From d2f440c3e833a12c65049d681749b9268a3837f1 Mon Sep 17 00:00:00 2001 From: Maelthyr <100411212+Maelthyrr@users.noreply.github.com> Date: Fri, 2 Dec 2022 09:52:01 +0100 Subject: [PATCH] refactor(Core/Movement): Naming convention (#13989) update codestyle Co-authored-by: Maelthyrr --- src/server/game/Entities/Unit/Unit.h | 2 +- src/server/game/Movement/MotionMaster.cpp | 4 +- src/server/game/Movement/MotionMaster.h | 2 +- src/server/game/Movement/MovementGenerator.h | 2 +- .../ConfusedMovementGenerator.cpp | 44 ++++++------- .../ConfusedMovementGenerator.h | 8 +-- .../EscortMovementGenerator.cpp | 33 +++++----- .../EscortMovementGenerator.h | 10 +-- .../HomeMovementGenerator.cpp | 8 +-- .../HomeMovementGenerator.h | 4 +- .../IdleMovementGenerator.cpp | 4 +- .../IdleMovementGenerator.h | 4 +- .../PointMovementGenerator.cpp | 64 +++++++++--------- .../PointMovementGenerator.h | 20 +++--- .../RandomMovementGenerator.cpp | 4 +- .../RandomMovementGenerator.h | 2 +- .../WaypointMovementGenerator.cpp | 66 +++++++++---------- .../WaypointMovementGenerator.h | 14 ++-- .../HallsOfReflection/halls_of_reflection.cpp | 2 +- 19 files changed, 149 insertions(+), 148 deletions(-) diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 547e62b14..f7d8bfa33 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -2301,7 +2301,7 @@ public: void SendPetAIReaction(ObjectGuid guid); ///----------End of Pet responses methods---------- - void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); } + void propagateSpeedChange() { GetMotionMaster()->PropagateSpeedChange(); } // reactive attacks void ClearAllReactives(); diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index fe8075ddb..0e052633c 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -791,7 +791,7 @@ void MotionMaster::MoveRotate(uint32 time, RotateDirection direction) Mutate(new RotateMovementGenerator(time, direction), MOTION_SLOT_ACTIVE); } -void MotionMaster::propagateSpeedChange() +void MotionMaster::PropagateSpeedChange() { /*Impl::container_type::iterator it = Impl::c.begin(); for (; it != end(); ++it) @@ -801,7 +801,7 @@ void MotionMaster::propagateSpeedChange() for (int i = 0; i <= _top; ++i) { if (Impl[i]) - Impl[i]->unitSpeedChanged(); + Impl[i]->UnitSpeedChanged(); } } diff --git a/src/server/game/Movement/MotionMaster.h b/src/server/game/Movement/MotionMaster.h index 73d8144c6..a32ac1e35 100644 --- a/src/server/game/Movement/MotionMaster.h +++ b/src/server/game/Movement/MotionMaster.h @@ -238,7 +238,7 @@ public: [[nodiscard]] MovementGeneratorType GetMotionSlotType(int slot) const; [[nodiscard]] uint32 GetCurrentSplineId() const; // Xinef: Escort system - void propagateSpeedChange(); + void PropagateSpeedChange(); void ReinitializeMovement(); bool GetDestination(float& x, float& y, float& z); diff --git a/src/server/game/Movement/MovementGenerator.h b/src/server/game/Movement/MovementGenerator.h index 2f317ec48..ce7875f38 100644 --- a/src/server/game/Movement/MovementGenerator.h +++ b/src/server/game/Movement/MovementGenerator.h @@ -42,7 +42,7 @@ public: virtual uint32 GetSplineId() const { return 0; } // Xinef: Escort system - virtual void unitSpeedChanged() { } + virtual void UnitSpeedChanged() { } // timer in ms virtual void Pause(uint32 /* timer = 0*/) {} diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp index 2e36eb0d9..cf2379183 100644 --- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp @@ -54,9 +54,9 @@ void ConfusedMovementGenerator::DoInitialize(T* unit) float new_z = unit->GetMapHeight(wanderX, wanderY, z); if (new_z <= INVALID_HEIGHT || std::fabs(z - new_z) > 3.0f) // pussywizard { - i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x; - i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y; - i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z; + _waypoints[idx][0] = idx > 0 ? _waypoints[idx - 1][0] : x; + _waypoints[idx][1] = idx > 0 ? _waypoints[idx - 