mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 12:42:43 -04:00
Merge branch 'master' of github.com:TrinityCore/TrinityCore into mmaps
Conflicts: src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
This commit is contained in:
@@ -772,7 +772,7 @@ void Object::_LoadIntoDataField(char const* data, uint32 startOffset, uint32 cou
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if (!data)
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return;
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Tokens tokens(data, ' ', count);
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Tokenizer tokens(data, ' ', count);
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if (tokens.size() != count)
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return;
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@@ -1511,8 +1511,8 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
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void Position::RelocateOffset(const Position & offset)
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{
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m_positionX = GetPositionX() + (offset.GetPositionX() * cos(GetOrientation()) + offset.GetPositionY() * sin(GetOrientation() + M_PI));
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m_positionY = GetPositionY() + (offset.GetPositionY() * cos(GetOrientation()) + offset.GetPositionX() * sin(GetOrientation()));
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m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
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m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
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m_positionZ = GetPositionZ() + offset.GetPositionZ();
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m_orientation = GetOrientation() + offset.GetOrientation();
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}
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@@ -1522,8 +1522,8 @@ void Position::GetPositionOffsetTo(const Position & endPos, Position & retOffset
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float dx = endPos.GetPositionX() - GetPositionX();
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float dy = endPos.GetPositionY() - GetPositionY();
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retOffset.m_positionX = dx * cos(GetOrientation()) + dy * sin(GetOrientation());
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retOffset.m_positionY = dy * cos(GetOrientation()) - dx * sin(GetOrientation());
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retOffset.m_positionX = dx * std::cos(GetOrientation()) + dy * std::sin(GetOrientation());
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retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation());
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retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
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retOffset.m_orientation = endPos.GetOrientation() - GetOrientation();
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}
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@@ -1555,8 +1555,8 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos)
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if (fabs(dx) < 0.001f && fabs(dy) < 0.001f)
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{
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float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
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vcos = cos(angle);
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vsin = sin(angle);
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vcos = std::cos(angle);
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vsin = std::sin(angle);
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}
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else
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{
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@@ -1605,7 +1605,7 @@ bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2,
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float angle = obj1->GetAngle(obj2);
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// not using sqrt() for performance
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return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + cos(angle) * dist, obj1->GetPositionY() + sin(angle) * dist);
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return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + std::cos(angle) * dist, obj1->GetPositionY() + std::sin(angle) * dist);
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}
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bool WorldObject::isInFront(WorldObject const* target, float arc) const
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@@ -1630,8 +1630,8 @@ void WorldObject::GetRandomPoint(const Position &pos, float distance, float &ran
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float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
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float new_dist = (float)rand_norm()*static_cast<float>(distance);
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rand_x = pos.m_positionX + new_dist * cos(angle);
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rand_y = pos.m_positionY + new_dist * sin(angle);
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rand_x = pos.m_positionX + new_dist * std::cos(angle);
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rand_y = pos.m_positionY + new_dist * std::sin(angle);
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rand_z = pos.m_positionZ;
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Trinity::NormalizeMapCoord(rand_x);
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@@ -2649,8 +2649,8 @@ namespace Trinity
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void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const
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{
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x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
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y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
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x = GetPositionX() + (GetObjectSize() + distance2d) * std::cos(absAngle);
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y = GetPositionY() + (GetObjectSize() + distance2d) * std::sin(absAngle);
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Trinity::NormalizeMapCoord(x);
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Trinity::NormalizeMapCoord(y);
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@@ -2785,8 +2785,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
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{
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angle += m_orientation;
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float destx, desty, destz, ground, floor;
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destx = pos.m_positionX + dist * cos(angle);
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desty = pos.m_positionY + dist * sin(angle);
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destx = pos.m_positionX + dist * std::cos(angle);
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desty = pos.m_positionY + dist * std::sin(angle);
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// Prevent invalid coordinates here, position is unchanged
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if (!Trinity::IsValidMapCoord(destx, desty, pos.m_positionZ))
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@@ -2806,8 +2806,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
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// do not allow too big z changes
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if (fabs(pos.m_positionZ - destz) > 6)
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{
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destx -= step * cos(angle);
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desty -= step * sin(angle);
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destx -= step * std::cos(angle);
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desty -= step * std::sin(angle);
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ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
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floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
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destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
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@@ -2831,8 +2831,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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angle += m_orientation;
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float destx, desty, destz, ground, floor;
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pos.m_positionZ += 2.0f;
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destx = pos.m_positionX + dist * cos(angle);
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desty = pos.m_positionY + dist * sin(angle);
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destx = pos.m_positionX + dist * std::cos(angle);
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desty = pos.m_positionY + dist * std::sin(angle);
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// Prevent invalid coordinates here, position is unchanged
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if (!Trinity::IsValidMapCoord(destx, desty))
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@@ -2851,8 +2851,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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if (col)
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{
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// move back a bit
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destx -= CONTACT_DISTANCE * cos(angle);
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desty -= CONTACT_DISTANCE * sin(angle);
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destx -= CONTACT_DISTANCE * std::cos(angle);
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desty -= CONTACT_DISTANCE * std::sin(angle);
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dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
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}
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@@ -2862,8 +2862,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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// Collided with a gameobject
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if (col)
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{
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destx -= CONTACT_DISTANCE * cos(angle);
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desty -= CONTACT_DISTANCE * sin(angle);
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destx -= CONTACT_DISTANCE * std::cos(angle);
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desty -= CONTACT_DISTANCE * std::sin(angle);
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dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
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}
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@@ -2874,8 +2874,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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// do not allow too big z changes
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if (fabs(pos.m_positionZ - destz) > 6)
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{
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destx -= step * cos(angle);
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desty -= step * sin(angle);
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destx -= step * std::cos(angle);
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desty -= step * std::sin(angle);
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ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
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floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
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destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
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