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-rw-r--r--src/game/CreatureAI.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index 1451cf46d6f..fb11f63ee55 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -41,7 +41,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
if (!creature)
creature = me;
- if(!creature->CanHaveThreatList())
+ if (!creature->CanHaveThreatList())
return;
Map *map = creature->GetMap();
@@ -51,24 +51,24 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
return;
}
- if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
+ if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
- if(Unit *target = creature->SelectNearestTarget(50))
+ if (Unit *target = creature->SelectNearestTarget(50))
creature->AI()->AttackStart(target);
- else if(creature->isSummon())
+ else if (creature->isSummon())
{
- if(Unit *summoner = creature->ToTempSummon()->GetSummoner())
+ if (Unit *summoner = creature->ToTempSummon()->GetSummoner())
{
Unit *target = summoner->getAttackerForHelper();
- if(!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
+ if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
target = summoner->getThreatManager().getHostilTarget();
- if(target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
+ if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
creature->AI()->AttackStart(target);
}
}
}
- if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
+ if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
return;
@@ -76,17 +76,17 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
Map::PlayerList const &PlList = map->GetPlayers();
- if(PlList.isEmpty())
+ if (PlList.isEmpty())
return;
for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
- if(Player* pPlayer = i->getSource())
+ if (Player* pPlayer = i->getSource())
{
- if(pPlayer->isGameMaster())
+ if (pPlayer->isGameMaster())
continue;
- if(pPlayer->isAlive())
+ if (pPlayer->isAlive())
{
creature->SetInCombatWith(pPlayer);
pPlayer->SetInCombatWith(creature);
@@ -108,7 +108,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
void CreatureAI::MoveInLineOfSight_Safe(Unit *who)
{
- if(m_MoveInLineOfSight_locked == true)
+ if (m_MoveInLineOfSight_locked == true)
return;
m_MoveInLineOfSight_locked = true;
MoveInLineOfSight(who);
@@ -117,15 +117,15 @@ void CreatureAI::MoveInLineOfSight_Safe(Unit *who)
void CreatureAI::MoveInLineOfSight(Unit *who)
{
- if(me->getVictim())
+ if (me->getVictim())
return;
if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
return;
- if(me->canStartAttack(who, false))
+ if (me->canStartAttack(who, false))
AttackStart(who);
- //else if(who->getVictim() && me->IsFriendlyTo(who)
+ //else if (who->getVictim() && me->IsFriendlyTo(who)
// && me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
// me->GetMotionMaster()->MoveChase(who->getVictim());
@@ -133,7 +133,7 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
void CreatureAI::SelectNearestTarget(Unit *who)
{
- if(me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
+ if (me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
{
me->getThreatManager().modifyThreatPercent(me->getVictim(), -100);
me->AddThreat(who, 1000000.0f);
@@ -142,14 +142,14 @@ void CreatureAI::SelectNearestTarget(Unit *who)
void CreatureAI::EnterEvadeMode()
{
- if(!_EnterEvadeMode())
+ if (!_EnterEvadeMode())
return;
sLog.outDebug("Creature %u enters evade mode.", me->GetEntry());
- if(!me->GetVehicle()) // otherwise me will be in evade mode forever
+ if (!me->GetVehicle()) // otherwise me will be in evade mode forever
{
- if(Unit *owner = me->GetCharmerOrOwner())
+ if (Unit *owner = me->GetCharmerOrOwner())
{
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, m_creature->GetFollowAngle(), MOTION_SLOT_ACTIVE);
@@ -160,12 +160,12 @@ void CreatureAI::EnterEvadeMode()
Reset();
- if(me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
+ if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
me->GetVehicleKit()->Reset();
}
/*void CreatureAI::AttackedBy( Unit* attacker )
{
- if(!m_creature->getVictim())
+ if (!m_creature->getVictim())
AttackStart(attacker);
}*/