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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
parentf5f9df0483fbf847eb9ee4e6ec4ecc6cf66d3a47 (diff)
Core/Misc: Fix some -Wconversion warnings
Diffstat (limited to 'src/server/game')
-rw-r--r--src/server/game/AI/CoreAI/PetAI.cpp2
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp2
-rw-r--r--src/server/game/Battlefield/Battlefield.cpp2
-rw-r--r--src/server/game/Battlegrounds/ArenaTeam.cpp4
-rw-r--r--src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp4
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp2
-rw-r--r--src/server/game/Entities/Creature/CreatureGroups.cpp8
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp4
-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
-rw-r--r--src/server/game/Entities/Pet/PetDefines.h2
-rw-r--r--src/server/game/Entities/Player/Player.cpp10
-rw-r--r--src/server/game/Entities/Transport/Transport.cpp2
-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
-rw-r--r--src/server/game/Grids/GridDefines.h4
-rw-r--r--src/server/game/Handlers/MiscHandler.cpp6
-rw-r--r--src/server/game/Handlers/MovementHandler.cpp2
-rw-r--r--src/server/game/Loot/LootMgr.h2
-rw-r--r--src/server/game/Maps/Map.cpp2
-rw-r--r--src/server/game/Maps/TransportMgr.cpp14
-rw-r--r--src/server/game/Movement/MotionMaster.cpp4
-rw-r--r--src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp10
-rw-r--r--src/server/game/Movement/Spline/MoveSpline.cpp6
-rw-r--r--src/server/game/Movement/Spline/MovementTypedefs.h2
-rw-r--r--src/server/game/Movement/Spline/MovementUtil.cpp8
-rw-r--r--src/server/game/Movement/Spline/Spline.cpp4
-rw-r--r--src/server/game/Movement/Waypoints/Path.h4
-rw-r--r--src/server/game/Pools/PoolMgr.h2
-rw-r--r--src/server/game/Spells/Spell.cpp14
33 files changed, 118 insertions, 118 deletions
diff --git a/src/server/game/AI/CoreAI/PetAI.cpp b/src/server/game/AI/CoreAI/PetAI.cpp
index 4bce9113082..603c34e2403 100644
--- a/src/server/game/AI/CoreAI/PetAI.cpp
+++ b/src/server/game/AI/CoreAI/PetAI.cpp
@@ -236,7 +236,7 @@ void PetAI::UpdateAI(uint32 diff)
SpellCastTargets targets;
targets.SetUnitTarget(target);
- if (!me->HasInArc(M_PI, target))
+ if (!me->HasInArc(float(M_PI), target))
{
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index c19ed4ff54b..722f86a2392 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -1613,7 +1613,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
break;
float attackDistance = float(e.action.setRangedMovement.distance);
- float attackAngle = float(e.action.setRangedMovement.angle) / 180.0f * M_PI;
+ float attackAngle = float(e.action.setRangedMovement.angle) / 180.0f * float(M_PI);
ObjectList* targets = GetTargets(e, unit);
if (targets)
diff --git a/src/server/game/Battlefield/Battlefield.cpp b/src/server/game/Battlefield/Battlefield.cpp
index b04d0d360ee..b7ecd4b1e24 100644
--- a/src/server/game/Battlefield/Battlefield.cpp
+++ b/src/server/game/Battlefield/Battlefield.cpp
@@ -909,7 +909,7 @@ void BfCapturePoint::SendChangePhase()
// send this too, sometimes the slider disappears, dunno why :(
SendUpdateWorldState(capturePoint->GetGOInfo()->capturePoint.worldState1, 1);
// send these updates to only the ones in this objective
- SendUpdateWorldState(capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
+ SendUpdateWorldState(capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) std::ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
// send this too, sometimes it resets :S
SendUpdateWorldState(capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct);
}
diff --git a/src/server/game/Battlegrounds/ArenaTeam.cpp b/src/server/game/Battlegrounds/ArenaTeam.cpp
index 2ca60534f30..1bc83cccaa0 100644
--- a/src/server/game/Battlegrounds/ArenaTeam.cpp
+++ b/src/server/game/Battlegrounds/ArenaTeam.cpp
@@ -604,7 +604,7 @@ uint32 ArenaTeam::GetPoints(uint32 memberRating)
points = 344;
}
else
- points = 1511.26f / (1.0f + 1639.28f * exp(-0.00412f * (float)rating));
+ points = 1511.26f / (1.0f + 1639.28f * std::exp(-0.00412f * float(rating)));
// Type penalties for teams < 5v5
if (Type == ARENA_TEAM_2v2)
@@ -649,7 +649,7 @@ float ArenaTeam::GetChanceAgainst(uint32 ownRating, uint32 opponentRating)
{
// Returns the chance to win against a team with the given rating, used in the rating adjustment calculation
