diff options
Diffstat (limited to 'src/server/game/Entities/Object')
| -rwxr-xr-x | src/server/game/Entities/Object/Object.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index cc800dce7b8..2c5d448cc63 100755 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -772,7 +772,7 @@ void Object::_LoadIntoDataField(char const* data, uint32 startOffset, uint32 cou if (!data) return; - Tokens tokens(data, ' ', count); + Tokenizer tokens(data, ' ', count); if (tokens.size() != count) return; @@ -1511,8 +1511,8 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m void Position::RelocateOffset(const Position & offset) { - m_positionX = GetPositionX() + (offset.GetPositionX() * cos(GetOrientation()) + offset.GetPositionY() * sin(GetOrientation() + M_PI)); - m_positionY = GetPositionY() + (offset.GetPositionY() * cos(GetOrientation()) + offset.GetPositionX() * sin(GetOrientation())); + m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI)); + m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation())); m_positionZ = GetPositionZ() + offset.GetPositionZ(); m_orientation = GetOrientation() + offset.GetOrientation(); } @@ -1522,8 +1522,8 @@ void Position::GetPositionOffsetTo(const Position & endPos, Position & retOffset float dx = endPos.GetPositionX() - GetPositionX(); float dy = endPos.GetPositionY() - GetPositionY(); - retOffset.m_positionX = dx * cos(GetOrientation()) + dy * sin(GetOrientation()); - retOffset.m_positionY = dy * cos(GetOrientation()) - dx * sin(GetOrientation()); + retOffset.m_positionX = dx * std::cos(GetOrientation()) + dy * std::sin(GetOrientation()); + retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation()); retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ(); retOffset.m_orientation = endPos.GetOrientation() - GetOrientation(); } @@ -1555,8 +1555,8 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) if (fabs(dx) < 0.001f && fabs(dy) < 0.001f) { float angle = (float)rand_norm()*static_cast<float>(2*M_PI); - vcos = cos(angle); - vsin = sin(angle); + vcos = std::cos(angle); + vsin = std::sin(angle); } else { @@ -1605,7 +1605,7 @@ bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float angle = obj1->GetAngle(obj2); // not using sqrt() for performance - return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + cos(angle) * dist, obj1->GetPositionY() + sin(angle) * dist); + return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + std::cos(angle) * dist, obj1->GetPositionY() + std::sin(angle) * dist); } bool WorldObject::isInFront(WorldObject const* target, float arc) const @@ -1630,8 +1630,8 @@ void WorldObject::GetRandomPoint(const Position &pos, float distance, float &ran float angle = (float)rand_norm()*static_cast<float>(2*M_PI); float new_dist = (float)rand_norm()*static_cast<float>(distance); - rand_x = pos.m_positionX + new_dist * cos(angle); - rand_y = pos.m_positionY + new_dist * sin(angle); + rand_x = pos.m_positionX + new_dist * std::cos(angle); + rand_y = pos.m_positionY + new_dist * std::sin(angle); rand_z = pos.m_positionZ; Trinity::NormalizeMapCoord(rand_x); @@ -2649,8 +2649,8 @@ namespace Trinity void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const { - x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle); - y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle); + x = GetPositionX() + (GetObjectSize() + distance2d) * std::cos(absAngle); + y = GetPositionY() + (GetObjectSize() + distance2d) * std::sin(absAngle); Trinity::NormalizeMapCoord(x); Trinity::NormalizeMapCoord(y); @@ -2785,8 +2785,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle) { angle += m_orientation; float destx, desty, destz, ground, floor; - destx = pos.m_positionX + dist * cos(angle); - desty = pos.m_positionY + dist * sin(angle); + destx = pos.m_positionX + dist * std::cos(angle); + desty = pos.m_positionY + dist * std::sin(angle); // Prevent invalid coordinates here, position is unchanged if (!Trinity::IsValidMapCoord(destx, desty, pos.m_positionZ)) @@ -2806,8 +2806,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle) // do not allow too big z changes if (fabs(pos.m_positionZ - destz) > 6) { - destx -= step * cos(angle); - desty -= step * sin(angle); + 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; @@ -2831,8 +2831,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle += m_orientation; float destx, desty, destz, ground, floor; pos.m_positionZ += 2.0f; - destx = pos.m_positionX + dist * cos(angle); - desty = pos.m_positionY + dist * sin(angle); + destx = pos.m_positionX + dist * std::cos(angle); + desty = pos.m_positionY + dist * std::sin(angle); // Prevent invalid coordinates here, position is unchanged if (!Trinity::IsValidMapCoord(destx, desty)) @@ -2851,8 +2851,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float if (col) { // move back a bit - destx -= CONTACT_DISTANCE * cos(angle); - desty -= CONTACT_DISTANCE * sin(angle); + 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)); } @@ -2862,8 +2862,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float // Collided with a gameobject if (col) { - destx -= CONTACT_DISTANCE * cos(angle); - desty -= CONTACT_DISTANCE * sin(angle); + 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)); } @@ -2874,8 +2874,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float // do not allow too big z changes if (fabs(pos.m_positionZ - destz) > 6) { - destx -= step * cos(angle); - desty -= step * sin(angle); + 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; |
