mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-18 03:15:41 +00:00
refactor(Core/Game): restyle game lib with astyle (#3466)
This commit is contained in:
@@ -33,231 +33,231 @@ enum SmartEscortVars
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class SmartAI : public CreatureAI
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{
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public:
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~SmartAI(){};
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explicit SmartAI(Creature* c);
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public:
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~SmartAI() {};
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explicit SmartAI(Creature* c);
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// Start moving to the desired MovePoint
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void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
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bool LoadPath(uint32 entry);
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void PausePath(uint32 delay, bool forced = false);
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void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
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void EndPath(bool fail = false);
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void ResumePath();
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WayPoint* GetNextWayPoint();
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void GenerateWayPointArray(Movement::PointsArray* points);
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bool HasEscortState(uint32 uiEscortState) { return (mEscortState & uiEscortState); }
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void AddEscortState(uint32 uiEscortState) { mEscortState |= uiEscortState; }
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virtual bool IsEscorted() { return (mEscortState & SMART_ESCORT_ESCORTING); }
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void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
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void SetAutoAttack(bool on) { mCanAutoAttack = on; }
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void SetCombatMove(bool on);
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bool CanCombatMove() { return mCanCombatMove; }
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
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void StopFollow(bool complete);
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// Start moving to the desired MovePoint
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void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
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bool LoadPath(uint32 entry);
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void PausePath(uint32 delay, bool forced = false);
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void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
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void EndPath(bool fail = false);
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void ResumePath();
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WayPoint* GetNextWayPoint();
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void GenerateWayPointArray(Movement::PointsArray* points);
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bool HasEscortState(uint32 uiEscortState) { return (mEscortState & uiEscortState); }
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void AddEscortState(uint32 uiEscortState) { mEscortState |= uiEscortState; }
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virtual bool IsEscorted() { return (mEscortState & SMART_ESCORT_ESCORTING); }
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void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
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void SetAutoAttack(bool on) { mCanAutoAttack = on; }
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void SetCombatMove(bool on);
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bool CanCombatMove() { return mCanCombatMove; }
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
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void StopFollow(bool complete);
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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bool IsEscortInvokerInRange();
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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bool IsEscortInvokerInRange();
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// Called when creature is spawned or respawned
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void JustRespawned();
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// Called when creature is spawned or respawned
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void JustRespawned();
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// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
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void JustReachedHome();
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// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
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void JustReachedHome();
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// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
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void EnterCombat(Unit* enemy);
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// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
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void EnterCombat(Unit* enemy);
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// Called for reaction at stopping attack at no attackers or targets
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void EnterEvadeMode();
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// Called for reaction at stopping attack at no attackers or targets
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void EnterEvadeMode();
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// Called when the creature is killed
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void JustDied(Unit* killer);
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// Called when the creature is killed
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void JustDied(Unit* killer);
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// Called when the creature kills a unit
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void KilledUnit(Unit* victim);
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// Called when the creature kills a unit
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void KilledUnit(Unit* victim);
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* creature);
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* creature);
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// Tell creature to attack and follow the victim
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void AttackStart(Unit* who);
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// Tell creature to attack and follow the victim
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void AttackStart(Unit* who);
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// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
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void MoveInLineOfSight(Unit* who);
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// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
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void MoveInLineOfSight(Unit* who);
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// Called when hit by a spell
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void SpellHit(Unit* unit, const SpellInfo* spellInfo);
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// Called when hit by a spell
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void SpellHit(Unit* unit, const SpellInfo* spellInfo);
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// Called when spell hits a target
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void SpellHitTarget(Unit* target, const SpellInfo* spellInfo);
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// Called when spell hits a target
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void SpellHitTarget(Unit* target, const SpellInfo* spellInfo);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* done_by, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* done_by, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
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// Called when the creature receives heal
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void HealReceived(Unit* doneBy, uint32& addhealth);
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// Called when the creature receives heal
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void HealReceived(Unit* doneBy, uint32& addhealth);
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// Called at World update tick
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void UpdateAI(uint32 diff);
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// Called at World update tick
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void UpdateAI(uint32 diff);
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// Called at text emote receive from player
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void ReceiveEmote(Player* player, uint32 textEmote);
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// Called at text emote receive from player
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void ReceiveEmote(Player* player, uint32 textEmote);
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// Called at waypoint reached or point movement finished
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void MovementInform(uint32 MovementType, uint32 Data);
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// Called at waypoint reached or point movement finished
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void MovementInform(uint32 MovementType, uint32 Data);
