refactor(Core/Game): restyle game lib with astyle (#3466)
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e99b526e17
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a2b26272d2
338 changed files with 52196 additions and 50944 deletions
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@ -22,9 +22,9 @@
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#include <cmath>
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template<class T, typename D>
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void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool initial)
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void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T* owner, bool initial)
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{
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if (!i_target.isValid() || !i_target->IsInWorld() || !owner->IsInMap(i_target.getTarget()))
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if (!i_target.isValid() || !i_target->IsInWorld() || !owner->IsInMap(i_target.getTarget()))
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return;
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if (owner->HasUnitState(UNIT_STATE_NOT_MOVE))
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@ -41,7 +41,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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bool useMMaps = MMAP::MMapFactory::IsPathfindingEnabled(owner->FindMap()) && !sameTransport;
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bool forceDest = (owner->FindMap() && owner->FindMap()->IsDungeon() && !isPlayerPet) || // force in instances to prevent exploiting
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(owner->GetTypeId() == TYPEID_UNIT && ((owner->IsPet() && owner->HasUnitState(UNIT_STATE_FOLLOW)) || // allow pets following their master to cheat while generating paths
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((Creature*)owner)->isWorldBoss() || ((Creature*)owner)->IsDungeonBoss())) || // force for all bosses, even not in instances
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((Creature*)owner)->isWorldBoss() || ((Creature*)owner)->IsDungeonBoss())) || // force for all bosses, even not in instances
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(owner->GetMapId() == 572 && (owner->GetPositionX() < 1275.0f || i_target->GetPositionX() < 1275.0f)) || // pussywizard: Ruins of Lordaeron - special case (acid)
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sameTransport || // nothing to comment, can't find path on transports so allow it
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(i_target->GetTypeId() == TYPEID_PLAYER && i_target->ToPlayer()->IsGameMaster()); // for .npc follow
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@ -63,10 +63,10 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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return;
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bool inRange = i_target->GetRandomContactPoint(owner, x, y, z, forcePoint);
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if (useMMaps && !inRange && (!isPlayerPet || i_target->GetPositionZ()-z > 50.0f))
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if (useMMaps && !inRange && (!isPlayerPet || i_target->GetPositionZ() - z > 50.0f))
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{
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//useMMaps = false;
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owner->m_targetsNotAcceptable[i_target->GetGUID()] = MMapTargetData(sWorld->GetGameTime()+DISALLOW_TIME_AFTER_FAIL, owner, i_target.getTarget());
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owner->m_targetsNotAcceptable[i_target->GetGUID()] = MMapTargetData(sWorld->GetGameTime() + DISALLOW_TIME_AFTER_FAIL, owner, i_target.getTarget());
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return;
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}
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@ -115,7 +115,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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// Xinef: Fix follow angle for hostile units
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if (angle == 0.0f && owner->GetVictim() && owner->GetVictim()->GetGUID() == i_target->GetGUID())
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angle = MapManager::NormalizeOrientation(i_target->GetAngle(owner)-i_target->GetOrientation());
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angle = MapManager::NormalizeOrientation(i_target->GetAngle(owner) - i_target->GetOrientation());
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// to at i_offset distance from target and i_angle from target facing
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bool inRange = i_target->GetClosePoint(x, y, z, size, dist, angle, owner, forcePoint);
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if (!inRange && (forceDest || !useMMaps) && owner->HasUnitState(UNIT_STATE_FOLLOW) && fabs(i_target->GetPositionZ() - z) > 25.0f)
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@ -154,7 +154,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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else
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z = i_target->GetPositionZ();
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init.MoveTo(x,y,z);
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init.MoveTo(x, y, z);
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if (i_angle == 0.f)
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init.SetFacing(i_target.getTarget());
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init.SetWalk(((D*)this)->EnableWalking());
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@ -164,7 +164,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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if (pillar->GetGoState() == GO_STATE_ACTIVE || (pillar->GetGoState() == GO_STATE_READY && pillar->ToTransport()->GetPathProgress() > 0))
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{
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Position pos;
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owner->GetFirstCollisionPositionForTotem(pos, owner->GetExactDist2d(i_target.getTarget()), owner->GetAngle(i_target.getTarget())-owner->GetOrientation(), false);
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owner->GetFirstCollisionPositionForTotem(pos, owner->GetExactDist2d(i_target.getTarget()), owner->GetAngle(i_target.getTarget()) - owner->GetOrientation(), false);
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x = pos.GetPositionX();
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y = pos.GetPositionY();
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z = 28.28f;
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@ -184,10 +184,10 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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if (result)
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{
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float maxDist = MELEE_RANGE + owner->GetMeleeReach() + i_target->GetMeleeReach();
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if (!forceDest && (i_path->GetPathType() & PATHFIND_NOPATH || (!i_offset && !isPlayerPet && i_target->GetExactDistSq(i_path->GetActualEndPosition().x, i_path->GetActualEndPosition().y, i_path->GetActualEndPosition().z) > maxDist*maxDist)))
