diff options
| author | Rat <none@none> | 2010-04-14 23:07:41 +0200 | 
|---|---|---|
| committer | Rat <none@none> | 2010-04-14 23:07:41 +0200 | 
| commit | 6bcb297de4d5231373a3e2bf2b40e527b91cdf46 (patch) | |
| tree | a5379b14ceb2ac9e7273143b334bfc693e2ef042 /src/game/ScriptedGuardAI.cpp | |
| parent | cc262e1cde544eb7cf643df79fa00c9f34af4785 (diff) | |
*code cleanup
*totally destroyed m_creature, use "me" for future coding
--HG--
branch : trunk
Diffstat (limited to 'src/game/ScriptedGuardAI.cpp')
| -rw-r--r-- | src/game/ScriptedGuardAI.cpp | 68 | 
1 files changed, 34 insertions, 34 deletions
diff --git a/src/game/ScriptedGuardAI.cpp b/src/game/ScriptedGuardAI.cpp index 83cc8c20479..2fbf8bff1cb 100644 --- a/src/game/ScriptedGuardAI.cpp +++ b/src/game/ScriptedGuardAI.cpp @@ -45,10 +45,10 @@ void guardAI::Reset()  void guardAI::EnterCombat(Unit *who)  { -    if (m_creature->GetEntry() == 15184) -        DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), m_creature, who); +    if (me->GetEntry() == 15184) +        DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who); -    if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who)) +    if (SpellEntry const *spell = me->reachWithSpellAttack(who))          DoCastSpell(who, spell);  } @@ -56,7 +56,7 @@ void guardAI::JustDied(Unit *Killer)  {      //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels      if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself()) -        m_creature->SendZoneUnderAttackMessage(pKiller); +        me->SendZoneUnderAttackMessage(pKiller);  }  void guardAI::UpdateAI(const uint32 diff) @@ -67,16 +67,16 @@ void guardAI::UpdateAI(const uint32 diff)      else GlobalCooldown = 0;      //Buff timer (only buff when we are alive and not in combat -    if (m_creature->isAlive() && !m_creature->isInCombat()) +    if (me->isAlive() && !me->isInCombat())          if (BuffTimer <= diff)          {              //Find a spell that targets friendly and applies an aura (these are generally buffs) -            SpellEntry const *info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA); +            SpellEntry const *info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);              if (info && !GlobalCooldown)              {                  //Cast the buff spell -                DoCastSpell(m_creature, info); +                DoCastSpell(me, info);                  //Set our global cooldown                  GlobalCooldown = GENERIC_CREATURE_COOLDOWN; @@ -92,77 +92,77 @@ void guardAI::UpdateAI(const uint32 diff)          return;      // Make sure our attack is ready and we arn't currently casting -    if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) +    if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))      {          //If we are within range melee the target -        if (m_creature->IsWithinMeleeRange(m_creature->getVictim())) +        if (me->IsWithinMeleeRange(me->getVictim()))          {              bool Healing = false;              SpellEntry const *info = NULL;              //Select a healing spell if less than 30% hp -            if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30) -                info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING); +            if (me->GetHealth()*100 / me->GetMaxHealth() < 30) +                info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);              //No healing spell available, select a hostile spell              if (info) Healing = true; -            else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE); +            else info = SelectSpell(me->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);              //20% chance to replace our white hit with a spell              if (info && rand() % 5 == 0 && !GlobalCooldown)              {                  //Cast the spell -                if (Healing)DoCastSpell(m_creature, info); -                else DoCastSpell(m_creature->getVictim(), info); +                if (Healing)DoCastSpell(me, info); +                else DoCastSpell(me->getVictim(), info);                  //Set our global cooldown                  GlobalCooldown = GENERIC_CREATURE_COOLDOWN;              } -            else m_creature->AttackerStateUpdate(m_creature->getVictim()); +            else me->AttackerStateUpdate(me->getVictim()); -            m_creature->resetAttackTimer(); +            me->resetAttackTimer();          }      }      else      {          //Only run this code if we arn't already casting -        if (!m_creature->IsNonMeleeSpellCasted(false)) +        if (!me->IsNonMeleeSpellCasted(false))          {              bool Healing = false;              SpellEntry const *info = NULL;              //Select a healing spell if less than 30% hp ONLY 33% of the time -            if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0) -                info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING); +            if (me->GetHealth()*100 / me->GetMaxHealth() < 30 && rand() % 3 == 0) +                info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);              //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)              if (info) Healing = true; -            else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE); +            else info = SelectSpell(me->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);              //Found a spell, check if we arn't on cooldown              if (info && !GlobalCooldown)              {                  //If we are currently moving stop us and set the movement generator -                if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) +                if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)                  { -                    (*m_creature).GetMotionMaster()->Clear(false); -                    (*m_creature).GetMotionMaster()->MoveIdle(); +                    (*me).GetMotionMaster()->Clear(false); +                    (*me).GetMotionMaster()->MoveIdle();                  }                  //Cast spell -                if (Healing) DoCastSpell(m_creature,info); -                else DoCastSpell(m_creature->getVictim(),info); +                if (Healing) DoCastSpell(me,info); +                else DoCastSpell(me->getVictim(),info);                  //Set our global cooldown                  GlobalCooldown = GENERIC_CREATURE_COOLDOWN;              }                                               //If no spells available and we arn't moving run to target -            else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE) +            else if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)              {                  //Cancel our current spell and then mutate new movement generator -                m_creature->InterruptNonMeleeSpells(false); -                (*m_creature).GetMotionMaster()->Clear(false); -                (*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim()); +                me->InterruptNonMeleeSpells(false); +                (*me).GetMotionMaster()->Clear(false); +                (*me).GetMotionMaster()->MoveChase(me->getVictim());              }          }      } @@ -172,12 +172,12 @@ void guardAI::DoReplyToTextEmote(uint32 em)  {      switch(em)      { -        case TEXTEMOTE_KISS:    m_creature->HandleEmoteCommand(EMOTE_ONESHOT_BOW);    break; -        case TEXTEMOTE_WAVE:    m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);   break; -        case TEXTEMOTE_SALUTE:  m_creature->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break; -        case TEXTEMOTE_SHY:     m_creature->HandleEmoteCommand(EMOTE_ONESHOT_FLEX);   break; +        case TEXTEMOTE_KISS:    me->HandleEmoteCommand(EMOTE_ONESHOT_BOW);    break; +        case TEXTEMOTE_WAVE:    me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);   break; +        case TEXTEMOTE_SALUTE:  me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break; +        case TEXTEMOTE_SHY:     me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX);   break;          case TEXTEMOTE_RUDE: -        case TEXTEMOTE_CHICKEN: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_POINT);  break; +        case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT);  break;      }  }  | 
