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
+5 -9
View File
@@ -27,8 +27,7 @@
#include "GridNotifiersImpl.h" #include "GridNotifiersImpl.h"
#include "CellImpl.h" #include "CellImpl.h"
int int TotemAI::Permissible(Creature const* creature)
TotemAI::Permissible(const Creature* creature)
{ {
if (creature->isTotem()) if (creature->isTotem())
return PERMIT_BASE_PROACTIVE; return PERMIT_BASE_PROACTIVE;
@@ -41,8 +40,7 @@ TotemAI::TotemAI(Creature* c) : CreatureAI(c), i_victimGuid(0)
ASSERT(c->isTotem()); ASSERT(c->isTotem());
} }
void void TotemAI::MoveInLineOfSight(Unit* /*who*/)
TotemAI::MoveInLineOfSight(Unit*)
{ {
} }
@@ -51,10 +49,9 @@ void TotemAI::EnterEvadeMode()
me->CombatStop(true); me->CombatStop(true);
} }
void void TotemAI::UpdateAI(uint32 const /*diff*/)
TotemAI::UpdateAI(const uint32 /*diff*/)
{ {
if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE) if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
return; return;
if (!me->isAlive() || me->IsNonMeleeSpellCasted(false)) if (!me->isAlive() || me->IsNonMeleeSpellCasted(false))
@@ -98,8 +95,7 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
i_victimGuid = 0; i_victimGuid = 0;
} }
void void TotemAI::AttackStart(Unit* /*victim*/)
TotemAI::AttackStart(Unit*)
{ {
// Sentry totem sends ping on attack // Sentry totem sends ping on attack
if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER) if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
+4 -4
View File
@@ -31,12 +31,12 @@ class TotemAI : public CreatureAI
explicit TotemAI(Creature* c); explicit TotemAI(Creature* c);
void MoveInLineOfSight(Unit*); void MoveInLineOfSight(Unit* who);
void AttackStart(Unit*); void AttackStart(Unit* victim);
void EnterEvadeMode(); void EnterEvadeMode();
void UpdateAI(const uint32); void UpdateAI(uint32 const diff);
static int Permissible(const Creature*); static int Permissible(Creature const* creature);
private: private:
uint64 i_victimGuid; uint64 i_victimGuid;
+2 -2
View File
@@ -82,7 +82,7 @@ namespace FactorySelector
{ {
const CreatureAICreator* factory = iter->second; const CreatureAICreator* factory = iter->second;
const SelectableAI* p = dynamic_cast<const SelectableAI*>(factory); const SelectableAI* p = dynamic_cast<const SelectableAI*>(factory);
ASSERT(p != NULL); ASSERT(p);
int val = p->Permit(creature); int val = p->Permit(creature);
if (val > best_val) if (val > best_val)
{ {
@@ -102,7 +102,7 @@ namespace FactorySelector
MovementGenerator* selectMovementGenerator(Creature* creature) MovementGenerator* selectMovementGenerator(Creature* creature)
{ {
MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance()); MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
ASSERT(creature->GetCreatureTemplate() != NULL); ASSERT(creature->GetCreatureTemplate());
const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType()); const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
/* if (mv_factory == NULL) /* if (mv_factory == NULL)
+1 -1
View File
@@ -1630,7 +1630,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
default: default:
{ {
float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true); float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
if(ground_z > INVALID_HEIGHT) if (ground_z > INVALID_HEIGHT)
z = ground_z; z = ground_z;
