Refactor cfp to currently_fleeing for readability

This commit is contained in:
Akkadius 2015-11-01 16:02:41 -06:00
parent 53c8d63981
commit 624c7341c5
8 changed files with 21 additions and 21 deletions

View File

@ -2286,7 +2286,7 @@ bool Bot::Process() {
BuffProcess();
CalcRestState();
if(curfp)
if(currently_fleeing)
ProcessFlee();
if(GetHP() < GetMaxHP())

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@ -33,7 +33,7 @@ extern Zone* zone;
//this is called whenever we are damaged to process possible fleeing
void Mob::CheckFlee() {
//if were allready fleeing, dont need to check more...
if(flee_mode && curfp)
if(flee_mode && currently_fleeing)
return;
//dont bother if we are immune to fleeing
@ -101,7 +101,7 @@ void Mob::ProcessFlee()
//When ImmuneToFlee effect fades it will turn fear back on and check if it can still flee.
if (flee_mode && (GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee) &&
!spellbonuses.IsFeared && !spellbonuses.IsBlind) {
curfp = false;
currently_fleeing = false;
return;
}
@ -118,7 +118,7 @@ void Mob::ProcessFlee()
//see if we are legitimately feared or blind now
if (!spellbonuses.IsFeared && !spellbonuses.IsBlind) {
//not feared or blind... were done...
curfp = false;
currently_fleeing = false;
return;
}
}
@ -140,7 +140,7 @@ void Mob::CalculateNewFearpoint()
if(Route.size() > 0)
{
m_FearWalkTarget = glm::vec3(Loc.x, Loc.y, Loc.z);
curfp = true;
currently_fleeing = true;
Log.Out(Logs::Detail, Logs::None, "Feared to node %i (%8.3f, %8.3f, %8.3f)", Node, Loc.x, Loc.y, Loc.z);
return;
@ -151,7 +151,7 @@ void Mob::CalculateNewFearpoint()
int loop = 0;
float ranx, rany, ranz;
curfp = false;
currently_fleeing = false;
while (loop < 100) //Max 100 tries
{
int ran = 250 - (loop*2);
@ -164,11 +164,11 @@ void Mob::CalculateNewFearpoint()
float fdist = ranz - GetZ();
if (fdist >= -12 && fdist <= 12 && CheckCoordLosNoZLeaps(GetX(),GetY(),GetZ(),ranx,rany,ranz))
{
curfp = true;
currently_fleeing = true;
break;
}
}
if (curfp)
if (currently_fleeing)
m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
else //Break fear
BuffFadeByEffect(SE_Fear);

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@ -1428,7 +1428,7 @@ void Merc::AI_Process() {
if(RuleB(Combat, EnableFearPathing)) {
CalculateNewFearpoint();
if(curfp) {
if(currently_fleeing) {
return;
}
}

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@ -113,7 +113,7 @@ Mob::Mob(const char* in_name,
targeted = 0;
tar_ndx=0;
tar_vector=0;
curfp = false;
currently_fleeing = false;
AI_Init();
SetMoving(false);
@ -371,7 +371,7 @@ Mob::Mob(const char* in_name,
follow=0;
follow_dist = 100; // Default Distance for Follow
flee_mode = false;
curfp = false;
currently_fleeing = false;
flee_timer.Start();
permarooted = (runspeed > 0) ? false : true;

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@ -1295,7 +1295,7 @@ protected:
int patrol;
glm::vec3 m_FearWalkTarget;
bool curfp;
bool currently_fleeing;
// Pathing
//

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@ -759,7 +759,7 @@ void Client::AI_Process()
}
if(RuleB(Combat, EnableFearPathing)){
if(curfp) {
if(currently_fleeing) {
if(IsRooted()) {
//make sure everybody knows were not moving, for appearance sake
if(IsMoving())
@ -955,7 +955,7 @@ void Mob::AI_Process() {
// Begin: Additions for Wiz Fear Code
//
if(RuleB(Combat, EnableFearPathing)){
if(curfp) {
if(currently_fleeing) {
if(IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) {
//make sure everybody knows were not moving, for appearance sake
if(IsMoving())

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@ -605,7 +605,7 @@ bool NPC::Process()
parse->EventNPC(EVENT_TICK, this, nullptr, "", 0);
BuffProcess();
if(curfp)
if(currently_fleeing)
ProcessFlee();
uint32 bonus = 0;

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@ -864,7 +864,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
}
CalculateNewFearpoint();
if(curfp)
if(currently_fleeing)
{
break;
}
@ -3944,8 +3944,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
}
case SE_Blind:
if (curfp && !FindType(SE_Fear))
curfp = false;
if (currently_fleeing && !FindType(SE_Fear))
currently_fleeing = false;
break;
case SE_Fear:
@ -3958,8 +3958,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
CastToClient()->AI_Stop();
}
if(curfp) {
curfp = false;
if(currently_fleeing) {
currently_fleeing = false;
break;
}
}
@ -3974,7 +3974,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
{
if(RuleB(Combat, EnableFearPathing)){
if(flee_mode) {
curfp = true;
currently_fleeing = true;
CheckFlee();
break;
}