diff options
author | maximius <none@none> | 2009-11-19 03:53:49 -0800 |
---|---|---|
committer | maximius <none@none> | 2009-11-19 03:53:49 -0800 |
commit | 7ad284bd33b95ea40e2c0f972d843e55505c6f63 (patch) | |
tree | d898296ac295a750e29942e74b17c8d32a48dba9 /src/game/WaypointMovementGenerator.cpp | |
parent | 9953ff49b819ac2f0abf6ad08711f2193d9e9861 (diff) |
*Some cleanup.
--HG--
branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r-- | src/game/WaypointMovementGenerator.cpp | 62 |
1 files changed, 31 insertions, 31 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp index d017b09981f..0288b5bb5e5 100644 --- a/src/game/WaypointMovementGenerator.cpp +++ b/src/game/WaypointMovementGenerator.cpp @@ -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; |