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
+30 -30
View File
@@ -32,17 +32,17 @@ template<class T>
void
FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
{
if( !&owner )
if ( !&owner )
return;
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
return;
if(!_setMoveData(owner))
if (!_setMoveData(owner))
return;
float x, y, z;
if(!_getPoint(owner, x, y, z))
if (!_getPoint(owner, x, y, z))
return;
owner.addUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
@@ -53,7 +53,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
template<>
bool FleeingMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
{
if(i_destinationHolder.HasArrived())
if (i_destinationHolder.HasArrived())
return false;
i_destinationHolder.GetDestination(x, y, z);
@@ -70,7 +70,7 @@ template<class T>
bool
FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
{
if(!&owner)
if (!&owner)
return false;
x = owner.GetPositionX();
@@ -82,7 +82,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
//primitive path-finding
for (uint8 i = 0; i < 18; ++i)
{
if(i_only_forward && i > 2)
if (i_only_forward && i > 2)
break;
float distance = 5.0f;
@@ -161,11 +161,11 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
temp_y = y + distance * sin(angle);
Trinity::NormalizeMapCoord(temp_x);
Trinity::NormalizeMapCoord(temp_y);
if( owner.IsWithinLOS(temp_x,temp_y,z))
if ( owner.IsWithinLOS(temp_x,temp_y,z))
{
bool is_water_now = _map->IsInWater(x,y,z);
if(is_water_now && _map->IsInWater(temp_x,temp_y,z))
if (is_water_now && _map->IsInWater(temp_x,temp_y,z))
{
x = temp_x;
y = temp_y;
@@ -173,19 +173,19 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
}
float new_z = _map->GetHeight(temp_x,temp_y,z,true);
if(new_z <= INVALID_HEIGHT)
if (new_z <= INVALID_HEIGHT)
continue;
bool is_water_next = _map->IsInWater(temp_x,temp_y,new_z);
if((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
continue;
if( !(new_z - z) || distance / fabs(new_z - z) > 1.0f)
if ( !(new_z - z) || distance / fabs(new_z - z) > 1.0f)
{
float new_z_left = _map->GetHeight(temp_x + 1.0f*cos(angle+M_PI/2),temp_y + 1.0f*sin(angle+M_PI/2),z,true);
float new_z_right = _map->GetHeight(temp_x + 1.0f*cos(angle-M_PI/2),temp_y + 1.0f*sin(angle-M_PI/2),z,true);
if(fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
if (fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
{
x = temp_x;
y = temp_y;
@@ -206,9 +206,9 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
{
float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z);
if(i_to_distance_from_caster > 0.0f)
if (i_to_distance_from_caster > 0.0f)
{
if((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
// if we reach lower distance
(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
// if we can't be close
@@ -236,10 +236,10 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID);
if(fright)
if (fright)
{
cur_dist = fright->GetDistance(&owner);
if(cur_dist < cur_dist_xyz)
if (cur_dist < cur_dist_xyz)
{
i_caster_x = fright->GetPositionX();
i_caster_y = fright->GetPositionY();
@@ -264,18 +264,18 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
//get angle and 'distance from caster' to run
float angle;
if(i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
{
angle = rand_norm()*(1.0f - cur_dist/MIN_QUIET_DISTANCE) * M_PI/3 + rand_norm()*M_PI*2/3;
i_to_distance_from_caster = MIN_QUIET_DISTANCE;
i_only_forward = true;
}
else if(cur_dist < MIN_QUIET_DISTANCE)
else if (cur_dist < MIN_QUIET_DISTANCE)
{
angle = M_PI/6 + rand_norm()*M_PI*2/3;
i_to_distance_from_caster = cur_dist*2/3 + rand_norm()*(MIN_QUIET_DISTANCE - cur_dist*2/3);
}
else if(cur_dist > MAX_QUIET_DISTANCE)
else if (cur_dist > MAX_QUIET_DISTANCE)
{
angle = rand_norm()*M_PI/3 + M_PI*2/3;
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
@@ -299,7 +299,7 @@ template<class T>
void
FleeingMovementGenerator<T>::Initialize(T &owner)
{
if(!&owner)
if (!&owner)
return;
_Init(owner);
@@ -309,7 +309,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
owner.SetUInt64Value(UNIT_FIELD_TARGET, 0);
owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
if(Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
if (Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
{
i_caster_x = fright->GetPositionX();
i_caster_y = fright->GetPositionY();
@@ -333,7 +333,7 @@ template<>
void
FleeingMovementGenerator<Creature>::_Init(Creature &owner)
{
if(!&owner)
if (!&owner)
return;
is_water_ok = owner.canSwim();
@@ -354,7 +354,7 @@ FleeingMovementGenerator<T>::Finalize(T &owner)
{
owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
if(owner.GetTypeId() == TYPEID_UNIT && owner.getVictim())
if (owner.GetTypeId() == TYPEID_UNIT && owner.getVictim())
owner.SetUInt64Value(UNIT_FIELD_TARGET, owner.getVictim()->GetGUID());
}
@@ -369,16 +369,16 @@ template<class T>
bool
FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
{
if( !&owner || !owner.isAlive() )
if ( !&owner || !owner.isAlive() )
return false;
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
return true;
Traveller<T> traveller(owner);
i_nextCheckTime.Update(time_diff);
if( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() )
if ( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() )
{
_setTargetLocation(owner);
return true;
@@ -387,7 +387,7 @@ FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
if (i_destinationHolder.UpdateTraveller(traveller, time_diff))
{
i_destinationHolder.ResetUpdate(50);
if(i_nextCheckTime.Passed() && i_destinationHolder.HasArrived())
if (i_nextCheckTime.Passed() && i_destinationHolder.HasArrived())
{
_setTargetLocation(owner);
return true;
@@ -427,10 +427,10 @@ void TimedFleeingMovementGenerator::Finalize(Unit &owner)
bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_diff)
{
if( !owner.isAlive() )
if ( !owner.isAlive() )
return false;
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
return true;
i_totalFleeTime.Update(time_diff);