1][1] : y; + _waypoints[idx][2] = idx > 0 ? _waypoints[idx - 1][2] : z; continue; } else if (unit->IsWithinLOS(wanderX, wanderY, z)) @@ -66,32 +66,32 @@ void ConfusedMovementGenerator::DoInitialize(T* unit) if ((is_water && !is_water_ok) || (!is_water && !is_land_ok)) { //! Cannot use coordinates outside our InhabitType. Use the current or previous position. - i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x; - i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y; - i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z; + _waypoints[idx][0] = idx > 0 ? _waypoints[idx - 1][0] : x; + _waypoints[idx][1] = idx > 0 ? _waypoints[idx - 1][1] : y; + _waypoints[idx][2] = idx > 0 ? _waypoints[idx - 1][2] : z; continue; } } else { //! Trying to access path outside line of sight. Skip this by using the current or previous position. - i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x; - i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y; - i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z; + _waypoints[idx][0] = idx > 0 ? _waypoints[idx - 1][0] : x; + _waypoints[idx][1] = idx > 0 ? _waypoints[idx - 1][1] : y; + _waypoints[idx][2] = idx > 0 ? _waypoints[idx - 1][2] : z; continue; } //unit->UpdateAllowedPositionZ(wanderX, wanderY, z); //! Positions are fine - apply them to this waypoint - i_waypoints[idx][0] = wanderX; - i_waypoints[idx][1] = wanderY; - i_waypoints[idx][2] = new_z; + _waypoints[idx][0] = wanderX; + _waypoints[idx][1] = wanderY; + _waypoints[idx][2] = new_z; } // Xinef: Call movement immediately to broadcast movement packet // Xinef: Initial timer is set to 1 so update with 1 - i_nextMove = urand(1, MAX_CONF_WAYPOINTS); + _nextMove = urand(1, MAX_CONF_WAYPOINTS); DoUpdate(unit, 1); unit->SetUnitFlag(UNIT_FLAG_CONFUSED); @@ -127,30 +127,30 @@ bool ConfusedMovementGenerator::DoUpdate(T* unit, uint32 diff) return true; } - if (i_nextMoveTime.Passed()) + if (_nextMoveTime.Passed()) { // currently moving, update location unit->AddUnitState(UNIT_STATE_CONFUSED_MOVE); if (unit->movespline->Finalized()) { - i_nextMove = urand(1, MAX_CONF_WAYPOINTS); - i_nextMoveTime.Reset(urand(600, 1200)); // Guessed + _nextMove = urand(1, MAX_CONF_WAYPOINTS); + _nextMoveTime.Reset(urand(600, 1200)); // Guessed } } else { // waiting for next move - i_nextMoveTime.Update(diff); - if (i_nextMoveTime.Passed()) + _nextMoveTime.Update(diff); + if (_nextMoveTime.Passed()) { // start moving unit->AddUnitState(UNIT_STATE_CONFUSED_MOVE); - ASSERT(i_nextMove <= MAX_CONF_WAYPOINTS); - float x = i_waypoints[i_nextMove][0]; - float y = i_waypoints[i_nextMove][1]; - float z = i_waypoints[i_nextMove][2]; + ASSERT(_nextMove <= MAX_CONF_WAYPOINTS); + float x = _waypoints[_nextMove][0]; + float y = _waypoints[_nextMove][1]; + float z = _waypoints[_nextMove][2]; Movement::MoveSplineInit init(unit); init.MoveTo(x, y, z, true); init.Launch(); diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h index 73038a138..ddc499757 100644 --- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h @@ -27,7 +27,7 @@ template class ConfusedMovementGenerator : public MovementGeneratorMedium< T, ConfusedMovementGenerator > { public: - explicit ConfusedMovementGenerator() : i_nextMoveTime(1) {} + explicit ConfusedMovementGenerator() : _nextMoveTime(1) {} void DoInitialize(T*); void DoFinalize(T*); @@ -37,8 +37,8 @@ public: MovementGeneratorType GetMovementGeneratorType() { return CONFUSED_MOTION_TYPE; } private: void _InitSpecific(T*, bool&, bool&); - TimeTracker i_nextMoveTime; - float i_waypoints[MAX_CONF_WAYPOINTS + 1][3]; - uint32 i_nextMove; + TimeTracker _nextMoveTime; + float _waypoints[MAX_CONF_WAYPOINTS + 1][3]; + uint32 _nextMove; }; #endif diff --git a/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.cpp index 2f85ced8c..350bf93b0 100644 --- a/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.cpp @@ -22,6 +22,7 @@ #include "MoveSpline.h" #include "MoveSplineInit.h" #include "Player.h" +#include "Unit.h" #include "World.h" template @@ -31,13 +32,13 @@ void EscortMovementGenerator::DoInitialize(T* unit) unit->StopMoving(); unit->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); - i_recalculateSpeed = false; + _recalculateSpeed = false; Movement::MoveSplineInit init(unit); - if (m_precomputedPath.size() == 2) // xinef: simple case, just call move to - init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true); - else if (m_precomputedPath.size()) - init.MovebyPath(m_precomputedPath); + if (_precomputedPath.size() == 2) // xinef: simple case, just call move to + init.MoveTo(_precomputedPath[1].x, _precomputedPath[1].y, _precomputedPath[1].z, true); + else if (_precomputedPath.size()) + init.MovebyPath(_precomputedPath); init.Launch(); @@ -60,26 +61,26 @@ bool EscortMovementGenerator::DoUpdate(T* unit, uint32 /*diff*/) bool arrived = unit->movespline->Finalized(); - if (i_recalculateSpeed && !arrived) + if (_recalculateSpeed && !arrived) { - i_recalculateSpeed = false; + _recalculateSpeed = false; Movement::MoveSplineInit init(unit); // xinef: speed changed during path execution, calculate remaining path and launch it once more - if (m_precomputedPath.size()) + if (_precomputedPath.size()) { - uint32 offset = std::min(uint32(unit->movespline->_currentSplineIdx()), uint32(m_precomputedPath.size())); - Movement::PointsArray::iterator offsetItr = m_precomputedPath.begin(); + uint32 offset = std::min(uint32(unit->movespline->_currentSplineIdx()), uint32(_precomputedPath.size())); + Movement::PointsArray::iterator offsetItr = _precomputedPath.begin(); std::advance(offsetItr, offset); - m_precomputedPath.erase(m_precomputedPath.begin(), offsetItr); + _precomputedPath.erase(_precomputedPath.begin(), offsetItr); // restore 0 element (current position) - m_precomputedPath.insert(m_precomputedPath.begin(), G3D::Vector3(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ())); + _precomputedPath.insert(_precomputedPath.begin(), G3D::Vector3(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ())); - if (m_precomputedPath.size() > 2) - init.MovebyPath(m_precomputedPath); - else if (m_precomputedPath.size() == 2) - init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true); + if (_precomputedPath.size() > 2) + init.MovebyPath(_precomputedPath); + else if (_precomputedPath.size() == 2) + init.MoveTo(_precomputedPath[1].x, _precomputedPath[1].y, _precomputedPath[1].z, true); } init.Launch(); diff --git a/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.h b/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.h index edb410b8a..802ec48eb 100644 --- a/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/EscortMovementGenerator.h @@ -24,10 +24,10 @@ template class EscortMovementGenerator : public MovementGeneratorMedium< T, EscortMovementGenerator > { public: - EscortMovementGenerator(Movement::PointsArray* _path = nullptr) : i_recalculateSpeed(false) + EscortMovementGenerator(Movement::PointsArray* _path = nullptr) : _recalculateSpeed(false) { if (_path) - m_precomputedPath = *_path; + _precomputedPath = *_path; } void DoInitialize(T*); @@ -35,15 +35,15 @@ public: void DoReset(T*); bool DoUpdate(T*, uint32); - void unitSpeedChanged() { i_recalculateSpeed = true; } + void unitSpeedChanged() { _recalculateSpeed = true; } MovementGeneratorType GetMovementGeneratorType() { return ESCORT_MOTION_TYPE; } uint32 GetSplineId() const { return _splineId; } private: - bool i_recalculateSpeed; - Movement::PointsArray m_precomputedPath; + bool _recalculateSpeed; + Movement::PointsArray _precomputedPath; uint32 _splineId; }; diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp index 818342744..4c29493be 100644 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp @@ -30,7 +30,7 @@ void HomeMovementGenerator::DoInitialize(Creature* owner) void HomeMovementGenerator::DoFinalize(Creature* owner) { owner->ClearUnitState(UNIT_STATE_EVADE); - if (arrived) + if (_arrived) { // Xinef: npc run by default //owner->SetWalk(true); @@ -68,15 +68,15 @@ void HomeMovementGenerator::_setTargetLocation(Creature* owner) init.SetWalk(false); init.Launch(); - arrived = false; + _arrived = false; owner->ClearUnitState(uint32(UNIT_STATE_ALL_STATE & ~(UNIT_STATE_POSSESSED | UNIT_STATE_EVADE | UNIT_STATE_IGNORE_PATHFINDING | UNIT_STATE_NO_ENVIRONMENT_UPD))); } bool HomeMovementGenerator::DoUpdate(Creature* owner, const uint32 /*time_diff*/) { - arrived = owner->movespline->Finalized(); - if (arrived) + _arrived = owner->movespline->Finalized(); + if (_arrived) return false; if (i_recalculateTravel) diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h index 1b4395d36..c97252d25 100644 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h @@ -29,7 +29,7 @@ template <> class HomeMovementGenerator : public MovementGeneratorMedium< Creature, HomeMovementGenerator > { public: - HomeMovementGenerator() : arrived(false), i_recalculateTravel(false) {} + HomeMovementGenerator() : _arrived(false), i_recalculateTravel(false) {} ~HomeMovementGenerator() {} void DoInitialize(Creature*); @@ -41,7 +41,7 @@ public: private: void _setTargetLocation(Creature*); - bool arrived : 1; + bool _arrived : 1; bool i_recalculateTravel : 1; }; #endif diff --git a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp index 5f64daef3..1b4250632 100644 --- a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp @@ -99,10 +99,10 @@ void DistractMovementGenerator::Finalize(Unit* owner) bool DistractMovementGenerator::Update(Unit* owner, uint32 time_diff) { - if (owner->IsInCombat() || time_diff > m_timer) + if (owner->IsInCombat() || time_diff > _timer) return false; - m_timer -= time_diff; + _timer -= time_diff; return true; } diff --git a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h index 293862bdd..fd9275e1c 100644 --- a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h @@ -49,7 +49,7 @@ private: class DistractMovementGenerator : public MovementGenerator { public: - explicit DistractMovementGenerator(uint32 timer) : m_timer(timer) {} + explicit DistractMovementGenerator(uint32 timer) : _timer(timer) {} void Initialize(Unit*) override; void Finalize(Unit*) override; @@ -58,7 +58,7 @@ public: MovementGeneratorType GetMovementGeneratorType() override { return DISTRACT_MOTION_TYPE; } private: - uint32 m_timer; + uint32 _timer; }; class AssistanceDistractMovementGenerator : public DistractMovementGenerator diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp index 5e06523fa..36f6cbeb8 100644 --- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp @@ -33,7 +33,7 @@ void PointMovementGenerator::DoInitialize(T* unit) { // the next line is to ensure that a new spline is created in DoUpdate() once the unit is no longer rooted/stunned // todo: rename this flag to something more appropriate since it is set to true even without speed change now. - i_recalculateSpeed = true; + _recalculateSpeed = true; return; } @@ -46,48 +46,48 @@ void PointMovementGenerator::DoInitialize(T* unit) unit->AddUnitState(UNIT_STATE_CHARGING); } - i_recalculateSpeed = false; + _recalculateSpeed = false; Movement::MoveSplineInit init(unit); - if (m_precomputedPath.size() > 2) // pussywizard: for charge - init.MovebyPath(m_precomputedPath); + if (_precomputedPath.size() > 2) // pussywizard: for charge + init.MovebyPath(_precomputedPath); else if (_generatePath) { PathGenerator path(unit); - bool result = path.CalculatePath(i_x, i_y, i_z, _forceDestination); + bool result = path.CalculatePath(_x, _y, _z, _forceDestination); if (result && !