diff --git a/zone/aggro.cpp b/zone/aggro.cpp index 574ac335d..a1903c8ca 100644 --- a/zone/aggro.cpp +++ b/zone/aggro.cpp @@ -1189,21 +1189,21 @@ int32 Mob::CheckHealAggroAmount(uint16 spell_id, Mob *target, uint32 heal_possib } void Mob::AddFeignMemory(Client* attacker) { - if(feign_memory_list.empty() && AIfeignremember_timer != nullptr) - AIfeignremember_timer->Start(AIfeignremember_delay); + if(feign_memory_list.empty() && AI_feign_remember_timer != nullptr) + AI_feign_remember_timer->Start(AIfeignremember_delay); feign_memory_list.insert(attacker->CharacterID()); } void Mob::RemoveFromFeignMemory(Client* attacker) { feign_memory_list.erase(attacker->CharacterID()); - if(feign_memory_list.empty() && AIfeignremember_timer != nullptr) - AIfeignremember_timer->Disable(); + if(feign_memory_list.empty() && AI_feign_remember_timer != nullptr) + AI_feign_remember_timer->Disable(); if(feign_memory_list.empty()) { minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin); maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax); - if(AIfeignremember_timer != nullptr) - AIfeignremember_timer->Disable(); + if(AI_feign_remember_timer != nullptr) + AI_feign_remember_timer->Disable(); } } @@ -1220,8 +1220,8 @@ void Mob::ClearFeignMemory() { feign_memory_list.clear(); minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin); maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax); - if(AIfeignremember_timer != nullptr) - AIfeignremember_timer->Disable(); + if(AI_feign_remember_timer != nullptr) + AI_feign_remember_timer->Disable(); } bool Mob::PassCharismaCheck(Mob* caster, uint16 spell_id) { diff --git a/zone/bot.cpp b/zone/bot.cpp index c57d17aaf..6a684aeac 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -2685,7 +2685,7 @@ void Bot::AI_Process() { if(GetHasBeenSummoned()) { if(IsBotCaster() || IsBotArcher()) { - if (AImovement_timer->Check()) { + if (AI_movement_timer->Check()) { if(!GetTarget() || (IsBotCaster() && !IsBotCasterCombatRange(GetTarget())) || (IsBotArcher() && IsArcheryRange(GetTarget())) || (DistanceSquaredNoZ(static_cast(m_Position), m_PreSummonLocation) < 10)) { if(GetTarget()) FaceTarget(GetTarget()); @@ -2831,7 +2831,7 @@ void Bot::AI_Process() { } } - if(AImovement_timer->Check()) { + if(AI_movement_timer->Check()) { if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY())) { // Move the rogue to behind the mob float newX = 0; @@ -2967,7 +2967,7 @@ void Bot::AI_Process() { AI_PursueCastCheck(); } - if (AImovement_timer->Check()) { + if (AI_movement_timer->Check()) { if(!IsRooted()) { Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName()); CalculateNewPosition2(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(), GetRunspeed()); @@ -2995,7 +2995,7 @@ void Bot::AI_Process() { if (m_PlayerState & static_cast(PlayerState::Aggressive)) SendRemovePlayerState(PlayerState::Aggressive); - if(!IsMoving() && AIthink_timer->Check() && !spellend_timer.Enabled()) { + if(!IsMoving() && AI_think_timer->Check() && !spellend_timer.Enabled()) { if(GetBotStance() != BotStancePassive) { if(!AI_IdleCastCheck() && !IsCasting()) BotMeditate(true); @@ -3004,7 +3004,7 @@ void Bot::AI_Process() { BotMeditate(true); } - if(AImovement_timer->Check()) { + if(AI_movement_timer->Check()) { if(GetFollowID()) { Mob* follow = entity_list.GetMob(GetFollowID()); if(follow) { diff --git a/zone/merc.cpp b/zone/merc.cpp index 18ca17abd..b4125735e 100644 --- a/zone/merc.cpp +++ b/zone/merc.cpp @@ -1500,7 +1500,7 @@ void Merc::AI_Process() { } } - if(AImovement_timer->Check()) + if(AI_movement_timer->Check()) { if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY())) { @@ -1645,7 +1645,7 @@ void Merc::AI_Process() { AI_PursueCastCheck(); } - if (AImovement_timer->Check()) + if (AI_movement_timer->Check()) { if(!IsRooted()) { Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName()); @@ -1687,7 +1687,7 @@ void Merc::AI_Process() { if(!check_target_timer.Enabled()) check_target_timer.Start(2000, false); - if(!IsMoving() && AIthink_timer->Check() && !spellend_timer.Enabled()) + if(!IsMoving() && AI_think_timer->Check() && !spellend_timer.Enabled()) { //TODO: Implement passive stances. //if(GetStance() != MercStancePassive) { @@ -1698,7 +1698,7 @@ void Merc::AI_Process() { } } - if(AImovement_timer->Check()) + if(AI_movement_timer->Check()) { if(GetFollowID()) { diff --git a/zone/mob.h b/zone/mob.h index a45dd464d..2ca027023 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -925,8 +925,8 @@ public: virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther) { return FACTION_INDIFFERENT; } inline bool IsTrackable() const { return(trackable); } - Timer* GetAIThinkTimer() { return AIthink_timer.get(); } - Timer* GetAIMovementTimer() { return AImovement_timer.get(); } + Timer* GetAIThinkTimer() { return AI_think_timer.get(); } + Timer* GetAIMovementTimer() { return AI_movement_timer.get(); } Timer GetAttackTimer() { return attack_timer; } Timer GetAttackDWTimer() { return attack_dw_timer; } inline bool IsFindable() { return findable; } @@ -1254,14 +1254,14 @@ protected: uint32 maxLastFightingDelayMoving; float pAggroRange; float pAssistRange; - std::unique_ptr AIthink_timer; - std::unique_ptr AImovement_timer; - std::unique_ptr AItarget_check_timer; + std::unique_ptr AI_think_timer; + std::unique_ptr AI_movement_timer; + std::unique_ptr AI_target_check_timer; bool movetimercompleted; bool permarooted; - std::unique_ptr AIscanarea_timer; - std::unique_ptr AIwalking_timer; - std::unique_ptr AIfeignremember_timer; + std::unique_ptr AI_scan_area_timer; + std::unique_ptr AI_walking_timer; + std::unique_ptr AI_feign_remember_timer; std::unique_ptr AI_check_signal_timer; uint32 pLastFightingDelayMoving; HateList hate_list; diff --git a/zone/mob_ai.cpp b/zone/mob_ai.cpp index fca550499..b16a3819e 100644 --- a/zone/mob_ai.cpp +++ b/zone/mob_ai.cpp @@ -423,12 +423,12 @@ bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float void Mob::AI_Init() { pAIControlled = false; - AIthink_timer.reset(nullptr); - AIwalking_timer.reset(nullptr); - AImovement_timer.reset(nullptr); - AItarget_check_timer.reset(nullptr); - AIfeignremember_timer.reset(nullptr); - AIscanarea_timer.reset(nullptr); + AI_think_timer.reset(nullptr); + AI_walking_timer.reset(nullptr); + AI_movement_timer.reset(nullptr); + AI_target_check_timer.reset(nullptr); + AI_feign_remember_timer.reset(nullptr); + AI_scan_area_timer.reset(nullptr); AI_check_signal_timer.reset(nullptr); minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin); @@ -474,18 +474,18 @@ void Mob::AI_Start(uint32 iMoveDelay) { pLastFightingDelayMoving = 0; pAIControlled = true; - AIthink_timer = std::unique_ptr(new