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authorSubv <s.v.h21@hotmail.com>2012-09-05 14:54:12 -0700
committerSubv <s.v.h21@hotmail.com>2012-09-05 14:54:12 -0700
commit6ba88daa532d0d213ea80d421f7753566bf72b39 (patch)
tree0618e95fec466eda0151a9e91e95c41f5f0265a9 /src
parentccdca7774023e7570f17cf15456384b316322420 (diff)
parente7c0d8bef023a0b948602e2fc6b31fc68a120ac4 (diff)
Merge pull request #7669 from Chevron/mmaps_2
Core/MMaps: Applied Trinity Codestyle to PathGenerator.
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp4
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp6
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp6
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp4
-rw-r--r--src/server/game/Movement/PathGenerator.cpp307
-rw-r--r--src/server/game/Movement/PathGenerator.h91
-rw-r--r--src/server/game/Movement/Spline/MoveSplineInit.cpp2
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp4
-rwxr-xr-xsrc/server/game/Spells/SpellEffects.cpp2
9 files changed, 211 insertions, 215 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index bf938c3af6c..34be779a8b7 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -425,12 +425,12 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
void MotionMaster::MoveCharge(PathGenerator path, float speed, uint32 id)
{
- Vector3 dest = path.getActualEndPosition();
+ Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.x, dest.y, dest.z);
Movement::MoveSplineInit init(_owner);
- init.MovebyPath(path.getPath());
+ init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
init.Launch();
}
diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
index f1d1d8cf04a..32c6ec3858d 100755
--- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
@@ -77,16 +77,16 @@ bool ConfusedMovementGenerator<T>::Update(T* unit, const uint32& diff)
unit->UpdateAllowedPositionZ(x, y, z);
PathGenerator path(unit);
- path.setPathLengthLimit(30.0f);
+ path.SetPathLengthLimit(30.0f);
path.CalculatePath(x, y, z);
- if (path.getPathType() & PATHFIND_NOPATH)
+ if (path.GetPathType() & PATHFIND_NOPATH)
{
i_nextMoveTime.Reset(urand(800, 1000));
return true;
}
Movement::MoveSplineInit init(unit);
- init.MovebyPath(path.getPath());
+ init.MovebyPath(path.GetPath());
init.SetWalk(true);
init.Launch();
}
diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
index acb1a57a9ba..8f4d78b34b1 100755
--- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
@@ -44,16 +44,16 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T* owner)
owner->AddUnitState(UNIT_STATE_FLEEING_MOVE);
PathGenerator path(owner);
- path.setPathLengthLimit(30.0f);
+ path.SetPathLengthLimit(30.0f);
path.CalculatePath(x, y, z);
- if (path.getPathType() & PATHFIND_NOPATH)
+ if (path.GetPathType() & PATHFIND_NOPATH)
{
i_nextCheckTime.Reset(urand(1000, 1500));
return;
}
Movement::MoveSplineInit init(owner);
- init.MovebyPath(path.getPath());
+ init.MovebyPath(path.GetPath());
init.SetWalk(false);
int32 traveltime = init.Launch();
i_nextCheckTime.Reset(traveltime + urand(800, 1500));
diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
index 9784c19b4fd..4a8d15b8079 100755
--- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
@@ -70,7 +70,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner)
bool forceDest = (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->isPet()
&& owner->HasUnitState(UNIT_STATE_FOLLOW));
i_path->CalculatePath(x, y, z, forceDest);
- if (i_path->getPathType() & PATHFIND_NOPATH)
+ if (i_path->GetPathType() & PATHFIND_NOPATH)
return;
D::_addUnitStateMove(owner);
@@ -79,7 +79,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner)
owner->AddUnitState(UNIT_STATE_CHASE);
Movement::MoveSplineInit init(owner);
- init.MovebyPath(i_path->getPath());
+ init.MovebyPath(i_path->GetPath());
init.SetWalk(((D*)this)->EnableWalking());
init.Launch();
}
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp
index 00aa8043312..165cc282e3a 100644
--- a/src/server/game/Movement/PathGenerator.cpp
+++ b/src/server/game/Movement/PathGenerator.cpp
@@ -28,69 +28,69 @@
////////////////// PathGenerator //////////////////
PathGenerator::PathGenerator(const Unit* owner) :
- m_polyLength(0), m_type(PATHFIND_BLANK),
- m_useStraightPath(false), m_forceDestination(false), m_pointPathLimit(MAX_POINT_PATH_LENGTH),
- m_sourceUnit(owner), m_navMesh(NULL), m_navMeshQuery(NULL), m_endPosition(Vector3::zero())
+ _polyLength(0), _type(PATHFIND_BLANK),
+ _useStraightPath(false), _forceDestination(false), _pointPathLimit(MAX_POINT_PATH_LENGTH),
+ _sourceUnit(owner), _navMesh(NULL), _navMeshQuery(NULL), _endPosition(Vector3::zero())
{
- sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::PathGenerator for %u \n", m_sourceUnit->GetGUIDLow());
+ sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::PathGenerator for %u \n", _sourceUnit->GetGUIDLow());
- uint32 mapId = m_sourceUnit->GetMapId();
+ uint32 mapId = _sourceUnit->GetMapId();
if (MMAP::MMapFactory::IsPathfindingEnabled(mapId))
{
MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
- m_navMesh = mmap->GetNavMesh(mapId);
- m_navMeshQuery = mmap->GetNavMeshQuery(mapId, m_sourceUnit->GetInstanceId());
+ _navMesh = mmap->GetNavMesh(mapId);
+ _navMeshQuery = mmap->GetNavMeshQuery(mapId, _sourceUnit->GetInstanceId());
}
- createFilter();
+ CreateFilter();
}
PathGenerator::~PathGenerator()
{
- sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::~PathGenerator() for %u \n", m_sourceUnit->GetGUIDLow());
+ sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::~PathGenerator() for %u \n", _sourceUnit->GetGUIDLow());
}
bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest)
{
float x, y, z;
- m_sourceUnit->GetPosition(x, y, z);
+ _sourceUnit->GetPosition(x, y, z);
if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z))
return false;
- Vector3 oldDest = getEndPosition();
+ Vector3 oldDest = GetEndPosition();
Vector3 dest(destX, destY, destZ);
- setEndPosition(dest);
+ SetEndPosition(dest);
Vector3 start(x, y, z);
- setStartPosition(start);
+ SetStartPosition(start);
- m_forceDestination = forceDest;
+ _forceDestination = forceDest;
- sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::CalculatePath() for %u \n", m_sourceUnit->GetGUIDLow());
+ sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::CalculatePath() for %u \n", _sourceUnit->GetGUIDLow());
// make sure navMesh works - we can run on map w/o mmap
// check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?)
