Make typecasting methods *really* safe and get rid of redundant typeId/Typemask checks, thanks Zor and Machiavelli for help

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-08-05 17:01:25 +02:00
parent 30194bdd61
commit c94046b065
6 changed files with 98 additions and 8 deletions
+10
View File
@@ -257,6 +257,16 @@ Item::Item()
m_paidExtendedCost = 0;
}
inline Bag* Item::ToBag()
{
return dynamic_cast<Bag*>(this);
}
inline const Bag* Item::ToBag() const
{
return dynamic_cast<const Bag*>(this);
}
bool Item::Create(uint32 guidlow, uint32 itemid, Player const* owner)
{
Object::_Create(guidlow, 0, HIGHGUID_ITEM);
+3
View File
@@ -347,6 +347,9 @@ class Item : public Object
void BuildUpdate(UpdateDataMapType&);
Bag* ToBag();
const Bag* ToBag() const;
private:
std::string m_text;
uint8 m_slot;
@@ -1135,6 +1135,46 @@ bool Object::PrintIndexError(uint32 index, bool set) const
return false;
}
inline Unit* Object::ToUnit()
{
return dynamic_cast<Unit*>(this);
}
inline const Unit* Object::ToUnit() const
{
return dynamic_cast<const Unit*>(this);
}
inline Player* Object::ToPlayer()
{
return dynamic_cast<Player*>(this);
}
inline const Player* Object::ToPlayer() const
{
return dynamic_cast<const Player*>(this);
}
inline Creature* Object::ToCreature()
{
return dynamic_cast<Creature*>(this);
}
inline const Creature* Object::ToCreature() const
{
return dynamic_cast<const Creature*>(this);
}
inline Item* Object::ToItem()
{
return dynamic_cast<Item*>(this);
}
inline const Item* Object::ToItem() const
{
return dynamic_cast<const Item*>(this);
}
bool Position::HasInLine(const Unit * const target, float distance, float width) const
{
if (!HasInArc(M_PI, target) || !target->IsWithinDist3d(m_positionX, m_positionY, m_positionZ, distance))
+9 -4
View File
@@ -116,6 +116,7 @@ class CreatureAI;
class ZoneScript;
class Unit;
class Transport;
class Item;
typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
@@ -320,10 +321,14 @@ class Object
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
Player* ToPlayer(){ if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
const Player* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (const Player*)((Player*)this); else return NULL; }
Creature* ToCreature(){ if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
const Creature* ToCreature() const {if (GetTypeId() == TYPEID_UNIT) return (const Creature*)((Creature*)this); else return NULL; }
Unit* ToUnit();
const Unit* ToUnit() const;
Player* ToPlayer();
const Player* ToPlayer() const;
Creature* ToCreature();
const Creature* ToCreature() const;
Item* ToItem();
const Item* ToItem() const;
protected:
+30
View File
@@ -16740,6 +16740,36 @@ uint32 Unit::GetRemainingDotDamage(uint64 caster, uint32 spellId, uint8 effectIn
return amount;
}
inline Pet* Unit::ToPet()
{
return dynamic_cast<Pet*>(this);
}
inline const Pet* Unit::ToPet() const
{
return dynamic_cast<const Pet*>(this);
}
inline Totem* Unit::ToTotem()
{
return dynamic_cast<Totem*>(this);
}
inline const Totem* Unit::ToTotem() const
{
return dynamic_cast<const Totem*>(this);
}
inline TempSummon* Unit::ToTempSummon()
{
return dynamic_cast<TempSummon*>(this);
}
inline const TempSummon* Unit::ToTempSummon() const
{
return dynamic_cast<const TempSummon*>(this);
}
void CharmInfo::SetIsCommandAttack(bool val)
{
m_isCommandAttack = val;
+6 -4
View File
@@ -1980,10 +1980,12 @@ class Unit : public WorldObject
virtual bool isBeingLoaded() const { return false;}
bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;}
Pet* ToPet(){ if (isPet()) return reinterpret_cast<Pet*>(this); else return NULL; }
Totem* ToTotem(){ if (isTotem()) return reinterpret_cast<Totem*>(this); else return NULL; }
TempSummon* ToTempSummon() { if (isSummon()) return reinterpret_cast<TempSummon*>(this); else return NULL; }
const TempSummon* ToTempSummon() const { if (isSummon()) return reinterpret_cast<const TempSummon*>(this); else return NULL; }
Pet* ToPet();
const Pet* ToPet() const;
Totem* ToTotem();
const Totem* ToTotem() const;
TempSummon* ToTempSummon();
const TempSummon* ToTempSummon() const;
protected:
explicit Unit ();