(path.GetPathType() & PATHFIND_NOPATH) && path.GetPath().size() > 2) { - m_precomputedPath = path.GetPath(); - init.MovebyPath(m_precomputedPath); + _precomputedPath = path.GetPath(); + init.MovebyPath(_precomputedPath); } else { // Xinef: fix strange client visual bug, moving on z coordinate only switches orientation by 180 degrees (visual only) - if (G3D::fuzzyEq(unit->GetPositionX(), i_x) && G3D::fuzzyEq(unit->GetPositionY(), i_y)) + if (G3D::fuzzyEq(unit->GetPositionX(), _x) && G3D::fuzzyEq(unit->GetPositionY(), _y)) { - i_x += 0.2f * cos(unit->GetOrientation()); - i_y += 0.2f * std::sin(unit->GetOrientation()); + _x += 0.2f * cos(unit->GetOrientation()); + _y += 0.2f * std::sin(unit->GetOrientation()); } - init.MoveTo(i_x, i_y, i_z, true); + init.MoveTo(_x, _y, _z, true); } } else { // Xinef: fix strange client visual bug, moving on z coordinate only switches orientation by 180 degrees (visual only) - if (G3D::fuzzyEq(unit->GetPositionX(), i_x) && G3D::fuzzyEq(unit->GetPositionY(), i_y)) + if (G3D::fuzzyEq(unit->GetPositionX(), _x) && G3D::fuzzyEq(unit->GetPositionY(), _y)) { - i_x += 0.2f * cos(unit->GetOrientation()); - i_y += 0.2f * std::sin(unit->GetOrientation()); + _x += 0.2f * cos(unit->GetOrientation()); + _y += 0.2f * std::sin(unit->GetOrientation()); } - init.MoveTo(i_x, i_y, i_z, true); + init.MoveTo(_x, _y, _z, true); } if (speed > 0.0f) init.SetVelocity(speed); - if (i_orientation > 0.0f) + if (_orientation > 0.0f) { - init.SetFacing(i_orientation); + init.SetFacing(_orientation); } init.Launch(); @@ -117,35 +117,35 @@ bool PointMovementGenerator::DoUpdate(T* unit, uint32 /*diff*/) unit->AddUnitState(UNIT_STATE_ROAMING_MOVE); - if (id != EVENT_CHARGE_PREPATH && i_recalculateSpeed && !unit->movespline->Finalized()) + if (id != EVENT_CHARGE_PREPATH && _recalculateSpeed && !unit->movespline->Finalized()) { - i_recalculateSpeed = false; + _recalculateSpeed = false; Movement::MoveSplineInit init(unit); // xinef: speed changed during path execution, calculate remaining path and launch it once more - if (m_precomputedPath.size()) + if (_precomputedPath.size()) { - uint32 offset = std::min(uint32(unit->movespline->_currentSplineIdx()), uint32(m_precomputedPath.size())); - Movement::PointsArray::iterator offsetItr = m_precomputedPath.begin(); + uint32 offset = std::min(uint32(unit->movespline->_currentSplineIdx()), uint32(_precomputedPath.size())); + Movement::PointsArray::iterator offsetItr = _precomputedPath.begin(); std::advance(offsetItr, offset); - m_precomputedPath.erase(m_precomputedPath.begin(), offsetItr); + _precomputedPath.erase(_precomputedPath.begin(), offsetItr); // restore 0 element (current position) - m_precomputedPath.insert(m_precomputedPath.begin(), G3D::Vector3(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ())); + _precomputedPath.insert(_precomputedPath.begin(), G3D::Vector3(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ())); - if (m_precomputedPath.size() > 2) - init.MovebyPath(m_precomputedPath); - else if (m_precomputedPath.size() == 2) - init.MoveTo(m_precomputedPath[1].x, m_precomputedPath[1].y, m_precomputedPath[1].z, true); + if (_precomputedPath.size() > 2) + init.MovebyPath(_precomputedPath); + else if (_precomputedPath.size() == 2) + init.MoveTo(_precomputedPath[1].x, _precomputedPath[1].y, _precomputedPath[1].z, true); } else - init.MoveTo(i_x, i_y, i_z, true); + init.MoveTo(_x, _y, _z, true); if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit init.SetVelocity(speed); - if (i_orientation > 0.0f) + if (_orientation > 0.0f) { - init.SetFacing(i_orientation); + init.SetFacing(_orientation); } init.Launch(); @@ -247,5 +247,5 @@ void EffectMovementGenerator::Finalize(Unit* unit) //} if (unit->ToCreature()->AI()) - unit->ToCreature()->AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id); + unit->ToCreature()->AI()->MovementInform(EFFECT_MOTION_TYPE, _Id); } diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h index fdff98725..21dcc3250 100644 --- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h @@ -27,11 +27,11 @@ class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementG public: PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr, bool generatePath = false, bool forceDestination = false, ObjectGuid chargeTargetGUID = ObjectGuid::Empty) - : id(_id), i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination), + : id(_id), _x(_x), _y(_y), _z(_z), speed(_speed), _orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination), _chargeTargetGUID(chargeTargetGUID) { if (_path) - m_precomputedPath = *_path; + _precomputedPath = *_path; } void DoInitialize(T*); @@ -41,18 +41,18 @@ public: void MovementInform(T*); - void unitSpeedChanged() { i_recalculateSpeed = true; } + void unitSpeedChanged() { _recalculateSpeed = true; } MovementGeneratorType GetMovementGeneratorType() { return POINT_MOTION_TYPE; } - bool GetDestination(float& x, float& y, float& z) const { x = i_x; y = i_y; z = i_z; return true; } + bool GetDestination(float& x, float& y, float& z) const { x = _x; y = _y; z = _z; return true; } private: uint32 id; - float i_x, i_y, i_z; + float _x, _y, _z; float speed; - float i_orientation; - bool i_recalculateSpeed; - Movement::PointsArray m_precomputedPath; + float _orientation; + bool _recalculateSpeed; + Movement::PointsArray _precomputedPath; bool _generatePath; bool _forceDestination; ObjectGuid _chargeTargetGUID; @@ -72,14 +72,14 @@ public: class EffectMovementGenerator : public MovementGenerator { public: - explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {} + explicit EffectMovementGenerator(uint32 Id) : _Id(Id) {} void Initialize(Unit*) override {} void Finalize(Unit*) override; void Reset(Unit*) override {} bool Update(Unit*, uint32) override; MovementGeneratorType GetMovementGeneratorType() override { return EFFECT_MOTION_TYPE; } private: - uint32 m_Id; + uint32 _Id; }; #endif diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp index 73ee0b5c3..b5f21d977 100644 --- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp @@ -36,7 +36,7 @@ RandomMovementGenerator::~RandomMovementGenerator() } template<> -void RandomMovementGenerator::_setRandomLocation(Creature* creature) +void RandomMovementGenerator::SetRandomLocation(Creature* creature) { if (creature->_moveState != MAP_OBJECT_CELL_MOVE_NONE) return; @@ -292,7 +292,7 @@ bool RandomMovementGenerator::DoUpdate(Creature* creature, const uint3 { _nextMoveTime.Update(diff); if (_nextMoveTime.Passed()) - _setRandomLocation(creature); + SetRandomLocation(creature); } return true; } diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h index 221aa81c1..3d976e5fd 100644 --- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h @@ -49,7 +49,7 @@ public: } ~RandomMovementGenerator(); - void _setRandomLocation(T*); + void SetRandomLocation(T*); void DoInitialize(T*); void DoFinalize(T*); void DoReset(T*); diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp index bd57f449f..c755f2a7b 100644 --- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp @@ -75,22 +75,22 @@ void WaypointMovementGenerator::OnArrived(Creature* creature) creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); m_isArrivalDone = true; - if (i_path->at(i_currentNode)->event_id && urand(0, 99) < i_path->at(i_currentNode)->event_chance) + if (i_path->at(_currentNode)->event_id && urand(0, 99) < i_path->at(_currentNode)->event_chance) { LOG_DEBUG("maps.script", "Creature movement start script {} at point {} for {}.", - i_path->at(i_currentNode)->event_id, i_currentNode, creature->GetGUID().ToString()); + i_path->at(_currentNode)->event_id, _currentNode, creature->GetGUID().ToString()); creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); - creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(i_currentNode)->event_id, creature, nullptr); + creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(_currentNode)->event_id, creature, nullptr); } // Inform script MovementInform(creature); - creature->UpdateWaypointID(i_currentNode); + creature->UpdateWaypointID(_currentNode); - if (i_path->at(i_currentNode)->delay) + if (i_path->at(_currentNode)->delay) { creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); - Stop(i_path->at(i_currentNode)->delay); + Stop(i_path->at(_currentNode)->delay); } } @@ -111,11 +111,11 @@ bool WaypointMovementGenerator::StartMove(Creature* creature) if (m_isArrivalDone) { // Xinef: not true... update this at every waypoint! - //if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint + //if ((_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint { - float x = i_path->at(i_currentNode)->x; - float y = i_path->at(i_currentNode)->y; - float z = i_path->at(i_currentNode)->z; + float x = i_path->at(_currentNode)->x; + float y = i_path->at(_currentNode)->y; + float z = i_path->at(_currentNode)->z; float o = creature->GetOrientation(); if (!transportPath) @@ -136,14 +136,14 @@ bool WaypointMovementGenerator::StartMove(Creature* creature) } // Xinef: moved the upper IF here - if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint + if ((_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint { creature->AI()->PathEndReached(path_id); creature->GetMotionMaster()->Initialize(); return false; } - i_currentNode = (i_currentNode + 1) % i_path->size(); + _currentNode = (_currentNode + 1) % i_path->size(); } // xinef: do not initialize motion if we got stunned in movementinform @@ -152,7 +152,7 @@ bool WaypointMovementGenerator::StartMove(Creature* creature) return true; } - WaypointData const* node = i_path->at(i_currentNode); + WaypointData const* node = i_path->at(_currentNode); m_isArrivalDone = false; @@ -238,7 +238,7 @@ bool WaypointMovementGenerator::DoUpdate(Creature* creature, uint32 di bool finished = creature->movespline->Finalized(); // xinef: code to detect pre-empetively if we should start movement to next waypoint // xinef: do not start pre-empetive movement if current node has delay or we are ending waypoint movement - //if (!finished && !i_path->at(i_currentNode)->delay && ((i_currentNode != i_path->size() - 1) || repeating)) + //if (!finished && !i_path->at(_currentNode)->delay && ((_currentNode != i_path->size() - 1) || repeating)) // finished = (creature->movespline->_Spline().length(creature->movespline->_currentSplineIdx() + 1) - creature->movespline->timePassed()) < 200; if (finished) @@ -254,13 +254,13 @@ bool WaypointMovementGenerator::DoUpdate(Creature* creature, uint32 di void WaypointMovementGenerator::MovementInform(Creature* creature) { if (creature->AI()) - creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); + creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, _currentNode); if (Unit* owner = creature->GetCharmerOrOwner()) { if (UnitAI* AI = owner->GetAI()) { - AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode); + AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, _currentNode); } } } @@ -269,13 +269,13 @@ void WaypointMovementGenerator::MovementInform(Creature* creature) uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const { - if (i_currentNode >= i_path.size()) + if (_currentNode >= i_path.size()) { return i_path.size(); } - uint32 curMapId = i_path[i_currentNode]->mapid; - for (uint32 i = i_currentNode; i < i_path.size(); ++i) + uint32 curMapId = i_path[_currentNode]->mapid; + for (uint32 i = _currentNode; i < i_path.size(); ++i) { if (i_path[i]->mapid != curMapId) { @@ -401,15 +401,15 @@ bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/) { // skipping the first spline path point because it's our starting point and not a taxi path point uint32 pointId = player->movespline->currentPathIdx() <= 0 ? 