- if (!m_navMesh || !m_navMeshQuery || m_sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) ||
+ if (!_navMesh || !_navMeshQuery || _sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) ||
!HaveTile(start) || !HaveTile(dest))
{
BuildShortcut();
- m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
+ _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return true;
}
- updateFilter();
+ UpdateFilter();
// check if destination moved - if not we can optimize something here
// we are following old, precalculated path?
- float dist = m_sourceUnit->GetObjectSize();
- if (oldDest != Vector3::zero() && inRange(oldDest, dest, dist, dist) && m_pathPoints.size() > 2)
+ float dist = _sourceUnit->GetObjectSize();
+ if (oldDest != Vector3::zero() && InRange(oldDest, dest, dist, dist) && _pathPoints.size() > 2)
{
// our target is not moving - we just coming closer
// we are moving on precalculated path - enjoy the ride
sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::CalculatePath:: precalculated path\n");
- m_pathPoints.erase(m_pathPoints.begin());
+ _pathPoints.erase(_pathPoints.begin());
return false;
}
else
@@ -101,7 +101,7 @@ bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool fo
}
}
-dtPolyRef PathGenerator::getPathPolyByPosition(const dtPolyRef *polyPath, uint32 polyPathSize, const float* point, float *distance) const
+dtPolyRef PathGenerator::GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* point, float* distance) const
{
if (!polyPath || !polyPathSize)
return INVALID_POLYREF;
@@ -113,7 +113,7 @@ dtPolyRef PathGenerator::getPathPolyByPosition(const dtPolyRef *polyPath, uint32
for (uint32 i = 0; i < polyPathSize; ++i)
{
float closestPoint[VERTEX_SIZE];
- if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint))
+ if (DT_SUCCESS != _navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint))
continue;
float d = dtVdist2DSqr(point, closestPoint);
@@ -134,12 +134,12 @@ dtPolyRef PathGenerator::getPathPolyByPosition(const dtPolyRef *polyPath, uint32
return (minDist2d < 3.0f) ? nearestPoly : INVALID_POLYREF;
}
-dtPolyRef PathGenerator::getPolyByLocation(const float* point, float *distance) const
+dtPolyRef PathGenerator::GetPolyByLocation(float const* point, float* distance) const
{
// first we check the current path
// if the current path doesn't contain the current poly,
// we need to use the expensive navMesh.findNearestPoly
- dtPolyRef polyRef = getPathPolyByPosition(m_pathPolyRefs, m_polyLength, point, distance);
+ dtPolyRef polyRef = GetPathPolyByPosition(_pathPolyRefs, _polyLength, point, distance);
if (polyRef != INVALID_POLYREF)
return polyRef;
@@ -148,7 +148,7 @@ dtPolyRef PathGenerator::getPolyByLocation(const float* point, float *distance)
// first try with low search box
float extents[VERTEX_SIZE] = {3.0f, 5.0f, 3.0f}; // bounds of poly search area
float closestPoint[VERTEX_SIZE] = {0.0f, 0.0f, 0.0f};
- dtStatus result = m_navMeshQuery->findNearestPoly(point, extents, &m_filter, &polyRef, closestPoint);
+ dtStatus result = _navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint);
if (DT_SUCCESS == result && polyRef != INVALID_POLYREF)
{
*distance = dtVdist(closestPoint, point);
@@ -158,7 +158,7 @@ dtPolyRef PathGenerator::getPolyByLocation(const float* point, float *distance)
// still nothing ..