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// Called when creature is summoned by another unit
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void IsSummonedBy(Unit* summoner);
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// Called when creature is summoned by another unit
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void IsSummonedBy(Unit* summoner);
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// Called at any Damage to any victim (before damage apply)
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void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType damagetyp);
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// Called at any Damage to any victim (before damage apply)
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void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType damagetyp);
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// Called when a summoned creature dissapears (UnSommoned)
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void SummonedCreatureDespawn(Creature* unit);
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// Called when a summoned creature dissapears (UnSommoned)
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void SummonedCreatureDespawn(Creature* unit);
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// called when the corpse of this creature gets removed
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void CorpseRemoved(uint32& respawnDelay);
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// called when the corpse of this creature gets removed
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void CorpseRemoved(uint32& respawnDelay);
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// Called at World update tick if creature is charmed
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void UpdateAIWhileCharmed(const uint32 diff);
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// Called at World update tick if creature is charmed
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void UpdateAIWhileCharmed(const uint32 diff);
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// Called when a Player/Creature enters the creature (vehicle)
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void PassengerBoarded(Unit* who, int8 seatId, bool apply);
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// Called when a Player/Creature enters the creature (vehicle)
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void PassengerBoarded(Unit* who, int8 seatId, bool apply);
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// Called when gets initialized, when creature is added to world
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void InitializeAI();
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// Called when gets initialized, when creature is added to world
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void InitializeAI();
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// Called when creature gets charmed by another unit
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void OnCharmed(bool apply);
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// Called when creature gets charmed by another unit
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void OnCharmed(bool apply);
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// Called when victim is in line of sight
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bool CanAIAttack(const Unit* who) const;
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// Called when victim is in line of sight
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bool CanAIAttack(const Unit* who) const;
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// Used in scripts to share variables
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void DoAction(int32 param = 0);
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// Used in scripts to share variables
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void DoAction(int32 param = 0);
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// Used in scripts to share variables
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uint32 GetData(uint32 id = 0) const;
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// Used in scripts to share variables
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uint32 GetData(uint32 id = 0) const;
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// Used in scripts to share variables
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void SetData(uint32 id, uint32 value);
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// Used in scripts to share variables
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void SetData(uint32 id, uint32 value);
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// Used in scripts to share variables
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void SetGUID(uint64 guid, int32 id = 0);
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// Used in scripts to share variables
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void SetGUID(uint64 guid, int32 id = 0);
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// Used in scripts to share variables
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uint64 GetGUID(int32 id = 0) const;
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// Used in scripts to share variables
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uint64 GetGUID(int32 id = 0) const;
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//core related
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static int32 Permissible(const Creature*);
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//core related
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static int32 Permissible(const Creature*);
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// Called at movepoint reached
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void MovepointReached(uint32 id);
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// Called at movepoint reached
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void MovepointReached(uint32 id);
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// Makes the creature run/walk
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void SetRun(bool run = true);
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// Makes the creature run/walk
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void SetRun(bool run = true);
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void SetFly(bool fly = true);
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void SetFly(bool fly = true);
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void SetSwim(bool swim = true);
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void SetSwim(bool swim = true);
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void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
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void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
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void sGossipHello(Player* player);
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void sGossipSelect(Player* player, uint32 sender, uint32 action);
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void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code);
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void sQuestAccept(Player* player, Quest const* quest);
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//void sQuestSelect(Player* player, Quest const* quest);
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//void sQuestComplete(Player* player, Quest const* quest);
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void sQuestReward(Player* player, Quest const* quest, uint32 opt);
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void sOnGameEvent(bool start, uint16 eventId);
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void sGossipHello(Player* player);
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void sGossipSelect(Player* player, uint32 sender, uint32 action);
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void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code);
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void sQuestAccept(Player* player, Quest const* quest);
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//void sQuestSelect(Player* player, Quest const* quest);
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//void sQuestComplete(Player* player, Quest const* quest);
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void sQuestReward(Player* player, Quest const* quest, uint32 opt);
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void sOnGameEvent(bool start, uint16 eventId);
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uint32 mEscortQuestID;
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uint32 mEscortQuestID;
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void SetDespawnTime (uint32 t)
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{
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mDespawnTime = t;
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mDespawnState = t ? 1 : 0;
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}
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void StartDespawn() { mDespawnState = 2; }
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void SetDespawnTime (uint32 t)
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{
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mDespawnTime = t;
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mDespawnState = t ? 1 : 0;
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}
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void StartDespawn() { mDespawnState = 2; }
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void OnSpellClick(Unit* clicker, bool& result);
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void OnSpellClick(Unit* clicker, bool& result);
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// Xinef
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void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
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void SetForcedCombatMove(float dist);
