Renaming of some timers

This commit is contained in:
Akkadius 2015-11-01 17:12:14 -06:00
parent 2a69ae42ee
commit ce0011ab18
6 changed files with 78 additions and 78 deletions

View File

@ -1189,21 +1189,21 @@ int32 Mob::CheckHealAggroAmount(uint16 spell_id, Mob *target, uint32 heal_possib
} }
void Mob::AddFeignMemory(Client* attacker) { void Mob::AddFeignMemory(Client* attacker) {
if(feign_memory_list.empty() && AIfeignremember_timer != nullptr) if(feign_memory_list.empty() && AI_feign_remember_timer != nullptr)
AIfeignremember_timer->Start(AIfeignremember_delay); AI_feign_remember_timer->Start(AIfeignremember_delay);
feign_memory_list.insert(attacker->CharacterID()); feign_memory_list.insert(attacker->CharacterID());
} }
void Mob::RemoveFromFeignMemory(Client* attacker) { void Mob::RemoveFromFeignMemory(Client* attacker) {
feign_memory_list.erase(attacker->CharacterID()); feign_memory_list.erase(attacker->CharacterID());
if(feign_memory_list.empty() && AIfeignremember_timer != nullptr) if(feign_memory_list.empty() && AI_feign_remember_timer != nullptr)
AIfeignremember_timer->Disable(); AI_feign_remember_timer->Disable();
if(feign_memory_list.empty()) if(feign_memory_list.empty())
{ {
minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin); minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax); maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax);
if(AIfeignremember_timer != nullptr) if(AI_feign_remember_timer != nullptr)
AIfeignremember_timer->Disable(); AI_feign_remember_timer->Disable();
} }
} }
@ -1220,8 +1220,8 @@ void Mob::ClearFeignMemory() {
feign_memory_list.clear(); feign_memory_list.clear();
minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin); minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax); maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax);
if(AIfeignremember_timer != nullptr) if(AI_feign_remember_timer != nullptr)
AIfeignremember_timer->Disable(); AI_feign_remember_timer->Disable();
} }
bool Mob::PassCharismaCheck(Mob* caster, uint16 spell_id) { bool Mob::PassCharismaCheck(Mob* caster, uint16 spell_id) {

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@ -2685,7 +2685,7 @@ void Bot::AI_Process() {
if(GetHasBeenSummoned()) { if(GetHasBeenSummoned()) {
if(IsBotCaster() || IsBotArcher()) { if(IsBotCaster() || IsBotArcher()) {
if (AImovement_timer->Check()) { if (AI_movement_timer->Check()) {
if(!GetTarget() || (IsBotCaster() && !IsBotCasterCombatRange(GetTarget())) || (IsBotArcher() && IsArcheryRange(GetTarget())) || (DistanceSquaredNoZ(static_cast<glm::vec3>(m_Position), m_PreSummonLocation) < 10)) { if(!GetTarget() || (IsBotCaster() && !IsBotCasterCombatRange(GetTarget())) || (IsBotArcher() && IsArcheryRange(GetTarget())) || (DistanceSquaredNoZ(static_cast<glm::vec3>(m_Position), m_PreSummonLocation) < 10)) {
if(GetTarget()) if(GetTarget())
FaceTarget(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())) { if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY())) {
// Move the rogue to behind the mob // Move the rogue to behind the mob
float newX = 0; float newX = 0;
@ -2967,7 +2967,7 @@ void Bot::AI_Process() {
AI_PursueCastCheck(); AI_PursueCastCheck();
} }
if (AImovement_timer->Check()) { if (AI_movement_timer->Check()) {
if(!IsRooted()) { if(!IsRooted()) {
Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName()); Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName());
CalculateNewPosition2(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(), GetRunspeed()); CalculateNewPosition2(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(), GetRunspeed());
@ -2995,7 +2995,7 @@ void Bot::AI_Process() {
if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)) if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
SendRemovePlayerState(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(GetBotStance() != BotStancePassive) {
if(!AI_IdleCastCheck() && !IsCasting()) if(!AI_IdleCastCheck() && !IsCasting())
BotMeditate(true); BotMeditate(true);
@ -3004,7 +3004,7 @@ void Bot::AI_Process() {
BotMeditate(true); BotMeditate(true);
} }
if(AImovement_timer->Check()) { if(AI_movement_timer->Check()) {
if(GetFollowID()) { if(GetFollowID()) {
Mob* follow = entity_list.GetMob(GetFollowID()); Mob* follow = entity_list.GetMob(GetFollowID());
if(follow) { if(follow) {