// try with bigger search box
extents[1] = 200.0f;
- result = m_navMeshQuery->findNearestPoly(point, extents, &m_filter, &polyRef, closestPoint);
+ result = _navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint);
if (DT_SUCCESS == result && polyRef != INVALID_POLYREF)
{
*distance = dtVdist(closestPoint, point);
@@ -168,7 +168,7 @@ dtPolyRef PathGenerator::getPolyByLocation(const float* point, float *distance)
return INVALID_POLYREF;
}
-void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos)
+void PathGenerator::BuildPolyPath(Vector3 const& startPos, Vector3 const& endPos)
{
// *** getting start/end poly logic ***
@@ -176,8 +176,8 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x};
float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x};
- dtPolyRef startPoly = getPolyByLocation(startPoint, &distToStartPoly);
- dtPolyRef endPoly = getPolyByLocation(endPoint, &distToEndPoly);
+ dtPolyRef startPoly = GetPolyByLocation(startPoint, &distToStartPoly);
+ dtPolyRef endPoly = GetPolyByLocation(endPoint, &distToEndPoly);
// we have a hole in our mesh
// make shortcut path and mark it as NOPATH ( with flying and swimming exception )
@@ -186,15 +186,15 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
{
sLog->outDebug(LOG_FILTER_MAPS, "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n");
BuildShortcut();
- bool path = m_sourceUnit->GetTypeId() == TYPEID_UNIT && m_sourceUnit->ToCreature()->CanFly();
+ bool path = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanFly();
- bool waterPath = m_sourceUnit->GetTypeId() == TYPEID_UNIT && m_sourceUnit->ToCreature()->canSwim();
+ bool waterPath = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->canSwim();
if (waterPath)
{
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
- for (uint32 i = 0; i < m_pathPoints.size(); ++i)
+ for (uint32 i = 0; i < _pathPoints.size(); ++i)
{
- ZLiquidStatus status = m_sourceUnit->GetBaseMap()->getLiquidStatus(m_pathPoints[i].x, m_pathPoints[i].y, m_pathPoints[i].z, MAP_ALL_LIQUIDS, NULL);
+ ZLiquidStatus status = _sourceUnit->GetBaseMap()->getLiquidStatus(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, NULL);
// One of the points is not in the water, cancel movement.
if (status == LIQUID_MAP_NO_WATER)
{
@@ -204,7 +204,7 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
}
}
- m_type = (path || waterPath) ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH;
+ _type = (path || waterPath) ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH;
return;
}
@@ -215,12 +215,12 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
sLog->outDebug(LOG_FILTER_MAPS, "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly);
bool buildShotrcut = false;
- if (m_sourceUnit->GetTypeId() == TYPEID_UNIT)
+ if (_sourceUnit->GetTypeId() == TYPEID_UNIT)
{
- Creature* owner = (Creature*)m_sourceUnit;
+ Creature* owner = (Creature*)_sourceUnit;
Vector3 p = (distToStartPoly > 7.0f) ? startPos : endPos;
- if (m_sourceUnit->GetBaseMap()->IsUnderWater(p.x, p.y, p.z))
+ if (_sourceUnit->GetBaseMap()->IsUnderWater(p.x, p.y, p.z))
{
sLog->outDebug(LOG_FILTER_MAPS, "++ BuildPolyPath :: underWater case\n");
if (owner->canSwim())
@@ -237,20 +237,20 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
if (buildShotrcut)
{
BuildShortcut();
- m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
+ _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return;
}
else
{
float closestPoint[VERTEX_SIZE];
// we may want to use closestPointOnPolyBoundary instead
- if (DT_SUCCESS == m_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint))
+ if (DT_SUCCESS == _navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint))
{
dtVcopy(endPoint, closestPoint);
- setActualEndPosition(Vector3(endPoint[2],endPoint[0],endPoint[1]));
+ SetActualEndPosition(Vector3(endPoint[2], endPoint[0], endPoint[1]));
}
- m_type = PATHFIND_INCOMPLETE;
+ _type = PATHFIND_INCOMPLETE;
}
}
@@ -264,11 +264,11 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
BuildShortcut();
- m_pathPolyRefs[0] = startPoly;
- m_polyLength = 1;
+ _pathPolyRefs[0] = startPoly;
+ _polyLength = 1;
- m_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
- sLog->outDebug(LOG_FILTER_MAPS, "++ BuildPolyPath :: path type %d\n", m_type);
+ _type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
+ sLog->outDebug(LOG_FILTER_MAPS, "++ BuildPolyPath :: path type %d\n", _type);
return;
}
@@ -279,22 +279,22 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
uint32 pathStartIndex = 0;
uint32 pathEndIndex = 0;
- if (m_polyLength)
+ if (_polyLength)
{
- for (; pathStartIndex < m_polyLength; ++pathStartIndex)
+ for (; pathStartIndex < _polyLength; ++pathStartIndex)
{
// here to carch few bugs
- ASSERT(m_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);
+ ASSERT(_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);
- if (m_pathPolyRefs[pathStartIndex] == startPoly)
+ if (_pathPolyRefs[pathStartIndex] == startPoly)
{
startPolyFound = true;
break;
}
}
- for (pathEndIndex = m_polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
- if (m_pathPolyRefs[pathEndIndex] == endPoly)
+ for (pathEndIndex = _polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
+ if (_pathPolyRefs[pathEndIndex] == endPoly)
{
endPolyFound = true;
break;
@@ -309,8 +309,8 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
