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

@@ -34,7 +34,7 @@ enum MovementGeneratorType
POINT_MOTION_TYPE = 8, // PointMovementGenerator.h
FLEEING_MOTION_TYPE = 9, // FleeingMovementGenerator.h
DISTRACT_MOTION_TYPE = 10, // IdleMovementGenerator.h
ASSISTANCE_MOTION_TYPE= 11, // PointMovementGenerator.h (first part of flee for assistance)
ASSISTANCE_MOTION_TYPE = 11, // PointMovementGenerator.h (first part of flee for assistance)
ASSISTANCE_DISTRACT_MOTION_TYPE = 12, // IdleMovementGenerator.h (second part of flee for assistance)
TIMED_FLEEING_MOTION_TYPE = 13, // FleeingMovementGenerator.h (alt.second part of flee for assistance)
FOLLOW_MOTION_TYPE = 14,
@@ -71,152 +71,152 @@ enum RotateDirection
class MotionMaster //: private std::stack<MovementGenerator *>
{
private:
//typedef std::stack<MovementGenerator *> Impl;
typedef MovementGenerator* _Ty;
private:
//typedef std::stack<MovementGenerator *> Impl;
typedef MovementGenerator* _Ty;
void pop()
void pop()
{
if (empty())
return;
Impl[_top] = nullptr;
while (!empty() && !top())
--_top;
}
bool needInitTop() const
{
if (empty())
return false;
return _needInit[_top];
}
void InitTop();
public:
explicit MotionMaster(Unit* unit) : _expList(nullptr), _top(-1), _owner(unit), _cleanFlag(MMCF_NONE)
{
for (uint8 i = 0; i < MAX_MOTION_SLOT; ++i)
{
if (empty())
return;
Impl[_top] = nullptr;
while (!empty() && !top())
--_top;
Impl[i] = nullptr;
_needInit[i] = true;
}
}
~MotionMaster();
bool needInitTop() const
{
if (empty())
return false;
return _needInit[_top];
}
void InitTop();
public:
void Initialize();
void InitDefault();
explicit MotionMaster(Unit* unit) : _expList(nullptr), _top(-1), _owner(unit), _cleanFlag(MMCF_NONE)
bool empty() const { return (_top < 0); }
int size() const { return _top + 1; }
_Ty top() const
{
ASSERT(!empty());
return Impl[_top];
}
_Ty GetMotionSlot(int slot) const
{
ASSERT(slot >= 0);
return Impl[slot];
}
uint8 GetCleanFlags() const { return _cleanFlag; }
void DirectDelete(_Ty curr);
void DelayedDelete(_Ty curr);
void UpdateMotion(uint32 diff);
void Clear(bool reset = true)
{
if (_cleanFlag & MMCF_UPDATE)
{
for (uint8 i = 0; i < MAX_MOTION_SLOT; ++i)
{
Impl[i] = nullptr;
_needInit[i] = true;
}
}
~MotionMaster();
void Initialize();
void InitDefault();
bool empty() const { return (_top < 0); }
int size() const { return _top + 1; }
_Ty top() const
{
ASSERT(!empty());
return Impl[_top];
}
_Ty GetMotionSlot(int slot) const
{
ASSERT(slot >= 0);
return Impl[slot];
}
uint8 GetCleanFlags() const { return _cleanFlag; }
void DirectDelete(_Ty curr);
void DelayedDelete(_Ty curr);
void UpdateMotion(uint32 diff);
void Clear(bool reset = true)
{
if (_cleanFlag & MMCF_UPDATE)
{
if (reset)
_cleanFlag |= MMCF_RESET;
else
_cleanFlag &= ~MMCF_RESET;
DelayedClean();
}
if (reset)
_cleanFlag |= MMCF_RESET;
else
DirectClean(reset);
_cleanFlag &= ~MMCF_RESET;
DelayedClean();
}
void MovementExpired(bool reset = true)
else
DirectClean(reset);
}
void MovementExpired(bool reset = true)
{
if (_cleanFlag & MMCF_UPDATE)
{
if (_cleanFlag & MMCF_UPDATE)
{
if (reset)
_cleanFlag |= MMCF_RESET;
else
_cleanFlag &= ~MMCF_RESET;
DelayedExpire();
}
if (reset)
_cleanFlag |= MMCF_RESET;
else
DirectExpire(reset);
_cleanFlag &= ~MMCF_RESET;
DelayedExpire();
}
else
DirectExpire(reset);
}
void MovementExpiredOnSlot(MovementSlot slot, bool reset = true)
{
// xinef: cannot be used during motion update!
if (!(_cleanFlag & MMCF_UPDATE))
DirectExpireSlot(slot, reset);
}
void MovementExpiredOnSlot(MovementSlot slot, bool reset = true)
{
// xinef: cannot be used during motion update!
