Core/Game: Include cleanup part 5

* ObjectMgr.h
* Player.h
* Unit.h
* G3D should no longer propagate everywhere from Spline/MotionMaster
This commit is contained in:
Shauren
2017-06-04 01:00:45 +02:00
parent ec72a59b08
commit b453e12423
442 changed files with 3521 additions and 2850 deletions

View File

@@ -21,6 +21,7 @@
#include "Creature.h"
#include "ScriptSystem.h"
#include "Log.h"
#include "Map.h"
#include "ConfusedMovementGenerator.h"
#include "FleeingMovementGenerator.h"
#include "HomeMovementGenerator.h"
@@ -457,7 +458,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
init.Launch();
}
void MotionMaster::MoveSmoothPath(uint32 pointId, G3D::Vector3 const* pathPoints, size_t pathSize, bool walk, bool fly)
void MotionMaster::MoveSmoothPath(uint32 pointId, Position const* pathPoints, size_t pathSize, bool walk, bool fly)
{
Movement::MoveSplineInit init(_owner);
if (fly)
@@ -466,7 +467,12 @@ void MotionMaster::MoveSmoothPath(uint32 pointId, G3D::Vector3 const* pathPoints
init.SetUncompressed();
}
Movement::PointsArray path(pathPoints, pathPoints + pathSize);
Movement::PointsArray path;
path.reserve(pathSize);
std::transform(pathPoints, pathPoints + pathSize, std::back_inserter(path), [](Position const& point)
{
return G3D::Vector3(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ());
});
init.MovebyPath(path);
init.SetSmooth();
init.SetWalk(walk);
@@ -488,7 +494,7 @@ void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool w
TC_LOG_ERROR("misc", "MotionMaster::MoveAlongSplineChain: non-creature %s tried to walk along DB spline chain. Ignoring.", _owner->GetGUID().ToString().c_str());
return;
}
SplineChain const* chain = sScriptSystemMgr->GetSplineChain(owner, dbChainId);
std::vector<SplineChainLink> const* chain = sScriptSystemMgr->GetSplineChain(owner, dbChainId);
if (!chain)
{
TC_LOG_ERROR("misc", "MotionMaster::MoveAlongSplineChain: creature with entry %u tried to walk along non-existing spline chain with DB id %u.", owner->GetEntry(), dbChainId);