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authorjackpoz <giacomopoz@gmail.com>2014-08-21 16:56:11 +0200
committerjackpoz <giacomopoz@gmail.com>2014-08-23 19:56:41 +0200
commit7fe7f30521503559dc8aee9f3127e11111f8ccc4 (patch)
treef4a75f563e89957d43cef93253bfc300ecf57339 /src/server/game/Entities/Object
parentf5f9df0483fbf847eb9ee4e6ec4ecc6cf66d3a47 (diff)
Core/Misc: Fix some -Wconversion warnings
Diffstat (limited to 'src/server/game/Entities/Object')
-rw-r--r--src/server/game/Entities/Object/Object.cpp42
-rw-r--r--src/server/game/Entities/Object/Object.h18
-rw-r--r--src/server/game/Entities/Object/ObjectPosSelector.cpp2
-rw-r--r--src/server/game/Entities/Object/ObjectPosSelector.h12
4 files changed, 37 insertions, 37 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index c96b6e31c61..77f318066a2 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1023,11 +1023,11 @@ bool Position::operator==(Position const &a)
bool Position::HasInLine(WorldObject const* target, float width) const
{
- if (!HasInArc(M_PI, target))
+ if (!HasInArc(float(M_PI), target))
return false;
width += target->GetObjectSize();
float angle = GetRelativeAngle(target);
- return fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
+ return std::fabs(std::sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
}
std::string Position::ToString() const
@@ -1207,7 +1207,7 @@ InstanceScript* WorldObject::GetInstanceScript()
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
- float dz = fabs(GetPositionZ() - obj->GetPositionZ());
+ float dz = std::fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float dist = dz - sizefactor;
return (dist > 0 ? dist : 0);
@@ -1430,7 +1430,7 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
void Position::RelocateOffset(const Position & offset)
{
- m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
+ m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + float(M_PI)));
m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
m_positionZ = GetPositionZ() + offset.GetPositionZ();
SetOrientation(GetOrientation() + offset.GetOrientation());
@@ -1461,8 +1461,8 @@ float Position::GetAngle(const float x, const float y) const
float dx = x - GetPositionX();
float dy = y - GetPositionY();
- float ang = atan2(dy, dx);
- ang = (ang >= 0) ? ang : 2 * M_PI + ang;
+ float ang = std::atan2(dy, dx);
+ ang = (ang >= 0) ? ang : 2 * float(M_PI) + ang;
return ang;
}
@@ -1471,7 +1471,7 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos)
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
- if (fabs(dx) < 0.001f && fabs(dy) < 0.001f)
+ if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
{
float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
vcos = std::cos(angle);
@@ -1479,7 +1479,7 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos)
}
else
{
- float dist = sqrt((dx*dx) + (dy*dy));
+ float dist = std::sqrt((dx*dx) + (dy*dy));
vcos = dx / dist;
vsin = dy / dist;
}
@@ -1499,8 +1499,8 @@ bool Position::HasInArc(float arc, const Position* obj, float border) const
// move angle to range -pi ... +pi
angle = NormalizeOrientation(angle);
- if (angle > M_PI)
- angle -= 2.0f*M_PI;
+ if (angle > float(M_PI))
+ angle -= 2.0f * float(M_PI);
float lborder = -1 * (arc/border); // in range -pi..0
float rborder = (arc/border); // in range 0..pi
@@ -1534,7 +1534,7 @@ bool WorldObject::isInFront(WorldObject const* target, float arc) const
bool WorldObject::isInBack(WorldObject const* target, float arc) const
{
- return !HasInArc(2 * M_PI - arc, target);
+ return !HasInArc(2 * float(M_PI) - arc, target);
}
void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
@@ -1837,7 +1837,7 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
if (distance < combatReach)
return true;
- if (!HasInArc(M_PI, obj))
+ if (!HasInArc(float(M_PI), obj))
return false;
GameObject const* go = ToGameObject();
@@ -2504,7 +2504,7 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
float first_z = z;
// loop in a circle to look for a point in LoS using small steps
- for (float angle = M_PI / 8; angle < M_PI * 2; angle += M_PI / 8)
+ for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
{
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle);
z = GetPositionZ();
@@ -2574,20 +2574,20 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
- destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
+ destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
- if (fabs(pos.m_positionZ - destz) > 6)
+ if (std::fabs(pos.m_positionZ - destz) > 6)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
- destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
+ destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
}
// we have correct destz now
else
@@ -2608,7 +2608,7 @@ float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
{
float ground = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, MAX_HEIGHT, true);
float floor = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, z + 2.0f, true);
- float helper = fabs(ground - z) <= fabs(floor - z) ? ground : floor;
+ float helper = std::fabs(ground - z) <= std::fabs(floor - z) ? ground : floor;
if (z > helper) // must be above ground
{
if (Unit* unit = obj->ToUnit())
@@ -2623,7 +2623,7 @@ float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
if (liquid_status.level > z) // z is underwater
return z;
else
- return fabs(liquid_status.level - z) <= fabs(helper - z) ? liquid_status.level : helper;
+ return std::fabs(liquid_status.level - z) <= std::fabs(helper - z) ? liquid_status.level : helper;
}
}
return helper;
@@ -2652,7 +2652,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
// move back a bit
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
- dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
+ dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
// check dynamic collision
@@ -2663,7 +2663,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
- dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
+ dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
float step = dist / 10.0f;
@@ -2671,7 +2671,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
- if (fabs(pos.m_positionZ - destz) > 6.0f)
+ if (std::fabs(pos.m_positionZ - destz) > 6.0f)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h
index 13f4dd13a83..cdc61f8b2ff 100644
--- a/src/server/game/Entities/Object/Object.h
+++ b/src/server/game/Entities/Object/Object.h
@@ -206,7 +206,7 @@ class Object
void BuildFieldsUpdate(Player*, UpdateDataMapType &) const;
void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; }
- void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= ~flag; }
+ void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= uint16(~flag); }
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
@@ -352,19 +352,19 @@ struct Position
float GetExactDist2dSq(float x, float y) const
{ float dx = m_positionX - x; float dy = m_positionY - y; return dx*dx + dy*dy; }
float GetExactDist2d(const float x, const float y) const
- { return sqrt(GetExactDist2dSq(x, y)); }
+ { return std::sqrt(GetExactDist2dSq(x, y)); }
float GetExactDist2dSq(Position const* pos) const
{ float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; }
float GetExactDist2d(Position const* pos) const
- { return sqrt(GetExactDist2dSq(pos)); }
+ { return std::sqrt(GetExactDist2dSq(pos)); }
float GetExactDistSq(float x, float y, float z) const
{ float dz = m_positionZ - z; return GetExactDist2dSq(x, y) + dz*dz; }
float GetExactDist(float x, float y, float z) const
- { return sqrt(GetExactDistSq(x, y, z)); }
+ { return std::sqrt(GetExactDistSq(x, y, z)); }
float GetExactDistSq(Position const* pos) const
{ float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; }
float GetExactDist(Position const* pos) const
- { return sqrt(GetExactDistSq(pos)); }
+ { return std::sqrt(GetExactDistSq(pos)); }
void GetPositionOffsetTo(Position const & endPos, Position & retOffset) const;
@@ -395,11 +395,11 @@ struct Position
if (o < 0)
{
float mod = o *-1;
- mod = fmod(mod, 2.0f * static_cast<float>(M_PI));
+ mod = std::fmod(mod, 2.0f * static_cast<float>(M_PI));
mod = -mod + 2.0f * static_cast<float>(M_PI);
return mod;
}
- return fmod(o, 2.0f * static_cast<float>(M_PI));
+ return std::fmod(o, 2.0f * static_cast<float>(M_PI));
}
};
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
@@ -639,8 +639,8 @@ class WorldObject : public Object, public WorldLocation
bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
- bool isInFront(WorldObject const* target, float arc = M_PI) const;
- bool isInBack(WorldObject const* target, float arc = M_PI) const;
+ bool isInFront(WorldObject const* target, float arc = float(M_PI)) const;
+ bool isInBack(WorldObject const* target, float arc = float(M_PI)) const;
bool IsInBetween(WorldObject const* obj1, WorldObject const* obj2, float size = 0) const;
diff --git a/src/server/game/Entities/Object/ObjectPosSelector.cpp b/src/server/game/Entities/Object/ObjectPosSelector.cpp
index fa7c5dffafa..da2049ac62f 100644
--- a/src/server/game/Entities/Object/ObjectPosSelector.cpp
+++ b/src/server/game/Entities/Object/ObjectPosSelector.cpp
@@ -21,7 +21,7 @@
ObjectPosSelector::ObjectPosSelector(float x, float y, float size, float dist)
: m_center_x(x), m_center_y(y), m_size(size), m_dist(dist)
{
- m_anglestep = acos(m_dist/(m_dist+2*m_size));
+ m_anglestep = std::acos(m_dist/(m_dist+2*m_size));
m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].end();
m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].end();
diff --git a/src/server/game/Entities/Object/ObjectPosSelector.h b/src/server/game/Entities/Object/ObjectPosSelector.h
index 5bac179880f..44b85dae3dd 100644
--- a/src/server/game/Entities/Object/ObjectPosSelector.h
+++ b/src/server/game/Entities/Object/ObjectPosSelector.h
@@ -60,10 +60,10 @@ struct ObjectPosSelector
float angle_step2 = GetAngle(nextUsedPos.second);
float next_angle = nextUsedPos.first;
- if (nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
- next_angle = 2*M_PI-next_angle; // move to positive
+ if (nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
+ next_angle = 2 * float(M_PI) - next_angle; // move to positive
- return fabs(angle)+angle_step2 <= next_angle;
+ return std::fabs(angle) + angle_step2 <= next_angle;
}
bool CheckOriginal() const
@@ -105,7 +105,7 @@ struct ObjectPosSelector
// next possible angle
angle = m_smallStepAngle[uptype] + m_anglestep * sign;
- if (fabs(angle) > M_PI)
+ if (std::fabs(angle) > float(M_PI))
{
m_smallStepOk[uptype] = false;
return false;
@@ -113,7 +113,7 @@ struct ObjectPosSelector
if (m_smallStepNextUsedPos[uptype])
{
- if (fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
+ if (std::fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
{
m_smallStepOk[uptype] = false;
return false;
@@ -136,7 +136,7 @@ struct ObjectPosSelector
UsedPosList::value_type const* nextUsedPos(UsedPosType uptype);
// angle from used pos to next possible free pos
- float GetAngle(UsedPos const& usedPos) const { return acos(m_dist/(usedPos.dist+usedPos.size+m_size)); }
+ float GetAngle(UsedPos const& usedPos) const { return std::acos(m_dist/(usedPos.dist+usedPos.size+m_size)); }
float m_center_x;
float m_center_y;