// our path is a simple subpath case, we have all the data we need
// just "cut" it out
- m_polyLength = pathEndIndex - pathStartIndex + 1;
- memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, m_polyLength*sizeof(dtPolyRef));
+ _polyLength = pathEndIndex - pathStartIndex + 1;
+ memmove(_pathPolyRefs, _pathPolyRefs + pathStartIndex, _polyLength * sizeof(dtPolyRef));
}
else if (startPolyFound && !endPolyFound)
{
@@ -319,7 +319,7 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
// we are moving on the old path but target moved out
// so we have atleast part of poly-path ready
- m_polyLength -= pathStartIndex;
+ _polyLength -= pathStartIndex;
// try to adjust the suffix of the path instead of recalculating entire length
// at given interval the target cannot get too far from its last location
@@ -328,37 +328,37 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
// take ~80% of the original length
// TODO : play with the values here
- uint32 prefixPolyLength = uint32(m_polyLength*0.8f + 0.5f);
- memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, prefixPolyLength*sizeof(dtPolyRef));
+ uint32 prefixPolyLength = uint32(_polyLength * 0.8f + 0.5f);
+ memmove(_pathPolyRefs, _pathPolyRefs+pathStartIndex, prefixPolyLength * sizeof(dtPolyRef));
- dtPolyRef suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1];
+ dtPolyRef suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
// we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
float suffixEndPoint[VERTEX_SIZE];
- if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
+ if (DT_SUCCESS != _navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
{
// we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
// try to recover by using prev polyref
--prefixPolyLength;
- suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1];
- if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
+ suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
+ if (DT_SUCCESS != _navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
{
// suffixStartPoly is still invalid, error state
BuildShortcut();
- m_type = PATHFIND_NOPATH;
+ _type = PATHFIND_NOPATH;
return;
}
}
// generate suffix
uint32 suffixPolyLength = 0;
- dtStatus dtResult = m_navMeshQuery->findPath(
+ dtStatus dtResult = _navMeshQuery->findPath(
suffixStartPoly, // start polygon
endPoly, // end polygon
suffixEndPoint, // start position
endPoint, // end position
- &m_filter, // polygon search filter
- m_pathPolyRefs + prefixPolyLength - 1, // [out] path
+ &_filter, // polygon search filter
+ _pathPolyRefs + prefixPolyLength - 1, // [out] path
(int*)&suffixPolyLength,
MAX_PATH_LENGTH-prefixPolyLength); // max number of polygons in output path
@@ -367,13 +367,13 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
// this is probably an error state, but we'll leave it
// and hopefully recover on the next Update
// we still need to copy our preffix
- sLog->outError(LOG_FILTER_MAPS, "%u's Path Build failed: 0 length path", m_sourceUnit->GetGUIDLow());
+ sLog->outError(LOG_FILTER_MAPS, "%u's Path Build failed: 0 length path", _sourceUnit->GetGUIDLow());
}
- sLog->outDebug(LOG_FILTER_MAPS, "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n",m_polyLength, prefixPolyLength, suffixPolyLength);
+ sLog->outDebug(LOG_FILTER_MAPS, "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n", _polyLength, prefixPolyLength, suffixPolyLength);
// new path = prefix + suffix - overlap
- m_polyLength = prefixPolyLength + suffixPolyLength - 1;
+ _polyLength = prefixPolyLength + suffixPolyLength - 1;
}
else
{
@@ -384,33 +384,33 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos
// just generate new path
// free and invalidate old path data
- clear();
+ Clear();
- dtStatus dtResult = m_navMeshQuery->findPath(
+ dtStatus dtResult = _navMeshQuery->findPath(
startPoly, // start polygon
endPoly, // end polygon
startPoint, // start position
endPoint, // end position
- &m_filter, // polygon search filter
- m_pathPolyRefs, // [out] path
- (int*)&m_polyLength,
+ &_filter, // polygon search filter
+ _pathPolyRefs, // [out] path
+ (int*)&_polyLength,
MAX_PATH_LENGTH); // max number of polygons in output path
- if (!m_polyLength || dtResult != DT_SUCCESS)
+ if (!_polyLength || dtResult != DT_SUCCESS)
{
// only happens if we passed bad data to findPath(), or navmesh is messed up
- sLog->outError(LOG_FILTER_MAPS, "%u's Path Build failed: 0 length path", m_sourceUnit->GetGUIDLow());
+ sLog->outError(LOG_FILTER_MAPS, "%u's Path Build failed: 0 length path", _sourceUnit->GetGUIDLow());
BuildShortcut();
- m_type = PATHFIND_NOPATH;
+ _type = PATHFIND_NOPATH;
return;
}
}
// by now we know what type of path we can get
- if (m_pathPolyRefs[m_polyLength - 1] == endPoly && !(m_type & PATHFIND_INCOMPLETE))
- m_type = PATHFIND_NORMAL;
+ if (_pathPolyRefs[_polyLength - 1] == endPoly && !(_type & PATHFIND_INCOMPLETE))
+ _type = PATHFIND_NORMAL;
else
- m_type = PATHFIND_INCOMPLETE;
+ _type = PATHFIND_INCOMPLETE;
// generate the point-path out of our up-to-date poly-path
BuildPointPath(startPoint, endPoint);
@@ -421,29 +421,29 @@ void PathGenerator::BuildPointPath(const float *startPoint, const float *endPoin
float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
uint32 pointCount = 0;
dtStatus dtResult = DT_FAILURE;
- if (m_useStraightPath)
+ if (_useStraightPath)
{