0 : player->movespline->currentPathIdx() - 1; - if (pointId > i_currentNode && i_currentNode < i_path.size() - 1) + if (pointId > _currentNode && _currentNode < i_path.size() - 1) { bool departureEvent = true; do { - ASSERT(i_currentNode < i_path.size(), "Point Id: {}\n{}", pointId, player->GetGUID().ToString().c_str()); + ASSERT(_currentNode < i_path.size(), "Point Id: {}\n{}", pointId, player->GetGUID().ToString().c_str()); - DoEventIfAny(player, i_path[i_currentNode], departureEvent); - while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= i_currentNode) + DoEventIfAny(player, i_path[_currentNode], departureEvent); + while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= _currentNode) { _pointsForPathSwitch.pop_front(); player->m_taxi.NextTaxiDestination(); @@ -420,37 +420,37 @@ bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/) } } - if (pointId == i_currentNode) + if (pointId == _currentNode) { break; } - if (i_currentNode == _preloadTargetNode) + if (_currentNode == _preloadTargetNode) { PreloadEndGrid(); } - i_currentNode += departureEvent ? 1 : 0; + _currentNode += departureEvent ? 1 : 0; departureEvent = !departureEvent; - } while (i_currentNode < i_path.size() - 1); + } while (_currentNode < i_path.size() - 1); } - return i_currentNode < (i_path.size() - 1); + return _currentNode < (i_path.size() - 1); } void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() { - if (i_path.empty() || i_currentNode >= i_path.size()) + if (i_path.empty() || _currentNode >= i_path.size()) { return; } - uint32 map0 = i_path[i_currentNode]->mapid; - for (size_t i = i_currentNode + 1; i < i_path.size(); ++i) + uint32 map0 = i_path[_currentNode]->mapid; + for (size_t i = _currentNode + 1; i < i_path.size(); ++i) { if (i_path[i]->mapid != map0) { - i_currentNode = i; + _currentNode = i; return; } } @@ -467,7 +467,7 @@ void FlightPathMovementGenerator::DoEventIfAny(Player* player, TaxiPathNodeEntry bool FlightPathMovementGenerator::GetResetPos(Player*, float& x, float& y, float& z) { - TaxiPathNodeEntry const* node = i_path[i_currentNode]; + TaxiPathNodeEntry const* node = i_path[_currentNode]; x = node->x; y = node->y; z = node->z; diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h index 1699a71a6..0407310ee 100644 --- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h @@ -35,15 +35,15 @@ template class PathMovementBase { public: - PathMovementBase() : i_path(), i_currentNode(0) {} - PathMovementBase(P path) : i_path(path), i_currentNode(0) {} + PathMovementBase() : i_path(), _currentNode(0) {} + PathMovementBase(P path) : i_path(path), _currentNode(0) {} virtual ~PathMovementBase() {}; - uint32 GetCurrentNode() const { return i_currentNode; } + uint32 GetCurrentNode() const { return _currentNode; } protected: P i_path; - uint32 i_currentNode; + uint32 _currentNode; }; template @@ -104,7 +104,7 @@ class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, Flig public: explicit FlightPathMovementGenerator(uint32 startNode = 0) { - i_currentNode = startNode; + _currentNode = startNode; _endGridX = 0.0f; _endGridY = 0.0f; _endMapId = 0; @@ -119,9 +119,9 @@ class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, Flig TaxiPathNodeList const& GetPath() { return i_path; } uint32 GetPathAtMapEnd() const; - bool HasArrived() const { return (i_currentNode >= i_path.size()); } + bool HasArrived() const { return (_currentNode >= i_path.size()); } void SetCurrentNodeAfterTeleport(); - void SkipCurrentNode() { ++i_currentNode; } + void SkipCurrentNode() { ++_currentNode; } void DoEventIfAny(Player* player, TaxiPathNodeEntry const* node, bool departure); bool GetResetPos(Player*, float& x, float& y, float& z); diff --git a/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp b/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp index f513dc46d..2563ba906 100644 --- a/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp +++ b/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp @@ -1562,7 +1562,7 @@ public: for (uint8 i = 3; i < PATH_WP_COUNT - 1; ++i) path.push_back(G3D::Vector3(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ())); me->GetMotionMaster()->MoveSplinePath(&path); - me->GetMotionMaster()->propagateSpeedChange(); + me->GetMotionMaster()->PropagateSpeedChange(); events.ScheduleEvent(EVENT_LK_SUMMON, 1000); } break;