Core/AI: Cleaning up hungarian notation

This commit is contained in:
Fredi Machado
2011-08-20 20:31:31 -03:00
parent 080c420e6a
commit 78e10e9cd0
8 changed files with 147 additions and 147 deletions

View File

@@ -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);
}
}