break; break;
} }
+2 -2
View File
@@ -21148,10 +21148,10 @@ bool Player::BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32
} }
uint32 price = 0; uint32 price = 0;
if(crItem->IsGoldRequired(pProto) && pProto->BuyPrice > 0) //Assume price cannot be negative (do not know why it is int32) if (crItem->IsGoldRequired(pProto) && pProto->BuyPrice > 0) //Assume price cannot be negative (do not know why it is int32)
{ {
uint32 maxCount = MAX_MONEY_AMOUNT / pProto->BuyPrice; uint32 maxCount = MAX_MONEY_AMOUNT / pProto->BuyPrice;
if((uint32)count > maxCount) if ((uint32)count > maxCount)
{ {
sLog->outError("Player %s tried to buy %u item id %u, causing overflow", GetName(), (uint32)count, pProto->ItemId); sLog->outError("Player %s tried to buy %u item id %u, causing overflow", GetName(), (uint32)count, pProto->ItemId);
count = (uint8)maxCount; count = (uint8)maxCount;
+7 -6
View File
@@ -1494,7 +1494,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
} }
else else
{ {
if (ToPlayer() && ToPlayer()->HasItemFitToSpellRequirements((*itr)->GetSpellInfo())) if (ToPlayer()->HasItemFitToSpellRequirements((*itr)->GetSpellInfo()))
bonusPct += (*itr)->GetAmount(); bonusPct += (*itr)->GetAmount();
} }
} }
@@ -1504,6 +1504,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
maxArmorPen = float(400 + 85 * victim->getLevel()); maxArmorPen = float(400 + 85 * victim->getLevel());
else else
maxArmorPen = 400 + 85 * victim->getLevel() + 4.5f * 85 * (victim->getLevel() - 59); maxArmorPen = 400 + 85 * victim->getLevel() + 4.5f * 85 * (victim->getLevel() - 59);
// Cap armor penetration to this number // Cap armor penetration to this number
maxArmorPen = std::min((armor + maxArmorPen) / 3, armor); maxArmorPen = std::min((armor + maxArmorPen) / 3, armor);
// Figure out how much armor do we ignore // Figure out how much armor do we ignore
@@ -5751,7 +5752,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Glyph of Polymorph // Glyph of Polymorph
case 56375: case 56375:
{ {
if(!target) if (!target)
return false; return false;
target->RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE, 0, target->GetAura(32409)); // SW:D shall not be removed. target->RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE, 0, target->GetAura(32409)); // SW:D shall not be removed.
target->RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE_PERCENT); target->RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE_PERCENT);
@@ -5810,7 +5811,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Blessing of Ancient Kings (Val'anyr, Hammer of Ancient Kings) // Blessing of Ancient Kings (Val'anyr, Hammer of Ancient Kings)
case 64411: case 64411:
{ {
if(!victim) if (!victim)
return false; return false;
basepoints0 = int32(CalculatePctN(damage, 15)); basepoints0 = int32(CalculatePctN(damage, 15));
if (AuraEffect* aurEff = victim->GetAuraEffect(64413, 0, GetGUID())) if (AuraEffect* aurEff = victim->GetAuraEffect(64413, 0, GetGUID()))
@@ -6121,7 +6122,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Divine Aegis // Divine Aegis
if (dummySpell->SpellIconID == 2820) if (dummySpell->SpellIconID == 2820)
{ {
if(!target) if (!target)
return false; return false;
// Multiple effects stack, so let's try to find this aura. // Multiple effects stack, so let's try to find this aura.