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// Xinef
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void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
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void SetForcedCombatMove(float dist);
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private:
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uint32 mFollowCreditType;
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uint32 mFollowArrivedTimer;
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uint32 mFollowCredit;
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uint32 mFollowArrivedEntry;
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bool mFollowArrivedAlive;
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uint64 mFollowGuid;
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float mFollowDist;
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float mFollowAngle;
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private:
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uint32 mFollowCreditType;
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uint32 mFollowArrivedTimer;
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uint32 mFollowCredit;
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uint32 mFollowArrivedEntry;
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bool mFollowArrivedAlive;
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uint64 mFollowGuid;
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float mFollowDist;
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float mFollowAngle;
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void ReturnToLastOOCPos();
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void UpdatePath(const uint32 diff);
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SmartScript mScript;
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WPPath* mWayPoints;
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uint32 mEscortState;
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uint32 mCurrentWPID;
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bool mWPReached;
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bool mOOCReached;
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uint32 mWPPauseTimer;
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WayPoint* mLastWP;
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uint32 mEscortNPCFlags;
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uint32 GetWPCount() { return mWayPoints ? mWayPoints->size() : 0; }
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bool mCanRepeatPath;
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bool mRun;
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bool mCanAutoAttack;
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bool mCanCombatMove;
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bool mForcedPaused;
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uint32 mInvincibilityHpLevel;
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void ReturnToLastOOCPos();
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void UpdatePath(const uint32 diff);
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SmartScript mScript;
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WPPath* mWayPoints;
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uint32 mEscortState;
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uint32 mCurrentWPID;
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bool mWPReached;
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bool mOOCReached;
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uint32 mWPPauseTimer;
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WayPoint* mLastWP;
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uint32 mEscortNPCFlags;
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uint32 GetWPCount() { return mWayPoints ? mWayPoints->size() : 0; }
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bool mCanRepeatPath;
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bool mRun;
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bool mCanAutoAttack;
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bool mCanCombatMove;
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bool mForcedPaused;
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uint32 mInvincibilityHpLevel;
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bool AssistPlayerInCombat(Unit* who);
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bool AssistPlayerInCombat(Unit* who);
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uint32 mDespawnTime;
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uint32 mDespawnState;
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void UpdateDespawn(const uint32 diff);
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uint32 mEscortInvokerCheckTimer;
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bool mJustReset;
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uint32 mDespawnTime;
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uint32 mDespawnState;
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void UpdateDespawn(const uint32 diff);
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uint32 mEscortInvokerCheckTimer;
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bool mJustReset;
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// Xinef: Vehicle conditions
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void CheckConditions(const uint32 diff);
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ConditionList conditions;
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uint32 m_ConditionsTimer;
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// Xinef: Vehicle conditions
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void CheckConditions(const uint32 diff);
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ConditionList conditions;
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uint32 m_ConditionsTimer;
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};
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class SmartGameObjectAI : public GameObjectAI
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{
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public:
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SmartGameObjectAI(GameObject* g) : GameObjectAI(g) {}
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~SmartGameObjectAI() {}
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public:
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SmartGameObjectAI(GameObject* g) : GameObjectAI(g) {}
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~SmartGameObjectAI() {}
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void UpdateAI(uint32 diff);
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void InitializeAI();
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void Reset();
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SmartScript* GetScript() { return &mScript; }
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static int32 Permissible(const GameObject* g);
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void UpdateAI(uint32 diff);
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void InitializeAI();
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void Reset();
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SmartScript* GetScript() { return &mScript; }
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static int32 Permissible(const GameObject* g);
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bool GossipHello(Player* player, bool reportUse);
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bool GossipSelect(Player* player, uint32 sender, uint32 action);
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bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/);
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bool QuestAccept(Player* player, Quest const* quest);
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bool QuestReward(Player* player, Quest const* quest, uint32 opt);
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void Destroyed(Player* player, uint32 eventId);
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void SetData(uint32 id, uint32 value);
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void OnGameEvent(bool start, uint16 eventId);
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void OnStateChanged(uint32 state, Unit* unit);
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void EventInform(uint32 eventId);
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void SpellHit(Unit* unit, const SpellInfo* spellInfo);
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bool GossipHello(Player* player, bool reportUse);
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bool GossipSelect(Player* player, uint32 sender, uint32 action);
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bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/);
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bool QuestAccept(Player* player, Quest const* quest);
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bool QuestReward(Player* player, Quest const* quest, uint32 opt);
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void Destroyed(Player* player, uint32 eventId);
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void SetData(uint32 id, uint32 value);
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void OnGameEvent(bool start, uint16 eventId);
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void OnStateChanged(uint32 state, Unit* unit);
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void EventInform(uint32 eventId);
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void SpellHit(Unit* unit, const SpellInfo* spellInfo);
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protected:
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SmartScript mScript;
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protected:
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SmartScript mScript;
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};
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#endif
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