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authorthomas33 <tomaszeq93@gmail.com>2012-03-13 14:53:36 +0100
committerthomas33 <tomaszeq93@gmail.com>2012-03-13 14:53:36 +0100
commit0532afed90bd60b66d6ba874fb1471db6f50f0d2 (patch)
tree845212a32e889cde5d772667193dffb0795053d1 /src/server/game/Entities/Unit
parentc0165ec7f84845c511ad426e318e96e5420687db (diff)
more cleanup
Diffstat (limited to 'src/server/game/Entities/Unit')
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp4
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.h90
2 files changed, 47 insertions, 47 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 6d4963f1960..e89d289ba4e 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -17421,14 +17421,14 @@ void Unit::SetFacingTo(float ori)
init.Launch();
}
-void Unit::SetFacingToObject(WorldObject* pObject)
+void Unit::SetFacingToObject(WorldObject* object)
{
// never face when already moving
if (!IsStopped())
return;
// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
- SetFacingTo(GetAngle(pObject));
+ SetFacingTo(GetAngle(object));
}
bool Unit::SetWalk(bool enable)
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 79ed0ec2f3d..88eb0068f45 100755
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1305,7 +1305,7 @@ class Unit : public WorldObject
void StopAttackFaction(uint32 faction_id);
Unit* SelectNearbyTarget(Unit* exclude = NULL, float dist = NOMINAL_MELEE_RANGE) const;
void SendMeleeAttackStop(Unit* victim = NULL);
- void SendMeleeAttackStart(Unit* pVictim);
+ void SendMeleeAttackStart(Unit* victim);
void AddUnitState(uint32 f) { m_state |= f; }
bool HasUnitState(const uint32 f) const { return (m_state & f); }
@@ -1437,12 +1437,12 @@ class Unit : public WorldObject
void Dismount();
uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
- void DealDamageMods(Unit* pVictim, uint32 &damage, uint32* absorb);
- uint32 DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = NULL, bool durabilityLoss = true);
- void Kill(Unit* pVictim, bool durabilityLoss = true);
- int32 DealHeal(Unit* pVictim, uint32 addhealth);
+ void DealDamageMods(Unit* victim, uint32 &damage, uint32* absorb);
+ uint32 DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = NULL, bool durabilityLoss = true);
+ void Kill(Unit* victim, bool durabilityLoss = true);
+ int32 DealHeal(Unit* victim, uint32 addhealth);
- void ProcDamageAndSpell(Unit* pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellInfo const* procSpell = NULL, SpellInfo const* procAura = NULL);
+ void ProcDamageAndSpell(Unit* victim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellInfo const* procSpell = NULL, SpellInfo const* procAura = NULL);
void ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellInfo const* procSpell, uint32 damage, SpellInfo const* procAura = NULL);
void GetProcAurasTriggeredOnEvent(std::list<AuraApplication*>& aurasTriggeringProc, std::list<AuraApplication*>* procAuras, ProcEventInfo eventInfo);
@@ -1451,9 +1451,9 @@ class Unit : public WorldObject
void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, std::list<AuraApplication*>& procAuras);
void HandleEmoteCommand(uint32 anim_id);
- void AttackerStateUpdate (Unit* pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
+ void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
- void CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
+ void CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
void HandleProcExtraAttackFor(Unit* victim);
@@ -1475,18 +1475,18 @@ class Unit : public WorldObject
uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.0f, 100.0f, damage); }
uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.0f, 100.0f, damage); }
- void ApplyResilience(const Unit* pVictim, float * crit, int32 * damage, bool isCrit, CombatRating type) const;
+ void ApplyResilience(const Unit* victim, float * crit, int32 * damage, bool isCrit, CombatRating type) const;
- float MeleeSpellMissChance(const Unit* pVictim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const;
- SpellMissInfo MeleeSpellHitResult(Unit* pVictim, SpellInfo const* spell);
- SpellMissInfo MagicSpellHitResult(Unit* pVictim, SpellInfo const* spell);
- SpellMissInfo SpellHitResult(Unit* pVictim, SpellInfo const* spell, bool canReflect = false);
+ float MeleeSpellMissChance(const Unit* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const;
+ SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spell);
+ SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spell);
+ SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spell, bool canReflect = false);
float GetUnitDodgeChance() const;
float GetUnitParryChance() const;
float GetUnitBlockChance() const;
float GetUnitMissChance(WeaponAttackType attType) const;
- float GetUnitCriticalChance(WeaponAttackType attackType, const Unit* pVictim) const;
+ float GetUnitCriticalChance(WeaponAttackType attackType, const Unit* victim) const;
int32 GetMechanicResistChance(const SpellInfo* spell);
bool CanUseAttackType(uint8 attacktype) const
{
@@ -1520,8 +1520,8 @@ class Unit : public WorldObject
float GetWeaponProcChance() const;
float GetPPMProcChance(uint32 WeaponSpeed, float PPM, const SpellInfo* spellProto) const;
- MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit* pVictim, WeaponAttackType attType) const;
- MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit* pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const;
+ MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackType attType) const;
+ MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const;
bool isVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
bool isTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
@@ -1581,11 +1581,11 @@ class Unit : public WorldObject
virtual bool IsUnderWater() const;
bool isInAccessiblePlaceFor(Creature const* c) const;
- void SendHealSpellLog(Unit* pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, uint32 Absorb, bool critical = false);
- int32 HealBySpell(Unit* pVictim, SpellInfo const* spellInfo, uint32 addHealth, bool critical = false);
- void SendEnergizeSpellLog(Unit* pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
- void EnergizeBySpell(Unit* pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
- uint32 SpellNonMeleeDamageLog(Unit* pVictim, uint32 spellID, uint32 damage);
