Core/Cleanup:

Mostly if(.. -> if (.. and for(.. -> for (..
but also some miscellaneous cleanup
This commit is contained in:
kaelima
2012-04-08 23:59:52 +02:00
parent 38d5fbac0e
commit 49e24e2dfb
23 changed files with 63 additions and 84 deletions
@@ -28,8 +28,7 @@
#define MAX_QUIET_DISTANCE 43.0f
template<class T>
void
FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
{
if (!&owner)
return;
@@ -53,8 +52,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
}
template<class T>
bool
FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
{
if (!&owner)
return false;
@@ -65,8 +63,8 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
float temp_x, temp_y, angle;
const Map* _map = owner.GetBaseMap();
//primitive path-finding
for(uint8 i = 0; i < 18; ++i)
// primitive path-finding
for (uint8 i = 0; i < 18; ++i)
{
if (i_only_forward && i > 2)
break;
@@ -187,8 +185,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
}
template<class T>
bool
FleeingMovementGenerator<T>::_setMoveData(T &owner)
bool FleeingMovementGenerator<T>::_setMoveData(T &owner)
{
float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z);
@@ -280,8 +277,7 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
}
template<class T>
void
FleeingMovementGenerator<T>::Initialize(T &owner)
void FleeingMovementGenerator<T>::Initialize(T &owner)
{
if (!&owner)
return;
@@ -312,8 +308,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
}
template<>
void
FleeingMovementGenerator<Creature>::_Init(Creature &owner)
void FleeingMovementGenerator<Creature>::_Init(Creature &owner)
{
if (!&owner)
return;
@@ -324,8 +319,7 @@ FleeingMovementGenerator<Creature>::_Init(Creature &owner)
}
template<>
void
FleeingMovementGenerator<Player>::_Init(Player &)
void FleeingMovementGenerator<Player>::_Init(Player &)
{
is_water_ok = true;
is_land_ok = true;
@@ -354,8 +348,7 @@ void FleeingMovementGenerator<T>::Reset(T &owner)
}
template<class T>
bool
FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
{
if (!&owner || !owner.isAlive())
return false;
@@ -22,8 +22,7 @@
#include "MovementGenerator.h"
template<class T>
class FleeingMovementGenerator
: public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
{
public:
FleeingMovementGenerator(uint64 fright) : i_frightGUID(fright), i_nextCheckTime(0) {}
@@ -55,8 +54,7 @@ class FleeingMovementGenerator
TimeTracker i_nextCheckTime;
};
class TimedFleeingMovementGenerator
: public FleeingMovementGenerator<Creature>
class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature>
{
public:
TimedFleeingMovementGenerator(uint64 fright, uint32 time) :
@@ -27,8 +27,7 @@ template < class T >
class HomeMovementGenerator;
template <>
class HomeMovementGenerator<Creature>
: public MovementGeneratorMedium< Creature, HomeMovementGenerator<Creature> >
class HomeMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, HomeMovementGenerator<Creature> >
{
public:
@@ -46,7 +46,7 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 & /*diff*/)
if (!&unit)
return false;
if(unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
if (unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
{
unit.ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
@@ -23,8 +23,7 @@
#include "FollowerReference.h"
template<class T>
class PointMovementGenerator
: public MovementGeneratorMedium< T, PointMovementGenerator<T> >
class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{
public:
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f) : id(_id),
@@ -46,8 +45,7 @@ class PointMovementGenerator
float speed;
};
class AssistanceMovementGenerator
: public PointMovementGenerator<Creature>
class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
{
public:
AssistanceMovementGenerator(float _x, float _y, float _z) :
@@ -127,8 +127,7 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
}
template<>
void
RandomMovementGenerator<Creature>::Reset(Creature &creature)
void RandomMovementGenerator<Creature>::Reset(Creature &creature)
{
Initialize(creature);
}
@@ -141,8 +140,7 @@ void RandomMovementGenerator<Creature>::Finalize(Creature &creature)
}
template<>
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
{
if (creature.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
{
@@ -22,8 +22,7 @@
#include "MovementGenerator.h"
template<class T>
class RandomMovementGenerator
: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
class RandomMovementGenerator : public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
{
public:
RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {}
@@ -78,7 +78,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
//We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
float bothObjectSize = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + CONTACT_DISTANCE;
if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
if ( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
return;
*/
@@ -34,8 +34,7 @@ class TargetedMovementGeneratorBase
};
template<class T, typename D>
class TargetedMovementGeneratorMedium
: public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
class TargetedMovementGeneratorMedium : public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
{
protected:
TargetedMovementGeneratorMedium(Unit &target, float offset, float angle) :
@@ -58,9 +58,8 @@ template<class T>
class WaypointMovementGenerator;
template<>
class WaypointMovementGenerator<Creature>
: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
public PathMovementBase<Creature, WaypointPath const*>
class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
public PathMovementBase<Creature, WaypointPath const*>
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true)
@@ -110,9 +109,8 @@ public PathMovementBase<Creature, WaypointPath const*>
/** FlightPathMovementGenerator generates movement of the player for the paths
* and hence generates ground and activities for the player.
*/
class FlightPathMovementGenerator
: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
public PathMovementBase<Player, TaxiPathNodeList const*>
class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
public PathMovementBase<Player, TaxiPathNodeList const*>
{
public:
explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0)
@@ -288,7 +288,7 @@ std::string MoveSpline::ToString() const
str << "facing angle: " << facing.angle;
else if (splineflags.final_target)
str << "facing target: " << facing.target;
else if(splineflags.final_point)
else if (splineflags.final_point)
str << "facing point: " << facing.f.x << " " << facing.f.y << " " << facing.f.z;
str << std::endl;
str << "time passed: " << time_passed << std::endl;
@@ -111,7 +111,7 @@ namespace Movement
Vector3 middle = (real_path[0] + real_path[last_idx]) / 2.f;
Vector3 offset;
// first and last points already appended
for(uint32 i = 1; i < last_idx; ++i)
for (uint32 i = 1; i < last_idx; ++i)
{
offset = middle - real_path[i];
data.appendPackXYZ(offset.x, offset.y, offset.z);
@@ -169,7 +169,7 @@ namespace Movement
{
data << move_spline.facing.target;
}
else if(splineFlags.final_point)
else if (splineFlags.final_point)
{
data << move_spline.facing.f.x << move_spline.facing.f.y << move_spline.facing.f.z;
}