Timer(AIthink_duration)); - AIthink_timer->Trigger(); - AIwalking_timer = std::unique_ptr(new Timer(0)); - AImovement_timer = std::unique_ptr(new Timer(AImovement_duration)); - AItarget_check_timer = std::unique_ptr(new Timer(AItarget_check_duration)); - AIfeignremember_timer = std::unique_ptr(new Timer(AIfeignremember_delay)); - AIscanarea_timer = std::unique_ptr(new Timer(AIscanarea_delay)); + AI_think_timer = std::unique_ptr(new Timer(AIthink_duration)); + AI_think_timer->Trigger(); + AI_walking_timer = std::unique_ptr(new Timer(0)); + AI_movement_timer = std::unique_ptr(new Timer(AImovement_duration)); + AI_target_check_timer = std::unique_ptr(new Timer(AItarget_check_duration)); + AI_feign_remember_timer = std::unique_ptr(new Timer(AIfeignremember_delay)); + AI_scan_area_timer = std::unique_ptr(new Timer(AIscanarea_delay)); AI_check_signal_timer = std::unique_ptr(new Timer(AI_check_signal_timer_delay)); #ifdef REVERSE_AGGRO if(IsNPC() && !CastToNPC()->WillAggroNPCs()) - AIscanarea_timer->Disable(); + AI_scan_area_timer->Disable(); #endif if (GetAggroRange() == 0) @@ -542,12 +542,12 @@ void Mob::AI_Stop() { pAIControlled = false; - AIthink_timer.reset(nullptr); - AIwalking_timer.reset(nullptr); - AImovement_timer.reset(nullptr); - AItarget_check_timer.reset(nullptr); - AIscanarea_timer.reset(nullptr); - AIfeignremember_timer.reset(nullptr); + AI_think_timer.reset(nullptr); + AI_walking_timer.reset(nullptr); + AI_movement_timer.reset(nullptr); + AI_target_check_timer.reset(nullptr); + AI_scan_area_timer.reset(nullptr); + AI_feign_remember_timer.reset(nullptr); AI_check_signal_timer.reset(nullptr); hate_list.WipeHateList(); @@ -730,7 +730,7 @@ void Client::AI_Process() if (!IsAIControlled()) return; - if (!(AIthink_timer->Check() || attack_timer.Check(false))) + if (!(AI_think_timer->Check() || attack_timer.Check(false))) return; if (IsCasting()) @@ -776,7 +776,7 @@ void Client::AI_Process() //continue on to attack code, ensuring that we execute the engaged code engaged = true; } else { - if(AImovement_timer->Check()) { + if(AI_movement_timer->Check()) { int speed = GetFearSpeed(); animation = speed; speed *= 2; @@ -813,7 +813,7 @@ void Client::AI_Process() SetTarget(hate_list.GetClosestEntOnHateList(this)); else { - if(AItarget_check_timer->Check()) + if(AI_target_check_timer->Check()) { SetTarget(hate_list.GetEntWithMostHateOnList(this)); } @@ -837,7 +837,7 @@ void Client::AI_Process() DoClassAttacks(GetTarget()); } - if (AImovement_timer->Check()) { + if (AI_movement_timer->Check()) { if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) { SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY())); @@ -863,7 +863,7 @@ void Client::AI_Process() } else { if(!IsRooted()) { - if(AImovement_timer->Check()) + if(AI_movement_timer->Check()) { int newspeed = GetRunspeed(); animation = newspeed; @@ -894,7 +894,7 @@ void Client::AI_Process() } else { - if(AIfeignremember_timer->Check()) { + if(AI_feign_remember_timer->Check()) { std::set::iterator RememberedCharID; RememberedCharID = feign_memory_list.begin(); while (RememberedCharID != feign_memory_list.end()) { @@ -922,7 +922,7 @@ void Client::AI_Process() float dist = DistanceSquared(m_Position, owner->GetPosition()); if (dist >= 400) { - if(AImovement_timer->Check()) + if(AI_movement_timer->Check()) { int nspeed = (dist >= 5625 ? GetRunspeed() : GetWalkspeed()); animation = nspeed; @@ -948,7 +948,7 @@ void Mob::AI_Process() { if (!IsAIControlled()) return; - if (!