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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/Unit
parentf5f9df0483fbf847eb9ee4e6ec4ecc6cf66d3a47 (diff)
Core/Misc: Fix some -Wconversion warnings
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/StatSystem.cpp2
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp30
-rw-r--r--src/server/game/Entities/Unit/Unit.h4
3 files changed, 18 insertions, 18 deletions
diff --git a/src/server/game/Entities/Unit/StatSystem.cpp b/src/server/game/Entities/Unit/StatSystem.cpp
index bac2a8ef856..94f0a90be2f 100644
--- a/src/server/game/Entities/Unit/StatSystem.cpp
+++ b/src/server/game/Entities/Unit/StatSystem.cpp
@@ -878,7 +878,7 @@ void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
- float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
+ float power_regen = std::sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index a42836682bb..aed06441dd7 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -62,7 +62,7 @@
#include "WorldPacket.h"
#include "WorldSession.h"
-#include <math.h>
+#include <cmath>
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
@@ -1363,7 +1363,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
// If this is a creature and it attacks from behind it has a probability to daze it's victim
if ((damageInfo->hitOutCome == MELEE_HIT_CRIT || damageInfo->hitOutCome == MELEE_HIT_CRUSHING || damageInfo->hitOutCome == MELEE_HIT_NORMAL || damageInfo->hitOutCome == MELEE_HIT_GLANCING) &&
- GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(M_PI, this)
+ GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(float(M_PI), this)
&& (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle())
{
// -probability is between 0% and 40%
@@ -1377,7 +1377,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
uint32 VictimDefense=victim->GetDefenseSkillValue();
uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
- Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16;
+ Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16f;
if (Probability < 0)
Probability = 0;
@@ -1489,14 +1489,14 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
{
if ((*j)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL
&& (*j)->IsAffectedOnSpell(spellInfo))
- armor = floor(AddPct(armor, -(*j)->GetAmount()));
+ armor = std::floor(AddPct(armor, -(*j)->GetAmount()));
}
AuraEffectList const& resIgnoreAuras = GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST);
for (AuraEffectList::const_iterator j = resIgnoreAuras.begin(); j != resIgnoreAuras.end(); ++j)
{
if ((*j)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL)
- armor = floor(AddPct(armor, -(*j)->GetAmount()));
+ armor = std::floor(AddPct(armor, -(*j)->GetAmount()));
}
// Apply Player CR_ARMOR_PENETRATION rating and buffs from stances\specializations etc.
@@ -1607,7 +1607,7 @@ uint32 Unit::CalcSpellResistance(Unit* victim, SpellSchoolMask schoolMask, Spell
float discreteResistProbability[11];
for (uint32 i = 0; i < 11; ++i)
{
- discreteResistProbability[i] = 0.5f - 2.5f * fabs(0.1f * i - averageResist);
+ discreteResistProbability[i] = 0.5f - 2.5f * std::fabs(0.1f * i - averageResist);
if (discreteResistProbability[i] < 0.0f)
discreteResistProbability[i] = 0.0f;
}
@@ -2032,7 +2032,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
// Dodge chance
// only players can't dodge if attacker is behind
- if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
+ if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(float(M_PI), this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
TC_LOG_DEBUG("entities.unit", "RollMeleeOutcomeAgainst: attack came from behind and victim was a player.");
}
@@ -2061,7 +2061,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
// parry & block chances
// check if attack comes from behind, nobody can parry or block if attacker is behind
- if (!victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
+ if (!victim->HasInArc(float(M_PI), this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
TC_LOG_DEBUG("entities.unit", "RollMeleeOutcomeAgainst: attack came from behind.");
else
{
@@ -2244,7 +2244,7 @@ bool Unit::isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttac
if (spellProto && spellProto->Attributes & SPELL_ATTR0_IMPOSSIBLE_DODGE_PARRY_BLOCK)
return false;
- if (victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION) || victim->HasInArc(M_PI, this))
+ if (victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION) || victim->HasInArc(float(M_PI), this))
{
// Check creatures flags_extra for disable block
if (victim->GetTypeId() == TYPEID_UNIT &&
@@ -2375,7 +2375,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo
canDodge = false;
// only if in front
- if (victim->HasInArc(M_PI, this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
+ if (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
tmp += deflect_chance;
@@ -2386,7 +2386,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo
}
// Check for attack from behind
- if (!victim->HasInArc(M_PI, this))
+ if (!victim->HasInArc(float(M_PI), this))
{
if (!victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
@@ -2567,7 +2567,7 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo
return SPELL_MISS_RESIST;
// cast by caster in front of victim
- if (victim->HasInArc(M_PI, this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
+ if (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
tmp += deflect_chance;
@@ -3143,7 +3143,7 @@ bool Unit::isInFrontInMap(Unit const* target, float distance, float arc) const
bool Unit::isInBackInMap(Unit const* target, float distance, float arc) const
{
- return IsWithinDistInMap(target, distance) && !HasInArc(2 * M_PI - arc, target);
+ return IsWithinDistInMap(target, distance) && !HasInArc(2 * float(M_PI) - arc, target);
}
bool Unit::isInAccessiblePlaceFor(Creature const* c) const
@@ -11545,7 +11545,7 @@ float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM, const SpellInfo* spe
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_PROC_PER_MINUTE, PPM);
- return floor((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
+ return std::floor((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
}
void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
@@ -16734,7 +16734,7 @@ uint32 Unit::GetModelForTotem(PlayerTotemType totemType)
void Unit::JumpTo(float speedXY, float speedZ, bool forward)
{
- float angle = forward ? 0 : M_PI;
+ float angle = forward ? 0 : float(M_PI);
if (GetTypeId() == TYPEID_UNIT)
GetMotionMaster()->MoveJumpTo(angle, speedXY, speedZ);
else
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 2e8d93ec995..a18bc3b0848 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1908,8 +1908,8 @@ class Unit : public WorldObject
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct);
float GetAPMultiplier(WeaponAttackType attType, bool normalized);
- bool isInFrontInMap(Unit const* target, float distance, float arc = M_PI) const;
- bool isInBackInMap(Unit const* target, float distance, float arc = M_PI) const;
+ bool isInFrontInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
+ bool isInBackInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
// Visibility system
bool IsVisible() const;