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authorRat <none@none>2010-04-14 23:07:41 +0200
committerRat <none@none>2010-04-14 23:07:41 +0200
commit6bcb297de4d5231373a3e2bf2b40e527b91cdf46 (patch)
treea5379b14ceb2ac9e7273143b334bfc693e2ef042 /src/game/GuardAI.cpp
parentcc262e1cde544eb7cf643df79fa00c9f34af4785 (diff)
*code cleanup
*totally destroyed m_creature, use "me" for future coding --HG-- branch : trunk
Diffstat (limited to 'src/game/GuardAI.cpp')
-rw-r--r--src/game/GuardAI.cpp62
1 files changed, 31 insertions, 31 deletions
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp
index dbabea7a6af..108e15b607a 100644
--- a/src/game/GuardAI.cpp
+++ b/src/game/GuardAI.cpp
@@ -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);
}