(AIthink_timer->Check() || attack_timer.Check(false))) + if (!(AI_think_timer->Check() || attack_timer.Check(false))) return; if (IsCasting()) @@ -973,7 +973,7 @@ void Mob::AI_Process() { //continue on to attack code, ensuring that we execute the engaged code engaged = true; } else { - if(AImovement_timer->Check()) { + if(AI_movement_timer->Check()) { // Check if we have reached the last fear point if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) && (std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) { @@ -1017,7 +1017,7 @@ void Mob::AI_Process() { SetTarget(hate_list.GetClosestEntOnHateList(this)); else { - if(AItarget_check_timer->Check()) + if(AI_target_check_timer->Check()) { if (IsFocused()) { if (!target) { @@ -1079,7 +1079,7 @@ void Mob::AI_Process() { if (is_combat_range) { - if (AImovement_timer->Check()) + if (AI_movement_timer->Check()) { if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) { @@ -1273,7 +1273,7 @@ void Mob::AI_Process() { WipeHateList(); Heal(); BuffFadeAll(); - AIwalking_timer->Start(100); + AI_walking_timer->Start(100); pLastFightingDelayMoving = Timer::GetCurrentTime(); return; } else if(tar != nullptr) { @@ -1295,7 +1295,7 @@ void Mob::AI_Process() { if(AI_PursueCastCheck()){ //we did something, so do not process movement. } - else if (AImovement_timer->Check()) + else if (AI_movement_timer->Check()) { if(!IsRooted()) { Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName()); @@ -1328,7 +1328,7 @@ void Mob::AI_Process() { { if (m_PlayerState & static_cast(PlayerState::Aggressive)) SendRemovePlayerState(PlayerState::Aggressive); - if(AIfeignremember_timer->Check()) { + if(AI_feign_remember_timer->Check()) { // 6/14/06 // Improved Feign Death Memory // check to see if any of our previous feigned targets have gotten up. @@ -1353,7 +1353,7 @@ void Mob::AI_Process() { { //we processed a spell action, so do nothing else. } - else if (AIscanarea_timer->Check()) + else if (AI_scan_area_timer->Check()) { /* * This is where NPCs look around to see if they want to attack anybody. @@ -1368,7 +1368,7 @@ void Mob::AI_Process() { if (tmptar) AddToHateList(tmptar); } - else if (AImovement_timer->Check() && !IsRooted()) + else if (AI_movement_timer->Check() && !IsRooted()) { if (IsPet()) { @@ -1539,10 +1539,10 @@ void NPC::AI_DoMovement() { } else if (roamer) { - if (AIwalking_timer->Check()) + if (AI_walking_timer->Check()) { movetimercompleted=true; - AIwalking_timer->Disable(); + AI_walking_timer->Disable(); } @@ -1552,7 +1552,7 @@ void NPC::AI_DoMovement() { if (movetimercompleted==true) { // time to pause at wp is over AI_SetupNextWaypoint(); } // endif (movetimercompleted==true) - else if (!(AIwalking_timer->Enabled())) + else if (!