View File

@ -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())) if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY()))
{ {
@ -1645,7 +1645,7 @@ void Merc::AI_Process() {
AI_PursueCastCheck(); AI_PursueCastCheck();
} }
if (AImovement_timer->Check()) if (AI_movement_timer->Check())
{ {
if(!IsRooted()) { if(!IsRooted()) {
Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName()); 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()) if(!check_target_timer.Enabled())
check_target_timer.Start(2000, false); 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. //TODO: Implement passive stances.
//if(GetStance() != MercStancePassive) { //if(GetStance() != MercStancePassive) {
@ -1698,7 +1698,7 @@ void Merc::AI_Process() {
} }
} }
if(AImovement_timer->Check()) if(AI_movement_timer->Check())
{ {
if(GetFollowID()) if(GetFollowID())
{ {

View File

@ -925,8 +925,8 @@ public:
virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther) { return FACTION_INDIFFERENT; } virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther) { return FACTION_INDIFFERENT; }
inline bool IsTrackable() const { return(trackable); } inline bool IsTrackable() const { return(trackable); }
Timer* GetAIThinkTimer() { return AIthink_timer.get(); } Timer* GetAIThinkTimer() { return AI_think_timer.get(); }
Timer* GetAIMovementTimer() { return AImovement_timer.get(); } Timer* GetAIMovementTimer() { return AI_movement_timer.get(); }
Timer GetAttackTimer() { return attack_timer; } Timer GetAttackTimer() { return attack_timer; }
Timer GetAttackDWTimer() { return attack_dw_timer; } Timer GetAttackDWTimer() { return attack_dw_timer; }
inline bool IsFindable() { return findable; } inline bool IsFindable() { return findable; }
@ -1254,14 +1254,14 @@ protected:
uint32 maxLastFightingDelayMoving; uint32 maxLastFightingDelayMoving;
float pAggroRange; float pAggroRange;
float pAssistRange; float pAssistRange;
std::unique_ptr<Timer> AIthink_timer; std::unique_ptr<Timer> AI_think_timer;
std::unique_ptr<Timer> AImovement_timer; std::unique_ptr<Timer> AI_movement_timer;
std::unique_ptr<Timer> AItarget_check_timer; std::unique_ptr<Timer> AI_target_check_timer;
bool movetimercompleted; bool movetimercompleted;
bool permarooted; bool permarooted;
std::unique_ptr<Timer> AIscanarea_timer; std::unique_ptr<Timer> AI_scan_area_timer;
std::unique_ptr<Timer> AIwalking_timer; std::unique_ptr<Timer> AI_walking_timer;
std::unique_ptr<Timer> AIfeignremember_timer; std::unique_ptr<Timer> AI_feign_remember_timer;
std::unique_ptr<Timer> AI_check_signal_timer; std::unique_ptr<Timer> AI_check_signal_timer;
uint32 pLastFightingDelayMoving; uint32 pLastFightingDelayMoving;
HateList hate_list; HateList hate_list;

