diff options
Diffstat (limited to 'src')
| -rwxr-xr-x | src/server/game/AI/CoreAI/UnitAI.h | 21 | ||||
| -rwxr-xr-x | src/server/game/AI/CreatureAI.cpp | 2 | ||||
| -rwxr-xr-x | src/server/game/AI/CreatureAI.h | 40 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 2 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.h | 4 | ||||
| -rw-r--r-- | src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp | 2 | ||||
| -rw-r--r-- | src/server/scripts/Kalimdor/ZulFarrak/zulfarrak.cpp | 6 |
7 files changed, 38 insertions, 39 deletions
diff --git a/src/server/game/AI/CoreAI/UnitAI.h b/src/server/game/AI/CoreAI/UnitAI.h index f7a7606f14f..9246bbd3e34 100755 --- a/src/server/game/AI/CoreAI/UnitAI.h +++ b/src/server/game/AI/CoreAI/UnitAI.h @@ -102,12 +102,12 @@ class UnitAI protected: Unit * const me; public: - explicit UnitAI(Unit *u) : me(u) {} + explicit UnitAI(Unit* unit) : me(unit) {} virtual ~UnitAI() {} - virtual bool CanAIAttack(const Unit * /*who*/) const { return true; } - virtual void AttackStart(Unit *); - virtual void UpdateAI(const uint32 diff) = 0; + virtual bool CanAIAttack(Unit const* /*target*/) const { return true; } + virtual void AttackStart(Unit* /*target*/); + virtual void UpdateAI(uint32 const diff) = 0; virtual void InitializeAI() { if (!me->isDead()) Reset(); } @@ -117,10 +117,10 @@ class UnitAI virtual void OnCharmed(bool apply) = 0; // Pass parameters between AI - virtual void DoAction(const int32 /*param*/ = 0) {} + virtual void DoAction(int32 const /*param*/) {} virtual uint32 GetData(uint32 /*id = 0*/) { return 0; } virtual void SetData(uint32 /*id*/, uint32 /*value*/) {} - virtual void SetGUID(const uint64 &/*guid*/, int32 /*id*/ = 0) {} + virtual void SetGUID(uint64 const&/*guid*/, int32 /*id*/ = 0) {} virtual uint64 GetGUID(int32 /*id*/ = 0) { return 0; } Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0); @@ -173,6 +173,7 @@ class UnitAI } void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0); + // Select the targets satifying the predicate. // predicate shall extend std::unary_function<Unit *, bool> template <class PREDICATE> void SelectTargetList(std::list<Unit*> &targetList, PREDICATE predicate, uint32 maxTargets, SelectAggroTarget targetType) @@ -214,7 +215,7 @@ class UnitAI // Called when the unit heals virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {} - void AttackStartCaster(Unit *victim, float dist); + void AttackStartCaster(Unit* victim, float dist); void DoAddAuraToAllHostilePlayers(uint32 spellid); void DoCast(uint32 spellId); @@ -233,7 +234,7 @@ class UnitAI virtual void sGossipHello(Player* /*player*/) {} virtual void sGossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) {} - virtual void sGossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) {} + virtual void sGossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) {} virtual void sQuestAccept(Player* /*player*/, Quest const* /*quest*/) {} virtual void sQuestSelect(Player* /*player*/, Quest const* /*quest*/) {} virtual void sQuestComplete(Player* /*player*/, Quest const* /*quest*/) {} @@ -254,8 +255,8 @@ class PlayerAI : public UnitAI class SimpleCharmedAI : public PlayerAI { public: - void UpdateAI(const uint32 diff); - SimpleCharmedAI(Player *p): PlayerAI(p) {} + void UpdateAI(uint32 const diff); + SimpleCharmedAI(Player* player): PlayerAI(player) {} }; #endif diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index be4cbc4f56b..87eb6db4ae2 100755 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -40,7 +40,7 @@ void CreatureAI::Talk(uint8 id, uint64 WhisperGuid) sCreatureTextMgr->SendChat(me, id, WhisperGuid); } -void CreatureAI::DoZoneInCombat(Creature* creature) +void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/) { if (!creature) creature = me; diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index 6a4d893455b..fea04c6fd8d 100755 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -66,12 +66,12 @@ enum SCEquip class CreatureAI : public UnitAI { protected: - Creature * const me; + Creature* const me; bool UpdateVictim(); bool UpdateVictimWithGaze(); - void SetGazeOn(Unit *target); + void SetGazeOn(Unit* target); Creature *DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); @@ -79,14 +79,14 @@ class CreatureAI : public UnitAI public: void Talk(uint8 id, uint64 WhisperGuid = 0); - explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_MoveInLineOfSight_locked(false) {} + explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {} virtual ~CreatureAI() {} /// == Reactions At ================================= // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter - void MoveInLineOfSight_Safe(Unit *who); + void MoveInLineOfSight_Safe(Unit* who); // Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events. virtual bool CanRespawn() { return true; } @@ -95,29 +95,29 @@ class CreatureAI : public UnitAI virtual void EnterEvadeMode(); // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) - virtual void EnterCombat(Unit* /*enemy*/) {} + virtual void EnterCombat(Unit* /*victim*/) {} // Called when the creature is killed - virtual void JustDied(Unit *) {} + virtual void JustDied(Unit* /*killer*/) {} // Called when the creature kills a unit - virtual void KilledUnit(Unit *) {} + virtual void KilledUnit(Unit* /*victim*/) {} // Called when the creature summon successfully other creature - virtual void JustSummoned(Creature*) {} - virtual void IsSummonedBy(Unit * /*summoner*/) {} + virtual void JustSummoned(Creature* /*summon*/) {} + virtual void IsSummonedBy(Unit* /*summoner*/) {} - virtual void SummonedCreatureDespawn(Creature* /*unit*/) {} - virtual void SummonedCreatureDies(Creature* /*unit*/, Unit* /*killer*/) {} + virtual void SummonedCreatureDespawn(Creature* /*summon*/) {} + virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {} // Called when hit by a spell - virtual void SpellHit(Unit*, const SpellEntry*) {} + virtual void SpellHit(Unit* /*caster*/, SpellEntry const* /*spell*/) {} // Called when spell hits a target - virtual void SpellHitTarget(Unit* /*target*/, const SpellEntry*) {} + virtual void SpellHitTarget(Unit* /*target*/, SpellEntry const* /*spell*/) {} // Called to get trigger target for aura effect - virtual Unit * GetAuraEffectTriggerTarget(uint32 /*spellId*/, uint8 /*effIndex*/) {return NULL;} + virtual Unit* GetAuraEffectTriggerTarget(uint32 /*spellId*/, uint8 /*effIndex*/) { return NULL; } // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) //virtual void AttackedBy(Unit* attacker); @@ -127,7 +127,7 @@ class CreatureAI : public UnitAI virtual void JustRespawned() { Reset(); } // Called at waypoint reached or point movement finished - virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {} + virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) {} void OnCharmed(bool apply); @@ -136,10 +136,10 @@ class CreatureAI : public UnitAI // Called at reaching home after evade virtual void JustReachedHome() {} - void DoZoneInCombat(Creature* pUnit = NULL); + void DoZoneInCombat(Creature* creature = NULL); // Called at text emote receive from player - virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*text_emote*/) {} + virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {} /// == Triggered Actions Requested ================== @@ -156,7 +156,7 @@ class CreatureAI : public UnitAI //virtual bool IsVisible(Unit *) const { return false; } // called when the corpse of this creature gets removed - virtual void CorpseRemoved(uint32 & /*respawnDelay*/) {} + virtual void CorpseRemoved(uint32& /*respawnDelay*/) {} // Called when victim entered water and creature can not enter water //virtual bool canReachByRangeAttack(Unit*) { return false; } @@ -166,11 +166,11 @@ class CreatureAI : public UnitAI // Pointer to controlled by AI creature //Creature* const me; - virtual void PassengerBoarded(Unit * /*who*/, int8 /*seatId*/, bool /*apply*/) {} + virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) {} virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; } protected: - virtual void MoveInLineOfSight(Unit *); + virtual void MoveInLineOfSight(Unit* /*who*/); bool _EnterEvadeMode(); diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index d72f19f4f29..75ba3790e54 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -127,7 +127,7 @@ void ScriptedAI::AttackStartNoMove(Unit* pWho) DoStartNoMovement(pWho); } -void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/) +void ScriptedAI::UpdateAI(uint32 const /*diff*/) { //Check if we have a current target if (!UpdateVictim()) diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h index 85eac24a657..070c5f31726 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h @@ -57,7 +57,7 @@ struct ScriptedAI : public CreatureAI void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {} //Called at World update tick - void UpdateAI(const uint32); + virtual void UpdateAI(uint32 const diff); //Called at creature death void JustDied(Unit* /*killer*/) {} @@ -131,8 +131,6 @@ struct ScriptedAI : public CreatureAI void DoTeleportTo(float x, float y, float z, uint32 time = 0); void DoTeleportTo(float const pos[4]); - void DoAction(int32 const /*param*/) {} - //Teleports a player without dropping threat (only teleports to same map) void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o); void DoTeleportAll(float x, float y, float z, float o); diff --git a/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp b/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp index add8ae1bbc3..b83ad7da024 100644 --- a/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp +++ b/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp @@ -1045,7 +1045,7 @@ public: else { if (Creature *car = Unit::GetCreature(*me, carGUID)) - car->AI()->DoAction(); + car->AI()->DoAction(0); IntroPhase = 0; } } else IntroTimer-=diff; diff --git a/src/server/scripts/Kalimdor/ZulFarrak/zulfarrak.cpp b/src/server/scripts/Kalimdor/ZulFarrak/zulfarrak.cpp index 5acc80b3438..15eb847b926 100644 --- a/src/server/scripts/Kalimdor/ZulFarrak/zulfarrak.cpp +++ b/src/server/scripts/Kalimdor/ZulFarrak/zulfarrak.cpp @@ -68,7 +68,7 @@ public: { pPlayer->CLOSE_GOSSIP_MENU(); CAST_AI(npc_sergeant_bly::npc_sergeant_blyAI,pCreature->AI())->PlayerGUID = pPlayer->GetGUID(); - pCreature->AI()->DoAction(); + pCreature->AI()->DoAction(0); } return true; } @@ -132,7 +132,7 @@ public: case 1: //weegli doesn't fight - he goes & blows up the door if (Creature* pWeegli = pInstance->instance->GetCreature(pInstance->GetData64(ENTRY_WEEGLI))) - pWeegli->AI()->DoAction(); + pWeegli->AI()->DoAction(0); DoScriptText(SAY_1,me); Text_Timer = 5000; break; @@ -268,7 +268,7 @@ public: { pPlayer->CLOSE_GOSSIP_MENU(); //here we make him run to door, set the charge and run away off to nowhere - pCreature->AI()->DoAction(); + pCreature->AI()->DoAction(0); } return true; } |
