converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

@@ -39,15 +39,15 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mEscortState = SMART_ESCORT_NONE;
mCurrentWPID = 0;//first wp id is 1 !!
mWPReached = false;
mOOCReached = false;
mOOCReached = false;
mWPPauseTimer = 0;
mLastWP = NULL;
mEscortNPCFlags = 0;
mEscortNPCFlags = 0;
mCanRepeatPath = false;
// spawn in run mode
// Xinef: spawn in run mode and set mRun to run... this overrides SetWalk EVERYWHERE, RETARDS
// Xinef: spawn in run mode and set mRun to run... this overrides SetWalk EVERYWHERE, RETARDS
mRun = true;
mCanAutoAttack = true;
@@ -73,10 +73,10 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mJustReset = false;
// Xinef: Vehicle conditions
m_ConditionsTimer = 0;
if (me->GetVehicleKit())
conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
// Xinef: Vehicle conditions
m_ConditionsTimer = 0;
if (me->GetVehicleKit())
conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
}
void SmartAI::UpdateDespawn(const uint32 diff)
@@ -95,8 +95,8 @@ void SmartAI::UpdateDespawn(const uint32 diff)
else
me->DespawnOrUnsummon();
}
else
mDespawnTime -= diff;
else
mDespawnTime -= diff;
}
WayPoint* SmartAI::GetNextWayPoint()
@@ -192,10 +192,10 @@ void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
StopPath();
if (path)
{
{
if (!LoadPath(path))
return;
}
}
if (!mWayPoints || mWayPoints->empty())
return;
@@ -206,11 +206,11 @@ void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* invoker)
mCanRepeatPath = repeat;
SetRun(run);
if (invoker && invoker->GetTypeId() == TYPEID_PLAYER)
{
mEscortNPCFlags = me->GetUInt32Value(UNIT_NPC_FLAGS);
me->SetUInt32Value(UNIT_NPC_FLAGS, 0);
}
if (invoker && invoker->GetTypeId() == TYPEID_PLAYER)
{
mEscortNPCFlags = me->GetUInt32Value(UNIT_NPC_FLAGS);
me->SetUInt32Value(UNIT_NPC_FLAGS, 0);
}
Movement::PointsArray pathPoints;
GenerateWayPointArray(&pathPoints);
@@ -251,7 +251,7 @@ void SmartAI::PausePath(uint32 delay, bool forced)
mWPPauseTimer = delay;
if (forced && !mWPReached)
{
mForcedPaused = forced;
mForcedPaused = forced;
SetRun(mRun);
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == ESCORT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
@@ -288,11 +288,11 @@ void SmartAI::EndPath(bool fail)
mLastWP = NULL;
mWPPauseTimer = 0;
if (mEscortNPCFlags)
{
me->SetUInt32Value(UNIT_NPC_FLAGS, mEscortNPCFlags);
mEscortNPCFlags = 0;
}
if (mEscortNPCFlags)
{
me->SetUInt32Value(UNIT_NPC_FLAGS, mEscortNPCFlags);
mEscortNPCFlags = 0;
}
ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
if (targets && mEscortQuestID)
@@ -305,8 +305,8 @@ void SmartAI::EndPath(bool fail)
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
Player* groupGuy = groupRef->GetSource();
if (!groupGuy || !player->IsInMap(groupGuy))
continue;
if (!groupGuy || !player->IsInMap(groupGuy))
continue;
if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse())
groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
@@ -314,15 +314,15 @@ void SmartAI::EndPath(bool fail)
groupGuy->FailQuest(mEscortQuestID);
}
}
else
{
if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
player->GroupEventHappens(mEscortQuestID, me);
else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(mEscortQuestID);
}
else
{
if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
player->GroupEventHappens(mEscortQuestID, me);
else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(mEscortQuestID);
}
}
else
else
{
for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
{
@@ -338,16 +338,16 @@ void SmartAI::EndPath(bool fail)
}
}
// Xinef: if the escort failed - DO NOT PROCESS ANYTHING, ITS RETARDED
// Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
if (fail)
{
mCurrentWPID = 0;
return;
}
// Xinef: if the escort failed - DO NOT PROCESS ANYTHING, ITS RETARDED
// Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
if (fail)
{
mCurrentWPID = 0;
return;
}
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mCurrentWPID, GetScript()->GetPathId());
mCurrentWPID = 0;
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mCurrentWPID, GetScript()->GetPathId());
mCurrentWPID = 0;
if (mCanRepeatPath)
StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath);
@@ -373,8 +373,8 @@ void SmartAI::ResumePath()
void SmartAI::ReturnToLastOOCPos()
{
me->SetWalk(false);
float x, y, z, o;
me->SetWalk(false);
float x, y, z, o;
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(SMART_ESCORT_LAST_OOC_POINT, x, y, z);
}
@@ -386,21 +386,21 @@ void SmartAI::UpdatePath(const uint32 diff)
if (mEscortInvokerCheckTimer < diff)
{
// Xinef: Escort failed - no players in range
// Xinef: Despawn immediately
// Xinef: Escort failed - no players in range
// Xinef: Despawn immediately
if (!IsEscortInvokerInRange())
{
StopPath(0, mEscortQuestID, true);
// Xinef: allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me);
me->DespawnOrUnsummon(1);
return;
// Xinef: allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, me);
me->DespawnOrUnsummon(1);
return;
}
mEscortInvokerCheckTimer = 1000;
}
else
mEscortInvokerCheckTimer -= diff;
else
mEscortInvokerCheckTimer -= diff;
// handle pause
if (HasEscortState(SMART_ESCORT_PAUSED))
@@ -415,13 +415,13 @@ void SmartAI::UpdatePath(const uint32 diff)
{
mWPReached = false;
mForcedPaused = false;
ResumePath();
ResumePath();
}
mWPPauseTimer = 0;
mWPPauseTimer = 0;
}
}
else
else
mWPPauseTimer -= diff;
}
@@ -429,7 +429,7 @@ void SmartAI::UpdatePath(const uint32 diff)
{
if (mOOCReached)//reached OOC WP
{
mOOCReached = false;
mOOCReached = false;
RemoveEscortState(SMART_ESCORT_RETURNING);
if (!HasEscortState(SMART_ESCORT_PAUSED))
ResumePath();
@@ -440,13 +440,13 @@ void SmartAI::UpdatePath(const uint32 diff)
return;
// handle next wp
if (!me->HasUnitState(UNIT_STATE_NOT_MOVE) && me->movespline->Finalized())//reached WP
if (!me->HasUnitState(UNIT_STATE_NOT_MOVE) && me->movespline->Finalized())//reached WP
{
if (!mWPReached)
{
ResumePath();
return;
}
if (!mWPReached)
{
ResumePath();
return;
}
mWPReached = false;
if (mCurrentWPID == GetWPCount())
@@ -464,16 +464,16 @@ void SmartAI::UpdatePath(const uint32 diff)
void SmartAI::CheckConditions(const uint32 diff)
{
Vehicle* vehicle = me->GetVehicleKit();
if (!vehicle)
return;
Vehicle* vehicle = me->GetVehicleKit();
if (!vehicle)
return;
if (m_ConditionsTimer < diff)
{
if (!conditions.empty())
{
for (SeatMap::iterator itr = vehicle->Seats.begin(); itr != vehicle->Seats.end(); ++itr)
if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
{
if (Player* player = passenger->ToPlayer())
{
@@ -487,13 +487,13 @@ void SmartAI::CheckConditions(const uint32 diff)
}
m_ConditionsTimer = 1000;
}
else
m_ConditionsTimer -= diff;
else
m_ConditionsTimer -= diff;
}
void SmartAI::UpdateAI(uint32 diff)
{
CheckConditions(diff);
CheckConditions(diff);
GetScript()->OnUpdate(diff);
UpdatePath(diff);
UpdateDespawn(diff);
@@ -527,12 +527,12 @@ bool SmartAI::IsEscortInvokerInRange()
ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
if (targets)
{
float checkDist = me->GetInstanceScript() ? SMART_ESCORT_MAX_PLAYER_DIST*2 : SMART_ESCORT_MAX_PLAYER_DIST;
float checkDist = me->GetInstanceScript() ? SMART_ESCORT_MAX_PLAYER_DIST*2 : SMART_ESCORT_MAX_PLAYER_DIST;
if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
{
Player* player = (*targets->begin())->ToPlayer();
if (me->GetDistance(player) <= checkDist)
return true;
return true;
if (Group* group = player->GetGroup())
{
@@ -540,12 +540,12 @@ bool SmartAI::IsEscortInvokerInRange()
{
Player* groupGuy = groupRef->GetSource();
if (groupGuy && me->IsInMap(groupGuy) && me->GetDistance(groupGuy) <= checkDist)
if (groupGuy && me->IsInMap(groupGuy) && me->GetDistance(groupGuy) <= checkDist)
return true;
}
}
}
else
else
{
for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
{
@@ -557,10 +557,10 @@ bool SmartAI::IsEscortInvokerInRange()
}
}
// Xinef: no valid target found
return false;
// Xinef: no valid target found
return false;
}
// Xinef: no player invoker was stored, just ignore range check
// Xinef: no player invoker was stored, just ignore range check
return true;
}
@@ -571,19 +571,19 @@ void SmartAI::MovepointReached(uint32 id)
// xinef: both point movement and escort generator can enter this function
if (id == SMART_ESCORT_LAST_OOC_POINT)
{
mOOCReached = true;
{
mOOCReached = true;
return;
}
}
mWPReached = true;
mWPReached = true;
GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, NULL, mCurrentWPID);
if (mLastWP)
{
{
me->SetPosition(mLastWP->x, mLastWP->y, mLastWP->z, me->GetOrientation());
me->SetHomePosition(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
}
me->SetHomePosition(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
}
if (HasEscortState(SMART_ESCORT_PAUSED))
{
@@ -593,20 +593,20 @@ void SmartAI::MovepointReached(uint32 id)
me->StopMovingOnCurrentPos();
me->GetMotionMaster()->MoveIdle();
}
// Xinef: Can be unset in ProcessEvents
else if (HasEscortState(SMART_ESCORT_ESCORTING) && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == ESCORT_MOTION_TYPE)
{
mWPReached = false;
if (mCurrentWPID == GetWPCount())
EndPath();
else if (GetNextWayPoint())
{
SetRun(mRun);
// xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
if (me->movespline->Finalized())
ResumePath();
}
}
// Xinef: Can be unset in ProcessEvents
else if (HasEscortState(SMART_ESCORT_ESCORTING) && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == ESCORT_MOTION_TYPE)
{
mWPReached = false;
if (mCurrentWPID == GetWPCount())
EndPath();
else if (GetNextWayPoint())
{
SetRun(mRun);
// xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
if (me->movespline->Finalized())
ResumePath();
}
}
}
void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
@@ -624,15 +624,15 @@ void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
void SmartAI::EnterEvadeMode()
{
// xinef: fixes strange jumps when charming SmartAI npc
// xinef: fixes strange jumps when charming SmartAI npc
if (!me->IsAlive() || me->IsInEvadeMode())
return;
if (IS_PLAYER_GUID(me->GetCharmerGUID()) || me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
me->AttackStop();
return;
}
if (IS_PLAYER_GUID(me->GetCharmerGUID()) || me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
me->AttackStop();
return;
}
me->RemoveEvadeAuras();
@@ -656,19 +656,19 @@ void SmartAI::EnterEvadeMode()
{
if (Unit* target = ObjectAccessor::GetUnit(*me, mFollowGuid))
me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
me->ClearUnitState(UNIT_STATE_EVADE);
me->ClearUnitState(UNIT_STATE_EVADE);
// xinef: do not forget to reset scripts as we wont call reached home
GetScript()->OnReset();
// xinef: do not forget to reset scripts as we wont call reached home
GetScript()->OnReset();
}
else
{
{
me->GetMotionMaster()->MoveTargetedHome();
// xinef: do not forget to reset scripts as we wont call reached home
if (!me->HasUnitState(UNIT_STATE_EVADE))
GetScript()->OnReset();
}
// xinef: do not forget to reset scripts as we wont call reached home
if (!me->HasUnitState(UNIT_STATE_EVADE))
GetScript()->OnReset();
}
}
void SmartAI::MoveInLineOfSight(Unit* who)
@@ -678,8 +678,8 @@ void SmartAI::MoveInLineOfSight(Unit* who)
GetScript()->OnMoveInLineOfSight(who);
if (me->GetVictim())
return;
if (me->GetVictim())
return;
if (me->HasReactState(REACT_PASSIVE) || AssistPlayerInCombat(who))
return;
@@ -697,7 +697,7 @@ bool SmartAI::CanAIAttack(const Unit* /*who*/) const
bool SmartAI::AssistPlayerInCombat(Unit* who)
{
// Xinef: if unit has no victim, or victim is player controlled thing
// Xinef: if unit has no victim, or victim is player controlled thing
if (!who->GetVictim() || IS_PLAYER_GUID(who->GetCharmerOrOwnerOrOwnGUID()))
return false;
@@ -741,7 +741,7 @@ void SmartAI::JustRespawned()
mFollowArrivedTimer = 1000;
mFollowArrivedEntry = 0;
mFollowCreditType = 0;
mFollowArrivedAlive = true;
mFollowArrivedAlive = true;
}
int SmartAI::Permissible(const Creature* creature)
@@ -768,8 +768,8 @@ void SmartAI::JustReachedHome()
void SmartAI::EnterCombat(Unit* enemy)
{
// Xinef: Interrupt channeled spells
me->InterruptSpell(CURRENT_CHANNELED_SPELL, true, true);
// Xinef: Interrupt channeled spells
me->InterruptSpell(CURRENT_CHANNELED_SPELL, true, true);
GetScript()->ProcessEventsFor(SMART_EVENT_AGGRO, enemy);
}
@@ -792,27 +792,27 @@ void SmartAI::JustSummoned(Creature* creature)
void SmartAI::AttackStart(Unit* who)
{
// xinef: dont allow charmed npcs to act on their own
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (who && mCanAutoAttack)
me->Attack(who, true);
return;
}
// xinef: dont allow charmed npcs to act on their own
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (who && mCanAutoAttack)
me->Attack(who, true);
return;
}
if (who && me->Attack(who, me->IsWithinMeleeRange(who)))
{
if (mCanCombatMove || GetScript()->GetMaxCombatDist())
{
SetRun(mRun);
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
me->StopMoving();
}
{
SetRun(mRun);
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
me->StopMoving();
}
me->GetMotionMaster()->MoveChase(who, GetScript()->GetCasterActualDist() ? GetScript()->GetCasterActualDist() : GetScript()->GetActualCombatDist());
}
}
}
}
@@ -831,7 +831,7 @@ void SmartAI::DamageTaken(Unit* doneBy, uint32& damage, DamageEffectType damaget
if (doneBy)
GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED, doneBy, damage);
// Xinef: skip nodamage type (eg. instakill effect)
// Xinef: skip nodamage type (eg. instakill effect)
if (damagetype != NODAMAGE && mInvincibilityHpLevel && (damage >= me->GetHealth() - mInvincibilityHpLevel))
damage = me->GetHealth() - mInvincibilityHpLevel; // damage should not be nullified, because of player damage req.
}
@@ -869,9 +869,9 @@ void SmartAI::CorpseRemoved(uint32& respawnDelay)
{
GetScript()->ProcessEventsFor(SMART_EVENT_CORPSE_REMOVED, NULL, respawnDelay);
// xinef: end escort upon corpse remove, safe check in case of immediate despawn
if (IsEscorted())
EndPath(true);
// xinef: end escort upon corpse remove, safe check in case of immediate despawn
if (IsEscorted())
EndPath(true);
}
void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply)
@@ -883,11 +883,11 @@ void SmartAI::InitializeAI()
{
GetScript()->OnInitialize(me);
if (!me->isDead())
{
mJustReset = true;
JustReachedHome();
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
}
{
mJustReset = true;
JustReachedHome();
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
}
}
void SmartAI::OnCharmed(bool apply)
@@ -963,18 +963,18 @@ void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt)
void SmartAI::SetForcedCombatMove(float dist)
{
if (!me->GetVictim())
return;
if (!me->GetVictim())
return;
SetRun(mRun);
SetRun(mRun);
me->GetMotionMaster()->MoveChase(me->GetVictim(), dist);
}
void SmartAI::SetCombatMove(bool on)
{
// Xinef: Fix Combat Movement
if (GetScript()->GetMaxCombatDist()/* || GetScript()->GetCasterMaxDist()*/) // Xinef: we only need this hack for old caster movement system
return;
// Xinef: Fix Combat Movement
if (GetScript()->GetMaxCombatDist()/* || GetScript()->GetCasterMaxDist()*/) // Xinef: we only need this hack for old caster movement system
return;
if (mCanCombatMove == on)
return;
@@ -1016,7 +1016,7 @@ void SmartAI::SetFollow(Unit* target, float dist, float angle, uint32 credit, ui
mFollowArrivedTimer = 1000;
mFollowCredit = credit;
mFollowArrivedEntry = end;
mFollowArrivedAlive = !aliveState; // negate - 0 is alive
mFollowArrivedAlive = !aliveState; // negate - 0 is alive
me->GetMotionMaster()->MoveFollow(target, mFollowDist, mFollowAngle);
mFollowCreditType = creditType;
@@ -1036,10 +1036,10 @@ void SmartAI::StopFollow(bool complete)
me->StopMoving();
me->GetMotionMaster()->MoveIdle();
if (!complete)
return;
if (!complete)
return;
if (Player* player = ObjectAccessor::GetPlayer(*me, mFollowGuid))
if (Player* player = ObjectAccessor::GetPlayer(*me, mFollowGuid))
{
if (!mFollowCreditType)
player->RewardPlayerAndGroupAtEvent(mFollowCredit, me);
@@ -1047,10 +1047,10 @@ void SmartAI::StopFollow(bool complete)
player->GroupEventHappens(mFollowCredit, me);
}
SetDespawnTime(5000);
SetDespawnTime(5000);
StartDespawn();
GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED);
GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED);
}
void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
@@ -1067,7 +1067,7 @@ void SmartAI::sOnGameEvent(bool start, uint16 eventId)
void SmartAI::OnSpellClick(Unit* clicker, bool& result)
{
// Xinef: i dont think this is necessery (can be made as event parameter)
// Xinef: i dont think this is necessery (can be made as event parameter)
//if (!result)
// return;
@@ -1090,16 +1090,16 @@ void SmartGameObjectAI::InitializeAI()
{
GetScript()->OnInitialize(go);
// Xinef: do not call respawn event if go is not spawned
if (go->isSpawned())
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
// Xinef: do not call respawn event if go is not spawned
if (go->isSpawned())
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
//Reset();
}
void SmartGameObjectAI::Reset()
{
// Xinef: call respawn event on reset
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
// Xinef: call respawn event on reset
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
GetScript()->OnReset();
}