(AI_walking_timer->Enabled())) { // currently moving bool doMove = true; if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY()) @@ -1573,7 +1573,7 @@ void NPC::AI_DoMovement() { sprintf(temp, "%d", cur_wp); parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, temp, 0); // start moving directly to next waypoint if we're at a 0 pause waypoint and we didn't get quest halted. - if (!AIwalking_timer->Enabled()) + if (!AI_walking_timer->Enabled()) AI_SetupNextWaypoint(); else doMove = false; @@ -1764,7 +1764,7 @@ void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) { void Mob::AI_Event_NoLongerEngaged() { if (!IsAIControlled()) return; - this->AIwalking_timer->Start(RandomTimer(3000,20000)); + this->AI_walking_timer->Start(RandomTimer(3000,20000)); pLastFightingDelayMoving = Timer::GetCurrentTime(); if (minLastFightingDelayMoving == maxLastFightingDelayMoving) pLastFightingDelayMoving += minLastFightingDelayMoving; diff --git a/zone/waypoints.cpp b/zone/waypoints.cpp index 34ec6eef7..5ab46dc1f 100644 --- a/zone/waypoints.cpp +++ b/zone/waypoints.cpp @@ -94,7 +94,7 @@ void NPC::ResumeWandering() { if (GetGrid() < 0) { // we were paused by a quest - AIwalking_timer->Disable(); + AI_walking_timer->Disable(); SetGrid( 0 - GetGrid()); if (cur_wp==-1) { // got here by a MoveTo() @@ -103,10 +103,10 @@ void NPC::ResumeWandering() } Log.Out(Logs::Detail, Logs::Pathing, "Resume Wandering requested. Grid %d, wp %d", GetGrid(), cur_wp); } - else if (AIwalking_timer->Enabled()) + else if (AI_walking_timer->Enabled()) { // we are at a waypoint paused normally Log.Out(Logs::Detail, Logs::Pathing, "Resume Wandering on timed pause. Grid %d, wp %d", GetGrid(), cur_wp); - AIwalking_timer->Trigger(); // disable timer to end pause now + AI_walking_timer->Trigger(); // disable timer to end pause now } else { @@ -145,7 +145,7 @@ void NPC::PauseWandering(int pausetime) } else { // specified waiting time, he'll resume after that - AIwalking_timer->Start(pausetime*1000); // set the timer + AI_walking_timer->Start(pausetime*1000); // set the timer } } else { Log.Out(Logs::General, Logs::Error, "NPC not on grid - can't pause wandering: %lu", (unsigned long)GetNPCTypeID()); @@ -162,7 +162,7 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot) SetGrid( 0 - GetGrid()); // get him moving again Log.Out(Logs::Detail, Logs::AI, "MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.", GetGrid()); } - AIwalking_timer->Disable(); // disable timer in case he is paused at a wp + AI_walking_timer->Disable(); // disable timer in case he is paused at a wp if (cur_wp>=0) { // we've not already done a MoveTo() save_wp=cur_wp; // save the current waypoint @@ -193,8 +193,8 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot) m_CurrentWayPoint = position; cur_wp_pause = 0; pLastFightingDelayMoving = 0; - if(AIwalking_timer->Enabled()) - AIwalking_timer->Start(100); + if(AI_walking_timer->Enabled()) + AI_walking_timer->Start(100); } void NPC::UpdateWaypoint(int wp_index) @@ -393,8 +393,8 @@ void NPC::SetWaypointPause() //Declare time to wait on current WP if (cur_wp_pause == 0) { - AIwalking_timer->Start(100); - AIwalking_timer->Trigger(); + AI_walking_timer->Start(100); + AI_walking_timer->Trigger(); } else { @@ -402,13 +402,13 @@ void NPC::SetWaypointPause() switch (pausetype) { case 0: //Random Half - AIwalking_timer->Start((cur_wp_pause - zone->random.Int(0, cur_wp_pause-1)/2)*1000); + AI_walking_timer->Start((cur_wp_pause - zone->random.Int(0, cur_wp_pause-1)/2)*1000); break; case 1: //Full - AIwalking_timer->Start(cur_wp_pause*1000); + AI_walking_timer->Start(cur_wp_pause*1000); break; case 2: //Random Full - AIwalking_timer->Start(zone->random.Int(0, cur_wp_pause-1)*1000); + AI_walking_timer->Start(zone->random.Int(0, cur_wp_pause-1)*1000); break; } }