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if (!forceDest && (i_path->GetPathType() & PATHFIND_NOPATH || (!i_offset && !isPlayerPet && i_target->GetExactDistSq(i_path->GetActualEndPosition().x, i_path->GetActualEndPosition().y, i_path->GetActualEndPosition().z) > maxDist * maxDist)))
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{
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lastPathingFailMSTime = World::GetGameTimeMS();
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owner->m_targetsNotAcceptable[i_target->GetGUID()] = MMapTargetData(sWorld->GetGameTime()+DISALLOW_TIME_AFTER_FAIL, owner, i_target.getTarget());
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owner->m_targetsNotAcceptable[i_target->GetGUID()] = MMapTargetData(sWorld->GetGameTime() + DISALLOW_TIME_AFTER_FAIL, owner, i_target.getTarget());
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return;
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}
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else
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@ -209,7 +209,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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owner->AddUnitState(UNIT_STATE_CHASE);
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init.MoveTo(x,y,z);
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init.MoveTo(x, y, z);
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// Using the same condition for facing target as the one that is used for SetInFront on movement end
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// - applies to ChaseMovementGenerator mostly
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if (i_angle == 0.f)
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@ -220,7 +220,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner, bool ini
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}
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template<class T, typename D>
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bool TargetedMovementGeneratorMedium<T,D>::DoUpdate(T* owner, uint32 time_diff)
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bool TargetedMovementGeneratorMedium<T, D>::DoUpdate(T* owner, uint32 time_diff)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return false;
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@ -288,10 +288,10 @@ bool TargetedMovementGeneratorMedium<T,D>::DoUpdate(T* owner, uint32 time_diff)
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if (TransportBase* transport = owner->GetDirectTransport())
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transport->CalculatePassengerPosition(dest.x, dest.y, dest.z);
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float dist = (dest - G3D::Vector3(i_target->GetPositionX(),i_target->GetPositionY(),i_target->GetPositionZ())).squaredLength();
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float dist = (dest - G3D::Vector3(i_target->GetPositionX(), i_target->GetPositionY(), i_target->GetPositionZ())).squaredLength();
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float targetMoveDistSq = i_target->GetExactDistSq(&lastTargetXYZ);
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if (dist >= allowed_dist_sq || (!i_offset && targetMoveDistSq >= 1.5f*1.5f))
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if (targetMoveDistSq >= 0.1f*0.1f || owner->GetExactDistSq(&lastOwnerXYZ) >= 0.1f*0.1f)
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if (dist >= allowed_dist_sq || (!i_offset && targetMoveDistSq >= 1.5f * 1.5f))
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if (targetMoveDistSq >= 0.1f * 0.1f || owner->GetExactDistSq(&lastOwnerXYZ) >= 0.1f * 0.1f)
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_setTargetLocation(owner, false);
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}
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@ -332,7 +332,7 @@ template<class T>
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void ChaseMovementGenerator<T>::_reachTarget(T* owner)
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{
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if (owner->IsWithinMeleeRange(this->i_target.getTarget()))
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owner->Attack(this->i_target.getTarget(),true);
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owner->Attack(this->i_target.getTarget(), true);
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}
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template<>
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@ -450,14 +450,14 @@ void FollowMovementGenerator<Creature>::MovementInform(Creature* unit)
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}
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//-----------------------------------------------//
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template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player*, bool initial);
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template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player*, bool initial);
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template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature*, bool initial);
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template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature*, bool initial);
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template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::DoUpdate(Player*, uint32);
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template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::DoUpdate(Player*, uint32);
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template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::DoUpdate(Creature*, uint32);
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template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::DoUpdate(Creature*, uint32);
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template void TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::_setTargetLocation(Player*, bool initial);
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template void TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::_setTargetLocation(Player*, bool initial);
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template void TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature*, bool initial);
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template void TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::_setTargetLocation(Creature*, bool initial);
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template bool TargetedMovementGeneratorMedium<Player, ChaseMovementGenerator<Player> >::DoUpdate(Player*, uint32);
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template bool TargetedMovementGeneratorMedium<Player, FollowMovementGenerator<Player> >::DoUpdate(Player*, uint32);
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template bool TargetedMovementGeneratorMedium<Creature, ChaseMovementGenerator<Creature> >::DoUpdate(Creature*, uint32);
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template bool TargetedMovementGeneratorMedium<Creature, FollowMovementGenerator<Creature> >::DoUpdate(Creature*, uint32);
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template void ChaseMovementGenerator<Player>::_reachTarget(Player*);
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template void ChaseMovementGenerator<Creature>::_reachTarget(Creature*);
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