*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)

*Fix a possible crash in Spell::DoAllEffectOnTarget

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-17 15:35:07 -07:00
parent f21f47005d
commit 26b5e033ff
2257 changed files with 750 additions and 103852 deletions

View File

@@ -17,19 +17,16 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Creature.h"
#include "MapManager.h"
#include "Opcodes.h"
#include "ConfusedMovementGenerator.h"
#include "DestinationHolderImp.h"
#include "VMapFactory.h"
#ifdef MAP_BASED_RAND_GEN
#define rand_norm() unit.rand_norm()
#define urand(a,b) unit.urand(a,b)
#endif
template<class T>
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
@@ -39,35 +36,26 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
x = unit.GetPositionX();
y = unit.GetPositionY();
z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
i_nextMove = 1;
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();
for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
{
const float wanderX=wander_distance*rand_norm() - wander_distance/2;
const float wanderY=wander_distance*rand_norm() - wander_distance/2;
const bool isInLoS = vMaps->isInLineOfSight(unit.GetMapId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], z + 2.0f);
const bool isInLoS = vMaps->isInLineOfSight(unit.GetMapId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], z + 2.0f);
if (!isInLoS)
{
i_waypoints[idx][0] = x;
i_waypoints[idx][0] = x;
i_waypoints[idx][1] = y;
}
i_waypoints[idx][0] = x + wanderX;
i_waypoints[idx][1] = y + wanderY;
// prevent invalid coordinates generation
Trinity::NormalizeMapCoord(i_waypoints[idx][0]);
Trinity::NormalizeMapCoord(i_waypoints[idx][1]);
bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
// if generated wrong path just ignore
if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
@@ -75,11 +63,9 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}
unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
i_waypoints[idx][2] = z;
}
unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.CastStop();
@@ -87,7 +73,6 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
unit.addUnitState(UNIT_STAT_CONFUSED);
}
template<>
void
ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
@@ -95,7 +80,6 @@ ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_
is_water_ok = creature.canSwim();
is_land_ok = creature.canWalk();
}
template<>
void
ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bool &is_land_ok)
@@ -103,7 +87,6 @@ ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bo
is_water_ok = true;
is_land_ok = true;
}
template<class T>
void
ConfusedMovementGenerator<T>::Reset(T &unit)
@@ -113,17 +96,14 @@ ConfusedMovementGenerator<T>::Reset(T &unit)
i_destinationHolder.ResetUpdate();
unit.StopMoving();
}
template<class T>
bool
ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
if(!&unit)
return true;
if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
return true;
if( i_nextMoveTime.Passed() )
{
// currently moving, update location
@@ -134,7 +114,6 @@ ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
// arrived, stop and wait a bit
unit.clearUnitState(UNIT_STAT_MOVE);
i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
}
@@ -157,7 +136,6 @@ ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
}
return true;
}
template<class T>
void
ConfusedMovementGenerator<T>::Finalize(T &unit)
@@ -167,7 +145,6 @@ ConfusedMovementGenerator<T>::Finalize(T &unit)
if(unit.GetTypeId() == TYPEID_UNIT && unit.getVictim())
unit.SetUInt64Value(UNIT_FIELD_TARGET, unit.getVictim()->GetGUID());
}
template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature);
template void ConfusedMovementGenerator<Player>::Finalize(Player &player);