*code cleanup

*totally destroyed m_creature, use "me" for future coding

--HG--
branch : trunk
This commit is contained in:
Rat
2010-04-14 23:07:41 +02:00
parent cc262e1cde
commit 6bcb297de4
403 changed files with 9851 additions and 9852 deletions

View File

@@ -40,15 +40,15 @@ GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NO
void GuardAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if (!m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
if (!me->canFly() && me->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
return;
if (!m_creature->getVictim() && m_creature->canAttack(u) &&
(u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) &&
u->isInAccessiblePlaceFor(m_creature))
if (!me->getVictim() && me->canAttack(u) &&
(u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) &&
u->isInAccessiblePlaceFor(me))
{
float attackRadius = m_creature->GetAttackDistance(u);
if (m_creature->IsWithinDistInMap(u,attackRadius))
float attackRadius = me->GetAttackDistance(u);
if (me->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
@@ -59,80 +59,80 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
if (!m_creature->isAlive())
if (!me->isAlive())
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", me->GetGUIDLow());
me->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
m_creature->CombatStop(true);
m_creature->DeleteThreatList();
me->CombatStop(true);
me->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid);
Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid);
if (!victim)
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", me->GetGUIDLow());
}
else if (!victim ->isAlive())
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", me->GetGUIDLow());
}
else if (victim ->HasStealthAura())
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", me->GetGUIDLow());
}
else if (victim ->isInFlight())
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", me->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", me->GetGUIDLow());
}
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
me->RemoveAllAuras();
me->DeleteThreatList();
i_victimGuid = 0;
m_creature->CombatStop(true);
me->CombatStop(true);
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
me->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
// update i_victimGuid if me->getVictim() !=0 and changed
if (!UpdateVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
i_victimGuid = me->getVictim()->GetGUID();
if (m_creature->isAttackReady())
if (me->isAttackReady())
{
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if (me->IsWithinMeleeRange(me->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
}
bool GuardAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
&& pl->isVisibleForOrDetect(m_creature,true);
return me->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
&& pl->isVisibleForOrDetect(me,true);
}
void GuardAI::JustDied(Unit *killer)
{
if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pkiller);
me->SendZoneUnderAttackMessage(pkiller);
}