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-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp160
-rwxr-xr-xsrc/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp60
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h4
3 files changed, 113 insertions, 111 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 001296e5c45..ebca71df079 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -16,13 +16,13 @@ struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
-} extern *SpellSummary;
+} extern* SpellSummary;
void SummonList::DoZoneInCombat(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
- Creature *summon = Unit::GetCreature(*me, *i);
+ Creature* summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
@@ -34,7 +34,7 @@ void SummonList::DoAction(uint32 entry, int32 info)
{
for (iterator i = begin(); i != end();)
{
- Creature *summon = Unit::GetCreature(*me, *i);
+ Creature* summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
@@ -46,7 +46,7 @@ void SummonList::DespawnEntry(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
- Creature *summon = Unit::GetCreature(*me, *i);
+ Creature* summon = Unit::GetCreature(*me, *i);
if (!summon)
erase(i++);
else if (summon->GetEntry() == entry)
@@ -64,7 +64,7 @@ void SummonList::DespawnAll()
{
while (!empty())
{
- Creature *summon = Unit::GetCreature(*me, *begin());
+ Creature* summon = Unit::GetCreature(*me, *begin());
if (!summon)
erase(begin());
else
@@ -108,8 +108,8 @@ bool SummonList::HasEntry(uint32 entry)
return false;
}
-ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
- me(pCreature),
+ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
+ me(creature),
IsFleeing(false),
_evadeCheckCooldown(2500),
_isCombatMovementAllowed(true)
@@ -118,13 +118,13 @@ ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
}
-void ScriptedAI::AttackStartNoMove(Unit* pWho)
+void ScriptedAI::AttackStartNoMove(Unit* who)
{
- if (!pWho)
+ if (!who)
return;
- if (me->Attack(pWho, false))
- DoStartNoMovement(pWho);
+ if (me->Attack(who, false))
+ DoStartNoMovement(who);
}
void ScriptedAI::UpdateAI(uint32 const /*diff*/)
@@ -144,15 +144,15 @@ void ScriptedAI::UpdateAI(uint32 const /*diff*/)
}
}
-void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
+void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
{
- if (pVictim)
- me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
+ if (victim)
+ me->GetMotionMaster()->MoveChase(victim, distance, angle);
}
-void ScriptedAI::DoStartNoMovement(Unit* pVictim)
+void ScriptedAI::DoStartNoMovement(Unit* victim)
{
- if (!pVictim)
+ if (!victim)
return;
me->GetMotionMaster()->MoveIdle();
@@ -164,27 +164,27 @@ void ScriptedAI::DoStopAttack()
me->AttackStop();
}
-void ScriptedAI::DoCastSpell(Unit* pTarget, SpellInfo const* pSpellInfo, bool bTriggered)
+void ScriptedAI::DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered)
{
- if (!pTarget || me->IsNonMeleeSpellCasted(false))
+ if (!target || me->IsNonMeleeSpellCasted(false))
return;
me->StopMoving();
- me->CastSpell(pTarget, pSpellInfo, bTriggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
+ me->CastSpell(target, spellInfo, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
}
-void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
+void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
{
- if (!pSource)
+ if (!source)
return;
- if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
+ if (!GetSoundEntriesStore()->LookupEntry(soundId))
{
- sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
+ sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", soundId, source->GetTypeId(), source->GetGUIDLow());
return;
}
- pSource->PlayDirectSound(uiSoundId);
+ source->PlayDirectSound(soundId);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
@@ -302,105 +302,107 @@ void ScriptedAI::DoResetThreat()
for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
- Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
+ Unit* unit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
- if (pUnit && DoGetThreat(pUnit))
- DoModifyThreatPercent(pUnit, -100);
+ if (unit && DoGetThreat(unit))
+ DoModifyThreatPercent(unit, -100);
}
}
-float ScriptedAI::DoGetThreat(Unit* pUnit)
+float ScriptedAI::DoGetThreat(Unit* unit)
{
- if (!pUnit) return 0.0f;
- return me->getThreatManager().getThreat(pUnit);
+ if (!unit)
+ return 0.0f;
+ return me->getThreatManager().getThreat(unit);
}
-void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
+void ScriptedAI::DoModifyThreatPercent(Unit* unit, int32 pct)
{
- if (!pUnit) return;
- me->getThreatManager().modifyThreatPercent(pUnit, pct);
+ if (!unit)
+ return;
+ me->getThreatManager().modifyThreatPercent(unit, pct);
}
-void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