// ELO system
- return 1.0f / (1.0f + exp(log(10.0f) * (float)((float)opponentRating - (float)ownRating) / 650.0f));
+ return 1.0f / (1.0f + std::exp(std::log(10.0f) * (float(opponentRating) - float(ownRating)) / 650.0f));
}
int32 ArenaTeam::GetMatchmakerRatingMod(uint32 ownRating, uint32 opponentRating, bool won /*, float& confidence_factor*/)
diff --git a/src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp b/src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp
index 15c72b6ac00..95a4642acd7 100644
--- a/src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp
+++ b/src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp
@@ -712,7 +712,7 @@ WorldSafeLocsEntry const* BattlegroundSA::GetClosestGraveYard(Player* player)
safeloc = BG_SA_GYEntries[BG_SA_DEFENDER_LAST_GY];
closest = sWorldSafeLocsStore.LookupEntry(safeloc);
- nearest = sqrt((closest->x - x)*(closest->x - x) + (closest->y - y)*(closest->y - y) + (closest->z - z)*(closest->z - z));
+ nearest = std::sqrt((closest->x - x)*(closest->x - x) + (closest->y - y)*(closest->y - y) + (closest->z - z)*(closest->z - z));
for (uint8 i = BG_SA_RIGHT_CAPTURABLE_GY; i < BG_SA_MAX_GY; i++)
{
@@ -720,7 +720,7 @@ WorldSafeLocsEntry const* BattlegroundSA::GetClosestGraveYard(Player* player)
continue;
ret = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
- dist = sqrt((ret->x - x)*(ret->x - x) + (ret->y - y)*(ret->y - y) + (ret->z - z)*(ret->z - z));
+ dist = std::sqrt((ret->x - x)*(ret->x - x) + (ret->y - y)*(ret->y - y) + (ret->z - z)*(ret->z - z));
if (dist < nearest)
{
closest = ret;
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index c04f2845110..ba94a99c8dd 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -1076,7 +1076,7 @@ void Creature::SelectLevel()
float basedamage = stats->GenerateBaseDamage(cInfo);
float weaponBaseMinDamage = basedamage;
- float weaponBaseMaxDamage = basedamage * 1.5;
+ float weaponBaseMaxDamage = basedamage * 1.5f;
SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
diff --git a/src/server/game/Entities/Creature/CreatureGroups.cpp b/src/server/game/Entities/Creature/CreatureGroups.cpp
index 14a76ae07ce..f02543a60af 100644
--- a/src/server/game/Entities/Creature/CreatureGroups.cpp
+++ b/src/server/game/Entities/Creature/CreatureGroups.cpp
@@ -107,7 +107,7 @@ void FormationMgr::LoadCreatureFormations()
if (group_member->leaderGUID != memberGUID)
{
group_member->follow_dist = fields[2].GetFloat();
- group_member->follow_angle = fields[3].GetFloat() * M_PI / 180;
+ group_member->follow_angle = fields[3].GetFloat() * float(M_PI) / 180;
}
else
{
@@ -218,7 +218,7 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z)
if (!m_leader)
return;
- float pathangle = atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
+ float pathangle = std::atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
@@ -229,9 +229,9 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z)
if (itr->second->point_1)
{
if (m_leader->GetCurrentWaypointID() == itr->second->point_1)
- itr->second->follow_angle = (2 * M_PI) - itr->second->follow_angle;
+ itr->second->follow_angle = (2 * float(M_PI)) - itr->second->follow_angle;
if (m_leader->GetCurrentWaypointID() == itr->second->point_2)
- itr->second->follow_angle = (2 * M_PI) + itr->second->follow_angle;
+ itr->second->follow_angle = (2 * float(M_PI)) + itr->second->follow_angle;
}
float angle = itr->second->follow_angle;
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index c8c0eaefb27..3c33159cf1e 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1261,7 +1261,7 @@ void GameObject::Use(Unit* user)
// the object orientation + 1/2 pi
// every slot will be on that straight line
- float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
+ float orthogonalOrientation = GetOrientation() + float(M_PI) * 0.5f;
// find nearest slot
bool found_free_slot = false;
for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr)
@@ -1826,7 +1826,7 @@ bool GameObject::IsInRange(float x, float y, float z, float radius) const
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float dz = z - GetPositionZ();
- float dist = sqrt(dx*dx + dy*dy);
+ float dist = std::sqrt(dx*dx + dy*dy);
//! Check if the distance between the 2 objects is 0, can happen if both objects are on the same position.
