Core/Scripts: Code style cleanup in ScriptedAI and BossAI

This commit is contained in:
Shauren
2011-03-19 10:54:16 +01:00
parent 6eb5014182
commit 1a4a618d81
19 changed files with 266 additions and 250 deletions
+14 -14
View File
@@ -135,7 +135,7 @@ class InstanceScript : public ZoneScript
virtual void Initialize() {}
//On load
virtual void Load(const char * data) { LoadBossState(data); }
virtual void Load(char const* data) { LoadBossState(data); }
//When save is needed, this function generates the data
virtual std::string GetSaveData() { return GetBossSaveData(); }
@@ -149,30 +149,30 @@ class InstanceScript : public ZoneScript
virtual bool IsEncounterInProgress() const;
//Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player *) {}
virtual void OnPlayerEnter(Player* /*player*/) {}
//Handle open / close objects
//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
//use HandleGameObject(GUID, boolen, NULL); in any other script
void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);
void HandleGameObject(uint64 guid, bool open, GameObject* go = NULL);
//change active state of doors or buttons
void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);
void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);
void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
//sends world state update to all players in instance
void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData);
void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
// Send Notify to all players in instance
void DoSendNotifyToInstance(const char *format,...);
void DoSendNotifyToInstance(char const* format, ...);
// Complete Achievement for all players in instance
void DoCompleteAchievement(uint32 achievement);
// Update Achievement Criteria for all players in instance
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1 = 0, uint32 miscvalue2 = 0, Unit* unit = NULL, uint32 time = 0);
// Start/Stop Timed Achievement Criteria for all players in instance
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
@@ -189,7 +189,7 @@ class InstanceScript : public ZoneScript
virtual bool SetBossState(uint32 id, EncounterState state);
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
const BossBoundaryMap * GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
// Achievement criteria additional requirements check
// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
@@ -213,16 +213,16 @@ class InstanceScript : public ZoneScript
protected:
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadDoorData(const DoorData *data);
void LoadMinionData(const MinionData *data);
void LoadDoorData(DoorData const* data);
void LoadMinionData(MinionData const* data);
void AddDoor(GameObject *door, bool add);
void AddMinion(Creature *minion, bool add);
void AddDoor(GameObject* door, bool add);
void AddMinion(Creature* minion, bool add);
void UpdateDoorState(GameObject *door);
void UpdateMinionState(Creature *minion, EncounterState state);
std::string LoadBossState(const char * data);
std::string LoadBossState(char const* data);
std::string GetBossSaveData();
private:
std::vector<BossInfo> bosses;