@@ -6291,7 +6292,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Glyph of Shred // Glyph of Shred
case 54815: case 54815:
{ {
if(!target) if (!target)
return false; return false;
// try to find spell Rip on the target // try to find spell Rip on the target
@@ -6597,7 +6598,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Explosive Shot // Explosive Shot
if (procSpell->SpellFamilyFlags[2] & 0x200) if (procSpell->SpellFamilyFlags[2] & 0x200)
{ {
if(!victim) if (!victim)
return false; return false;
if (AuraEffect const* pEff = victim->GetAuraEffect(SPELL_AURA_PERIODIC_DUMMY, SPELLFAMILY_HUNTER, 0x0, 0x80000000, 0x0, GetGUID())) if (AuraEffect const* pEff = victim->GetAuraEffect(SPELL_AURA_PERIODIC_DUMMY, SPELLFAMILY_HUNTER, 0x0, 0x80000000, 0x0, GetGUID()))
basepoints0 = pEff->GetSpellInfo()->CalcPowerCost(this, SpellSchoolMask(pEff->GetSpellInfo()->SchoolMask)) * 4/10/3; basepoints0 = pEff->GetSpellInfo()->CalcPowerCost(this, SpellSchoolMask(pEff->GetSpellInfo()->SchoolMask)) * 4/10/3;
@@ -797,7 +797,7 @@ namespace Trinity
if (u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem()) if (u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem())
return false; return false;
if(!u->isTargetableForAttack(false)) if (!u->isTargetableForAttack(false))
return false; return false;
return i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u); return i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u);
+4 -4
View File
@@ -787,20 +787,20 @@ void Map::RemoveCreatureFromMoveList(Creature* c)
void Map::MoveAllCreaturesInMoveList() void Map::MoveAllCreaturesInMoveList()
{ {
_creatureToMoveLock = true; _creatureToMoveLock = true;
for(std::vector<Creature*>::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr) for (std::vector<Creature*>::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr)
{ {
Creature* c = *itr; Creature* c = *itr;
if(c->FindMap() != this) //pet is teleported to another map if (c->FindMap() != this) //pet is teleported to another map
continue; continue;
if(c->_moveState != CREATURE_CELL_MOVE_ACTIVE) if (c->_moveState != CREATURE_CELL_MOVE_ACTIVE)
{ {
c->_moveState = CREATURE_CELL_MOVE_NONE; c->_moveState = CREATURE_CELL_MOVE_NONE;
continue; continue;
} }
c->_moveState = CREATURE_CELL_MOVE_NONE; c->_moveState = CREATURE_CELL_MOVE_NONE;
if(!c->IsInWorld()) if (!c->IsInWorld())
continue; continue;
// do move or do move to respawn or remove creature if previous all fail // do move or do move to respawn or remove creature if previous all fail
+8 -8
View File
@@ -96,32 +96,32 @@ void MapManager::checkAndCorrectGridStatesArray()
Map* MapManager::CreateBaseMap(uint32 id) Map* MapManager::CreateBaseMap(uint32 id)
{ {
Map* m = FindBaseMap(id); Map* map = FindBaseMap(id);
if (m == NULL) if (map == NULL)
{ {
TRINITY_GUARD(ACE_Thread_Mutex, Lock); TRINITY_GUARD(ACE_Thread_Mutex, Lock);
const MapEntry* entry = sMapStore.LookupEntry(id); const MapEntry* entry = sMapStore.LookupEntry(id);
if (entry && entry->Instanceable()) if (entry && entry->Instanceable())
{ {
m = new MapInstanced(id, i_gridCleanUpDelay); map = new MapInstanced(id, i_gridCleanUpDelay);
} }
else else
{ {
m = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY); map = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
} }
i_maps[id] = m; i_maps[id] = map;
} }
ASSERT(m != NULL); ASSERT(map);
return m; return map;
} }
Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const
{ {
Map* map = FindBaseMap(mapId); Map* map = FindBaseMap(mapId);
if(map && map->Instanceable()) if (map && map->Instanceable())
return NULL; return NULL;
return map; return map;
} }
@@ -410,7 +410,7 @@ enum SpellAttr3
enum SpellAttr4 enum SpellAttr4
{ {
SPELL_ATTR4_IGNORE_RESISTANCES = 0x00000001, // 0 spells with this attribute will completely ignore the target resistances (theese spells cant be resisted) SPELL_ATTR4_IGNORE_RESISTANCES = 0x00000001, // 0 spells with this attribute will completely ignore the target's resistance (these spells can't be resisted)
SPELL_ATTR4_PROC_ONLY_ON_CASTER = 0x00000002, // 1 proc only on effects with TARGET_UNIT_CASTER? SPELL_ATTR4_PROC_ONLY_ON_CASTER = 0x00000002, // 1 proc only on effects with TARGET_UNIT_CASTER?