- dtResult = m_navMeshQuery->findStraightPath(
+ dtResult = _navMeshQuery->findStraightPath(
startPoint, // start position
endPoint, // end position
- m_pathPolyRefs, // current path
- m_polyLength, // lenth of current path
+ _pathPolyRefs, // current path
+ _polyLength, // lenth of current path
pathPoints, // [out] path corner points
NULL, // [out] flags
NULL, // [out] shortened path
(int*)&pointCount,
- m_pointPathLimit); // maximum number of points/polygons to use
+ _pointPathLimit); // maximum number of points/polygons to use
}
else
{
- dtResult = findSmoothPath(
+ dtResult = FindSmoothPath(
startPoint, // start position
endPoint, // end position
- m_pathPolyRefs, // current path
- m_polyLength, // length of current path
+ _pathPolyRefs, // current path
+ _polyLength, // length of current path
pathPoints, // [out] path corner points
(int*)&pointCount,
- m_pointPathLimit); // maximum number of points
+ _pointPathLimit); // maximum number of points
}
if (pointCount < 2 || dtResult != DT_SUCCESS)
@@ -453,81 +453,80 @@ void PathGenerator::BuildPointPath(const float *startPoint, const float *endPoin
// TODO : check the exact cases
sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::BuildPointPath FAILED! path sized %d returned\n", pointCount);
BuildShortcut();
- m_type = PATHFIND_NOPATH;
+ _type = PATHFIND_NOPATH;
return;
}
- else if (pointCount == m_pointPathLimit)
+ else if (pointCount == _pointPathLimit)
{
- sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::BuildPointPath FAILED! path sized %d returned, lower than limit set to %d\n", pointCount, m_pointPathLimit);
+ sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::BuildPointPath FAILED! path sized %d returned, lower than limit set to %d\n", pointCount, _pointPathLimit);
BuildShortcut();
- m_type = PATHFIND_SHORT;
+ _type = PATHFIND_SHORT;
return;
}
- m_pathPoints.resize(pointCount);
+ _pathPoints.resize(pointCount);
for (uint32 i = 0; i < pointCount; ++i)
- m_pathPoints[i] = Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);
+ _pathPoints[i] = Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);
NormalizePath();
// first point is always our current location - we need the next one
- setActualEndPosition(m_pathPoints[pointCount-1]);
+ SetActualEndPosition(_pathPoints[pointCount-1]);
// force the given destination, if needed
- if(m_forceDestination &&
- (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
+ if (_forceDestination &&
+ (!(_type & PATHFIND_NORMAL) || !InRange(GetEndPosition(), GetActualEndPosition(), 1.0f, 1.0f)))
{
// we may want to keep partial subpath
- if(dist3DSqr(getActualEndPosition(), getEndPosition()) <
- 0.3f * dist3DSqr(getStartPosition(), getEndPosition()))
+ if (Dist3DSqr(GetActualEndPosition(), GetEndPosition()) < 0.3f * Dist3DSqr(GetStartPosition(), GetEndPosition()))
{
- setActualEndPosition(getEndPosition());
- m_pathPoints[m_pathPoints.size()-1] = getEndPosition();
+ SetActualEndPosition(GetEndPosition());
+ _pathPoints[_pathPoints.size()-1] = GetEndPosition();
}
else
{
- setActualEndPosition(getEndPosition());
+ SetActualEndPosition(GetEndPosition());
BuildShortcut();
}
- m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
+ _type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
}
- sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
+ sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::BuildPointPath path type %d size %d poly-size %d\n", _type, pointCount, _polyLength);
}
void PathGenerator::NormalizePath()
{
- for (uint32 i = 0; i < m_pathPoints.size(); ++i)
- m_sourceUnit->UpdateAllowedPositionZ(m_pathPoints[i].x, m_pathPoints[i].y, m_pathPoints[i].z);
+ for (uint32 i = 0; i < _pathPoints.size(); ++i)
+ _sourceUnit->UpdateAllowedPositionZ(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z);
}
void PathGenerator::BuildShortcut()
{
sLog->outDebug(LOG_FILTER_MAPS, "++ BuildShortcut :: making shortcut\n");
- clear();
+ Clear();
// make two point path, our curr pos is the start, and dest is the end
- m_pathPoints.resize(2);
+ _pathPoints.resize(2);
// set start and a default next position
- m_pathPoints[0] = getStartPosition();
- m_pathPoints[1] = getActualEndPosition();
+ _pathPoints[0] = GetStartPosition();
+ _pathPoints[1] = GetActualEndPosition();
NormalizePath();
- m_type = PATHFIND_SHORTCUT;
+ _type = PATHFIND_SHORTCUT;
}
-void PathGenerator::createFilter()
+void PathGenerator::CreateFilter()
{
uint16 includeFlags = 0;
uint16 excludeFlags = 0;
- if (m_sourceUnit->GetTypeId() == TYPEID_UNIT)
+ if (_sourceUnit->GetTypeId() == TYPEID_UNIT)
{
- Creature* creature = (Creature*)m_sourceUnit;
+ Creature* creature = (Creature*)_sourceUnit;
if (creature->canWalk())
includeFlags |= NAV_GROUND; // walk
@@ -535,37 +534,37 @@ void PathGenerator::createFilter()
if (creature->canSwim())
includeFlags |= (NAV_WATER | NAV_MAGMA | NAV_SLIME); // swim
}
- else if (m_sourceUnit->GetTypeId() == TYPEID_PLAYER)
+ else if (_sourceUnit->GetTypeId() == TYPEID_PLAYER)
{
// perfect support not possible, just stay 'safe'
includeFlags |= (NAV_GROUND | NAV_WATER);
}
- m_filter.setIncludeFlags(includeFlags);
- m_filter.setExcludeFlags(excludeFlags);
+ _filter.setIncludeFlags(includeFlags);
+ _filter.setExcludeFlags(excludeFlags);
- updateFilter();
+ UpdateFilter();
}
-void PathGenerator::updateFilter()
+void PathGenerator::UpdateFilter()