+void ScriptedAI::DoTeleportTo(float x, float y, float z, uint32 time)
{
- me->Relocate(fX, fY, fZ);
- me->SendMonsterMove(fX, fY, fZ, uiTime);
+ me->Relocate(x, y, z);
+ me->SendMonsterMove(x, y, z, time);
}
-void ScriptedAI::DoTeleportTo(const float fPos[4])
+void ScriptedAI::DoTeleportTo(const float position[4])
{
- me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);
+ me->NearTeleportTo(position[0], position[1], position[2], position[3]);
}
-void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
+void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o)
{
- if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
+ if (!unit || unit->GetTypeId() != TYPEID_PLAYER)
{
- if (pUnit)
- sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
+ if (unit)
+ sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), unit->GetTypeId(), unit->GetGUID(), x, y, z, o);
return;
}
- CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
+ CAST_PLR(unit)->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
}
-void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
+void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
{
- Map *map = me->GetMap();
+ Map* map = me->GetMap();
if (!map->IsDungeon())
return;
- Map::PlayerList const &PlayerList = map->GetPlayers();
- for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
- if (Player* i_pl = i->getSource())
- if (i_pl->isAlive())
- i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
+ Map::PlayerList const& PlayerList = map->GetPlayers();
+ for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
+ if (Player* player = itr->getSource())
+ if (player->isAlive())
+ player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
}
-Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
+Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
- Unit* pUnit = NULL;
- Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
- Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
- me->VisitNearbyObject(fRange, searcher);
+ Unit* unit = NULL;
+ Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
+ Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
+ me->VisitNearbyObject(range, searcher);
- return pUnit;
+ return unit;
}
-std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
+std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
{
- std::list<Creature*> pList;
- Trinity::FriendlyCCedInRange u_check(me, fRange);
- Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
- me->VisitNearbyObject(fRange, searcher);
- return pList;
+ std::list<Creature*> list;
+ Trinity::FriendlyCCedInRange u_check(me, range);
+ Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
+ me->VisitNearbyObject(range, searcher);
+ return list;
}
-std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
+std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
{
- std::list<Creature*> pList;
- Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
- Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
- me->VisitNearbyObject(fRange, searcher);
- return pList;
+ std::list<Creature*> list;
+ Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
+ Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
+ me->VisitNearbyObject(range, searcher);
+ return list;
}
-Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
+Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
{
- Player* pPlayer = NULL;
+ Player* player = NULL;
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
- Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
- Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
+ Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
+ Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
cell.Visit(pair, visitor, *(me->GetMap()));
- return pPlayer;
+ return player;
}
void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
@@ -451,14 +453,14 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
if (me->IsInEvadeMode() || !me->getVictim())
return false;
- float fX = me->GetPositionX();
- float fY = me->GetPositionY();
- float fZ = me->GetPositionZ();
+ float x = me->GetPositionX();
+ float y = me->GetPositionY();
+ float z = me->GetPositionZ();
switch(me->GetEntry())
{
case NPC_BROODLORD: // broodlord (not move down stairs)
- if (fZ > 448.60f)
+ if (z > 448.60f)
return false;
break;
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
@@ -466,11 +468,11 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
return false;
break;
case NPC_JAN_ALAI: // jan'alai (calculate by Z)
- if (fZ > 12.0f)
+ if (z > 12.0f)
return false;
break;
case NPC_SARTHARION: // sartharion (calculate box)
- if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
+ if (x > 3218.86f && x < 3275.69f && y < 572.40f && y > 484.68f)
return false;
break;
default:
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp
index a3bbd65aff0..c4142ba2b1b 100755
--- a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp
@@ -26,7 +26,7 @@ EndScriptData */
#include "ScriptPCH.h"
#include "ScriptedSimpleAI.h"
-SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c)
+SimpleAI::SimpleAI(Creature* c) : ScriptedAI(c)
{
//Clear all data
Aggro_TextId[0] = 0;
@@ -63,7 +63,7 @@ void SimpleAI::Reset()
{
}
-void SimpleAI::EnterCombat(Unit *who)
+void SimpleAI::EnterCombat(Unit* who)
{
//Reset cast timers
if (Spell[0].First_Cast >= 0)
@@ -123,36 +123,36 @@ void SimpleAI::KilledUnit(Unit* victim)
if (!Kill_Spell)
return;
- Unit *pTarget = NULL;
+ Unit* target = NULL;
switch (Kill_Target_Type)
{
case CAST_SELF:
- pTarget = me;
+ target = me;
break;
case CAST_HOSTILE_TARGET:
- pTarget = me->getVictim();
+ target = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
- pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
+ target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
break;
case CAST_HOSTILE_LAST_AGGRO:
- pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
+ target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
break;
case CAST_HOSTILE_RANDOM:
- pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
+ target = SelectTarget(SELECT_TARGET_RANDOM, 0);
break;
case CAST_KILLEDUNIT_VICTIM:
- pTarget = victim;
+ target = victim;
break;
}
//Target is ok, cast a spell on it
- if (pTarget)
- DoCast(pTarget, Kill_Spell);
+ if (target)
+ DoCast(target, Kill_Spell);
}
-void SimpleAI::DamageTaken(Unit* killer, uint32 &damage)
+void SimpleAI::DamageTaken(Unit* killer, uint32& damage)
{
//Return if damage taken won't kill us
if (me->GetHealth() > damage)
@@ -171,33 +171,33 @@ void SimpleAI::DamageTaken(Unit* killer, uint32 &damage)
if (!Death_Spell)
return;
- Unit *pTarget = NULL;
+ Unit* target = NULL;
switch (Death_Target_Type)
{
case CAST_SELF:
- pTarget = me;
+ target = me;
break;
case CAST_HOSTILE_TARGET:
- pTarget = me->getVictim();
+ target = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
- pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
+ target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
break;
case CAST_HOSTILE_LAST_AGGRO:
- pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
+ target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
break;
case CAST_HOSTILE_RANDOM:
- pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
+ target = SelectTarget(SELECT_TARGET_RANDOM, 0);
break;
case CAST_JUSTDIED_KILLER:
- pTarget = killer;
+ target = killer;
break;
}
//Target is ok, cast a spell on it
- if (pTarget)
- DoCast(pTarget, Death_Spell);
+ if (target)
+ DoCast(target, Death_Spell);
}
void SimpleAI::UpdateAI(const uint32 diff)
@@ -222,34 +222,34 @@ void SimpleAI::UpdateAI(const uint32 diff)
//Check Current spell
if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
{
- Unit *pTarget = NULL;
+ Unit* target = NULL;
switch (Spell[i].Cast_Target_Type)
{
case CAST_SELF:
- pTarget = me;
+ target = me;
break;
case CAST_HOSTILE_TARGET:
- pTarget = me->getVictim();
+ target = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
- pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
+ target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
break;
case CAST_HOSTILE_LAST_AGGRO:
- pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
+ target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
break;
case CAST_HOSTILE_RANDOM:
- pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
+ target = SelectTarget(SELECT_TARGET_RANDOM, 0);
break;
}
//Target is ok, cast a spell on it and then do our random yell
- if (pTarget)
+ if (target)
{
if (me->IsNonMeleeSpellCasted(false))
me->InterruptNonMeleeSpells(false);
- DoCast(pTarget, Spell[i].Spell_Id);
+ DoCast(target, Spell[i].Spell_Id);
//Yell and sound use the same number so that you can make
//the Creature yell with the correct sound effect attached
@@ -257,7 +257,7 @@ void SimpleAI::UpdateAI(const uint32 diff)
//Random yell
if (Spell[i].TextId[random_text])
- DoScriptText(Spell[i].TextId[random_text], me, pTarget);
+ DoScriptText(Spell[i].TextId[random_text], me, target);
//Random sound
if (Spell[i].Text_Sound[random_text])
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h
index 246f1b9df3e..a38bdf85e14 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h
@@ -23,7 +23,7 @@ enum CastTarget
struct SimpleAI : public ScriptedAI
{
- SimpleAI(Creature *c);// : ScriptedAI(c);
+ SimpleAI(Creature* c);// : ScriptedAI(c);
void Reset();
@@ -31,7 +31,7 @@ struct SimpleAI : public ScriptedAI
void KilledUnit(Unit* /*victim*/);
- void DamageTaken(Unit* killer, uint32 &damage);
+ void DamageTaken(Unit* killer, uint32& damage);
void UpdateAI(const uint32 diff);