//! The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite
if (G3D::fuzzyEq(dist, 0.0f))
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;
diff --git a/src/server/game/Entities/Pet/PetDefines.h b/src/server/game/Entities/Pet/PetDefines.h
index f590bef233e..67435c30577 100644
--- a/src/server/game/Entities/Pet/PetDefines.h
+++ b/src/server/game/Entities/Pet/PetDefines.h
@@ -75,6 +75,6 @@ enum PetTalk
};
#define PET_FOLLOW_DIST 1.0f
-#define PET_FOLLOW_ANGLE (M_PI/2)
+#define PET_FOLLOW_ANGLE float(M_PI/2)
#endif
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 357e1a34c09..122eff6ba3a 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -1662,7 +1662,7 @@ void Player::Update(uint32 p_time)
}
}
//120 degrees of radiant range
- else if (!HasInArc(2*M_PI/3, victim))
+ else if (!HasInArc(2 * float(M_PI) / 3, victim))
{
setAttackTimer(BASE_ATTACK, 100);
if (m_swingErrorMsg != 2) // send single time (client auto repeat)
@@ -1690,7 +1690,7 @@ void Player::Update(uint32 p_time)
{
if (!IsWithinMeleeRange(victim))
setAttackTimer(OFF_ATTACK, 100);
- else if (!HasInArc(2*M_PI/3, victim))
+ else if (!HasInArc(2 * float(M_PI) / 3, victim))
setAttackTimer(OFF_ATTACK, 100);
else
{
@@ -2586,7 +2586,7 @@ void Player::Regenerate(Powers power)
return;
addvalue += m_powerFraction[power];
- uint32 integerValue = uint32(fabs(addvalue));
+ uint32 integerValue = uint32(std::fabs(addvalue));
if (addvalue < 0.0f)
{
@@ -7185,7 +7185,7 @@ bool Player::RewardHonor(Unit* victim, uint32 groupsize, int32 honor, bool pvpto
else
victim_guid = 0; // Don't show HK: <rank> message, only log.
- honor_f = ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey));
+ honor_f = std::ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey));
// count the number of playerkills in one day
ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
@@ -8909,7 +8909,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
loot->FillLoot(1, LootTemplates_Creature, this, true);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
- bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
+ bones->loot.gold = uint32(urand(50, 150) * 0.016f * std::pow(float(pLevel) / 5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
}
if (bones->lootRecipient != this)
diff --git a/src/server/game/Entities/Transport/Transport.cpp b/src/server/game/Entities/Transport/Transport.cpp
index 367ccd34cdb..e7633d1f097 100644
--- a/src/server/game/Entities/Transport/Transport.cpp
+++ b/src/server/game/Entities/Transport/Transport.cpp
@@ -206,7 +206,7 @@ void Transport::Update(uint32 diff)
G3D::Vector3 pos, dir;
_currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
_currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
- UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.y, dir.x) + M_PI);
+ UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
}
else
{
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;
diff --git a/src/server/game/Grids/GridDefines.h b/src/server/game/Grids/GridDefines.h
index 013d0ef5794..7989828e858 100644
--- a/src/server/game/Grids/GridDefines.h
+++ b/src/server/game/Grids/GridDefines.h
@@ -198,8 +198,8 @@ namespace Trinity
int x_val = int(x_offset + CENTER_GRID_CELL_ID + 0.5f);
int y_val = int(y_offset + CENTER_GRID_CELL_ID + 0.5f);
- x_off = (float(x_offset) - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
- y_off = (float(y_offset) - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
+ x_off = (float(x_offset) - float(x_val) + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
+ y_off = (float(y_offset) - float(y_val) + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
return CellCoord(x_val, y_val);
}
diff --git a/src/server/game/Handlers/MiscHandler.cpp b/src/server/game/Handlers/MiscHandler.cpp
index baa20f76a40..b6c508e9e4c 100644
--- a/src/server/game/Handlers/MiscHandler.cpp
+++ b/src/server/game/Handlers/MiscHandler.cpp
@@ -877,9 +877,9 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPacket& recvData)
float dz = player->GetPositionZ() - atEntry->z;
float dx = rotPlayerX - atEntry->x;
float dy = rotPlayerY - atEntry->y;
- if ((fabs(dx) > atEntry->box_x / 2 + delta) ||
- (fabs(dy) > atEntry->box_y / 2 + delta) ||
- (fabs(dz) > atEntry->box_z / 2 + delta))
+ if ((std::fabs(dx) > atEntry->box_x / 2 + delta) ||
+ (std::fabs(dy) > atEntry->box_y / 2 + delta) ||
+ (std::fabs(dz) > atEntry->box_z / 2 + delta))
{
TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' (GUID: %u) too far (1/2 box X: %f 1/2 box Y: %f 1/2 box Z: %f rotatedPlayerX: %f rotatedPlayerY: %f dZ:%f), ignore Area Trigger ID: %u",
player->GetName().c_str(), player->GetGUIDLow(), atEntry->box_x/2, atEntry->box_y/2, atEntry->box_z/2, rotPlayerX, rotPlayerY, dz, triggerId);
diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp
index 6fedc481a14..64d0ae36e7a 100644
--- a/src/server/game/Handlers/MovementHandler.cpp
+++ b/src/server/game/Handlers/MovementHandler.cpp
@@ -467,7 +467,7 @@ void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recvData)
return;
}
- if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
+ if (!_player->GetTransport() && std::fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
{
if (_player->GetSpeed(move_type) > newspeed) // must be greater - just correct
{
diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h
index 09809d50b10..09905572aae 100644
--- a/src/server/game/Loot/LootMgr.h
+++ b/src/server/game/Loot/LootMgr.h
@@ -136,7 +136,7 @@ struct LootStoreItem
// Constructor, converting ChanceOrQuestChance -> (chance, needs_quest)
// displayid is filled in IsValid() which must be called after
LootStoreItem(uint32 _itemid, float _chanceOrQuestChance, uint16 _lootmode, uint8 _group, int32 _mincountOrRef, uint8 _maxcount)
- : itemid(_itemid), chance(fabs(_chanceOrQuestChance)), mincountOrRef(_mincountOrRef), lootmode(_lootmode),
+ : itemid(_itemid), chance(std::fabs(_chanceOrQuestChance)), mincountOrRef(_mincountOrRef), lootmode(_lootmode),
group(_group), needs_quest(_chanceOrQuestChance < 0), maxcount(_maxcount)
{ }
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 47cb7504fb8..243a931d463 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -2171,7 +2171,7 @@ float Map::GetHeight(float x, float y, float z, bool checkVMap /*= true*/, float
// we are already under the surface or vmap height above map heigt
// or if the distance of the vmap height is less the land height distance
- if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z))
+ if (z < mapHeight || vmapHeight > mapHeight || std::fabs(mapHeight - z) > std::fabs(vmapHeight - z))
return vmapHeight;
else
return mapHeight; // better use .map surface height
diff --git a/src/server/game/Maps/TransportMgr.cpp b/src/server/game/Maps/TransportMgr.cpp
index 28869d264c4..a177965b99f 100644
--- a/src/server/game/Maps/TransportMgr.cpp
+++ b/src/server/game/Maps/TransportMgr.cpp
@@ -139,7 +139,7 @@ void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTempl
KeyFrame k(node_i);
G3D::Vector3 h;
orientationSpline.evaluate_derivative(i + 1, 0.0f, h);
- k.InitialOrientation = Position::NormalizeOrientation(atan2(h.y, h.x) + M_PI);
+ k.InitialOrientation = Position::NormalizeOrientation(std::atan2(h.y, h.x) + float(M_PI));
keyFrames.push_back(k);
splinePath.push_back(G3D::Vector3(node_i.x, node_i.y, node_i.z));
@@ -213,7 +213,7 @@ void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTempl
for (size_t j = start; j < i + extra; ++j)
{
keyFrames[j].Index = j - start + 1;
- keyFrames[j].DistFromPrev = spline->length(j - start, j + 1 - start);
+ keyFrames[j].DistFromPrev = float(spline->length(j - start, j + 1 - start));
if (j > 0)
keyFrames[j - 1].NextDistFromPrev = keyFrames[j].DistFromPrev;
keyFrames[j].Spline = spline;
@@ -276,22 +276,22 @@ void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTempl
if (keyFrames[i].DistSinceStop < keyFrames[i].DistUntilStop) // is still accelerating
{
// calculate accel+brake time for this short segment
- float segment_time = 2.0f * sqrt((keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / accel);
+ float segment_time = 2.0f * std::sqrt((keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / accel);
// substract acceleration time
- keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel);
+ keyFrames[i].TimeTo = segment_time - std::sqrt(2 * keyFrames[i].DistSinceStop / accel);
}
else // slowing down
- keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel);
+ keyFrames[i].TimeTo = std::sqrt(2 * keyFrames[i].DistUntilStop / accel);
}
else if (keyFrames[i].DistSinceStop < accel_dist) // still accelerating (but will reach full speed)
{
// calculate accel + cruise + brake time for this long segment
float segment_time = (keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / speed + (speed / accel);
// substract acceleration time
- keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel);
+ keyFrames[i].TimeTo = segment_time - std::sqrt(2 * keyFrames[i].DistSinceStop / accel);
}
else if (keyFrames[i].DistUntilStop < accel_dist) // already slowing down (but reached full speed)
- keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel);
+ keyFrames[i].TimeTo = std::sqrt(2 * keyFrames[i].DistUntilStop / accel);
else // at full speed
keyFrames[i].TimeTo = (keyFrames[i].DistUntilStop / speed) + (0.5f * speed / accel);
}
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 55f745d993b..4ba742e9397 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -345,7 +345,7 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
- _owner->GetNearPoint(_owner, x, y, z, _owner->GetObjectSize(), dist, _owner->GetAngle(srcX, srcY) + M_PI);
+ _owner->GetNearPoint(_owner, x, y, z, _owner->GetObjectSize(), dist, _owner->GetAngle(srcX, srcY) + float(M_PI));
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
@@ -399,7 +399,7 @@ void MotionMaster::MoveFall(uint32 id /*=0*/)
}
// Abort too if the ground is very near
- if (fabs(_owner->GetPositionZ() - tz) < 0.1f)
+ if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
index 95c342b70b3..dbe8c8b0329 100644
--- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
@@ -61,7 +61,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
if (is_air_ok) // 3D system above ground and above water (flying mode)
{
// Limit height change
- const float distanceZ = float(rand_norm()) * sqrtf(travelDistZ)/2.0f;
+ const float distanceZ = float(rand_norm()) * std::sqrt(travelDistZ)/2.0f;
destZ = respZ + distanceZ;
float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f);
@@ -73,24 +73,24 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
else // 2D only
{
// 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
- travelDistZ = travelDistZ >= 100.0f ? 10.0f : sqrtf(travelDistZ);
+ travelDistZ = travelDistZ >= 100.0f ? 10.0f : std::sqrt(travelDistZ);
// The fastest way to get an accurate result 90% of the time.
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, false);
- if (fabs(destZ - respZ) > travelDistZ) // Map check
+ if (std::fabs(destZ - respZ) > travelDistZ) // Map check
{
// Vmap Horizontal or above
destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ - 2.0f, true);
- if (fabs(destZ - respZ) > travelDistZ)
+ if (std::fabs(destZ - respZ) > travelDistZ)
{
// Vmap Higher
destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, true);
// let's forget this bad coords where a z cannot be find and retry at next tick
- if (fabs(destZ - respZ) > travelDistZ)
+ if (std::fabs(destZ - respZ) > travelDistZ)
return;
}
}
diff --git a/src/server/game/Movement/Spline/MoveSpline.cpp b/src/server/game/Movement/Spline/MoveSpline.cpp
index 7291c6849c5..d3fa03c1238 100644
--- a/src/server/game/Movement/Spline/MoveSpline.cpp
+++ b/src/server/game/Movement/Spline/MoveSpline.cpp
@@ -47,7 +47,7 @@ Location MoveSpline::ComputePosition() const
if (splineflags.final_angle)
c.orientation = facing.angle;
else if (splineflags.final_point)
- c.orientation = atan2(facing.f.y - c.y, facing.f.x - c.x);
+ c.orientation = std::atan2(facing.f.y - c.y, facing.f.x - c.x);
//nothing to do for MoveSplineFlag::Final_Target flag
}
else
@@ -56,7 +56,7 @@ Location MoveSpline::ComputePosition() const
{
Vector3 hermite;
spline.evaluate_derivative(point_Idx, u, hermite);
- c.orientation = atan2(hermite.y, hermite.x);
+ c.orientation = std::atan2(hermite.y, hermite.x);
}
if (splineflags.orientationInversed)
@@ -226,7 +226,7 @@ bool MoveSplineInitArgs::_checkPathBounds() const
for (uint32 i = 1; i < path.size()-1; ++i)
{
offset = path[i] - middle;
- if (fabs(offset.x) >= MAX_OFFSET || fabs(offset.y) >= MAX_OFFSET || fabs(offset.z) >= MAX_OFFSET)
+ if (std::fabs(offset.x) >= MAX_OFFSET || std::fabs(offset.y) >= MAX_OFFSET || std::fabs(offset.z) >= MAX_OFFSET)
{
TC_LOG_ERROR("misc", "MoveSplineInitArgs::_checkPathBounds check failed");
return false;
diff --git a/src/server/game/Movement/Spline/MovementTypedefs.h b/src/server/game/Movement/Spline/MovementTypedefs.h
index 635c43757be..031ec729949 100644
--- a/src/server/game/Movement/Spline/MovementTypedefs.h
+++ b/src/server/game/Movement/Spline/MovementTypedefs.h
@@ -69,7 +69,7 @@ namespace Movement
typedef counter<uint32, 0xFFFFFFFF> UInt32Counter;
- extern double gravity;
+ extern float gravity;
extern UInt32Counter splineIdGen;
}
diff --git a/src/server/game/Movement/Spline/MovementUtil.cpp b/src/server/game/Movement/Spline/MovementUtil.cpp
index 375859263ab..7e63f029fd4 100644
--- a/src/server/game/Movement/Spline/MovementUtil.cpp
+++ b/src/server/game/Movement/Spline/MovementUtil.cpp
@@ -17,12 +17,12 @@
*/
#include "MoveSplineFlag.h"
-#include <math.h>
+#include <cmath>
#include <string>
namespace Movement
{
- double gravity = 19.29110527038574;
+ float gravity = static_cast<float>(19.29110527038574);
UInt32Counter splineIdGen;
/// Velocity bounds that makes fall speed limited
@@ -45,14 +45,14 @@ namespace Movement
if (path_length >= terminal_safeFall_length)
time = (path_length - terminal_safeFall_length) / terminalSafefallVelocity + terminal_safeFall_fallTime;
else
- time = sqrtf(2.0f * path_length / gravity);
+ time = std::sqrt(2.0f * path_length / gravity);
}
else
{
if (path_length >= terminal_length)
time = (path_length - terminal_length) / terminalVelocity + terminal_fallTime;
else
- time = sqrtf(2.0f * path_length / gravity);
+ time = std::sqrt(2.0f * path_length / gravity);
}
return time;
diff --git a/src/server/game/Movement/Spline/Spline.cpp b/src/server/game/Movement/Spline/Spline.cpp
index 6424afc5d6e..b8a028b6fc0 100644
--- a/src/server/game/Movement/Spline/Spline.cpp
+++ b/src/server/game/Movement/Spline/Spline.cpp
@@ -165,7 +165,7 @@ float SplineBase::SegLengthCatmullRom(index_type index) const
curPos = nextPos = p[1];
index_type i = 1;
- double length = 0;
+ float length = 0;
while (i <= STEPS_PER_SEGMENT)
{
C_Evaluate(p, float(i) / float(STEPS_PER_SEGMENT), s_catmullRomCoeffs, nextPos);
@@ -188,7 +188,7 @@ float SplineBase::SegLengthBezier3(index_type index) const
curPos = nextPos;
index_type i = 1;
- double length = 0;
+ float length = 0;
while (i <= STEPS_PER_SEGMENT)
{
C_Evaluate(p, float(i) / float(STEPS_PER_SEGMENT), s_Bezier3Coeffs, nextPos);
diff --git a/src/server/game/Movement/Waypoints/Path.h b/src/server/game/Movement/Waypoints/Path.h
index 4c275cbc15d..c7e701c49ad 100644
--- a/src/server/game/Movement/Waypoints/Path.h
+++ b/src/server/game/Movement/Waypoints/Path.h
@@ -63,7 +63,7 @@ class Path
float xd = node.x - prev.x;
float yd = node.y - prev.y;
float zd = node.z - prev.z;
- len += sqrtf(xd*xd + yd*yd + zd*zd);
+ len += std::sqrt(xd*xd + yd*yd + zd*zd);
}
return len;
}
@@ -80,7 +80,7 @@ class Path
float xd = x - node.x;
float yd = y - node.y;
float zd = z - node.z;
- len += sqrtf(xd*xd + yd*yd + zd*zd);
+ len += std::sqrt(xd*xd + yd*yd + zd*zd);
}
return len;
diff --git a/src/server/game/Pools/PoolMgr.h b/src/server/game/Pools/PoolMgr.h
index d1fcadd40de..dd24cceae07 100644
--- a/src/server/game/Pools/PoolMgr.h
+++ b/src/server/game/Pools/PoolMgr.h
@@ -33,7 +33,7 @@ struct PoolObject
{
uint32 guid;
float chance;
- PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)) { }
+ PoolObject(uint32 _guid, float _chance) : guid(_guid), chance(std::fabs(_chance)) { }
};
class Pool // for Pool of Pool case
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index cb555bf2954..0f79c4d0780 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -824,7 +824,7 @@ void Spell::SelectSpellTargets()
else if (m_spellInfo->Speed > 0.0f)
{
float dist = m_caster->GetDistance(*m_targets.GetDstPos());
- m_delayMoment = (uint64) floor(dist / m_spellInfo->Speed * 1000.0f);
+ m_delayMoment = (uint64) std::floor(dist / m_spellInfo->Speed * 1000.0f);
}
}
}
@@ -1099,7 +1099,7 @@ void Spell::SelectImplicitConeTargets(SpellEffIndex effIndex, SpellImplicitTarge
SpellTargetObjectTypes objectType = targetType.GetObjectType();
SpellTargetCheckTypes selectionType = targetType.GetCheckType();
ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions;
- float coneAngle = M_PI/2;
+ float coneAngle = float(M_PI) / 2;
float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod;
if (uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList))
@@ -1472,7 +1472,7 @@ void Spell::SelectImplicitChainTargets(SpellEffIndex effIndex, SpellImplicitTarg
float tangent(float x)
{
- x = tan(x);
+ x = std::tan(x);
//if (x < std::numeric_limits<float>::max() && x > -std::numeric_limits<float>::max()) return x;
//if (x >= std::numeric_limits<float>::max()) return std::numeric_limits<float>::max();
//if (x <= -std::numeric_limits<float>::max()) return -std::numeric_limits<float>::max();
@@ -1577,7 +1577,7 @@ void Spell::SelectImplicitTrajTargets(SpellEffIndex effIndex)
float sqrt1 = b * b + 4 * a * height;
if (sqrt1 > 0)
{
- sqrt1 = sqrt(sqrt1);
+ sqrt1 = std::sqrt(sqrt1);
dist = (sqrt1 - b) / (2 * a);
CHECK_DIST;
}
@@ -1586,7 +1586,7 @@ void Spell::SelectImplicitTrajTargets(SpellEffIndex effIndex)
float sqrt2 = b * b + 4 * a * height;
if (sqrt2 > 0)
{
- sqrt2 = sqrt(sqrt2);
+ sqrt2 = std::sqrt(sqrt2);
dist = (sqrt2 - b) / (2 * a);
CHECK_DIST;
@@ -1615,7 +1615,7 @@ void Spell::SelectImplicitTrajTargets(SpellEffIndex effIndex)
DEBUG_TRAJ(TC_LOG_ERROR("spells", "Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
if (distSq > sizeSq)
{
- float factor = 1 - sqrt(sizeSq / distSq);
+ float factor = 1 - std::sqrt(sizeSq / distSq);
x += factor * ((*itr)->GetPositionX() - x);
y += factor * ((*itr)->GetPositionY() - y);
z += factor * ((*itr)->GetPositionZ() - z);
@@ -2076,7 +2076,7 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
if (dist < 5.0f)
dist = 5.0f;
- targetInfo.timeDelay = (uint64) floor(dist / m_spellInfo->Speed * 1000.0f);
+ targetInfo.timeDelay = (uint64)std::floor(dist / m_spellInfo->Speed * 1000.0f);
// Calculate minimum incoming time
if (m_delayMoment == 0 || m_delayMoment > targetInfo.timeDelay)