Core/Scripts: Removed some hungarian notation

This commit is contained in:
Shauren
2011-04-16 14:00:47 +02:00
parent 7a03861715
commit 82991448f7
3 changed files with 99 additions and 112 deletions
@@ -19,7 +19,7 @@ enum ePoints
POINT_HOME = 0xFFFFFE
};
npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
m_uiPlayerGUID(0),
m_uiWPWaitTimer(2500),
m_uiPlayerCheckTimer(1000),
@@ -35,25 +35,25 @@ npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
ScriptWP(false)
{}
void npc_escortAI::AttackStart(Unit* pWho)
void npc_escortAI::AttackStart(Unit* who)
{
if (!pWho)
if (!who)
return;
if (me->Attack(pWho, true))
if (me->Attack(who, true))
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
if (IsCombatMovementAllowed())
me->GetMotionMaster()->MoveChase(pWho);
me->GetMotionMaster()->MoveChase(who);
}
}
//see followerAI
bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
bool npc_escortAI::AssistPlayerInCombat(Unit* who)
{
if (!pWho || !pWho->getVictim())
if (!who || !who->getVictim())
return false;
//experimental (unknown) flag not present
@@ -61,26 +61,26 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
return false;
//not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
if (!who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me->IsFriendlyTo(pWho))
if (me->IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(pWho))
if (me->IsWithinDistInMap(who, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(who))
{
//already fighting someone?
if (!me->getVictim())
{
AttackStart(pWho);
AttackStart(who);
return true;
}
else
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
who->SetInCombatWith(me);
me->AddThreat(who, 0.0f);
return true;
}
}
@@ -88,58 +88,54 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
return false;
}
void npc_escortAI::MoveInLineOfSight(Unit* pWho)
void npc_escortAI::MoveInLineOfSight(Unit* who)
{
if (!me->HasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(who))
return;
if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
if (!me->canFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
return;
if (me->IsHostileTo(pWho))
if (me->IsHostileTo(who))
{
float fAttackRadius = me->GetAttackDistance(pWho);
if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
float fAttackRadius = me->GetAttackDistance(who);
if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
{
if (!me->getVictim())
{
pWho->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
AttackStart(who);
}
else if (me->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
who->SetInCombatWith(me);
me->AddThreat(who, 0.0f);
}
}
}
}
}
void npc_escortAI::JustDied(Unit* /*pKiller*/)
void npc_escortAI::JustDied(Unit* /*killer*/)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_uiPlayerGUID || !m_pQuestForEscort)
return;
if (Player* pPlayer = GetPlayerForEscort())
if (Player* player = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
if (Group* group = player->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
if (Player* pMember = pRef->getSource())
{
if (pMember->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pMember->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
if (Player* member = groupRef->getSource())
if (member->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
member->FailQuest(m_pQuestForEscort->GetQuestId());
}
else
{
if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
if (player->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
@@ -189,36 +185,28 @@ void npc_escortAI::EnterEvadeMode()
bool npc_escortAI::IsPlayerOrGroupInRange()
{
if (Player* pPlayer = GetPlayerForEscort())
if (Player* player = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
if (Group* group = player->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && me->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
{
return true;
break;
}
}
}
else
{
if (me->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
return true;
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
if (Player* member = groupRef->getSource())
if (me->IsWithinDistInMap(member, GetMaxPlayerDistance()))
return true;
}
else if (me->IsWithinDistInMap(player, GetMaxPlayerDistance()))
return true;
}
return false;
}
void npc_escortAI::UpdateAI(const uint32 uiDiff)
void npc_escortAI::UpdateAI(uint32 const diff)
{
//Waypoint Updating
if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= uiDiff)
if (m_uiWPWaitTimer <= diff)
{
//End of the line
if (CurrentWP == WaypointList.end())
@@ -269,13 +257,13 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
}
}
else
m_uiWPWaitTimer -= uiDiff;
m_uiWPWaitTimer -= diff;
}
//Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !me->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiPlayerCheckTimer <= uiDiff)
if (m_uiPlayerCheckTimer <= diff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
@@ -295,13 +283,13 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= uiDiff;
m_uiPlayerCheckTimer -= diff;
}
UpdateEscortAI(uiDiff);
UpdateEscortAI(diff);
}
void npc_escortAI::UpdateEscortAI(const uint32 /*uiDiff*/)
void npc_escortAI::UpdateEscortAI(uint32 const /*diff*/)
{
if (!UpdateVictim())
return;
@@ -309,13 +297,13 @@ void npc_escortAI::UpdateEscortAI(const uint32 /*uiDiff*/)
DoMeleeAttackIfReady();
}
void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
void npc_escortAI::MovementInform(uint32 moveType, uint32 pointId)
{
if (uiMoveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
if (moveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
return;
//Combat start position reached, continue waypoint movement
if (uiPointId == POINT_LAST_POINT)
if (pointId == POINT_LAST_POINT)
{
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat");
@@ -329,7 +317,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
if (!m_uiWPWaitTimer)
m_uiWPWaitTimer = 1;
}
else if (uiPointId == POINT_HOME)
else if (pointId == POINT_HOME)
{
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
@@ -339,9 +327,9 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
else
{
//Make sure that we are still on the right waypoint
if (CurrentWP->id != uiPointId)
if (CurrentWP->id != pointId)
{
sLog->outError("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
sLog->outError("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", pointId, CurrentWP->id, me->GetEntry());
return;
}
@@ -375,9 +363,9 @@ void npc_escortAI::OnPossess(bool apply)
}
*/
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs)
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime)
{
Escort_Waypoint t(id, x, y, z, WaitTimeMs);
Escort_Waypoint t(id, x, y, z, waitTime);
WaypointList.push_back(t);
@@ -395,23 +383,21 @@ void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 Wait
void npc_escortAI::FillPointMovementListForCreature()
{
std::vector<ScriptPointMove> const &pPointsEntries = sScriptSystemMgr->GetPointMoveList(me->GetEntry());
if (pPointsEntries.empty())
std::vector<ScriptPointMove> const& movePoints = sScriptSystemMgr->GetPointMoveList(me->GetEntry());
if (movePoints.empty())
return;
std::vector<ScriptPointMove>::const_iterator itr;
for (itr = pPointsEntries.begin(); itr != pPointsEntries.end(); ++itr)
std::vector<ScriptPointMove>::const_iterator itrEnd = movePoints.end();;
for (std::vector<ScriptPointMove>::const_iterator itr = movePoints.begin(); itr != itrEnd; ++itr)
{
Escort_Waypoint pPoint(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
WaypointList.push_back(pPoint);
Escort_Waypoint point(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
WaypointList.push_back(point);
}
}
void npc_escortAI::SetRun(bool bRun)
void npc_escortAI::SetRun(bool on)
{
if (bRun)
if (on)
{
if (!m_bIsRunning)
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
@@ -425,11 +411,12 @@ void npc_escortAI::SetRun(bool bRun)
else
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = bRun;
m_bIsRunning = on;
}
//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
void npc_escortAI::Start(bool isActiveAttacker, bool run, uint64 playerGUID, Quest const* quest, bool instantRespawn, bool canLoopPath)
{
if (me->getVictim())
{
@@ -453,19 +440,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
if (WaypointList.empty())
{
sLog->outErrorDb("TSCR: EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
me->GetScriptName().c_str(), me->GetEntry(), pQuest ? pQuest->GetQuestId() : 0);
me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
return;
}
//set variables
m_bIsActiveAttacker = bIsActiveAttacker;
m_bIsRunning = bRun;
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
m_uiPlayerGUID = uiPlayerGUID;
m_pQuestForEscort = pQuest;
m_uiPlayerGUID = playerGUID;
m_pQuestForEscort = quest;
m_bCanInstantRespawn = bInstantRespawn;
m_bCanReturnToStart = bCanLoopPath;
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
@@ -493,12 +480,12 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
AddEscortState(STATE_ESCORT_ESCORTING);
}
void npc_escortAI::SetEscortPaused(bool bPaused)
void npc_escortAI::SetEscortPaused(bool on)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (bPaused)
if (on)
AddEscortState(STATE_ESCORT_PAUSED);
else
RemoveEscortState(STATE_ESCORT_PAUSED);
@@ -38,7 +38,7 @@ enum eEscortState
struct npc_escortAI : public ScriptedAI
{
public:
explicit npc_escortAI(Creature* pCreature);
explicit npc_escortAI(Creature* creature);
~npc_escortAI() {}
// CreatureAI functions
@@ -54,23 +54,23 @@ struct npc_escortAI : public ScriptedAI
void EnterEvadeMode();
void UpdateAI(const uint32); //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void UpdateAI(uint32 const diff); //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(uint32 const diff); //used when it's needed to add code in update (abilities, scripted events, etc)
void MovementInform(uint32, uint32);
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
virtual void WaypointReached(uint32 uiPointId) = 0;
virtual void WaypointStart(uint32 /*uiPointId*/) {}
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) {}
void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);
void Start(bool isActiveAttacker = true, bool run = false, uint64 playerGUID = 0, Quest const* quest = NULL, bool instantRespawn = false, bool canLoopPath = false);
void SetRun(bool bRun = true);
void SetEscortPaused(bool uPaused);
void SetRun(bool on = true);
void SetEscortPaused(bool on);
bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
@@ -86,12 +86,12 @@ struct npc_escortAI : public ScriptedAI
Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*me, m_uiPlayerGUID); }
private:
bool AssistPlayerInCombat(Unit* pWho);
bool AssistPlayerInCombat(Unit* who);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();
void AddEscortState(uint32 uiEscortState) { m_uiEscortState |= uiEscortState; }
void RemoveEscortState(uint32 uiEscortState) { m_uiEscortState &= ~uiEscortState; }
void AddEscortState(uint32 escortState) { m_uiEscortState |= escortState; }
void RemoveEscortState(uint32 escortState) { m_uiEscortState &= ~escortState; }
uint64 m_uiPlayerGUID;
uint32 m_uiWPWaitTimer;
@@ -99,7 +99,7 @@ struct npc_escortAI : public ScriptedAI
uint32 m_uiEscortState;
float MaxPlayerDistance;
const Quest* m_pQuestForEscort; //generally passed in Start() when regular escort script.
Quest const* m_pQuestForEscort; //generally passed in Start() when regular escort script.
std::list<Escort_Waypoint> WaypointList;
std::list<Escort_Waypoint>::iterator CurrentWP;
@@ -49,9 +49,9 @@ void FollowerAI::AttackStart(Unit* pWho)
//This part provides assistance to a player that are attacked by pWho, even if out of normal aggro range
//It will cause me to attack pWho that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
bool FollowerAI::AssistPlayerInCombat(Unit* who)
{
if (!pWho || !pWho->getVictim())
if (!who || !who->getVictim())
return false;
//experimental (unknown) flag not present
@@ -59,26 +59,26 @@ bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
return false;
//not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
if (!who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me->IsFriendlyTo(pWho))
if (me->IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(pWho))
if (me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(who))
{
//already fighting someone?
if (!me->getVictim())
{
AttackStart(pWho);
AttackStart(who);
return true;
}
else
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
who->SetInCombatWith(me);
me->AddThreat(who, 0.0f);
return true;
}
}