mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-02-13 21:49:49 +01:00
*Some cleanup.
--HG-- branch : trunk
This commit is contained in:
@@ -54,7 +54,7 @@ void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
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template<>
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bool WaypointMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
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{
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if(i_destinationHolder.HasArrived())
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if (i_destinationHolder.HasArrived())
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return false;
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i_destinationHolder.GetDestination(x, y, z);
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@@ -97,11 +97,11 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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//i_currentNode = -1; // uint32, become 0 in the first update
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//i_nextMoveTime.Reset(0);
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StopedByPlayer = false;
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if(!path_id)
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if (!path_id)
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path_id = u.GetWaypointPath();
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waypoints = WaypointMgr.GetPath(path_id);
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i_currentNode = 0;
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if(waypoints && waypoints->size())
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if (waypoints && waypoints->size())
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{
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node = waypoints->front();
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Traveller<Creature> traveller(u);
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@@ -110,7 +110,7 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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//Call for creature group update
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if(u.GetFormation() && u.GetFormation()->getLeader() == &u)
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if (u.GetFormation() && u.GetFormation()->getLeader() == &u)
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u.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
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}
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else
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@@ -131,19 +131,19 @@ template<>
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bool
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WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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{
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if(!&unit)
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if (!&unit)
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return true;
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if(!path_id)
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if (!path_id)
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return false;
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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if (unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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return true;
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// Clear the generator if the path doesn't exist
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if(!waypoints || !waypoints->size())
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if (!waypoints || !waypoints->size())
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return false;
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Traveller<Creature> traveller(unit);
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@@ -151,11 +151,11 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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i_nextMoveTime.Update(diff);
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i_destinationHolder.UpdateTraveller(traveller, diff, true);
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if(i_nextMoveTime.Passed())
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if (i_nextMoveTime.Passed())
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{
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if(unit.IsStopped())
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if (unit.IsStopped())
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{
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if(StopedByPlayer)
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if (StopedByPlayer)
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{
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assert(node);
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InitTraveller(unit, *node);
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@@ -165,15 +165,15 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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return true;
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}
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if(i_currentNode == waypoints->size() - 1) //If that's our last waypoint
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if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint
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{
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if(repeating) //If the movement is repeating
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i_currentNode = 0; //Start moving all over again
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if (repeating) // If the movement is repeating
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i_currentNode = 0; // Start moving all over again
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else
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{
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unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation());
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unit.GetMotionMaster()->Initialize();
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return false; //Clear the waypoint movement
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return false; // Clear the waypoint movement
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}
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}
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else
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@@ -185,17 +185,17 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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//Call for creature group update
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if(unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
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if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
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unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
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}
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else
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{
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//Determine waittime
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if(node->delay)
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if (node->delay)
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i_nextMoveTime.Reset(node->delay);
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//note: disable "start" for mtmap
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if(node->event_id && urand(0,99) < node->event_chance)
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if (node->event_id && urand(0,99) < node->event_chance)
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unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/);
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MovementInform(unit);
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@@ -206,9 +206,9 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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}
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else
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{
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if(unit.IsStopped() && !i_destinationHolder.HasArrived())
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if (unit.IsStopped() && !i_destinationHolder.HasArrived())
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{
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if(!StopedByPlayer)
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if (!StopedByPlayer)
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{
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i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
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i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
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@@ -231,13 +231,13 @@ void FlightPathMovementGenerator::LoadPath(Player &)
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uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
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{
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if(i_currentNode >= i_mapIds.size())
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if (i_currentNode >= i_mapIds.size())
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return i_mapIds.size();
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uint32 curMapId = i_mapIds[i_currentNode];
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for (uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
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{
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if(i_mapIds[i] != curMapId)
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if (i_mapIds[i] != curMapId)
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return i;
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}
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@@ -248,13 +248,13 @@ void FlightPathMovementGenerator::Initialize(Player &player)
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{
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player.getHostilRefManager().setOnlineOfflineState(false);
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player.addUnitState(UNIT_STAT_IN_FLIGHT);
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player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
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player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
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LoadPath(player);
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Traveller<Player> traveller(player);
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd());
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player.SendMonsterMoveByPath(GetPath(), GetCurrentNode(), GetPathAtMapEnd());
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// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
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// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
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@@ -279,20 +279,20 @@ void FlightPathMovementGenerator::Finalize(Player & player)
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bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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{
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if(MovementInProgress())
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if (MovementInProgress())
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{
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Traveller<Player> traveller(player);
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if(i_destinationHolder.UpdateTraveller(traveller, diff))
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if (i_destinationHolder.UpdateTraveller(traveller, diff))
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{
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i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
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if(i_destinationHolder.HasArrived())
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if (i_destinationHolder.HasArrived())
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{
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uint32 curMap = i_mapIds[i_currentNode];
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++i_currentNode;
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if(MovementInProgress())
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if (MovementInProgress())
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{
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DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
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if(i_mapIds[i_currentNode] == curMap)
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if (i_mapIds[i_currentNode] == curMap)
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{
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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@@ -319,13 +319,13 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
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{
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if(i_mapIds.empty())
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if (i_mapIds.empty())
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return;
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uint32 map0 = i_mapIds[0];
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for (size_t i = 1; i < i_mapIds.size(); ++i)
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{
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if(i_mapIds[i]!=map0)
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if(i_mapIds[i] != map0)
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{
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i_currentNode = i;
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return;
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