refactor(Core/Game): restyle game lib with astyle (#3466)

This commit is contained in:
Kargatum
2020-10-12 15:08:15 +07:00
committed by GitHub
parent e99b526e17
commit a2b26272d2
338 changed files with 52196 additions and 50944 deletions

View File

@@ -120,116 +120,116 @@ typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
class InstanceScript : public ZoneScript
{
public:
public:
explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) {}
explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) {}
virtual ~InstanceScript() {}
virtual ~InstanceScript() {}
Map* instance;
Map* instance;
//On creation, NOT load.
virtual void Initialize() {}
//On creation, NOT load.
virtual void Initialize() {}
//On load
virtual void Load(char const* data) { LoadBossState(data); }
//On load
virtual void Load(char const* data) { LoadBossState(data); }
//Called when creature is Looted
virtual void CreatureLooted(Creature* /*creature*/, LootType) {}
//Called when creature is Looted
virtual void CreatureLooted(Creature* /*creature*/, LootType) {}
//When save is needed, this function generates the data
virtual std::string GetSaveData() { return GetBossSaveData(); }
//When save is needed, this function generates the data
virtual std::string GetSaveData() { return GetBossSaveData(); }
void SaveToDB();
void SaveToDB();
virtual void Update(uint32 /*diff*/) {}
virtual void Update(uint32 /*diff*/) {}
//Used by the map's CanEnter function.
//This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const;
//Used by the map's CanEnter function.
//This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const;
//Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player* /*player*/) {}
//Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player* /*player*/) {}
virtual void OnPlayerAreaUpdate(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) {}
virtual void OnPlayerAreaUpdate(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) {}
//Handle open / close objects
//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
//use HandleGameObject(GUID, boolen, nullptr); in any other script
void HandleGameObject(uint64 guid, bool open, GameObject* go = nullptr);
//Handle open / close objects
//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
//use HandleGameObject(GUID, boolen, nullptr); in any other script
void HandleGameObject(uint64 guid, bool open, GameObject* go = nullptr);
//change active state of doors or buttons
void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
//change active state of doors or buttons
void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
//sends world state update to all players in instance
void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
//sends world state update to all players in instance
void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
// Send Notify to all players in instance
void DoSendNotifyToInstance(char const* format, ...);
// Send Notify to all players in instance
void DoSendNotifyToInstance(char const* format, ...);
// Update Achievement Criteria for all players in instance
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
// Update Achievement Criteria for all players in instance
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
// Start/Stop Timed Achievement Criteria for all players in instance
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
// Start/Stop Timed Achievement Criteria for all players in instance
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
// Remove Auras due to Spell on all players in instance
void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
// Remove Auras due to Spell on all players in instance
void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
// Cast spell on all players in instance
void DoCastSpellOnPlayers(uint32 spell);
// Cast spell on all players in instance
void DoCastSpellOnPlayers(uint32 spell);
// Return wether server allow two side groups or not
bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
// Return wether server allow two side groups or not
bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
virtual bool SetBossState(uint32 id, EncounterState state);
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
static std::string GetBossStateName(uint8 state);
BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
BossInfo const* GetBossInfo(uint32 id) const { return &bosses[id]; }
virtual bool SetBossState(uint32 id, EncounterState state);
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
static std::string GetBossStateName(uint8 state);
BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
BossInfo const* GetBossInfo(uint32 id) const { return &bosses[id]; }
// Achievement criteria additional requirements check
// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
// Achievement criteria additional requirements check
// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
// Checks boss requirements (one boss required to kill other)
virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; }
// Checks boss requirements (one boss required to kill other)
virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; }
void SetCompletedEncountersMask(uint32 newMask, bool save);
void SetCompletedEncountersMask(uint32 newMask, bool save);
// Returns completed encounters mask for packets
uint32 GetCompletedEncounterMask() const { return completedEncounters; }
// Returns completed encounters mask for packets
uint32 GetCompletedEncounterMask() const { return completedEncounters; }
void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0);
void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0);
virtual void FillInitialWorldStates(WorldPacket& /*data*/) {}
virtual void FillInitialWorldStates(WorldPacket& /*data*/) {}
uint32 GetEncounterCount() const { return bosses.size(); }
uint32 GetEncounterCount() const { return bosses.size(); }
// Allows to perform particular actions
virtual void DoAction(int32 /*action*/) {}
protected:
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadDoorData(DoorData const* data);
void LoadMinionData(MinionData const* data);
// Allows to perform particular actions
virtual void DoAction(int32 /*action*/) {}
protected:
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadDoorData(DoorData const* data);
void LoadMinionData(MinionData const* data);
void AddDoor(GameObject* door, bool add);
void AddMinion(Creature* minion, bool add);
void AddDoor(GameObject* door, bool add);
void AddMinion(Creature* minion, bool add);
void UpdateDoorState(GameObject* door);
void UpdateMinionState(Creature* minion, EncounterState state);
void UpdateDoorState(GameObject* door);
void UpdateMinionState(Creature* minion, EncounterState state);
std::string LoadBossState(char const* data);
std::string GetBossSaveData();
private:
std::vector<BossInfo> bosses;
DoorInfoMap doors;
MinionInfoMap minions;
uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
std::string LoadBossState(char const* data);
std::string GetBossSaveData();
private:
std::vector<BossInfo> bosses;
DoorInfoMap doors;
MinionInfoMap minions;
uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
};
template<class AI, class T>