SPELL_ATTR4_UNK2 = 0x00000004, // 2 SPELL_ATTR4_UNK2 = 0x00000004, // 2
SPELL_ATTR4_UNK3 = 0x00000008, // 3 SPELL_ATTR4_UNK3 = 0x00000008, // 3
@@ -28,8 +28,7 @@
#define MAX_QUIET_DISTANCE 43.0f #define MAX_QUIET_DISTANCE 43.0f
template<class T> template<class T>
void void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
{ {
if (!&owner) if (!&owner)
return; return;
@@ -53,8 +52,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
} }
template<class T> template<class T>
bool bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
{ {
if (!&owner) if (!&owner)
return false; return false;
@@ -65,8 +63,8 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
float temp_x, temp_y, angle; float temp_x, temp_y, angle;
const Map* _map = owner.GetBaseMap(); const Map* _map = owner.GetBaseMap();
//primitive path-finding // primitive path-finding
for(uint8 i = 0; i < 18; ++i) for (uint8 i = 0; i < 18; ++i)
{ {
if (i_only_forward && i > 2) if (i_only_forward && i > 2)
break; break;
@@ -187,8 +185,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
} }
template<class T> template<class T>
bool bool FleeingMovementGenerator<T>::_setMoveData(T &owner)
FleeingMovementGenerator<T>::_setMoveData(T &owner)
{ {
float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z); 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> template<class T>
void void FleeingMovementGenerator<T>::Initialize(T &owner)
FleeingMovementGenerator<T>::Initialize(T &owner)
{ {
if (!&owner) if (!&owner)
return; return;
@@ -312,8 +308,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
} }
template<> template<>
void void FleeingMovementGenerator<Creature>::_Init(Creature &owner)
FleeingMovementGenerator<Creature>::_Init(Creature &owner)
{ {
if (!&owner) if (!&owner)
return; return;
@@ -324,8 +319,7 @@ FleeingMovementGenerator<Creature>::_Init(Creature &owner)
} }
template<> template<>
void void FleeingMovementGenerator<Player>::_Init(Player &)
FleeingMovementGenerator<Player>::_Init(Player &)
{ {
is_water_ok = true; is_water_ok = true;
is_land_ok = true; is_land_ok = true;
@@ -354,8 +348,7 @@ void FleeingMovementGenerator<T>::Reset(T &owner)
} }
template<class T> template<class T>
bool bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
{ {
if (!&owner || !owner.isAlive()) if (!&owner || !owner.isAlive())
return false; return false;
@@ -22,8 +22,7 @@
#include "MovementGenerator.h" #include "MovementGenerator.h"
template<class T> template<class T>
class FleeingMovementGenerator class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
: public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
{ {
public: public:
FleeingMovementGenerator(uint64 fright) : i_frightGUID(fright), i_nextCheckTime(0) {} FleeingMovementGenerator(uint64 fright) : i_frightGUID(fright), i_nextCheckTime(0) {}
@@ -55,8 +54,7 @@ class FleeingMovementGenerator
TimeTracker i_nextCheckTime; TimeTracker i_nextCheckTime;
}; };
class TimedFleeingMovementGenerator class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature>
: public FleeingMovementGenerator<Creature>
{ {
public: public:
TimedFleeingMovementGenerator(uint64 fright, uint32 time) : TimedFleeingMovementGenerator(uint64 fright, uint32 time) :
@@ -27,8 +27,7 @@ template < class T >
class HomeMovementGenerator; class HomeMovementGenerator;
template <> template <>
class HomeMovementGenerator<Creature> class HomeMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, HomeMovementGenerator<Creature> >
: public MovementGeneratorMedium< Creature, HomeMovementGenerator<Creature> >
{ {
public: public:
@@ -46,7 +46,7 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 & /*diff*/)
if (!&unit) if (!&unit)
return false; 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); unit.ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true; return true;
@@ -23,8 +23,7 @@
#include "FollowerReference.h" #include "FollowerReference.h"
template<class T> template<class T>
class PointMovementGenerator class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
: public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{ {
public: public:
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f) : id(_id), PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f) : id(_id),
@@ -46,8 +45,7 @@ class PointMovementGenerator
float speed; float speed;
}; };
class AssistanceMovementGenerator class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