View File

@ -423,12 +423,12 @@ bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float
void Mob::AI_Init() void Mob::AI_Init()
{ {
pAIControlled = false; pAIControlled = false;
AIthink_timer.reset(nullptr); AI_think_timer.reset(nullptr);
AIwalking_timer.reset(nullptr); AI_walking_timer.reset(nullptr);
AImovement_timer.reset(nullptr); AI_movement_timer.reset(nullptr);
AItarget_check_timer.reset(nullptr); AI_target_check_timer.reset(nullptr);
AIfeignremember_timer.reset(nullptr); AI_feign_remember_timer.reset(nullptr);
AIscanarea_timer.reset(nullptr); AI_scan_area_timer.reset(nullptr);
AI_check_signal_timer.reset(nullptr); AI_check_signal_timer.reset(nullptr);
minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin); minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
@ -474,18 +474,18 @@ void Mob::AI_Start(uint32 iMoveDelay) {
pLastFightingDelayMoving = 0; pLastFightingDelayMoving = 0;
pAIControlled = true; pAIControlled = true;
AIthink_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration)); AI_think_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
AIthink_timer->Trigger(); AI_think_timer->Trigger();
AIwalking_timer = std::unique_ptr<Timer>(new Timer(0)); AI_walking_timer = std::unique_ptr<Timer>(new Timer(0));
AImovement_timer = std::unique_ptr<Timer>(new Timer(AImovement_duration)); AI_movement_timer = std::unique_ptr<Timer>(new Timer(AImovement_duration));
AItarget_check_timer = std::unique_ptr<Timer>(new Timer(AItarget_check_duration)); AI_target_check_timer = std::unique_ptr<Timer>(new Timer(AItarget_check_duration));
AIfeignremember_timer = std::unique_ptr<Timer>(new Timer(AIfeignremember_delay)); AI_feign_remember_timer = std::unique_ptr<Timer>(new Timer(AIfeignremember_delay));
AIscanarea_timer = std::unique_ptr<Timer>(new Timer(AIscanarea_delay)); AI_scan_area_timer = std::unique_ptr<Timer>(new Timer(AIscanarea_delay));
AI_check_signal_timer = std::unique_ptr<Timer>(new Timer(AI_check_signal_timer_delay)); AI_check_signal_timer = std::unique_ptr<Timer>(new Timer(AI_check_signal_timer_delay));
#ifdef REVERSE_AGGRO #ifdef REVERSE_AGGRO
if(IsNPC() && !CastToNPC()->WillAggroNPCs()) if(IsNPC() && !CastToNPC()->WillAggroNPCs())
AIscanarea_timer->Disable(); AI_scan_area_timer->Disable();
#endif #endif
if (GetAggroRange() == 0) if (GetAggroRange() == 0)
@ -542,12 +542,12 @@ void Mob::AI_Stop() {
pAIControlled = false; pAIControlled = false;
AIthink_timer.reset(nullptr); AI_think_timer.reset(nullptr);
AIwalking_timer.reset(nullptr); AI_walking_timer.reset(nullptr);
AImovement_timer.reset(nullptr); AI_movement_timer.reset(nullptr);
AItarget_check_timer.reset(nullptr); AI_target_check_timer.reset(nullptr);
AIscanarea_timer.reset(nullptr); AI_scan_area_timer.reset(nullptr);
AIfeignremember_timer.reset(nullptr); AI_feign_remember_timer.reset(nullptr);
AI_check_signal_timer.reset(nullptr); AI_check_signal_timer.reset(nullptr);
hate_list.WipeHateList(); hate_list.WipeHateList();
@ -730,7 +730,7 @@ void Client::AI_Process()
if (!IsAIControlled()) if (!IsAIControlled())
return; return;
if (!(AIthink_timer->Check() || attack_timer.Check(false))) if (!(AI_think_timer->Check() || attack_timer.Check(false)))
return; return;
if (IsCasting()) if (IsCasting())
@ -776,7 +776,7 @@ void Client::AI_Process()
//continue on to attack code, ensuring that we execute the engaged code //continue on to attack code, ensuring that we execute the engaged code
engaged = true; engaged = true;
} else { } else {
if(AImovement_timer->Check()) { if(AI_movement_timer->Check()) {
int speed = GetFearSpeed(); int speed = GetFearSpeed();
animation = speed; animation = speed;
speed *= 2; speed *= 2;
@ -813,7 +813,7 @@ void Client::AI_Process()
SetTarget(hate_list.GetClosestEntOnHateList(this)); SetTarget(hate_list.GetClosestEntOnHateList(this));
else else
{ {
if(AItarget_check_timer->Check()) if(AI_target_check_timer->Check())
{ {
SetTarget(hate_list.GetEntWithMostHateOnList(this)); SetTarget(hate_list.GetEntWithMostHateOnList(this));
} }
@ -837,7 +837,7 @@ void Client::AI_Process()
DoClassAttacks(GetTarget()); DoClassAttacks(GetTarget());
} }
if (AImovement_timer->Check()) { if (AI_movement_timer->Check()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) !=
m_Position.w) { m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY())); SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
@ -863,7 +863,7 @@ void Client::AI_Process()
} else { } else {
if(!IsRooted()) if(!IsRooted())
{ {
if(AImovement_timer->Check()) if(AI_movement_timer->Check())
{ {
int newspeed = GetRunspeed(); int newspeed = GetRunspeed();
animation = newspeed; animation = newspeed;
@ -894,7 +894,7 @@ void Client::AI_Process()
} }
else else
{ {
if(AIfeignremember_timer->Check()) { if(AI_feign_remember_timer->Check()) {
std::set<uint32>::iterator RememberedCharID; std::set<uint32>::iterator RememberedCharID;
RememberedCharID = feign_memory_list.begin(); RememberedCharID = feign_memory_list.begin();
while (RememberedCharID != feign_memory_list.end()) { while (RememberedCharID != feign_memory_list.end()) {
@ -922,7 +922,7 @@ void Client::AI_Process()
