Core/Movement: Make MovementGenerators use pointers instead of references. cleanup

This commit is contained in:
Subv committed 2012-08-25 22:57:55 -05:00
1 parent e0abbfd86c
commit 97c3e2e6c1
24 files changed
+484 -481

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@@ -58,18 +58,18 @@ namespace Movement
int32 MoveSplineInit::Launch()
{
MoveSpline& move_spline = *unit.movespline;
MoveSpline& move_spline = *unit->movespline;
bool transport = false;
Location real_position(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZMinusOffset(), unit.GetOrientation());
Location real_position(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZMinusOffset(), unit->GetOrientation());
// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
if (unit.HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit.GetTransGUID())
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID())
{
transport = true;
real_position.x = unit.GetTransOffsetX();
real_position.y = unit.GetTransOffsetY();
real_position.z = unit.GetTransOffsetZ();
real_position.orientation = unit.GetTransOffsetO();
real_position.x = unit->GetTransOffsetX();
real_position.y = unit->GetTransOffsetY();
real_position.z = unit->GetTransOffsetZ();
real_position.orientation = unit->GetTransOffsetO();
}
// there is a big chance that current position is unknown if current state is not finalized, need compute it
@@ -85,7 +85,7 @@ namespace Movement
args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
uint32 moveFlags = unit->m_movementInfo.GetMovementFlags();
if (args.flags.walkmode)
moveFlags |= MOVEMENTFLAG_WALKING;
else
@@ -94,7 +94,7 @@ namespace Movement
moveFlags |= (MOVEMENTFLAG_SPLINE_ENABLED|MOVEMENTFLAG_FORWARD);
if (!args.HasVelocity)
args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags));
args.velocity = unit->GetSpeed(SelectSpeedType(moveFlags));
if (!args.Validate())
return 0;
@@ -102,33 +102,33 @@ namespace Movement
if (moveFlags & MOVEMENTFLAG_ROOT)
moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
unit->m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
move_spline.Initialize(args);
WorldPacket data(!transport ? SMSG_MONSTER_MOVE : SMSG_MONSTER_MOVE_TRANSPORT, 64);
data.append(unit.GetPackGUID());
data.append(unit->GetPackGUID());
if (transport)
{
data.appendPackGUID(unit.GetTransGUID());
data << int8(unit.GetTransSeat());
data.appendPackGUID(unit->GetTransGUID());
data << int8(unit->GetTransSeat());
}
PacketBuilder::WriteMonsterMove(move_spline, data);
unit.SendMessageToSet(&data,true);
unit->SendMessageToSet(&data,true);
return move_spline.Duration();
}
MoveSplineInit::MoveSplineInit(Unit& m) : unit(m)
MoveSplineInit::MoveSplineInit(Unit* m) : unit(m)
{
// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
args.TransformForTransport = unit.HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit.GetTransGUID();
args.TransformForTransport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
// mix existing state into new
args.flags.walkmode = unit.m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
args.flags.flying = unit.m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_DISABLE_GRAVITY));
args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
args.flags.flying = unit->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY));
}
void MoveSplineInit::SetFacing(const Unit * target)
void MoveSplineInit::SetFacing(const Unit* target)
{
args.flags.EnableFacingTarget();
args.facing.target = target->GetGUID();
@@ -138,9 +138,9 @@ namespace Movement
{
if (args.TransformForTransport)
{
if (Unit* vehicle = unit.GetVehicleBase())
if (Unit* vehicle = unit->GetVehicleBase())
angle -= vehicle->GetOrientation();
else if (Transport* transport = unit.GetTransport())
else if (Transport* transport = unit->GetTransport())
angle -= transport->GetOrientation();
}
@@ -152,7 +152,7 @@ namespace Movement
{
if (generatePath)
{
PathGenerator path(&unit);
PathGenerator path(unit);
path.CalculatePath(dest.x, dest.y, dest.z, forceDestination);
MovebyPath(path.getPath());
}
@@ -169,13 +169,13 @@ namespace Movement
{
if (_transformForTransport)
{
if (Unit* vehicle = _owner.GetVehicleBase())
if (Unit* vehicle = _owner->GetVehicleBase())
{
input.x -= vehicle->GetPositionX();
input.y -= vehicle->GetPositionY();
input.z -= vehicle->GetPositionZMinusOffset();
}
else if (Transport* transport = _owner.GetTransport())
else if (Transport* transport = _owner->GetTransport())
{
float unused = 0.0f;
transport->CalculatePassengerOffset(input.x, input.y, input.z, unused);