Core/AI: Cleaning up hungarian notation

This commit is contained in:
Fredi Machado committed 2011-08-20 20:31:31 -03:00
1 parent 080c420e6a
commit 78e10e9cd0
8 files changed
+147 -147

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+50 -50
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@@ -214,23 +214,23 @@ void SmartAI::EndPath(bool fail)
{
if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
{
Player* plr = (*targets->begin())->ToPlayer();
if (!fail && plr->IsAtGroupRewardDistance(me) && !plr->GetCorpse())
plr->GroupEventHappens(mEscortQuestID, me);
Player* player = (*targets->begin())->ToPlayer();
if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
player->GroupEventHappens(mEscortQuestID, me);
if (fail && plr->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
plr->FailQuest(mEscortQuestID);
if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(mEscortQuestID);
if (Group* pGroup = plr->GetGroup())
if (Group* group = player->GetGroup())
{
for (GroupReference* gr = pGroup->GetFirstMember(); gr != NULL; gr = gr->next())
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
Player* pGroupGuy = gr->getSource();
Player* groupGuy = groupRef->getSource();
if (!fail && pGroupGuy->IsAtGroupRewardDistance(me) && !pGroupGuy->GetCorpse())
pGroupGuy->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && pGroupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
pGroupGuy->FailQuest(mEscortQuestID);
if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse())
groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
groupGuy->FailQuest(mEscortQuestID);
}
}
}else
@@ -239,11 +239,11 @@ void SmartAI::EndPath(bool fail)
{
if (GetScript()->IsPlayer((*iter)))
{
Player* plr = (*iter)->ToPlayer();
if (!fail && plr->IsAtGroupRewardDistance(me) && !plr->GetCorpse())
plr->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && plr->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
plr->FailQuest(mEscortQuestID);
Player* player = (*iter)->ToPlayer();
if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
player->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(mEscortQuestID);
}
}
}
@@ -346,12 +346,12 @@ void SmartAI::UpdateAI(const uint32 diff)
{
if (me->FindNearestCreature(mFollowArrivedEntry, INTERACTION_DISTANCE, true))
{
if (Player* plr = me->GetPlayer(*me, mFollowGuid))
if (Player* player = me->GetPlayer(*me, mFollowGuid))
{
if (!mFollowCreditType)
plr->RewardPlayerAndGroupAtEvent(mFollowCredit, me);
player->RewardPlayerAndGroupAtEvent(mFollowCredit, me);
else
plr->GroupEventHappens(mFollowCredit, me);
player->GroupEventHappens(mFollowCredit, me);
}
mFollowGuid = 0;
mFollowDist = 0;
@@ -385,17 +385,17 @@ bool SmartAI::IsEscortInvokerInRange()
{
if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
{
Player* plr = (*targets->begin())->ToPlayer();
if (me->GetDistance(plr) <= SMART_ESCORT_MAX_PLAYER_DIST)
Player* player = (*targets->begin())->ToPlayer();
if (me->GetDistance(player) <= SMART_ESCORT_MAX_PLAYER_DIST)
return true;
if (Group* pGroup = plr->GetGroup())
if (Group* group = player->GetGroup())
{
for (GroupReference* gr = pGroup->GetFirstMember(); gr != NULL; gr = gr->next())
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
Player* pGroupGuy = gr->getSource();
Player* groupGuy = groupRef->getSource();
if (me->GetDistance(pGroupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST)
if (me->GetDistance(groupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST)
return true;
}
}
@@ -499,9 +499,9 @@ bool SmartAI::CanAIAttack(const Unit* /*who*/) const
return true;
}
bool SmartAI::AssistPlayerInCombat(Unit* pWho)
bool SmartAI::AssistPlayerInCombat(Unit* who)
{
if (!pWho || !pWho->getVictim())
if (!who || !who->getVictim())
return false;
//experimental (unknown) flag not present
@@ -509,26 +509,26 @@ bool SmartAI::AssistPlayerInCombat(Unit* pWho)
return false;
//not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
if (!who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me->IsFriendlyTo(pWho))
if (me->IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(pWho, SMART_MAX_AID_DIST) && me->IsWithinLOSInMap(pWho))
if (me->IsWithinDistInMap(who, SMART_MAX_AID_DIST) && me->IsWithinLOSInMap(who))
{
//already fighting someone?
if (!me->getVictim())
{
AttackStart(pWho);
AttackStart(who);
return true;
}
else
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
who->SetInCombatWith(me);
me->AddThreat(who, 0.0f);
return true;
}
}
@@ -606,29 +606,29 @@ void SmartAI::AttackStart(Unit* who)
}
}
void SmartAI::SpellHit(Unit* pUnit, const SpellInfo* pSpell)
void SmartAI::SpellHit(Unit* unit, const SpellInfo* spellInfo)
{
GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, pUnit, 0, 0, false, pSpell);
GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo);
}
void SmartAI::SpellHitTarget(Unit* target, const SpellInfo* pSpell)
void SmartAI::SpellHitTarget(Unit* target, const SpellInfo* spellInfo)
{
GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, pSpell);
GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo);
}
void SmartAI::DamageTaken(Unit* done_by, uint32& damage)
void SmartAI::DamageTaken(Unit* doneBy, uint32& damage)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED, done_by, damage);
GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED, doneBy, damage);
}
void SmartAI::HealReceived(Unit* done_by, uint32& addhealth)
void SmartAI::HealReceived(Unit* doneBy, uint32& addhealth)
{
GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_HEAL, done_by, addhealth);
GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_HEAL, doneBy, addhealth);
}
void SmartAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
void SmartAI::ReceiveEmote(Player* player, uint32 textEmote)
{
GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_EMOTE, pPlayer, text_emote);
GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_EMOTE, player, textEmote);
}
void SmartAI::IsSummonedBy(Unit* summoner)
@@ -636,9 +636,9 @@ void SmartAI::IsSummonedBy(Unit* summoner)
GetScript()->ProcessEventsFor(SMART_EVENT_JUST_SUMMONED, summoner);
}
void SmartAI::DamageDealt(Unit* done_to, uint32& damage, DamageEffectType /*damagetype*/)
void SmartAI::DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED_TARGET, done_to, damage);
GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED_TARGET, doneTo, damage);
}
void SmartAI::SummonedCreatureDespawn(Creature* unit)
@@ -705,14 +705,14 @@ void SmartAI::SetRun(bool run)
mRun = run;
}
void SmartAI::SetFly(bool bFly)
void SmartAI::SetFly(bool fly)
{
me->SetFlying(bFly);
me->SetFlying(fly);
}
void SmartAI::SetSwimm(bool bSwimm)
void SmartAI::SetSwimm(bool swimm)
{
if (bSwimm)
if (swimm)
me->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
else
me->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);