Core/AI: Code style and cleanups

This commit is contained in:
Fredi Machado
2011-08-18 14:55:27 -03:00
parent b4ee9ebfc8
commit 0b64d726c2
31 changed files with 430 additions and 428 deletions
@@ -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])