refactor(Core): move complex functions from Object.h to Object.cpp (#9016)

Co-authored-by: QAston <qaston@gmail.com>
This commit is contained in:
sschepens
2021-11-09 16:32:44 -03:00
committed by GitHub
parent 863455736e
commit fb2a0a8336
2 changed files with 295 additions and 209 deletions

View File

@@ -116,49 +116,13 @@ public:
virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;
[[nodiscard]] int32 GetInt32Value(uint16 index) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return m_int32Values[index];
}
[[nodiscard]] uint32 GetUInt32Value(uint16 index) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return m_uint32Values[index];
}
[[nodiscard]] uint64 GetUInt64Value(uint16 index) const
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
return *((uint64*) & (m_uint32Values[index]));
}
[[nodiscard]] float GetFloatValue(uint16 index) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return m_floatValues[index];
}
[[nodiscard]] uint8 GetByteValue(uint16 index, uint8 offset) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
ASSERT(offset < 4);
return *(((uint8*)&m_uint32Values[index]) + offset);
}
[[nodiscard]] uint16 GetUInt16Value(uint16 index, uint8 offset) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
ASSERT(offset < 2);
return *(((uint16*)&m_uint32Values[index]) + offset);
}
[[nodiscard]] ObjectGuid GetGuidValue(uint16 index) const
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
return *((ObjectGuid*)&(m_uint32Values[index]));
}
[[nodiscard]] int32 GetInt32Value(uint16 index) const;
[[nodiscard]] uint32 GetUInt32Value(uint16 index) const;
[[nodiscard]] uint64 GetUInt64Value(uint16 index) const;
[[nodiscard]] float GetFloatValue(uint16 index) const;
[[nodiscard]] uint8 GetByteValue(uint16 index, uint8 offset) const;
[[nodiscard]] uint16 GetUInt16Value(uint16 index, uint8 offset) const;
[[nodiscard]] ObjectGuid GetGuidValue(uint16 index) const;
void SetInt32Value(uint16 index, int32 value);
void SetUInt32Value(uint16 index, uint32 value);
@@ -180,90 +144,23 @@ public:
void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
void ApplyModSignedFloatValue(uint16 index, float val, bool apply);
void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
{
float value = GetFloatValue(index);
ApplyPercentModFloatVar(value, val, apply);
SetFloatValue(index, value);
}
void ApplyPercentModFloatValue(uint16 index, float val, bool apply);
void SetFlag(uint16 index, uint32 newFlag);
void RemoveFlag(uint16 index, uint32 oldFlag);
void ToggleFlag(uint16 index, uint32 flag)
{
if (HasFlag(index, flag))
RemoveFlag(index, flag);
else
SetFlag(index, flag);
}
[[nodiscard]] bool HasFlag(uint16 index, uint32 flag) const
{
if (index >= m_valuesCount && !PrintIndexError(index, false))
return false;
return (m_uint32Values[index] & flag) != 0;
}
void ToggleFlag(uint16 index, uint32 flag);
[[nodiscard]] bool HasFlag(uint16 index, uint32 flag) const;
void ApplyModFlag(uint16 index, uint32 flag, bool apply);
void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);
[[nodiscard]] bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const;
void ToggleFlag(uint16 index, uint8 offset, uint8 flag)
{
if (HasByteFlag(index, offset, flag))
RemoveByteFlag(index, offset, flag);
else
SetByteFlag(index, offset, flag);
}
[[nodiscard]] bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
ASSERT(offset < 4);
return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
}
void ApplyModFlag(uint16 index, uint32 flag, bool apply)
{
if (apply) SetFlag(index, flag);
else RemoveFlag(index, flag);
}
void SetFlag64(uint16 index, uint64 newFlag)
{
uint64 oldval = GetUInt64Value(index);
uint64 newval = oldval | newFlag;
SetUInt64Value(index, newval);
}
void RemoveFlag64(uint16 index, uint64 oldFlag)
{
uint64 oldval = GetUInt64Value(index);
uint64 newval = oldval & ~oldFlag;
SetUInt64Value(index, newval);
}
void ToggleFlag64(uint16 index, uint64 flag)
{
if (HasFlag64(index, flag))
RemoveFlag64(index, flag);
else
SetFlag64(index, flag);
}
[[nodiscard]] bool HasFlag64(uint16 index, uint64 flag) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return (GetUInt64Value(index) & flag) != 0;
}
void ApplyModFlag64(uint16 index, uint64 flag, bool apply)
{
if (apply) SetFlag64(index, flag);
else RemoveFlag64(index, flag);
}
void SetFlag64(uint16 index, uint64 newFlag);
void RemoveFlag64(uint16 index, uint64 oldFlag);
void ToggleFlag64(uint16 index, uint64 flag);
[[nodiscard]] bool HasFlag64(uint16 index, uint64 flag) const;
void ApplyModFlag64(uint16 index, uint64 flag, bool apply);
void ClearUpdateMask(bool remove);
@@ -800,45 +697,25 @@ public:
void GetVoidClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float relAngle = 0, float controlZ = 0) const;
bool GetClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float angle = 0, const WorldObject* forWho = nullptr, bool force = false) const;
void MovePosition(Position& pos, float dist, float angle);
void GetNearPosition(Position& pos, float dist, float angle)
{
GetPosition(&pos);
MovePosition(pos, dist, angle);
}
void GetNearPosition(Position& pos, float dist, float angle);
void MovePositionToFirstCollision(Position& pos, float dist, float angle);