float dist = DistanceSquared(m_Position, owner->GetPosition()); float dist = DistanceSquared(m_Position, owner->GetPosition());
if (dist >= 400) if (dist >= 400)
{ {
if(AImovement_timer->Check()) if(AI_movement_timer->Check())
{ {
int nspeed = (dist >= 5625 ? GetRunspeed() : GetWalkspeed()); int nspeed = (dist >= 5625 ? GetRunspeed() : GetWalkspeed());
animation = nspeed; animation = nspeed;
@ -948,7 +948,7 @@ void Mob::AI_Process() {
if (!IsAIControlled()) if (!IsAIControlled())
return; return;
if (!(AIthink_timer->Check() || attack_timer.Check(false))) if (!(AI_think_timer->Check() || attack_timer.Check(false)))
return; return;
if (IsCasting()) if (IsCasting())
@ -973,7 +973,7 @@ void Mob::AI_Process() {
//continue on to attack code, ensuring that we execute the engaged code //continue on to attack code, ensuring that we execute the engaged code
engaged = true; engaged = true;
} else { } else {
if(AImovement_timer->Check()) { if(AI_movement_timer->Check()) {
// Check if we have reached the last fear point // Check if we have reached the last fear point
if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) && if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) &&
(std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) { (std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) {
@ -1017,7 +1017,7 @@ void Mob::AI_Process() {
SetTarget(hate_list.GetClosestEntOnHateList(this)); SetTarget(hate_list.GetClosestEntOnHateList(this));
else else
{ {
if(AItarget_check_timer->Check()) if(AI_target_check_timer->Check())
{ {
if (IsFocused()) { if (IsFocused()) {
if (!target) { if (!target) {
@ -1079,7 +1079,7 @@ void Mob::AI_Process() {
if (is_combat_range) if (is_combat_range)
{ {
if (AImovement_timer->Check()) if (AI_movement_timer->Check())
{ {
if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{ {
@ -1273,7 +1273,7 @@ void Mob::AI_Process() {
WipeHateList(); WipeHateList();
Heal(); Heal();
BuffFadeAll(); BuffFadeAll();
AIwalking_timer->Start(100); AI_walking_timer->Start(100);
pLastFightingDelayMoving = Timer::GetCurrentTime(); pLastFightingDelayMoving = Timer::GetCurrentTime();
return; return;
} else if(tar != nullptr) { } else if(tar != nullptr) {
@ -1295,7 +1295,7 @@ void Mob::AI_Process() {
if(AI_PursueCastCheck()){ if(AI_PursueCastCheck()){
//we did something, so do not process movement. //we did something, so do not process movement.
} }
else if (AImovement_timer->Check()) else if (AI_movement_timer->Check())
{ {
if(!IsRooted()) { if(!IsRooted()) {
Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName()); 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<uint32>(PlayerState::Aggressive)) if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
SendRemovePlayerState(PlayerState::Aggressive); SendRemovePlayerState(PlayerState::Aggressive);
if(AIfeignremember_timer->Check()) { if(AI_feign_remember_timer->Check()) {
// 6/14/06 // 6/14/06
// Improved Feign Death Memory // Improved Feign Death Memory
// check to see if any of our previous feigned targets have gotten up. // 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. //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. * This is where NPCs look around to see if they want to attack anybody.
@ -1368,7 +1368,7 @@ void Mob::AI_Process() {
if (tmptar) if (tmptar)
AddToHateList(tmptar); AddToHateList(tmptar);
} }
else if (AImovement_timer->Check() && !IsRooted()) else if (AI_movement_timer->Check() && !IsRooted())
{ {
if (IsPet()) if (IsPet())
{ {
@ -1539,10 +1539,10 @@ void NPC::AI_DoMovement() {
} }
else if (roamer) else if (roamer)
{ {
if (AIwalking_timer->Check()) if (AI_walking_timer->Check())
{ {
movetimercompleted=true; 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 if (movetimercompleted==true) { // time to pause at wp is over
AI_SetupNextWaypoint(); AI_SetupNextWaypoint();
} // endif (movetimercompleted==true) } // endif (movetimercompleted==true)
else if (!(AIwalking_timer->Enabled())) else if (!(AI_walking_timer->Enabled()))
{ // currently moving { // currently moving
bool doMove = true; bool doMove = true;
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY()) if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
@ -1573,7 +1573,7 @@ void NPC::AI_DoMovement() {
sprintf(temp, "%d", cur_wp); sprintf(temp, "%d", cur_wp);
parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, temp, 0); 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. // 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(); AI_SetupNextWaypoint();
else else
doMove = false; doMove = false;
@ -1764,7 +1764,7 @@ void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) {
void Mob::AI_Event_NoLongerEngaged() { void Mob::AI_Event_NoLongerEngaged() {
if (!IsAIControlled()) if (!IsAIControlled())
return; return;
this->AIwalking_timer->Start(RandomTimer(3000,20000)); this->AI_walking_timer->Start(RandomTimer(3000,20000));
pLastFightingDelayMoving = Timer::GetCurrentTime(); pLastFightingDelayMoving = Timer::GetCurrentTime();
if (minLastFightingDelayMoving == maxLastFightingDelayMoving) if (minLastFightingDelayMoving == maxLastFightingDelayMoving)
pLastFightingDelayMoving += minLastFightingDelayMoving; pLastFightingDelayMoving += minLastFightingDelayMoving;

View File

@ -94,7 +94,7 @@ void NPC::ResumeWandering()
{ {
if (GetGrid() < 0) if (GetGrid() < 0)
{ // we were paused by a quest { // we were paused by a quest
AIwalking_timer->Disable(); AI_walking_timer->Disable();
SetGrid( 0 - GetGrid()); SetGrid( 0 - GetGrid());
if (cur_wp==-1) if (cur_wp==-1)
{ // got here by a MoveTo() { // 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); 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 { // 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); 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 else
{ {
@ -145,7 +145,7 @@ void NPC::PauseWandering(int pausetime)
} }
else else
{ // specified waiting time, he'll resume after that { // 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 { } else {
Log.Out(Logs::General, Logs::Error, "NPC not on grid - can't pause wandering: %lu", (unsigned long)GetNPCTypeID()); 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 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()); 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) if (cur_wp>=0)
{ // we've not already done a MoveTo() { // we've not already done a MoveTo()
save_wp=cur_wp; // save the current waypoint save_wp=cur_wp; // save the current waypoint
@ -193,8 +193,8 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
m_CurrentWayPoint = position; m_CurrentWayPoint = position;
cur_wp_pause = 0; cur_wp_pause = 0;
pLastFightingDelayMoving = 0; pLastFightingDelayMoving = 0;
if(AIwalking_timer->Enabled()) if(AI_walking_timer->Enabled())
AIwalking_timer->Start(100); AI_walking_timer->Start(100);
} }
void NPC::UpdateWaypoint(int wp_index) void NPC::UpdateWaypoint(int wp_index)
@ -393,8 +393,8 @@ void NPC::SetWaypointPause()
//Declare time to wait on current WP //Declare time to wait on current WP
if (cur_wp_pause == 0) { if (cur_wp_pause == 0) {
AIwalking_timer->Start(100); AI_walking_timer->Start(100);
AIwalking_timer->Trigger(); AI_walking_timer->Trigger();
} }
else else
{ {
@ -402,13 +402,13 @@ void NPC::SetWaypointPause()
switch (pausetype) switch (pausetype)
{ {
case 0: //Random Half 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; break;
case 1: //Full case 1: //Full
AIwalking_timer->Start(cur_wp_pause*1000); AI_walking_timer->Start(cur_wp_pause*1000);
break; break;
case 2: //Random Full 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; break;
} }
} }