{
// allow creatures to cheat and use different movement types if they are moved
// forcefully into terrain they can't normally move in
- if (m_sourceUnit->IsInWater() || m_sourceUnit->IsUnderWater())
+ if (_sourceUnit->IsInWater() || _sourceUnit->IsUnderWater())
{
- uint16 includedFlags = m_filter.getIncludeFlags();
- includedFlags |= getNavTerrain(m_sourceUnit->GetPositionX(),
- m_sourceUnit->GetPositionY(),
- m_sourceUnit->GetPositionZ());
+ uint16 includedFlags = _filter.getIncludeFlags();
+ includedFlags |= GetNavTerrain(_sourceUnit->GetPositionX(),
+ _sourceUnit->GetPositionY(),
+ _sourceUnit->GetPositionZ());
- m_filter.setIncludeFlags(includedFlags);
+ _filter.setIncludeFlags(includedFlags);
}
}
-NavTerrain PathGenerator::getNavTerrain(float x, float y, float z)
+NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z)
{
LiquidData data;
- m_sourceUnit->GetBaseMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data);
+ _sourceUnit->GetBaseMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data);
switch (data.type_flags)
{
@@ -581,16 +580,16 @@ NavTerrain PathGenerator::getNavTerrain(float x, float y, float z)
}
}
-bool PathGenerator::HaveTile(const Vector3 &p) const
+bool PathGenerator::HaveTile(Vector3 const& p) const
{
int tx, ty;
float point[VERTEX_SIZE] = {p.y, p.z, p.x};
- m_navMesh->calcTileLoc(point, &tx, &ty);
- return (m_navMesh->getTileAt(tx, ty) != NULL);
+ _navMesh->calcTileLoc(point, &tx, &ty);
+ return (_navMesh->getTileAt(tx, ty) != NULL);
}
-uint32 PathGenerator::fixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited)
+uint32 PathGenerator::FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited)
{
int32 furthestPath = -1;
int32 furthestVisited = -1;
@@ -635,8 +634,8 @@ uint32 PathGenerator::fixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPat
return req+size;
}
-bool PathGenerator::getSteerTarget(const float* startPos, const float* endPos,
- float minTargetDist, const dtPolyRef* path, uint32 pathSize,
+bool PathGenerator::GetSteerTarget(float const* startPos, float const* endPos,
+ float minTargetDist, dtPolyRef const* path, uint32 pathSize,
float* steerPos, unsigned char& steerPosFlag, dtPolyRef& steerPosRef)
{
// Find steer target.
@@ -645,7 +644,7 @@ bool PathGenerator::getSteerTarget(const float* startPos, const float* endPos,
unsigned char steerPathFlags[MAX_STEER_POINTS];
dtPolyRef steerPathPolys[MAX_STEER_POINTS];
uint32 nsteerPath = 0;
- dtStatus dtResult = m_navMeshQuery->findStraightPath(startPos, endPos, path, pathSize,
+ dtStatus dtResult = _navMeshQuery->findStraightPath(startPos, endPos, path, pathSize,
steerPath, steerPathFlags, steerPathPolys, (int*)&nsteerPath, MAX_STEER_POINTS);
if (!nsteerPath || DT_SUCCESS != dtResult)
return false;
@@ -656,7 +655,7 @@ bool PathGenerator::getSteerTarget(const float* startPos, const float* endPos,
{
// Stop at Off-Mesh link or when point is further than slop away.
if ((steerPathFlags[ns] & DT_STRAIGHTPATH_OFFMESH_CONNECTION) ||
- !inRangeYZX(&steerPath[ns*VERTEX_SIZE], startPos, minTargetDist, 1000.0f))
+ !InRangeYZX(&steerPath[ns*VERTEX_SIZE], startPos, minTargetDist, 1000.0f))
break;
ns++;
}
@@ -672,8 +671,8 @@ bool PathGenerator::getSteerTarget(const float* startPos, const float* endPos,
return true;
}
-dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPos,
- const dtPolyRef* polyPath, uint32 polyPathSize,
+dtStatus PathGenerator::FindSmoothPath(float const* startPos, float const* endPos,
+ dtPolyRef const* polyPath, uint32 polyPathSize,
float* smoothPath, int* smoothPathSize, uint32 maxSmoothPathSize)
{
*smoothPathSize = 0;
@@ -684,10 +683,10 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
uint32 npolys = polyPathSize;
float iterPos[VERTEX_SIZE], targetPos[VERTEX_SIZE];
- if (DT_SUCCESS != m_navMeshQuery->closestPointOnPolyBoundary(polys[0], startPos, iterPos))
+ if (DT_SUCCESS != _navMeshQuery->closestPointOnPolyBoundary(polys[0], startPos, iterPos))
return DT_FAILURE;
- if (DT_SUCCESS != m_navMeshQuery->closestPointOnPolyBoundary(polys[npolys-1], endPos, targetPos))
+ if (DT_SUCCESS != _navMeshQuery->closestPointOnPolyBoundary(polys[npolys-1], endPos, targetPos))
return DT_FAILURE;
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
@@ -702,7 +701,7 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
unsigned char steerPosFlag;
dtPolyRef steerPosRef = INVALID_POLYREF;
- if (!getSteerTarget(iterPos, targetPos, SMOOTH_PATH_SLOP, polys, npolys, steerPos, steerPosFlag, steerPosRef))
+ if (!GetSteerTarget(iterPos, targetPos, SMOOTH_PATH_SLOP, polys, npolys, steerPos, steerPosFlag, steerPosRef))
break;
bool endOfPath = (steerPosFlag & DT_STRAIGHTPATH_END);
@@ -727,15 +726,15 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
dtPolyRef visited[MAX_VISIT_POLY];
uint32 nvisited = 0;
- m_navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &m_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY);
- npolys = fixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
+ _navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY);
+ npolys = FixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
- m_navMeshQuery->getPolyHeight(polys[0], result, &result[1]);
+ _navMeshQuery->getPolyHeight(polys[0], result, &result[1]);
result[1] += 0.5f;
dtVcopy(iterPos, result);
// Handle end of path and off-mesh links when close enough.
