diff options
| author | Fredi Machado <fredisoft@gmail.com> | 2011-08-20 20:31:31 -0300 |
|---|---|---|
| committer | Fredi Machado <fredisoft@gmail.com> | 2011-08-20 20:31:31 -0300 |
| commit | 78e10e9cd066fea8d13b013c6f293564e38194c1 (patch) | |
| tree | ae3e0ce5f4a276a66e27e82859c837e1d0b83efb /src/server/game/AI/ScriptedAI | |
| parent | 080c420e6a80ab6368aa08f60277844b4a2ab252 (diff) | |
Core/AI: Cleaning up hungarian notation
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp | 114 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h | 8 |
2 files changed, 61 insertions, 61 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp index 653c37b1003..02cbacb8db0 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp @@ -20,29 +20,29 @@ enum ePoints POINT_COMBAT_START = 0xFFFFFF }; -FollowerAI::FollowerAI(Creature* pCreature) : ScriptedAI(pCreature), +FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature), m_uiLeaderGUID(0), m_uiUpdateFollowTimer(2500), m_uiFollowState(STATE_FOLLOW_NONE), m_pQuestForFollow(NULL) {} -void FollowerAI::AttackStart(Unit* pWho) +void FollowerAI::AttackStart(Unit* who) { - if (!pWho) + if (!who) return; - if (me->Attack(pWho, true)) + if (me->Attack(who, true)) { - me->AddThreat(pWho, 0.0f); - me->SetInCombatWith(pWho); - pWho->SetInCombatWith(me); + me->AddThreat(who, 0.0f); + me->SetInCombatWith(who); + who->SetInCombatWith(me); if (me->HasUnitState(UNIT_STAT_FOLLOW)) me->ClearUnitState(UNIT_STAT_FOLLOW); if (IsCombatMovementAllowed()) - me->GetMotionMaster()->MoveChase(pWho); + me->GetMotionMaster()->MoveChase(who); } } @@ -86,30 +86,30 @@ bool FollowerAI::AssistPlayerInCombat(Unit* who) return false; } -void FollowerAI::MoveInLineOfSight(Unit* pWho) +void FollowerAI::MoveInLineOfSight(Unit* who) { - if (!me->HasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me)) + if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me)) { - if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(pWho)) + if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who)) return; - if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE) + if (!me->canFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE) return; - if (me->IsHostileTo(pWho)) + if (me->IsHostileTo(who)) { - float fAttackRadius = me->GetAttackDistance(pWho); - if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho)) + float fAttackRadius = me->GetAttackDistance(who); + if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who)) { if (!me->getVictim()) { - pWho->RemoveAurasByType(SPELL_AURA_MOD_STEALTH); - AttackStart(pWho); + who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH); + AttackStart(who); } else if (me->GetMap()->IsDungeon()) { - pWho->SetInCombatWith(me); - me->AddThreat(pWho, 0.0f); + who->SetInCombatWith(me); + me->AddThreat(who, 0.0f); } } } @@ -122,23 +122,23 @@ void FollowerAI::JustDied(Unit* /*pKiller*/) return; //TODO: need a better check for quests with time limit. - if (Player* pPlayer = GetLeaderForFollower()) + if (Player* player = GetLeaderForFollower()) { - if (Group* pGroup = pPlayer->GetGroup()) + if (Group* group = player->GetGroup()) { - for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next()) + for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) { - if (Player* pMember = pRef->getSource()) + if (Player* member = groupRef->getSource()) { - if (pMember->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE) - pMember->FailQuest(m_pQuestForFollow->GetQuestId()); + if (member->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE) + member->FailQuest(m_pQuestForFollow->GetQuestId()); } } } else { - if (pPlayer->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE) - pPlayer->FailQuest(m_pQuestForFollow->GetQuestId()); + if (player->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE) + player->FailQuest(m_pQuestForFollow->GetQuestId()); } } } @@ -198,24 +198,24 @@ void FollowerAI::UpdateAI(const uint32 uiDiff) bool bIsMaxRangeExceeded = true; - if (Player* pPlayer = GetLeaderForFollower()) + if (Player* player = GetLeaderForFollower()) { if (HasFollowState(STATE_FOLLOW_RETURNING)) { sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader."); RemoveFollowState(STATE_FOLLOW_RETURNING); - me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); return; } - if (Group* pGroup = pPlayer->GetGroup()) + if (Group* group = player->GetGroup()) { - for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next()) + for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) { - Player* pMember = pRef->getSource(); + Player* member = groupRef->getSource(); - if (pMember && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE)) + if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE)) { bIsMaxRangeExceeded = false; break; @@ -224,7 +224,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff) } else { - if (me->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE)) + if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE)) bIsMaxRangeExceeded = false; } } @@ -253,12 +253,12 @@ void FollowerAI::UpdateFollowerAI(const uint32 /*uiDiff*/) DoMeleeAttackIfReady(); } -void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId) +void FollowerAI::MovementInform(uint32 motionType, uint32 pointId) { - if (uiMotionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS)) + if (motionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS)) return; - if (uiPointId == POINT_COMBAT_START) + if (pointId == POINT_COMBAT_START) { if (GetLeaderForFollower()) { @@ -270,7 +270,7 @@ void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId) } } -void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const Quest* pQuest) +void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest) { if (me->getVictim()) { @@ -285,12 +285,12 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const } //set variables - m_uiLeaderGUID = pLeader->GetGUID(); + m_uiLeaderGUID = player->GetGUID(); - if (uiFactionForFollower) - me->setFaction(uiFactionForFollower); + if (factionForFollower) + me->setFaction(factionForFollower); - m_pQuestForFollow = pQuest; + m_pQuestForFollow = quest; if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE) { @@ -303,30 +303,30 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const AddFollowState(STATE_FOLLOW_INPROGRESS); - me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); - sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName(), m_uiLeaderGUID); } Player* FollowerAI::GetLeaderForFollower() { - if (Player* pLeader = Unit::GetPlayer(*me, m_uiLeaderGUID)) + if (Player* player = Unit::GetPlayer(*me, m_uiLeaderGUID)) { - if (pLeader->isAlive()) - return pLeader; + if (player->isAlive()) + return player; else { - if (Group* pGroup = pLeader->GetGroup()) + if (Group* group = player->GetGroup()) { - for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next()) + for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) { - Player* pMember = pRef->getSource(); + Player* member = groupRef->getSource(); - if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE)) + if (member && member->isAlive() && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE)) { sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader."); - m_uiLeaderGUID = pMember->GetGUID(); - return pMember; + m_uiLeaderGUID = member->GetGUID(); + return member; break; } } @@ -360,12 +360,12 @@ void FollowerAI::SetFollowComplete(bool bWithEndEvent) AddFollowState(STATE_FOLLOW_COMPLETE); } -void FollowerAI::SetFollowPaused(bool bPaused) +void FollowerAI::SetFollowPaused(bool paused) { if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE)) return; - if (bPaused) + if (paused) { AddFollowState(STATE_FOLLOW_PAUSED); @@ -382,7 +382,7 @@ void FollowerAI::SetFollowPaused(bool bPaused) { RemoveFollowState(STATE_FOLLOW_PAUSED); - if (Player* pLeader = GetLeaderForFollower()) - me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + if (Player* leader = GetLeaderForFollower()) + me->GetMotionMaster()->MoveFollow(leader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); } } diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h index d352141e3e9..1c81b5f73fc 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h +++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h @@ -21,12 +21,12 @@ enum eFollowState class FollowerAI : public ScriptedAI { public: - explicit FollowerAI(Creature* pCreature); + explicit FollowerAI(Creature* creature); ~FollowerAI() {} //virtual void WaypointReached(uint32 uiPointId) = 0; - void MovementInform(uint32 uiMotionType, uint32 uiPointId); + void MovementInform(uint32 motionType, uint32 pointId); void AttackStart(Unit*); @@ -41,7 +41,7 @@ class FollowerAI : public ScriptedAI void UpdateAI(const uint32); //the "internal" update, calls UpdateFollowerAI() virtual void UpdateFollowerAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc) - void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL); + void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = NULL); void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow void SetFollowComplete(bool bWithEndEvent = false); @@ -55,7 +55,7 @@ class FollowerAI : public ScriptedAI void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; } void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; } - bool AssistPlayerInCombat(Unit* pWho); + bool AssistPlayerInCombat(Unit* who); uint64 m_uiLeaderGUID; uint32 m_uiUpdateFollowTimer; |