if (!(_cleanFlag & MMCF_UPDATE))
DirectExpireSlot(slot, reset);
}
void MoveIdle();
void MoveTargetedHome();
void MoveRandom(float wanderDistance = 0.0f);
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
void MoveConfused();
void MoveFleeing(Unit* enemy, uint32 time = 0);
void MovePoint(uint32 id, const Position &pos, bool generatePath = true, bool forceDestination = true)
{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination, MOTION_SLOT_ACTIVE, pos.GetOrientation()); }
void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE, float orientation = 0.0f);
void MoveSplinePath(Movement::PointsArray* path);
void MoveIdle();
void MoveTargetedHome();
void MoveRandom(float wanderDistance = 0.0f);
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
void MoveConfused();
void MoveFleeing(Unit* enemy, uint32 time = 0);
void MovePoint(uint32 id, const Position& pos, bool generatePath = true, bool forceDestination = true)
{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination, MOTION_SLOT_ACTIVE, pos.GetOrientation()); }
void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE, float orientation = 0.0f);
void MoveSplinePath(Movement::PointsArray* path);
// These two movement types should only be used with creatures having landing/takeoff animations
void MoveLand(uint32 id, Position const& pos, float speed);
void MoveLand(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
void MoveTakeoff(uint32 id, Position const& pos, float speed);
void MoveTakeoff(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
// These two movement types should only be used with creatures having landing/takeoff animations
void MoveLand(uint32 id, Position const& pos, float speed);
void MoveLand(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
void MoveTakeoff(uint32 id, Position const& pos, float speed);
void MoveTakeoff(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = NULL, bool generatePath = false, float orientation = 0.0f);
void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
void MoveJumpTo(float angle, float speedXY, float speedZ);
void MoveJump(Position const& pos, float speedXY, float speedZ, uint32 id = 0)
{ MoveJump(pos.m_positionX, pos.m_positionY, pos.m_positionZ, speedXY, speedZ, id); };
void MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id = 0, Unit const* target = nullptr);
void MoveFall(uint32 id = 0, bool addFlagForNPC = false);
void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = NULL, bool generatePath = false, float orientation = 0.0f);
void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
void MoveJumpTo(float angle, float speedXY, float speedZ);
void MoveJump(Position const& pos, float speedXY, float speedZ, uint32 id = 0)
{ MoveJump(pos.m_positionX, pos.m_positionY, pos.m_positionZ, speedXY, speedZ, id); };
void MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id = 0, Unit const* target = nullptr);
void MoveFall(uint32 id = 0, bool addFlagForNPC = false);
void MoveSeekAssistance(float x, float y, float z);
void MoveSeekAssistanceDistract(uint32 timer);
void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 time);
void MovePath(uint32 path_id, bool repeatable);
void MoveRotate(uint32 time, RotateDirection direction);
void MoveSeekAssistance(float x, float y, float z);
void MoveSeekAssistanceDistract(uint32 timer);
void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 time);
void MovePath(uint32 path_id, bool repeatable);
void MoveRotate(uint32 time, RotateDirection direction);
MovementGeneratorType GetCurrentMovementGeneratorType() const;
MovementGeneratorType GetMotionSlotType(int slot) const;
uint32 GetCurrentSplineId() const; // Xinef: Escort system
MovementGeneratorType GetCurrentMovementGeneratorType() const;
MovementGeneratorType GetMotionSlotType(int slot) const;
uint32 GetCurrentSplineId() const; // Xinef: Escort system
void propagateSpeedChange();
void ReinitializeMovement();
void propagateSpeedChange();
void ReinitializeMovement();
bool GetDestination(float &x, float &y, float &z);
private:
void Mutate(MovementGenerator *m, MovementSlot slot); // use Move* functions instead
bool GetDestination(float& x, float& y, float& z);
private:
void Mutate(MovementGenerator* m, MovementSlot slot); // use Move* functions instead
void DirectClean(bool reset);
void DelayedClean();
void DirectClean(bool reset);
void DelayedClean();
void DirectExpire(bool reset);
void DirectExpireSlot(MovementSlot slot, bool reset);
void DelayedExpire();
void DirectExpire(bool reset);
void DirectExpireSlot(MovementSlot slot, bool reset);
void DelayedExpire();
typedef std::vector<_Ty> ExpireList;
ExpireList* _expList;
_Ty Impl[MAX_MOTION_SLOT];
int _top;
Unit* _owner;
bool _needInit[MAX_MOTION_SLOT];
uint8 _cleanFlag;
typedef std::vector<_Ty> ExpireList;
ExpireList* _expList;
_Ty Impl[MAX_MOTION_SLOT];
int _top;
Unit* _owner;
bool _needInit[MAX_MOTION_SLOT];
uint8 _cleanFlag;
};
#endif