Core: And some more cleanups...

This commit is contained in:
click
2011-06-12 02:00:43 +02:00
parent f16df538ee
commit c77aa6e846
34 changed files with 95 additions and 95 deletions
+1 -1
View File
@@ -559,7 +559,7 @@ class Creature : public Unit, public GridObject<Creature>
Player *GetLootRecipient() const;
Group *GetLootRecipientGroup() const;
bool hasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
bool isTappedBy(Player *player) const; // return true if the creature is tapped by the player or a member of his party.
bool isTappedBy(Player* player) const; // return true if the creature is tapped by the player or a member of his party.
void SetLootRecipient (Unit* unit);
void AllLootRemovedFromCorpse();
@@ -36,7 +36,7 @@ class CreatureGroupManager
friend class ACE_Singleton<CreatureGroupManager, ACE_Null_Mutex>;
public:
void AddCreatureToGroup(uint32 group_id, Creature *creature);
void RemoveCreatureFromGroup(CreatureGroup *group, Creature *creature);
void RemoveCreatureFromGroup(CreatureGroup* group, Creature *creature);
void LoadCreatureFormations();
};
@@ -66,12 +66,12 @@ class CreatureGroup
bool isEmpty() const { return m_members.empty(); }
bool isFormed() const { return m_Formed; }
void AddMember(Creature *member);
void RemoveMember(Creature *member);
void AddMember(Creature* member);
void RemoveMember(Creature* member);
void FormationReset(bool dismiss);
void LeaderMoveTo(float x, float y, float z);
void MemberAttackStart(Creature* member, Unit *target);
void MemberAttackStart(Creature* member, Unit* target);
};
#endif
@@ -764,7 +764,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
GameObject* LookupFishingHoleAround(float range);
void CastSpell(Unit *target, uint32 spell);
void CastSpell(Unit* target, uint32 spell);
void SendCustomAnim(uint32 anim);
bool IsInRange(float x, float y, float z, float radius) const;
void TakenDamage(uint32 damage, Unit* who = NULL);
+2 -2
View File
@@ -322,8 +322,8 @@ class Item : public Object
// Update States
ItemUpdateState GetState() const { return uState; }
void SetState(ItemUpdateState state, Player *forplayer = NULL);
void AddToUpdateQueueOf(Player *player);
void RemoveFromUpdateQueueOf(Player *player);
void AddToUpdateQueueOf(Player* player);
void RemoveFromUpdateQueueOf(Player* player);
bool IsInUpdateQueue() const { return uQueuePos != -1; }
uint16 GetQueuePos() const { return uQueuePos; }
void FSetState(ItemUpdateState state) // forced
+1 -1
View File
@@ -470,7 +470,7 @@ struct Position
bool IsInDist(const Position *pos, float dist) const
{ return GetExactDistSq(pos) < dist * dist; }
bool HasInArc(float arcangle, const Position *pos) const;
bool HasInLine(const Unit *target, float distance, float width) const;
bool HasInLine(const Unit* target, float distance, float width) const;
std::string ToString() const;
};
ByteBuffer &operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const & streamer);
+13 -13
View File
@@ -1030,8 +1030,8 @@ private:
class Player : public Unit, public GridObject<Player>
{
friend class WorldSession;
friend void Item::AddToUpdateQueueOf(Player *player);
friend void Item::RemoveFromUpdateQueueOf(Player *player);
friend void Item::AddToUpdateQueueOf(Player* player);
friend void Item::RemoveFromUpdateQueueOf(Player* player);
public:
explicit Player (WorldSession *session);
~Player ();
@@ -1658,7 +1658,7 @@ class Player : public Unit, public GridObject<Player>
bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell* spell = NULL);
template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
void RemoveSpellMods(Spell* spell);
void RestoreSpellMods(Spell *spell, uint32 ownerAuraId=0);
void RestoreSpellMods(Spell* spell, uint32 ownerAuraId=0);
void DropModCharge(SpellModifier* mod, Spell* spell);
void SetSpellModTakingSpell(Spell* spell, bool apply);
@@ -1694,7 +1694,7 @@ class Player : public Unit, public GridObject<Player>
void UpdatePotionCooldown(Spell* spell = NULL);
// global cooldown
void AddGlobalCooldown(SpellEntry const *spellInfo, Spell *spell);
void AddGlobalCooldown(SpellEntry const *spellInfo, Spell* spell);
bool HasGlobalCooldown(SpellEntry const *spellInfo) const;
void RemoveGlobalCooldown(SpellEntry const *spellInfo);
@@ -1885,7 +1885,7 @@ class Player : public Unit, public GridObject<Player>
void SendAttackSwingDeadTarget();
void SendAttackSwingNotInRange();
void SendAttackSwingBadFacingAttack();
void SendAutoRepeatCancel(Unit *target);
void SendAutoRepeatCancel(Unit* target);
void SendExplorationExperience(uint32 Area, uint32 Experience);
void SendDungeonDifficulty(bool IsInGroup);
@@ -2060,9 +2060,9 @@ class Player : public Unit, public GridObject<Player>
void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
void UpdateEquipSpellsAtFormChange();
void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
void SendEquipmentSetList();
void SetEquipmentSet(uint32 index, EquipmentSet eqset);
@@ -2073,7 +2073,7 @@ class Player : public Unit, public GridObject<Player>
void SendDirectMessage(WorldPacket *data);
void SendBGWeekendWorldStates();
void SendAurasForTarget(Unit *target);
void SendAurasForTarget(Unit* target);
PlayerMenu* PlayerTalkClass;
std::vector<ItemSetEffect *> ItemSetEff;
@@ -2339,7 +2339,7 @@ class Player : public Unit, public GridObject<Player>
bool HasPendingBind() const { return _pendingBind != NULL; }
void SendRaidInfo();
void SendSavedInstances();
static void ConvertInstancesToGroup(Player *player, Group *group, bool switchLeader);
static void ConvertInstancesToGroup(Player* player, Group* group, bool switchLeader);
bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false);
bool CheckInstanceLoginValid();
bool CheckInstanceCount(uint32 instanceId) const
@@ -2364,11 +2364,11 @@ class Player : public Unit, public GridObject<Player>
/*********************************************************/
Group * GetGroupInvite() { return m_groupInvite; }
void SetGroupInvite(Group *group) { m_groupInvite = group; }
void SetGroupInvite(Group* group) { m_groupInvite = group; }
Group * GetGroup() { return m_group.getTarget(); }
const Group * GetGroup() const { return (const Group*)m_group.getTarget(); }
GroupReference& GetGroupRef() { return m_group; }
void SetGroup(Group *group, int8 subgroup = -1);
void SetGroup(Group* group, int8 subgroup = -1);
uint8 GetSubGroup() const { return m_group.getSubGroup(); }
uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; }
void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
@@ -2377,12 +2377,12 @@ class Player : public Unit, public GridObject<Player>
Player* GetNextRandomRaidMember(float radius);
PartyResult CanUninviteFromGroup() const;
// Battleground Group System
void SetBattlegroundRaid(Group *group, int8 subgroup = -1);
void SetBattlegroundRaid(Group* group, int8 subgroup = -1);
void RemoveFromBattlegroundRaid();
Group * GetOriginalGroup() { return m_originalGroup.getTarget(); }
GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
void SetOriginalGroup(Group *group, int8 subgroup = -1);
void SetOriginalGroup(Group* group, int8 subgroup = -1);
void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; }
bool GetPassOnGroupLoot() const { return m_bPassOnGroupLoot; }
+3 -3
View File
@@ -145,11 +145,11 @@ class SocialMgr
// Misc
void RemovePlayerSocial(uint32 guid) { m_socialMap.erase(guid); }
void GetFriendInfo(Player *player, uint32 friendGUID, FriendInfo &friendInfo);
void GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &friendInfo);
// Packet management
void MakeFriendStatusPacket(FriendsResult result, uint32 friend_guid, WorldPacket *data);
void SendFriendStatus(Player *player, FriendsResult result, uint32 friend_guid, bool broadcast);
void BroadcastToFriendListers(Player *player, WorldPacket *packet);
void SendFriendStatus(Player* player, FriendsResult result, uint32 friend_guid, bool broadcast);
void BroadcastToFriendListers(Player* player, WorldPacket *packet);
// Loading
PlayerSocial *LoadFromDB(PreparedQueryResult result, uint32 guid);
private:
+10 -10
View File
@@ -1213,7 +1213,7 @@ class Unit : public WorldObject
return NULL;
}
bool Attack(Unit *victim, bool meleeAttack);
bool Attack(Unit* victim, bool meleeAttack);
void CastStop(uint32 except_spellid = 0);
bool AttackStop();
void RemoveAllAttackers();
@@ -1480,21 +1480,21 @@ class Unit : public WorldObject
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* Victim = NULL, bool triggered = true, Item *castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(uint32 spellId, CustomSpellValues const &value, Unit* Victim = NULL, bool triggered = true, Item *castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(GameObject *go, uint32 spellId, bool triggered, Item *castItem = NULL, AuraEffect* triggeredByAura = NULL, uint64 originalCaster = 0);
Aura * AddAura(uint32 spellId, Unit *target);
Aura * AddAura(SpellEntry const *spellInfo, uint8 effMask, Unit *target);
void SetAuraStack(uint32 spellId, Unit *target, uint32 stack);
Aura * AddAura(uint32 spellId, Unit* target);
Aura * AddAura(SpellEntry const *spellInfo, uint8 effMask, Unit* target);
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
bool IsDamageToThreatSpell(SpellEntry const* spellInfo) const;
void DeMorph();
void SendAttackStateUpdate(CalcDamageInfo *damageInfo);
void SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage *log);
void SendSpellNonMeleeDamageLog(Unit *target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
void SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo *pInfo);
void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo);
void SendSpellDamageImmune(Unit *target, uint32 spellId);
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
void SendSpellDamageImmune(Unit* target, uint32 spellId);
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
virtual bool SetPosition(float x, float y, float z, float ang, bool teleport = false);
@@ -1508,7 +1508,7 @@ class Unit : public WorldObject
void SetFacing(float ori, WorldObject* obj = NULL);
void SendMonsterStop(bool on_death = false);
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 Time, Player* player = NULL);
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 MoveFlags, uint32 time, float speedZ, Player *player = NULL);
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 MoveFlags, uint32 time, float speedZ, Player* player = NULL);
void SendMonsterMoveExitVehicle(Position const* newPos);
//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);
void SendMonsterMoveTransport(Unit *vehicleOwner);
@@ -1907,7 +1907,7 @@ class Unit : public WorldObject
uint32 BuildAuraStateUpdateForTarget(Unit* target) const;
bool HasAuraState(AuraState flag, SpellEntry const *spellProto = NULL, Unit const* Caster = NULL) const ;
void UnsummonAllTotems();
Unit* SelectMagnetTarget(Unit *victim, SpellEntry const *spellInfo = NULL);
Unit* SelectMagnetTarget(Unit* victim, SpellEntry const *spellInfo = NULL);
int32 SpellBaseDamageBonus(SpellSchoolMask schoolMask);
int32 SpellBaseHealingBonus(SpellSchoolMask schoolMask);
int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim);