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

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Kargatum 2020-10-12 15:08:15 +07:00 committed by GitHub
parent e99b526e17
commit a2b26272d2
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GPG key ID: 4AEE18F83AFDEB23
338 changed files with 52196 additions and 50944 deletions

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@ -35,10 +35,10 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T* owner)
// Add LOS check for target point
bool isInLOS = VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(owner->GetMapId(),
owner->GetPositionX(),
owner->GetPositionY(),
owner->GetPositionZ() + 2.0f,
x, y, z + 2.0f);
owner->GetPositionX(),
owner->GetPositionY(),
owner->GetPositionZ() + 2.0f,
x, y, z + 2.0f);
if (!isInLOS)
{
@ -49,13 +49,13 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T* owner)
owner->AddUnitState(UNIT_STATE_FLEEING_MOVE);
Movement::MoveSplineInit init(owner);
init.MoveTo(x,y,z);
init.MoveTo(x, y, z);
init.SetWalk(false);
init.Launch();
}
template<class T>
bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float &z)
bool FleeingMovementGenerator<T>::_getPoint(T* owner, float& x, float& y, float& z)
{
if (!owner)
return false;
@ -88,55 +88,55 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float
distance /= 4;
break;
case 3:
angle = i_cur_angle + static_cast<float>(M_PI/4);
angle = i_cur_angle + static_cast<float>(M_PI / 4);
break;
case 4:
angle = i_cur_angle - static_cast<float>(M_PI/4);
angle = i_cur_angle - static_cast<float>(M_PI / 4);
break;
case 5:
angle = i_cur_angle + static_cast<float>(M_PI/4);
angle = i_cur_angle + static_cast<float>(M_PI / 4);
distance /= 2;
break;
case 6:
angle = i_cur_angle - static_cast<float>(M_PI/4);
angle = i_cur_angle - static_cast<float>(M_PI / 4);
distance /= 2;
break;
case 7:
angle = i_cur_angle + static_cast<float>(M_PI/2);
angle = i_cur_angle + static_cast<float>(M_PI / 2);
break;
case 8:
angle = i_cur_angle - static_cast<float>(M_PI/2);
angle = i_cur_angle - static_cast<float>(M_PI / 2);
break;
case 9:
angle = i_cur_angle + static_cast<float>(M_PI/2);
angle = i_cur_angle + static_cast<float>(M_PI / 2);
distance /= 2;
break;
case 10:
angle = i_cur_angle - static_cast<float>(M_PI/2);
angle = i_cur_angle - static_cast<float>(M_PI / 2);
distance /= 2;
break;
case 11:
angle = i_cur_angle + static_cast<float>(M_PI/4);
angle = i_cur_angle + static_cast<float>(M_PI / 4);
distance /= 4;
break;
case 12:
angle = i_cur_angle - static_cast<float>(M_PI/4);
angle = i_cur_angle - static_cast<float>(M_PI / 4);
distance /= 4;
break;
case 13:
angle = i_cur_angle + static_cast<float>(M_PI/2);
angle = i_cur_angle + static_cast<float>(M_PI / 2);
distance /= 4;
break;
case 14:
angle = i_cur_angle - static_cast<float>(M_PI/2);
angle = i_cur_angle - static_cast<float>(M_PI / 2);
distance /= 4;
break;
case 15:
angle = i_cur_angle + static_cast<float>(3*M_PI/4);
angle = i_cur_angle + static_cast<float>(3 * M_PI / 4);
distance /= 2;
break;
case 16:
angle = i_cur_angle - static_cast<float>(3*M_PI/4);
angle = i_cur_angle - static_cast<float>(3 * M_PI / 4);
distance /= 2;
break;
case 17:
@ -155,9 +155,9 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float
acore::NormalizeMapCoord(temp_y);
if (owner->IsWithinLOS(temp_x, temp_y, z))
{
bool is_water_now = _map->IsInWater(x,y,z);
bool is_water_now = _map->IsInWater(x, y, z);
if (is_water_now && _map->IsInWater(temp_x,temp_y,z))
if (is_water_now && _map->IsInWater(temp_x, temp_y, z))
{
x = temp_x;
y = temp_y;
@ -165,7 +165,7 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float
}
float new_z = _map->GetHeight(owner->GetPhaseMask(), temp_x, temp_y, z, true);
if (new_z <= INVALID_HEIGHT || fabs(z-new_z) > 3.0f)
if (new_z <= INVALID_HEIGHT || fabs(z - new_z) > 3.0f)
continue;
bool is_water_next = _map->IsInWater(temp_x, temp_y, new_z);
@ -175,8 +175,8 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float
if (!(new_z - z) || distance / fabs(new_z - z) > 1.0f)
{
float new_z_left = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f*cos(angle+static_cast<float>(M_PI/2)),temp_y + 1.0f*sin(angle+static_cast<float>(M_PI/2)),z,true);
float new_z_right = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f*cos(angle-static_cast<float>(M_PI/2)),temp_y + 1.0f*sin(angle-static_cast<float>(M_PI/2)),z,true);
float new_z_left = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle + static_cast<float>(M_PI / 2)), temp_y + 1.0f * sin(angle + static_cast<float>(M_PI / 2)), z, true);
float new_z_right = _map->GetHeight(owner->GetPhaseMask(), temp_x + 1.0f * cos(angle - static_cast<float>(M_PI / 2)), temp_y + 1.0f * sin(angle - static_cast<float>(M_PI / 2)), z, true);
if (fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
{
x = temp_x;
@ -188,7 +188,7 @@ bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float
}
}
i_to_distance_from_caster = 0.0f;
i_nextCheckTime.Reset(urand(500,1000));
i_nextCheckTime.Reset(urand(500, 1000));
return false;
}
@ -200,18 +200,18 @@ bool FleeingMovementGenerator<T>::_setMoveData(T* owner)
if (i_to_distance_from_caster > 0.0f)
{
if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
// if we reach lower distance
(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
// if we can't be close
(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
// if we reach bigger distance
(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
(i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
// if we leave 'quiet zone'
// if we reach lower distance
(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
// if we can't be close
(i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) ||
// if we reach bigger distance
(cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far
(i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE))
// if we leave 'quiet zone'
{
// we are very far or too close, stopping
i_to_distance_from_caster = 0.0f;
i_nextCheckTime.Reset(urand(500,1000));
i_nextCheckTime.Reset(urand(500, 1000));
return false;
}
else
@ -248,35 +248,35 @@ bool FleeingMovementGenerator<T>::_setMoveData(T* owner)
}
// if we too close may use 'path-finding' else just stop
i_only_forward = cur_dist >= MIN_QUIET_DISTANCE/3;
i_only_forward = cur_dist >= MIN_QUIET_DISTANCE / 3;
//get angle and 'distance from caster' to run
float angle;
if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
{
angle = (float)rand_norm()*(1.0f - cur_dist/MIN_QUIET_DISTANCE) * static_cast<float>(M_PI/3) + (float)rand_norm()*static_cast<float>(M_PI*2/3);
angle = (float)rand_norm() * (1.0f - cur_dist / MIN_QUIET_DISTANCE) * static_cast<float>(M_PI / 3) + (float)rand_norm() * static_cast<float>(M_PI * 2 / 3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE;
i_only_forward = true;
}
else if (cur_dist < MIN_QUIET_DISTANCE)
{
angle = static_cast<float>(M_PI/6) + (float)rand_norm()*static_cast<float>(M_PI*2/3);
i_to_distance_from_caster = cur_dist*2/3 + (float)rand_norm()*(MIN_QUIET_DISTANCE - cur_dist*2/3);
angle = static_cast<float>(M_PI / 6) + (float)rand_norm() * static_cast<float>(M_PI * 2 / 3);
i_to_distance_from_caster = cur_dist * 2 / 3 + (float)rand_norm() * (MIN_QUIET_DISTANCE - cur_dist * 2 / 3);
}
else if (cur_dist > MAX_QUIET_DISTANCE)
{
angle = (float)rand_norm()*static_cast<float>(M_PI/3) + static_cast<float>(M_PI*2/3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
angle = (float)rand_norm() * static_cast<float>(M_PI / 3) + static_cast<float>(M_PI * 2 / 3);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm() * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
}
else
{
angle = (float)rand_norm()*static_cast<float>(M_PI);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
angle = (float)rand_norm() * static_cast<float>(M_PI);
i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + (float)rand_norm() * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
}
int8 sign = (float)rand_norm() > 0.5f ? 1 : -1;
i_cur_angle = sign*angle + angle_to_caster;
i_cur_angle = sign * angle + angle_to_caster;
// current distance
i_last_distance_from_caster = cur_dist;
@ -291,7 +291,7 @@ void FleeingMovementGenerator<T>::DoInitialize(T* owner)
return;
owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->AddUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
owner->AddUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
_Init(owner);
@ -337,14 +337,14 @@ template<>
void FleeingMovementGenerator<Player>::DoFinalize(Player* owner)
{
owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
}
template<>
void FleeingMovementGenerator<Creature>::DoFinalize(Creature* owner)
{
owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
if (owner->GetVictim())
owner->SetTarget(owner->GetVictim()->GetGUID());
}
@ -390,7 +390,7 @@ template bool FleeingMovementGenerator<Creature>::DoUpdate(Creature*, uint32);
void TimedFleeingMovementGenerator::Finalize(Unit* owner)
{
owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner->ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE);
if (owner->GetVictim())
owner->SetTarget(owner->GetVictim()->GetGUID());
}