: public PointMovementGenerator<Creature>
{ {
public: public:
AssistanceMovementGenerator(float _x, float _y, float _z) : AssistanceMovementGenerator(float _x, float _y, float _z) :
@@ -127,8 +127,7 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
} }
template<> template<>
void void RandomMovementGenerator<Creature>::Reset(Creature &creature)
RandomMovementGenerator<Creature>::Reset(Creature &creature)
{ {
Initialize(creature); Initialize(creature);
} }
@@ -141,8 +140,7 @@ void RandomMovementGenerator<Creature>::Finalize(Creature &creature)
} }
template<> template<>
bool bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
{ {
if (creature.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) if (creature.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
{ {
@@ -22,8 +22,7 @@
#include "MovementGenerator.h" #include "MovementGenerator.h"
template<class T> template<class T>
class RandomMovementGenerator class RandomMovementGenerator : public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
{ {
public: public:
RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {} 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 //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; 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; return;
*/ */
@@ -34,8 +34,7 @@ class TargetedMovementGeneratorBase
}; };
template<class T, typename D> template<class T, typename D>
class TargetedMovementGeneratorMedium class TargetedMovementGeneratorMedium : public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
: public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
{ {
protected: protected:
TargetedMovementGeneratorMedium(Unit &target, float offset, float angle) : TargetedMovementGeneratorMedium(Unit &target, float offset, float angle) :
@@ -58,9 +58,8 @@ template<class T>
class WaypointMovementGenerator; class WaypointMovementGenerator;
template<> template<>
class WaypointMovementGenerator<Creature> class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >, public PathMovementBase<Creature, WaypointPath const*>
public PathMovementBase<Creature, WaypointPath const*>
{ {
public: public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) 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 /** FlightPathMovementGenerator generates movement of the player for the paths
* and hence generates ground and activities for the player. * and hence generates ground and activities for the player.
*/ */
class FlightPathMovementGenerator class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >, public PathMovementBase<Player, TaxiPathNodeList const*>
public PathMovementBase<Player, TaxiPathNodeList const*>
{ {
public: public:
explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0) explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0)
@@ -288,7 +288,7 @@ std::string MoveSpline::ToString() const
str << "facing angle: " << facing.angle; str << "facing angle: " << facing.angle;
else if (splineflags.final_target) else if (splineflags.final_target)
str << "facing target: " << facing.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 << "facing point: " << facing.f.x << " " << facing.f.y << " " << facing.f.z;
str << std::endl; str << std::endl;
str << "time passed: " << time_passed << 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 middle = (real_path[0] + real_path[last_idx]) / 2.f;
Vector3 offset; Vector3 offset;
// first and last points already appended // 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]; offset = middle - real_path[i];
data.appendPackXYZ(offset.x, offset.y, offset.z); data.appendPackXYZ(offset.x, offset.y, offset.z);
@@ -169,7 +169,7 @@ namespace Movement
{ {
data << move_spline.facing.target; 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; data << move_spline.facing.f.x << move_spline.facing.f.y << move_spline.facing.f.z;
} }
+1 -1
View File
@@ -122,7 +122,7 @@ void WardenMac::HandleHashResult(ByteBuffer &buff)
uint8 mod_seed[16] = { 0x4D, 0x80, 0x8D, 0x2C, 0x77, 0xD9, 0x05, 0xC4, 0x1A, 0x63, 0x80, 0xEC, 0x08, 0x58, 0x6A, 0xFE }; uint8 mod_seed[16] = { 0x4D, 0x80, 0x8D, 0x2C, 0x77, 0xD9, 0x05, 0xC4, 0x1A, 0x63, 0x80, 0xEC, 0x08, 0x58, 0x6A, 0xFE };
for(int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
{ {
keyIn[i] = *(int*)(&mod_seed[0] + i * 4); keyIn[i] = *(int*)(&mod_seed[0] + i * 4);
} }