+ void SendHealSpellLog(Unit* victim, uint32 SpellID, uint32 Damage, uint32 OverHeal, uint32 Absorb, bool critical = false);
+ int32 HealBySpell(Unit* victim, SpellInfo const* spellInfo, uint32 addHealth, bool critical = false);
+ void SendEnergizeSpellLog(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype);
+ void EnergizeBySpell(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype);
+ uint32 SpellNonMeleeDamageLog(Unit* victim, uint32 spellID, uint32 damage);
void CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
@@ -1642,7 +1642,7 @@ class Unit : public WorldObject
void SetInFront(Unit const* target);
void SetFacingTo(float ori);
- void SetFacingToObject(WorldObject* pObject);
+ void SetFacingToObject(WorldObject* object);
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
void SendClearThreatListOpcode();
@@ -1967,10 +1967,10 @@ class Unit : public WorldObject
// Threat related methods
bool CanHaveThreatList() const;
- void AddThreat(Unit* pVictim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = NULL);
+ void AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = NULL);
float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
void DeleteThreatList();
- void TauntApply(Unit* pVictim);
+ void TauntApply(Unit* victim);
void TauntFadeOut(Unit* taunter);
ThreatManager& getThreatManager() { return m_ThreatManager; }
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefManager.insertFirst(pHostileReference); };
@@ -2023,22 +2023,22 @@ class Unit : public WorldObject
Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = NULL);
int32 SpellBaseDamageBonus(SpellSchoolMask schoolMask);
int32 SpellBaseHealingBonus(SpellSchoolMask schoolMask);
- int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit* pVictim);
- int32 SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit* pVictim);
- uint32 SpellDamageBonus(Unit* pVictim, SpellInfo const* spellProto, uint32 damage, DamageEffectType damagetype, uint32 stack = 1);
- uint32 SpellHealingBonus(Unit* pVictim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1);
- bool isSpellBlocked(Unit* pVictim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
+ int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit* victim);
+ int32 SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit* victim);
+ uint32 SpellDamageBonus(Unit* victim, SpellInfo const* spellProto, uint32 damage, DamageEffectType damagetype, uint32 stack = 1);
+ uint32 SpellHealingBonus(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1);
+ bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
bool isBlockCritical();
- bool isSpellCrit(Unit* pVictim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
- uint32 SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage, Unit* pVictim);
- uint32 SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damage, Unit* pVictim);
+ bool isSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
+ uint32 SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage, Unit* victim);
+ uint32 SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damage, Unit* victim);
void SetLastManaUse(uint32 spellCastTime) { m_lastManaUse = spellCastTime; }
bool IsUnderLastManaUseEffect() const;
void SetContestedPvP(Player* attackedPlayer = NULL);
- void MeleeDamageBonus(Unit* pVictim, uint32 *damage, WeaponAttackType attType, SpellInfo const* spellProto = NULL);
+ void MeleeDamageBonus(Unit* victim, uint32 *damage, WeaponAttackType attType, SpellInfo const* spellProto = NULL);
uint32 GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime);
uint32 GetRemainingPeriodicAmount(uint64 caster, uint32 spellId, AuraType auraType, uint8 effectIndex = 0) const;
@@ -2052,9 +2052,9 @@ class Unit : public WorldObject
virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const;
// redefined in Creature
static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = NULL, uint8 effIndex = MAX_SPELL_EFFECTS);
- uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType=MAX_ATTACK);
- void CalcAbsorbResist(Unit* pVictim, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist, SpellInfo const* spellInfo = NULL);
- void CalcHealAbsorb(Unit* pVictim, const SpellInfo* spellProto, uint32 &healAmount, uint32 &absorb);
+ uint32 CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType=MAX_ATTACK);
+ void CalcAbsorbResist(Unit* victim, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist, SpellInfo const* spellInfo = NULL);
+ void CalcHealAbsorb(Unit* victim, const SpellInfo* spellProto, uint32 &healAmount, uint32 &absorb);
void UpdateSpeed(UnitMoveType mtype, bool forced);
float GetSpeed(UnitMoveType mtype) const;
@@ -2313,15 +2313,15 @@ class Unit : public WorldObject
void DisableSpline();
private:
- bool IsTriggeredAtSpellProcEvent(Unit* pVictim, Aura* aura, SpellInfo const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const* & spellProcEvent);
- bool HandleDummyAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleHasteAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleSpellCritChanceAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleObsModEnergyAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleModDamagePctTakenAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool * handled);
- bool HandleProcTriggerSpell(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleOverrideClassScriptAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 cooldown);
+ bool IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, SpellInfo const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const* & spellProcEvent);
+ bool HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleHasteAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleSpellCritChanceAuraProc(Unit* victim, uint32 damage, AuraEffect* triggredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleObsModEnergyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleModDamagePctTakenAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool * handled);
+ bool HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleOverrideClassScriptAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 cooldown);
bool HandleAuraRaidProcFromChargeWithValue(AuraEffect* triggeredByAura);
bool HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura);