mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-22 05:06:24 +00:00
refactor(Core): apply clang-tidy modernize-use-nodiscard (#3835)
This commit is contained in:
@@ -392,7 +392,7 @@ struct GameObjectTemplate
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bool IsForQuests; // pussywizard
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// helpers
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bool IsDespawnAtAction() const
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[[nodiscard]] bool IsDespawnAtAction() const
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{
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switch (type)
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{
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@@ -405,7 +405,7 @@ struct GameObjectTemplate
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}
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}
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bool IsUsableMounted() const
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[[nodiscard]] bool IsUsableMounted() const
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{
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switch (type)
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{
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@@ -422,7 +422,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetLockId() const
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[[nodiscard]] uint32 GetLockId() const
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{
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switch (type)
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{
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@@ -453,7 +453,7 @@ struct GameObjectTemplate
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}
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}
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bool GetDespawnPossibility() const // despawn at targeting of cast?
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[[nodiscard]] bool GetDespawnPossibility() const // despawn at targeting of cast?
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{
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switch (type)
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{
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@@ -474,7 +474,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetCharges() const // despawn at uses amount
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[[nodiscard]] uint32 GetCharges() const // despawn at uses amount
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{
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switch (type)
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{
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@@ -488,7 +488,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetLinkedGameObjectEntry() const
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[[nodiscard]] uint32 GetLinkedGameObjectEntry() const
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{
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switch (type)
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{
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@@ -503,7 +503,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetAutoCloseTime() const
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[[nodiscard]] uint32 GetAutoCloseTime() const
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{
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uint32 autoCloseTime = 0;
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switch (type)
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@@ -532,7 +532,7 @@ struct GameObjectTemplate
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return autoCloseTime /* xinef: changed to milliseconds/ IN_MILLISECONDS*/; // prior to 3.0.3, conversion was / 0x10000;
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}
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uint32 GetLootId() const
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[[nodiscard]] uint32 GetLootId() const
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{
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switch (type)
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{
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@@ -545,7 +545,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetGossipMenuId() const
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[[nodiscard]] uint32 GetGossipMenuId() const
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{
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switch (type)
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{
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@@ -558,7 +558,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetEventScriptId() const
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[[nodiscard]] uint32 GetEventScriptId() const
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{
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switch (type)
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{
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@@ -573,7 +573,7 @@ struct GameObjectTemplate
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}
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}
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uint32 GetCooldown() const // Cooldown preventing goober and traps to cast spell
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[[nodiscard]] uint32 GetCooldown() const // Cooldown preventing goober and traps to cast spell
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{
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switch (type)
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{
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@@ -586,7 +586,7 @@ struct GameObjectTemplate
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}
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}
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bool IsLargeGameObject() const
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[[nodiscard]] bool IsLargeGameObject() const
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{
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switch (type)
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{
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@@ -611,7 +611,7 @@ struct GameObjectTemplate
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}
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}
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bool IsGameObjectForQuests() const
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[[nodiscard]] bool IsGameObjectForQuests() const
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{
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return IsForQuests;
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}
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@@ -741,24 +741,24 @@ public:
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virtual bool Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
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void Update(uint32 p_time) override;
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GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
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GameObjectTemplateAddon const* GetTemplateAddon() const;
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GameObjectData const* GetGOData() const { return m_goData; }
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GameObjectValue const* GetGOValue() const { return &m_goValue; }
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[[nodiscard]] GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
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[[nodiscard]] GameObjectTemplateAddon const* GetTemplateAddon() const;
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[[nodiscard]] GameObjectData const* GetGOData() const { return m_goData; }
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[[nodiscard]] GameObjectValue const* GetGOValue() const { return &m_goValue; }
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bool IsTransport() const;
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bool IsDestructibleBuilding() const;
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[[nodiscard]] bool IsTransport() const;
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[[nodiscard]] bool IsDestructibleBuilding() const;
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uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
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[[nodiscard]] uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
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// z_rot, y_rot, x_rot - rotation angles around z, y and x axes
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void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot);
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void SetWorldRotation(G3D::Quat const& rot);
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void SetTransportPathRotation(float qx, float qy, float qz, float qw);
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int64 GetPackedWorldRotation() const { return m_packedRotation; }
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[[nodiscard]] int64 GetPackedWorldRotation() const { return m_packedRotation; }
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// overwrite WorldObject function for proper name localization
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std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
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[[nodiscard]] std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
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void SaveToDB();
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void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
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@@ -776,18 +776,18 @@ public:
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m_spawnedByDefault = false; // all object with owner is despawned after delay
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SetUInt64Value(OBJECT_FIELD_CREATED_BY, owner);
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}
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uint64 GetOwnerGUID() const { return GetUInt64Value(OBJECT_FIELD_CREATED_BY); }
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Unit* GetOwner() const;
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[[nodiscard]] uint64 GetOwnerGUID() const { return GetUInt64Value(OBJECT_FIELD_CREATED_BY); }
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[[nodiscard]] Unit* GetOwner() const;
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void SetSpellId(uint32 id)
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{
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m_spawnedByDefault = false; // all summoned object is despawned after delay
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m_spellId = id;
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}
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uint32 GetSpellId() const { return m_spellId;}
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[[nodiscard]] uint32 GetSpellId() const { return m_spellId;}
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time_t GetRespawnTime() const { return m_respawnTime; }
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time_t GetRespawnTimeEx() const
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[[nodiscard]] time_t GetRespawnTime() const { return m_respawnTime; }
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[[nodiscard]] time_t GetRespawnTimeEx() const
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{
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time_t now = time(nullptr);
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if (m_respawnTime > now)
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@@ -802,26 +802,26 @@ public:
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m_respawnDelayTime = respawn > 0 ? respawn : 0;
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}
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void Respawn();
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bool isSpawned() const
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[[nodiscard]] bool isSpawned() const
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{
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return m_respawnDelayTime == 0 ||
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(m_respawnTime > 0 && !m_spawnedByDefault) ||
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(m_respawnTime == 0 && m_spawnedByDefault);
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}
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bool isSpawnedByDefault() const { return m_spawnedByDefault; }
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[[nodiscard]] bool isSpawnedByDefault() const { return m_spawnedByDefault; }
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void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
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uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
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[[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
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void Refresh();
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void Delete();
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void getFishLoot(Loot* loot, Player* loot_owner);
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void getFishLootJunk(Loot* loot, Player* loot_owner);
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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[[nodiscard]] GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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[[nodiscard]] GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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void SetGoState(GOState state);
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uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
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[[nodiscard]] uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
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void SetGoArtKit(uint8 artkit);
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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[[nodiscard]] uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
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@@ -830,19 +830,19 @@ public:
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void Use(Unit* user);
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LootState getLootState() const { return m_lootState; }
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[[nodiscard]] LootState getLootState() const { return m_lootState; }
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// Note: unit is only used when s = GO_ACTIVATED
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void SetLootState(LootState s, Unit* unit = nullptr);
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uint16 GetLootMode() const { return m_LootMode; }
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bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
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[[nodiscard]] uint16 GetLootMode() const { return m_LootMode; }
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[[nodiscard]] bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
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void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
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void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
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void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
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void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
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void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
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bool IsInSkillupList(uint32 PlayerGuidLow) const
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[[nodiscard]] bool IsInSkillupList(uint32 PlayerGuidLow) const
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{
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for (std::list<uint32>::const_iterator i = m_SkillupList.begin(); i != m_SkillupList.end(); ++i)
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if (*i == PlayerGuidLow)
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@@ -855,25 +855,25 @@ public:
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void AddUniqueUse(Player* player);
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void AddUse() { ++m_usetimes; }
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uint32 GetUseCount() const { return m_usetimes; }
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uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
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[[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
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[[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
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void SaveRespawnTime() override;
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Loot loot;
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Player* GetLootRecipient() const;
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Group* GetLootRecipientGroup() const;
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[[nodiscard]] Player* GetLootRecipient() const;
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[[nodiscard]] Group* GetLootRecipientGroup() const;
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void SetLootRecipient(Unit* unit);
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bool IsLootAllowedFor(Player const* player) const;
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bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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[[nodiscard]] bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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uint32 m_groupLootTimer; // (msecs)timer used for group loot
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uint32 lootingGroupLowGUID; // used to find group which is looting
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void SetLootGenerationTime() { m_lootGenerationTime = time(nullptr); }
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uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
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[[nodiscard]] uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
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bool hasQuest(uint32 quest_id) const override;
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bool hasInvolvedQuest(uint32 quest_id) const override;
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[[nodiscard]] bool hasQuest(uint32 quest_id) const override;
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[[nodiscard]] bool hasInvolvedQuest(uint32 quest_id) const override;
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bool ActivateToQuest(Player* target) const;
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
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// 0 = use `gameobject`.`spawntimesecs`
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@@ -881,9 +881,9 @@ public:
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void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
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bool IsNeverVisible() const override;
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[[nodiscard]] bool IsNeverVisible() const override;
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bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
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bool IsInvisibleDueToDespawn() const override;
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[[nodiscard]] bool IsInvisibleDueToDespawn() const override;
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uint8 getLevelForTarget(WorldObject const* target) const override
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{
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@@ -897,7 +897,7 @@ public:
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void CastSpell(Unit* target, uint32 spell);
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void SendCustomAnim(uint32 anim);
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bool IsInRange(float x, float y, float z, float radius) const;
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[[nodiscard]] bool IsInRange(float x, float y, float z, float radius) const;
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void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = nullptr) override; // pussywizard!
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@@ -905,7 +905,7 @@ public:
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void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
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// sets GameObject type 33 destruction flags and optionally default health for that state
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void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = NULL, bool setHealth = false);
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GameObjectDestructibleState GetDestructibleState() const
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[[nodiscard]] GameObjectDestructibleState GetDestructibleState() const
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{
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if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED))
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return GO_DESTRUCTIBLE_DESTROYED;
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@@ -916,12 +916,12 @@ public:
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void EventInform(uint32 eventId);
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virtual uint32 GetScriptId() const { return GetGOInfo()->ScriptId; }
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GameObjectAI* AI() const { return m_AI; }
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[[nodiscard]] virtual uint32 GetScriptId() const { return GetGOInfo()->ScriptId; }
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[[nodiscard]] GameObjectAI* AI() const { return m_AI; }
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std::string GetAIName() const;
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[[nodiscard]] std::string GetAIName() const;
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void SetDisplayId(uint32 displayid);
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uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
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[[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
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GameObjectModel* m_model;
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void GetRespawnPosition(float& x, float& y, float& z, float* ori = nullptr) const;
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@@ -929,22 +929,22 @@ public:
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void SetPosition(float x, float y, float z, float o);
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void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
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bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
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bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
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[[nodiscard]] bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
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[[nodiscard]] bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
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Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
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Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
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[[nodiscard]] Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
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StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
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StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
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[[nodiscard]] StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
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MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
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MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
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[[nodiscard]] MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
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float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
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float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
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float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
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float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
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[[nodiscard]] float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
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[[nodiscard]] float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
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[[nodiscard]] float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
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[[nodiscard]] float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
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float GetInteractionDistance();
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