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path: root/src/game/FleeingMovementGenerator.cpp
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Diffstat (limited to 'src/game/FleeingMovementGenerator.cpp')
-rw-r--r--src/game/FleeingMovementGenerator.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/game/FleeingMovementGenerator.cpp b/src/game/FleeingMovementGenerator.cpp
index 1d50de1b1a7..407a45389ec 100644
--- a/src/game/FleeingMovementGenerator.cpp
+++ b/src/game/FleeingMovementGenerator.cpp
@@ -32,10 +32,10 @@ template<class T>
void
FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
{
- if ( !&owner )
+ if (!&owner)
return;
- if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
+ if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
return;
if (!_setMoveData(owner))
@@ -161,7 +161,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
temp_y = y + distance * sin(angle);
Trinity::NormalizeMapCoord(temp_x);
Trinity::NormalizeMapCoord(temp_y);
- if ( owner.IsWithinLOS(temp_x,temp_y,z))
+ if (owner.IsWithinLOS(temp_x,temp_y,z))
{
bool is_water_now = _map->IsInWater(x,y,z);
@@ -181,7 +181,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
continue;
- if ( !(new_z - z) || distance / fabs(new_z - z) > 1.0f)
+ if (!(new_z - z) || distance / fabs(new_z - z) > 1.0f)
{
float new_z_left = _map->GetHeight(temp_x + 1.0f*cos(angle+M_PI/2),temp_y + 1.0f*sin(angle+M_PI/2),z,true);
float new_z_right = _map->GetHeight(temp_x + 1.0f*cos(angle-M_PI/2),temp_y + 1.0f*sin(angle-M_PI/2),z,true);
@@ -196,7 +196,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
}
}
i_to_distance_from_caster = 0.0f;
- i_nextCheckTime.Reset( urand(500,1000) );
+ i_nextCheckTime.Reset(urand(500,1000));
return false;
}
@@ -215,12 +215,12 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
// if we reach bigger distance
(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
- (i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE) )
+ (i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
// if we leave 'quiet zone'
{
// we are very far or too close, stopping
i_to_distance_from_caster = 0.0f;
- i_nextCheckTime.Reset( urand(500,1000) );
+ i_nextCheckTime.Reset(urand(500,1000));
return false;
}
else
@@ -369,16 +369,16 @@ template<class T>
bool
FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
{
- if ( !&owner || !owner.isAlive() )
+ if (!&owner || !owner.isAlive())
return false;
- if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
+ if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
return true;
Traveller<T> traveller(owner);
i_nextCheckTime.Update(time_diff);
- if ( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() )
+ if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination())
{
_setTargetLocation(owner);
return true;
@@ -427,10 +427,10 @@ void TimedFleeingMovementGenerator::Finalize(Unit &owner)
bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_diff)
{
- if ( !owner.isAlive() )
+ if (!owner.isAlive())
return false;
- if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
+ if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
return true;
i_totalFleeTime.Update(time_diff);