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-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp114
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h8
2 files changed, 61 insertions, 61 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 653c37b1003..02cbacb8db0 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -20,29 +20,29 @@ enum ePoints
POINT_COMBAT_START = 0xFFFFFF
};
-FollowerAI::FollowerAI(Creature* pCreature) : ScriptedAI(pCreature),
+FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature),
m_uiLeaderGUID(0),
m_uiUpdateFollowTimer(2500),
m_uiFollowState(STATE_FOLLOW_NONE),
m_pQuestForFollow(NULL)
{}
-void FollowerAI::AttackStart(Unit* pWho)
+void FollowerAI::AttackStart(Unit* who)
{
- if (!pWho)
+ if (!who)
return;
- if (me->Attack(pWho, true))
+ if (me->Attack(who, true))
{
- me->AddThreat(pWho, 0.0f);
- me->SetInCombatWith(pWho);
- pWho->SetInCombatWith(me);
+ me->AddThreat(who, 0.0f);
+ me->SetInCombatWith(who);
+ who->SetInCombatWith(me);
if (me->HasUnitState(UNIT_STAT_FOLLOW))
me->ClearUnitState(UNIT_STAT_FOLLOW);
if (IsCombatMovementAllowed())
- me->GetMotionMaster()->MoveChase(pWho);
+ me->GetMotionMaster()->MoveChase(who);
}
}
@@ -86,30 +86,30 @@ bool FollowerAI::AssistPlayerInCombat(Unit* who)
return false;
}
-void FollowerAI::MoveInLineOfSight(Unit* pWho)
+void FollowerAI::MoveInLineOfSight(Unit* who)
{
- if (!me->HasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
+ if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
- if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(pWho))
+ if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who))
return;
- if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
+ if (!me->canFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
return;
- if (me->IsHostileTo(pWho))
+ if (me->IsHostileTo(who))
{
- float fAttackRadius = me->GetAttackDistance(pWho);
- if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
+ float fAttackRadius = me->GetAttackDistance(who);
+ if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
{
if (!me->getVictim())
{
- pWho->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
- AttackStart(pWho);
+ who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
+ AttackStart(who);
}
else if (me->GetMap()->IsDungeon())
{
- pWho->SetInCombatWith(me);
- me->AddThreat(pWho, 0.0f);
+ who->SetInCombatWith(me);
+ me->AddThreat(who, 0.0f);
}
}
}
@@ -122,23 +122,23 @@ void FollowerAI::JustDied(Unit* /*pKiller*/)
return;
//TODO: need a better check for quests with time limit.
- if (Player* pPlayer = GetLeaderForFollower())
+ if (Player* player = GetLeaderForFollower())
{
- if (Group* pGroup = pPlayer->GetGroup())
+ if (Group* group = player->GetGroup())
{
- for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
- if (Player* pMember = pRef->getSource())
+ if (Player* member = groupRef->getSource())
{
- if (pMember->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
- pMember->FailQuest(m_pQuestForFollow->GetQuestId());
+ if (member->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ member->FailQuest(m_pQuestForFollow->GetQuestId());
}
}
}
else
{
- if (pPlayer->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
- pPlayer->FailQuest(m_pQuestForFollow->GetQuestId());
+ if (player->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
+ player->FailQuest(m_pQuestForFollow->GetQuestId());
}
}
}
@@ -198,24 +198,24 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
bool bIsMaxRangeExceeded = true;
- if (Player* pPlayer = GetLeaderForFollower())
+ if (Player* player = GetLeaderForFollower())
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
- me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
return;
}
- if (Group* pGroup = pPlayer->GetGroup())
+ if (Group* group = player->GetGroup())
{
- for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
- Player* pMember = pRef->getSource();
+ Player* member = groupRef->getSource();
- if (pMember && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
+ if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
{
bIsMaxRangeExceeded = false;
break;
@@ -224,7 +224,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
}
else
{
- if (me->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
+ if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
bIsMaxRangeExceeded = false;
}
}
@@ -253,12 +253,12 @@ void FollowerAI::UpdateFollowerAI(const uint32 /*uiDiff*/)
DoMeleeAttackIfReady();
}
-void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId)
+void FollowerAI::MovementInform(uint32 motionType, uint32 pointId)
{
- if (uiMotionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
+ if (motionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
return;
- if (uiPointId == POINT_COMBAT_START)
+ if (pointId == POINT_COMBAT_START)
{
if (GetLeaderForFollower())
{
@@ -270,7 +270,7 @@ void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId)
}
}
-void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const Quest* pQuest)
+void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest)
{
if (me->getVictim())
{
@@ -285,12 +285,12 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
}
//set variables
- m_uiLeaderGUID = pLeader->GetGUID();
+ m_uiLeaderGUID = player->GetGUID();
- if (uiFactionForFollower)
- me->setFaction(uiFactionForFollower);
+ if (factionForFollower)
+ me->setFaction(factionForFollower);
- m_pQuestForFollow = pQuest;
+ m_pQuestForFollow = quest;
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
@@ -303,30 +303,30 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
AddFollowState(STATE_FOLLOW_INPROGRESS);
- me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
- sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName(), m_uiLeaderGUID);
}
Player* FollowerAI::GetLeaderForFollower()
{
- if (Player* pLeader = Unit::GetPlayer(*me, m_uiLeaderGUID))
+ if (Player* player = Unit::GetPlayer(*me, m_uiLeaderGUID))
{
- if (pLeader->isAlive())
- return pLeader;
+ if (player->isAlive())
+ return player;
else
{
- if (Group* pGroup = pLeader->GetGroup())
+ if (Group* group = player->GetGroup())
{
- for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
+ for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
- Player* pMember = pRef->getSource();
+ Player* member = groupRef->getSource();
- if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
+ if (member && member->isAlive() && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
{
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
- m_uiLeaderGUID = pMember->GetGUID();
- return pMember;
+ m_uiLeaderGUID = member->GetGUID();
+ return member;
break;
}
}
@@ -360,12 +360,12 @@ void FollowerAI::SetFollowComplete(bool bWithEndEvent)
AddFollowState(STATE_FOLLOW_COMPLETE);
}
-void FollowerAI::SetFollowPaused(bool bPaused)
+void FollowerAI::SetFollowPaused(bool paused)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE))
return;
- if (bPaused)
+ if (paused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
@@ -382,7 +382,7 @@ void FollowerAI::SetFollowPaused(bool bPaused)
{
RemoveFollowState(STATE_FOLLOW_PAUSED);
- if (Player* pLeader = GetLeaderForFollower())
- me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ if (Player* leader = GetLeaderForFollower())
+ me->GetMotionMaster()->MoveFollow(leader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
index d352141e3e9..1c81b5f73fc 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
@@ -21,12 +21,12 @@ enum eFollowState
class FollowerAI : public ScriptedAI
{
public:
- explicit FollowerAI(Creature* pCreature);
+ explicit FollowerAI(Creature* creature);
~FollowerAI() {}
//virtual void WaypointReached(uint32 uiPointId) = 0;
- void MovementInform(uint32 uiMotionType, uint32 uiPointId);
+ void MovementInform(uint32 motionType, uint32 pointId);
void AttackStart(Unit*);
@@ -41,7 +41,7 @@ class FollowerAI : public ScriptedAI
void UpdateAI(const uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
- void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);
+ void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = NULL);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
@@ -55,7 +55,7 @@ class FollowerAI : public ScriptedAI
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
- bool AssistPlayerInCombat(Unit* pWho);
+ bool AssistPlayerInCombat(Unit* who);
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;