*Some cleanup.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-19 03:53:49 -08:00
parent 9953ff49b8
commit 7ad284bd33
9 changed files with 330 additions and 339 deletions

View File

@@ -54,7 +54,7 @@ void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
template<>
bool WaypointMovementGenerator<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);
@@ -97,11 +97,11 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
//i_currentNode = -1; // uint32, become 0 in the first update
//i_nextMoveTime.Reset(0);
StopedByPlayer = false;
if(!path_id)
if (!path_id)
path_id = u.GetWaypointPath();
waypoints = WaypointMgr.GetPath(path_id);
i_currentNode = 0;
if(waypoints && waypoints->size())
if (waypoints && waypoints->size())
{
node = waypoints->front();
Traveller<Creature> traveller(u);
@@ -110,7 +110,7 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
//Call for creature group update
if(u.GetFormation() && u.GetFormation()->getLeader() == &u)
if (u.GetFormation() && u.GetFormation()->getLeader() == &u)
u.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
}
else
@@ -131,19 +131,19 @@ template<>
bool
WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
{
if(!&unit)
if (!&unit)
return true;
if(!path_id)
if (!path_id)
return false;
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
if (unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
return true;
// Clear the generator if the path doesn't exist
if(!waypoints || !waypoints->size())
if (!waypoints || !waypoints->size())
return false;
Traveller<Creature> traveller(unit);
@@ -151,11 +151,11 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
i_nextMoveTime.Update(diff);
i_destinationHolder.UpdateTraveller(traveller, diff, true);
if(i_nextMoveTime.Passed())
if (i_nextMoveTime.Passed())
{
if(unit.IsStopped())
if (unit.IsStopped())
{
if(StopedByPlayer)
if (StopedByPlayer)
{
assert(node);
InitTraveller(unit, *node);
@@ -165,15 +165,15 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
return true;
}
if(i_currentNode == waypoints->size() - 1) //If that's our last waypoint
if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint
{
if(repeating) //If the movement is repeating
i_currentNode = 0; //Start moving all over again
if (repeating) // If the movement is repeating
i_currentNode = 0; // Start moving all over again
else
{
unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation());
unit.GetMotionMaster()->Initialize();
return false; //Clear the waypoint movement
return false; // Clear the waypoint movement
}
}
else
@@ -185,17 +185,17 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
//Call for creature group update
if(unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
}
else
{
//Determine waittime
if(node->delay)
if (node->delay)
i_nextMoveTime.Reset(node->delay);
//note: disable "start" for mtmap
if(node->event_id && urand(0,99) < node->event_chance)
if (node->event_id && urand(0,99) < node->event_chance)
unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/);
MovementInform(unit);
@@ -206,9 +206,9 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
}
else
{
if(unit.IsStopped() && !i_destinationHolder.HasArrived())
if (unit.IsStopped() && !i_destinationHolder.HasArrived())
{
if(!StopedByPlayer)
if (!StopedByPlayer)
{
i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
@@ -231,13 +231,13 @@ void FlightPathMovementGenerator::LoadPath(Player &)
uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
{
if(i_currentNode >= i_mapIds.size())
if (i_currentNode >= i_mapIds.size())
return i_mapIds.size();
uint32 curMapId = i_mapIds[i_currentNode];
for (uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
{
if(i_mapIds[i] != curMapId)
if (i_mapIds[i] != curMapId)
return i;
}
@@ -248,13 +248,13 @@ void FlightPathMovementGenerator::Initialize(Player &player)
{
player.getHostilRefManager().setOnlineOfflineState(false);
player.addUnitState(UNIT_STAT_IN_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
LoadPath(player);
Traveller<Player> traveller(player);
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd());
player.SendMonsterMoveByPath(GetPath(), GetCurrentNode(), GetPathAtMapEnd());
// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
@@ -279,20 +279,20 @@ void FlightPathMovementGenerator::Finalize(Player & player)
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
if(MovementInProgress())
if (MovementInProgress())
{
Traveller<Player> traveller(player);
if(i_destinationHolder.UpdateTraveller(traveller, diff))
if (i_destinationHolder.UpdateTraveller(traveller, diff))
{
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if(i_destinationHolder.HasArrived())
if (i_destinationHolder.HasArrived())
{
uint32 curMap = i_mapIds[i_currentNode];
++i_currentNode;
if(MovementInProgress())
if (MovementInProgress())
{
DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
if(i_mapIds[i_currentNode] == curMap)
if (i_mapIds[i_currentNode] == curMap)
{
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
@@ -319,13 +319,13 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
{
if(i_mapIds.empty())
if (i_mapIds.empty())
return;
uint32 map0 = i_mapIds[0];
for (size_t i = 1; i < i_mapIds.size(); ++i)
{
if(i_mapIds[i]!=map0)
if(i_mapIds[i] != map0)
{
i_currentNode = i;
return;