- if (endOfPath && inRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
+ if (endOfPath && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
{
// Reached end of path.
dtVcopy(iterPos, targetPos);
@@ -746,7 +745,7 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
}
break;
}
- else if (offMeshConnection && inRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
+ else if (offMeshConnection && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
{
// Advance the path up to and over the off-mesh connection.
dtPolyRef prevRef = INVALID_POLYREF;
@@ -766,7 +765,7 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
// Handle the connection.
float startPos[VERTEX_SIZE], endPos[VERTEX_SIZE];
- if (DT_SUCCESS == m_navMesh->getOffMeshConnectionPolyEndPoints(prevRef, polyRef, startPos, endPos))
+ if (DT_SUCCESS == _navMesh->getOffMeshConnectionPolyEndPoints(prevRef, polyRef, startPos, endPos))
{
if (nsmoothPath < maxSmoothPathSize)
{
@@ -775,7 +774,7 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
}
// Move position at the other side of the off-mesh link.
dtVcopy(iterPos, endPos);
- m_navMeshQuery->getPolyHeight(polys[0], iterPos, &iterPos[1]);
+ _navMeshQuery->getPolyHeight(polys[0], iterPos, &iterPos[1]);
iterPos[1] += 0.5f;
}
}
@@ -794,21 +793,21 @@ dtStatus PathGenerator::findSmoothPath(const float* startPos, const float* endPo
return nsmoothPath < MAX_POINT_PATH_LENGTH ? DT_SUCCESS : DT_FAILURE;
}
-bool PathGenerator::inRangeYZX(const float* v1, const float* v2, float r, float h) const
+bool PathGenerator::InRangeYZX(const float* v1, const float* v2, float r, float h) const
{
const float dx = v2[0] - v1[0];
const float dy = v2[1] - v1[1]; // elevation
const float dz = v2[2] - v1[2];
- return (dx*dx + dz*dz) < r*r && fabsf(dy) < h;
+ return (dx * dx + dz * dz) < r * r && fabsf(dy) < h;
}
-bool PathGenerator::inRange(const Vector3 &p1, const Vector3 &p2, float r, float h) const
+bool PathGenerator::InRange(Vector3 const& p1, Vector3 const& p2, float r, float h) const
{
- Vector3 d = p1-p2;
- return (d.x*d.x + d.y*d.y) < r*r && fabsf(d.z) < h;
+ Vector3 d = p1 - p2;
+ return (d.x * d.x + d.y * d.y) < r * r && fabsf(d.z) < h;
}
-float PathGenerator::dist3DSqr(const Vector3 &p1, const Vector3 &p2) const
+float PathGenerator::Dist3DSqr(Vector3 const& p1, Vector3 const& p2) const
{
- return (p1-p2).squaredLength();
+ return (p1 - p2).squaredLength();
}
diff --git a/src/server/game/Movement/PathGenerator.h b/src/server/game/Movement/PathGenerator.h
index ac163f43be5..a20f900b584 100644
--- a/src/server/game/Movement/PathGenerator.h
+++ b/src/server/game/Movement/PathGenerator.h
@@ -16,8 +16,8 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#ifndef _PATH_INFO_H
-#define _PATH_INFO_H
+#ifndef _PATH_GENERATOR_H
+#define _PATH_GENERATOR_H
#include "SharedDefines.h"
#include "DetourNavMesh.h"
@@ -63,75 +63,72 @@ class PathGenerator
bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false);
// option setters - use optional
- void SetUseStraightPath(bool useStraightPath) { m_useStraightPath = useStraightPath; };
- void setPathLengthLimit(float distance) { m_pointPathLimit = std::min<uint32>(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); };
+ void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; };
+ void SetPathLengthLimit(float distance) { _pointPathLimit = std::min<uint32>(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); };
// result getters
- Vector3 getStartPosition() const { return m_startPosition; }
- Vector3 getEndPosition() const { return m_endPosition; }
- Vector3 getActualEndPosition() const { return m_actualEndPosition; }
+ Vector3 const& GetStartPosition() const { return _startPosition; }
+ Vector3 const& GetEndPosition() const { return _endPosition; }
+ Vector3 const& GetActualEndPosition() const { return _actualEndPosition; }
- PointsArray& getPath() { return m_pathPoints; }
- PathType getPathType() const { return m_type; }
+ PointsArray& GetPath() { return _pathPoints; }
+ PathType GetPathType() const { return _type; }
private:
- dtPolyRef m_pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references
- uint32 m_polyLength; // number of polygons in the path
+ dtPolyRef _pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references
+ uint32 _polyLength; // number of polygons in the path
- PointsArray m_pathPoints; // our actual (x,y,z) path to the target
- PathType m_type; // tells what kind of path this is
+ PointsArray _pathPoints; // our actual (x,y,z) path to the target
+ PathType _type; // tells what kind of path this is
- bool m_useStraightPath; // type of path will be generated
- bool m_forceDestination; // when set, we will always arrive at given point
- uint32 m_pointPathLimit; // limit point path size; min(this, MAX_POINT_PATH_LENGTH)
+ bool _useStraightPath; // type of path will be generated
+ bool _forceDestination; // when set, we will always arrive at given point
+ uint32 _pointPathLimit; // limit point path size; min(this, MAX_POINT_PATH_LENGTH)
- Vector3 m_startPosition; // {x, y, z} of current location
- Vector3 m_endPosition; // {x, y, z} of the destination
- Vector3 m_actualEndPosition;// {x, y, z} of the closest possible point to given destination
+ Vector3 _startPosition; // {x, y, z} of current location
