Core/Mmaps: Refactored some code

This commit is contained in:
Subv
2012-08-24 20:03:57 -05:00
parent 76a3a7738f
commit 9698d295b2
7 changed files with 11 additions and 11 deletions
+1 -1
View File
@@ -160,7 +160,7 @@ class MotionMaster //: private std::stack<MovementGenerator *>
void MoveLand(uint32 id, Position const& pos);
void MoveTakeoff(uint32 id, Position const& pos);
void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, bool generatePath = true);
void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, bool generatePath = false);
void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
void MoveJumpTo(float angle, float speedXY, float speedZ);
void MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id = 0);
@@ -78,7 +78,7 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
PathFinderMovementGenerator path(&unit);
path.setPathLengthLimit(30.0f);
path.calculate(x, y, z);
path.CalculatePath(x, y, z);
if (path.getPathType() & PATHFIND_NOPATH)
{
i_nextMoveTime.Reset(urand(800, 1000));
@@ -45,7 +45,7 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
PathFinderMovementGenerator path(&owner);
path.setPathLengthLimit(30.0f);
path.calculate(x, y, z);
path.CalculatePath(x, y, z);
if (path.getPathType() & PATHFIND_NOPATH)
{
i_nextCheckTime.Reset(urand(1000, 1500));
@@ -50,7 +50,7 @@ PathFinderMovementGenerator::~PathFinderMovementGenerator()
sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::~PathFinderMovementGenerator() for %u \n", m_sourceUnit->GetGUIDLow());
}
bool PathFinderMovementGenerator::calculate(float destX, float destY, float destZ, bool forceDest)
bool PathFinderMovementGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest)
{
if (!Trinity::IsValidMapCoord(destX, destY, destZ) ||
!Trinity::IsValidMapCoord(m_sourceUnit->GetPositionX(), m_sourceUnit->GetPositionY(), m_sourceUnit->GetPositionZ()))
@@ -67,7 +67,7 @@ bool PathFinderMovementGenerator::calculate(float destX, float destY, float dest
m_forceDestination = forceDest;
sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::calculate() for %u \n", m_sourceUnit->GetGUIDLow());
sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::CalculatePath() for %u \n", m_sourceUnit->GetGUIDLow());
// make sure navMesh works - we can run on map w/o mmap
// check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?)
@@ -88,7 +88,7 @@ bool PathFinderMovementGenerator::calculate(float destX, float destY, float dest
{
// our target is not moving - we just coming closer
// we are moving on precalculated path - enjoy the ride
sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::calculate:: precalculated path\n");
sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::CalculatePath:: precalculated path\n");
m_pathPoints.erase(m_pathPoints.begin());
return false;
@@ -59,10 +59,10 @@ class PathFinderMovementGenerator
// Calculate the path from owner to given destination
// return: true if new path was calculated, false otherwise (no change needed)
bool calculate(float destX, float destY, float destZ, bool forceDest = false);
bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false);
// option setters - use optional
void setUseStrightPath(bool useStraightPath) { m_useStraightPath = useStraightPath; };
void SetUseStraightPath(bool useStraightPath) { m_useStraightPath = useStraightPath; };
void setPathLengthLimit(float distance) { m_pointPathLimit = std::min<uint32>(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); };
// result getters
@@ -69,7 +69,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
// allow pets following their master to cheat while generating paths
bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->isPet()
&& owner.HasUnitState(UNIT_STATE_FOLLOW));
i_path->calculate(x, y, z, forceDest);
i_path->CalculatePath(x, y, z, forceDest);
if (i_path->getPathType() & PATHFIND_NOPATH)
return;
@@ -73,7 +73,7 @@ namespace Movement
}
// there is a big chance that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals
// this also allows CalculatePath spline position and update map position in much greater intervals
if (!move_spline.Finalized())
real_position = move_spline.ComputePosition();
@@ -153,7 +153,7 @@ namespace Movement
if (generatePath)
{
PathFinderMovementGenerator path(&unit);
path.calculate(dest.x, dest.y, dest.z, forceDestination);
path.CalculatePath(dest.x, dest.y, dest.z, forceDestination);
MovebyPath(path.getPath());
}
else