MOTION_TYPE:
@ -567,7 +567,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry());
else if (action.summon.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
break;
@ -580,7 +580,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{
ThreatList const& threatList = m_creature->getThreatManager().getThreatList();
for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
if(Unit* Temp = m_creature->GetMap()->GetUnit((*i)->getUnitGuid()))
if (Unit* Temp = m_creature->GetMap()->GetUnit((*i)->getUnitGuid()))
m_creature->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
break;
}
@ -620,7 +620,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
break;
case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case
if(m_CombatMovementEnabled==(action.combat_movement.state!=0))
if (m_CombatMovementEnabled==(action.combat_movement.state!=0))
return;
m_CombatMovementEnabled = action.combat_movement.state != 0;
@ -628,8 +628,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
//Allow movement (create new targeted movement gen only if idle)
if (m_CombatMovementEnabled)
{
if(action.combat_movement.melee && m_creature->isInCombat())
if(Unit* victim = m_creature->getVictim())
if (action.combat_movement.melee && m_creature->isInCombat())
if (Unit* victim = m_creature->getVictim())
m_creature->SendMeleeAttackStart(victim);
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
@ -640,8 +640,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
}
else
{
if(action.combat_movement.melee && m_creature->isInCombat())
if(Unit* victim = m_creature->getVictim())
if (action.combat_movement.melee && m_creature->isInCombat())
if (Unit* victim = m_creature->getVictim())
m_creature->SendMeleeAttackStop(victim);
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
@ -660,12 +660,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
int32 new_phase = int32(m_Phase)+action.set_inc_phase.step;
if (new_phase < 0)
{
sLog.outErrorDb( "CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
m_Phase = 0;
}
else if (new_phase >= MAX_PHASE)
{
sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry());
m_Phase = MAX_PHASE-1;
}
else
@ -688,7 +688,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
ThreatList const& threatList = m_creature->getThreatManager().getThreatList();
for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Player* temp = m_creature->GetMap()->GetPlayer((*i)->getUnitGuid()))
temp->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetObjectGuid(), action.cast_event_all.spellId);
temp->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetObjectGuid(), action.cast_event_all.spellId);
break;
}
case ACTION_T_REMOVEAURASFROMSPELL:
@ -716,7 +716,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
if (action.random_phase_range.phaseMax > action.random_phase_range.phaseMin)
m_Phase = action.random_phase_range.phaseMin + (rnd % (action.random_phase_range.phaseMax - action.random_phase_range.phaseMin));
else
sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
break;
case ACTION_T_SUMMON_ID:
{
@ -725,7 +725,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
CreatureEventAI_Summon_Map::const_iterator i = sEventAIMgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
if (i == sEventAIMgr.GetCreatureEventAISummonMap().end())
{
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
return;
}
@ -736,7 +736,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
else if (action.summon_id.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
@ -826,7 +826,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
}
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if(action.invincibility_hp_level.is_percent)
if (action.invincibility_hp_level.is_percent)
m_InvinceabilityHpLevel = m_creature->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else
m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
@ -884,7 +884,7 @@ void CreatureEventAI::Reset()
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
//Reset all out of combat timers
//Reset all out of combat timers
case EVENT_T_TIMER_OOC:
{
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
@ -1009,7 +1009,7 @@ void CreatureEventAI::SummonedCreatureDespawn(Creature* pUnit)
}
}
void CreatureEventAI::EnterCombat(Unit *enemy)
void CreatureEventAI::EnterCombat(Unit* enemy)
{
//Check for on combat start events
if (!m_bEmptyList)
@ -1041,7 +1041,7 @@ void CreatureEventAI::EnterCombat(Unit *enemy)
m_EventDiff = 0;
}
void CreatureEventAI::AttackStart(Unit *who)
void CreatureEventAI::AttackStart(Unit* who)
{
if (!who)
return;
@ -1064,7 +1064,7 @@ void CreatureEventAI::AttackStart(Unit *who)
}
}
void CreatureEventAI::MoveInLineOfSight(Unit *who)
void CreatureEventAI::MoveInLineOfSight(Unit* who)
{
if (!who)
return;
@ -1084,7 +1084,7 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
{
//if friendly event&&who is not hostile OR hostile event&&who is hostile
if (((*itr).Event.ooc_los.noHostile && !m_creature->IsHostileTo(who)) ||
((!(*itr).Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
((!(*itr).Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
ProcessEvent(*itr, who);
}
}
@ -1095,7 +1095,7 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
return;
if (m_creature->CanInitiateAttack() && who->isTargetableForAttack() &&
m_creature->IsHostileTo(who) && who->isInAccessablePlaceFor(m_creature))
m_creature->IsHostileTo(who) && who->isInAccessablePlaceFor(m_creature))
{
if (!m_creature->CanFly() && m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
return;
@ -1206,10 +1206,10 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
DoMeleeAttackIfReady();
}
bool CreatureEventAI::IsVisible(Unit *pl) const
bool CreatureEventAI::IsVisible(Unit* pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
}
inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
@ -1313,7 +1313,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote);
if((*i).second.SoundId)
if ((*i).second.SoundId)
{
if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
pSource->PlayDirectSound((*i).second.SoundId);
@ -1321,7 +1321,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.",textEntry,(*i).second.SoundId);
}
if((*i).second.Emote)
if ((*i).second.Emote)
{
if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
{
@ -1331,7 +1331,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId());
}
switch((*i).second.Type)
switch ((*i).second.Type)
{
case CHAT_TYPE_SAY:
pSource->MonsterSay(textEntry, (*i).second.Language, target);
@ -1350,20 +1350,20 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
if (target && target->GetTypeId() == TYPEID_PLAYER)
pSource->MonsterWhisper(textEntry, target);
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
} break;
case CHAT_TYPE_BOSS_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
pSource->MonsterWhisper(textEntry, target, true);
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
} break;
case CHAT_TYPE_ZONE_YELL:
pSource->MonsterYellToZone(textEntry, (*i).second.Language, target);
break;
}
}
bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const* Spell, bool Triggered)
{
//No target so we can't cast
if (!Target || !Spell)
@ -1371,14 +1371,14 @@ bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Trigge
//Silenced so we can't cast
if (!Triggered && (m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL) ||
m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)))
m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)))
return false;
//Check for power
if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell::CalculatePowerCost(Spell, m_creature))
return false;
SpellRangeEntry const *TempRange = NULL;
SpellRangeEntry const* TempRange = NULL;
TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);
@ -1415,11 +1415,11 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
}
}
void CreatureEventAI::DamageTaken( Unit* /*done_by*/, uint32& damage )
void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{
if(m_InvinceabilityHpLevel > 0 && m_creature->GetHealth() < m_InvinceabilityHpLevel+damage)
if (m_InvinceabilityHpLevel > 0 && m_creature->GetHealth() < m_InvinceabilityHpLevel+damage)
{
if(m_creature->GetHealth() <= m_InvinceabilityHpLevel)
if (m_creature->GetHealth() <= m_InvinceabilityHpLevel)
damage = 0;
else
damage = m_creature->GetHealth() - m_InvinceabilityHpLevel;
@ -1428,7 +1428,7 @@ void CreatureEventAI::DamageTaken( Unit* /*done_by*/, uint32& damage )
bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
if(event.event_type != EVENT_T_SPAWNED)
if (event.event_type != EVENT_T_SPAWNED)
return false;
switch (event.spawned.condition)