Position GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY);
Position GetFirstCollisionPosition(float destX, float destY, float destZ);
Position GetFirstCollisionPosition(float dist, float angle);
void GetFirstCollisionPosition(Position& pos, float dist, float angle)
{
GetPosition(&pos);
MovePositionToFirstCollision(pos, dist, angle);
}
void GetRandomNearPosition(Position& pos, float radius)
{
GetPosition(&pos);
MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast<float>(2 * M_PI));
}
void GetFirstCollisionPosition(Position& pos, float dist, float angle);
void GetRandomNearPosition(Position& pos, float radius);
void GetContactPoint(const WorldObject* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
void GetChargeContactPoint(const WorldObject* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
[[nodiscard]] float GetObjectSize() const
{
return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE * GetObjectScale();
}
[[nodiscard]] float GetObjectSize() const;
[[nodiscard]] virtual float GetCombatReach() const { return 0.0f; } // overridden (only) in Unit
void UpdateGroundPositionZ(float x, float y, float& z) const;
void UpdateAllowedPositionZ(float x, float y, float& z, float* groundZ = nullptr) const;
void GetRandomPoint(const Position& srcPos, float distance, float& rand_x, float& rand_y, float& rand_z) const;
void GetRandomPoint(const Position& srcPos, float distance, Position& pos) const
{
float x, y, z;
GetRandomPoint(srcPos, distance, x, y, z);
pos.Relocate(x, y, z, GetOrientation());
}
void GetRandomPoint(const Position& srcPos, float distance, Position& pos) const;
[[nodiscard]] uint32 GetInstanceId() const { return m_InstanceId; }
@@ -860,62 +737,22 @@ public:
[[nodiscard]] virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; }
float GetDistance(const WorldObject* obj) const
{
float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize();
return d > 0.0f ? d : 0.0f;
}
[[nodiscard]] float GetDistance(const Position& pos) const
{
float d = GetExactDist(&pos) - GetObjectSize();
return d > 0.0f ? d : 0.0f;
}
[[nodiscard]] float GetDistance(float x, float y, float z) const
{
float d = GetExactDist(x, y, z) - GetObjectSize();
return d > 0.0f ? d : 0.0f;
}
float GetDistance2d(const WorldObject* obj) const
{
float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize();
return d > 0.0f ? d : 0.0f;
}
[[nodiscard]] float GetDistance2d(float x, float y) const
{
float d = GetExactDist2d(x, y) - GetObjectSize();
return d > 0.0f ? d : 0.0f;
}
float GetDistance(const WorldObject* obj) const;
[[nodiscard]] float GetDistance(const Position& pos) const;
[[nodiscard]] float GetDistance(float x, float y, float z) const;
float GetDistance2d(const WorldObject* obj) const;
[[nodiscard]] float GetDistance2d(float x, float y) const;
float GetDistanceZ(const WorldObject* obj) const;
bool IsSelfOrInSameMap(const WorldObject* obj) const
{
if (this == obj)
return true;
return IsInMap(obj);
}
bool IsInMap(const WorldObject* obj) const
{
if (obj)
return IsInWorld() && obj->IsInWorld() && (FindMap() == obj->FindMap());
return false;
}
[[nodiscard]] bool IsWithinDist3d(float x, float y, float z, float dist) const
{ return IsInDist(x, y, z, dist + GetObjectSize()); }
bool IsWithinDist3d(const Position* pos, float dist) const
{ return IsInDist(pos, dist + GetObjectSize()); }
[[nodiscard]] bool IsWithinDist2d(float x, float y, float dist) const
{ return IsInDist2d(x, y, dist + GetObjectSize()); }
bool IsWithinDist2d(const Position* pos, float dist) const
{ return IsInDist2d(pos, dist + GetObjectSize()); }
bool IsSelfOrInSameMap(const WorldObject* obj) const;
bool IsInMap(const WorldObject* obj) const;
[[nodiscard]] bool IsWithinDist3d(float x, float y, float z, float dist) const;
bool IsWithinDist3d(const Position* pos, float dist) const;
[[nodiscard]] bool IsWithinDist2d(float x, float y, float dist) const;
bool IsWithinDist2d(const Position* pos, float dist) const;
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const
{
return obj && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
}
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const
{
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
}
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
[[nodiscard]] bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
[[nodiscard]] Position GetHitSpherePointFor(Position const& dest) const;
@@ -975,17 +812,7 @@ public:
[[nodiscard]] ZoneScript* GetZoneScript() const { return m_zoneScript; }
TempSummon* SummonCreature(uint32 id, const Position& pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0, SummonPropertiesEntry const* properties = nullptr) const;
TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, SummonPropertiesEntry const* properties = nullptr)
{
if (!x && !y && !z)
{
GetClosePoint(x, y, z, GetObjectSize());
ang = GetOrientation();
}
Position pos;
pos.Relocate(x, y, z, ang);
return SummonCreature(id, pos, spwtype, despwtime, 0, properties);
}
TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, SummonPropertiesEntry const* properties = nullptr);
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel = false, CreatureAI * (*GetAI)(Creature*) = nullptr);
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);