+ Vector3 _endPosition; // {x, y, z} of the destination
+ Vector3 _actualEndPosition;// {x, y, z} of the closest possible point to given destination
- const Unit* const m_sourceUnit; // the unit that is moving
- const dtNavMesh* m_navMesh; // the nav mesh
- const dtNavMeshQuery* m_navMeshQuery; // the nav mesh query used to find the path
+ Unit const* const _sourceUnit; // the unit that is moving
+ dtNavMesh const* _navMesh; // the nav mesh
+ dtNavMeshQuery const* _navMeshQuery; // the nav mesh query used to find the path
- dtQueryFilter m_filter; // use single filter for all movements, update it when needed
+ dtQueryFilter _filter; // use single filter for all movements, update it when needed
- void setStartPosition(Vector3 point) { m_startPosition = point; }
- void setEndPosition(Vector3 point) { m_actualEndPosition = point; m_endPosition = point; }
- void setActualEndPosition(Vector3 point) { m_actualEndPosition = point; }
-
+ void SetStartPosition(Vector3 Point) { _startPosition = Point; }
+ void SetEndPosition(Vector3 Point) { _actualEndPosition = Point; _endPosition = Point; }
+ void SetActualEndPosition(Vector3 Point) { _actualEndPosition = Point; }
void NormalizePath();
- void clear()
+ void Clear()
{
- m_polyLength = 0;
- m_pathPoints.clear();
+ _polyLength = 0;
+ _pathPoints.clear();
}
- bool inRange(const Vector3 &p1, const Vector3 &p2, float r, float h) const;
- float dist3DSqr(const Vector3 &p1, const Vector3 &p2) const;
- bool inRangeYZX(const float* v1, const float* v2, float r, float h) const;
+ bool InRange(Vector3 const& p1, Vector3 const& p2, float r, float h) const;
+ float Dist3DSqr(Vector3 const& p1, Vector3 const& p2) const;
+ bool InRangeYZX(float const* v1, float const* v2, float r, float h) const;
- dtPolyRef getPathPolyByPosition(const dtPolyRef *polyPath, uint32 polyPathSize, const float* point, float *distance = NULL) const;
- dtPolyRef getPolyByLocation(const float* point, float *distance) const;
- bool HaveTile(const Vector3 &p) const;
+ dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = NULL) const;
+ dtPolyRef GetPolyByLocation(float const* Point, float* Distance) const;
+ bool HaveTile(Vector3 const& p) const;
- void BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos);
- void BuildPointPath(const float *startPoint, const float *endPoint);
+ void BuildPolyPath(Vector3 const& startPos, Vector3 const& endPos);
+ void BuildPointPath(float const* startPoint, float const* endPoint);
void BuildShortcut();
- NavTerrain getNavTerrain(float x, float y, float z);
- void createFilter();
- void updateFilter();
+ NavTerrain GetNavTerrain(float x, float y, float z);
+ void CreateFilter();
+ void UpdateFilter();
// smooth path aux functions
- uint32 fixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath,
- const dtPolyRef* visited, uint32 nvisited);
- bool getSteerTarget(const float* startPos, const float* endPos, float minTargetDist,
- const dtPolyRef* path, uint32 pathSize, float* steerPos,
+ uint32 FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited);
+ bool GetSteerTarget(float const* startPos, float const* endPos, float minTargetDist, dtPolyRef const* path, uint32 pathSize, float* steerPos,
unsigned char& steerPosFlag, dtPolyRef& steerPosRef);
- dtStatus findSmoothPath(const float* startPos, const float* endPos,
- const dtPolyRef* polyPath, uint32 polyPathSize,
+ dtStatus FindSmoothPath(float const* startPos, float const* endPos,
+ dtPolyRef const* polyPath, uint32 polyPathSize,
float* smoothPath, int* smoothPathSize, uint32 smoothPathMaxSize);
};
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp
index 8167ff36de2..2796e208e34 100644
--- a/src/server/game/Movement/Spline/MoveSplineInit.cpp
+++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp
@@ -154,7 +154,7 @@ namespace Movement
{
PathGenerator path(unit);
path.CalculatePath(dest.x, dest.y, dest.z, forceDestination);
- MovebyPath(path.getPath());
+ MovebyPath(path.GetPath());
}
else
{
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 081056c1c79..0cbae416271 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5157,10 +5157,10 @@ SpellCastResult Spell::CheckCast(bool strict)
target->GetContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
target->GetFirstCollisionPosition(pos, CONTACT_DISTANCE, target->GetRelativeAngle(m_caster));
- m_preGeneratedPath.setPathLengthLimit(m_spellInfo->GetMaxRange(true) * 1.5f);
+ m_preGeneratedPath.SetPathLengthLimit(m_spellInfo->GetMaxRange(true) * 1.5f);
m_preGeneratedPath.CalculatePath(pos.m_positionX, pos.m_positionY, pos.m_positionZ + target->GetObjectSize());
- if (m_preGeneratedPath.getPathType() & PATHFIND_SHORT)
+ if (m_preGeneratedPath.GetPathType() & PATHFIND_SHORT)
return SPELL_FAILED_OUT_OF_RANGE;
break;
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp
index 1aa2ca0176b..d3b21395725 100755
--- a/src/server/game/Spells/SpellEffects.cpp
+++ b/src/server/game/Spells/SpellEffects.cpp
@@ -5139,7 +5139,7 @@ void Spell::EffectCharge(SpellEffIndex /*effIndex*/)
if (effectHandleMode == SPELL_EFFECT_HANDLE_LAUNCH_TARGET)
{
- if (m_preGeneratedPath.getPathType() & PATHFIND_NOPATH)
+ if (m_preGeneratedPath.GetPathType() & PATHFIND_NOPATH)
{
Position pos;
unitTarget->GetContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);