Code style (game + scripts only):

"if(" --> "if ("

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 19:14:10 +02:00
parent 2e127f7a30
commit d19e127080
254 changed files with 9517 additions and 9517 deletions
+17 -17
View File
@@ -38,45 +38,45 @@ namespace FactorySelector
const CreatureAICreator *ai_factory = NULL;
CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
if(creature->isPet())
if (creature->isPet())
ai_factory = ai_registry.GetRegistryItem("PetAI");
//scriptname in db
if(!ai_factory)
if(CreatureAI* scriptedAI = sScriptMgr.GetAI(creature))
if (!ai_factory)
if (CreatureAI* scriptedAI = sScriptMgr.GetAI(creature))
return scriptedAI;
// AIname in db
std::string ainame=creature->GetAIName();
if(!ai_factory && !ainame.empty())
if (!ai_factory && !ainame.empty())
ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );
// select by NPC flags
if(!ai_factory)
if (!ai_factory)
{
if(creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if(creature->IsVehicle() || creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
else if (creature->IsVehicle() || creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if(creature->isGuard())
else if (creature->isGuard())
ai_factory = ai_registry.GetRegistryItem("GuardAI");
else if(creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if(creature->isTotem())
else if (creature->isTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");
else if(creature->isTrigger())
else if (creature->isTrigger())
{
if(creature->m_spells[0])
if (creature->m_spells[0])
ai_factory = ai_registry.GetRegistryItem("TriggerAI");
else
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
}
else if(creature->GetCreatureType() == CREATURE_TYPE_CRITTER && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
else if (creature->GetCreatureType() == CREATURE_TYPE_CRITTER && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
// select by permit check
if(!ai_factory)
if (!ai_factory)
{
int best_val = -1;
typedef CreatureAIRegistry::RegistryMapType RMT;
@@ -87,7 +87,7 @@ namespace FactorySelector
const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
assert( p != NULL );
int val = p->Permit(creature);
if( val > best_val )
if ( val > best_val )
{
best_val = val;
ai_factory = p;
@@ -108,7 +108,7 @@ namespace FactorySelector
assert( creature->GetCreatureInfo() != NULL );
const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( creature->GetDefaultMovementType());
/* if( mv_factory == NULL )
/* if ( mv_factory == NULL )
{
int best_val = -1;
std::vector<std::string> l;
@@ -119,7 +119,7 @@ namespace FactorySelector
const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
assert( p != NULL );
int val = p->Permit(creature);
if( val > best_val )
if ( val > best_val )
{
best_val = val;
mv_factory = p;