mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-15 08:16:08 +00:00
refactor(Core): NULL -> nullptr (#3275)
* NULL to nullptr * NULL to nullptr * NULL to nullptr * NULL to nullptr * NULL to nullptr Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
This commit is contained in:
@@ -123,7 +123,7 @@ Creature* SummonList::GetCreatureWithEntry(uint32 entry) const
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return summon;
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}
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return NULL;
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return nullptr;
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}
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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@@ -207,7 +207,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
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void ScriptedAI::DoPlayMusic(uint32 soundId, bool zone)
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{
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ObjectList* targets = NULL;
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ObjectList* targets = nullptr;
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if (me && me->FindMap())
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{
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@@ -253,11 +253,11 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
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{
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//No target so we can't cast
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if (!target)
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return NULL;
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return nullptr;
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//Silenced so we can't cast
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if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return NULL;
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return nullptr;
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//Using the extended script system we first create a list of viable spells
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SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
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@@ -265,7 +265,7 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
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uint32 spellCount = 0;
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SpellInfo const* tempSpell = NULL;
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SpellInfo const* tempSpell = nullptr;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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@@ -321,7 +321,7 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
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//We got our usable spells so now lets randomly pick one
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if (!spellCount)
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return NULL;
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return nullptr;
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return apSpell[urand(0, spellCount - 1)];
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}
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@@ -377,7 +377,7 @@ void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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{
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Unit* unit = NULL;
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Unit* unit = nullptr;
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acore::MostHPMissingInRange u_check(me, range, minHPDiff);
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acore::UnitLastSearcher<acore::MostHPMissingInRange> searcher(me, unit, u_check);
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me->VisitNearbyObject(range, searcher);
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@@ -405,7 +405,7 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 u
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Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
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{
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Player* player = NULL;
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Player* player = nullptr;
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CellCoord pair(acore::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(pair);
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@@ -456,9 +456,9 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea()
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if (me->IsInEvadeMode() || !me->IsInCombat())
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return false;
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if (_evadeCheckCooldown == time(NULL))
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if (_evadeCheckCooldown == time(nullptr))
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return false;
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_evadeCheckCooldown = time(NULL);
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_evadeCheckCooldown = time(nullptr);
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if (!CheckEvadeIfOutOfCombatArea())
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return false;
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@@ -484,7 +484,7 @@ Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura
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if (!tList.empty())
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return tList[urand(0,tList.size()-1)];
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else
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return NULL;
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return nullptr;
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}
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// BossAI - for instanced bosses
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@@ -492,7 +492,7 @@ Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
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instance(creature->GetInstanceScript()),
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summons(creature),
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_boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
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_boundary(instance ? instance->GetBossBoundary(bossId) : nullptr),
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_bossId(bossId)
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{
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}
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@@ -27,7 +27,7 @@ npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
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m_uiPlayerCheckTimer(0),
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m_uiEscortState(STATE_ESCORT_NONE),
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MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
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m_pQuestForEscort(NULL),
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m_pQuestForEscort(nullptr),
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m_bIsActiveAttacker(true),
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m_bIsRunning(false),
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m_bCanInstantRespawn(false),
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@@ -116,7 +116,7 @@ void npc_escortAI::JustDied(Unit* /*killer*/)
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{
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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if (Player* member = groupRef->GetSource())
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if (member->IsInMap(player) && member->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
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member->FailQuest(m_pQuestForEscort->GetQuestId());
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@@ -158,7 +158,7 @@ void npc_escortAI::EnterEvadeMode()
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->SetLootRecipient(NULL);
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me->SetLootRecipient(nullptr);
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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@@ -183,7 +183,7 @@ bool npc_escortAI::IsPlayerOrGroupInRange()
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{
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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if (Player* member = groupRef->GetSource())
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if (me->IsWithinDistInMap(member, GetMaxPlayerDistance()))
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return true;
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@@ -26,7 +26,7 @@ FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature),
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m_uiLeaderGUID(0),
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m_uiUpdateFollowTimer(2500),
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m_uiFollowState(STATE_FOLLOW_NONE),
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m_pQuestForFollow(NULL)
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m_pQuestForFollow(nullptr)
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{}
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void FollowerAI::AttackStart(Unit* who)
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@@ -109,7 +109,7 @@ void FollowerAI::JustDied(Unit* /*pKiller*/)
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{
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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{
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if (Player* member = groupRef->GetSource())
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{
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@@ -144,7 +144,7 @@ void FollowerAI::EnterEvadeMode()
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->SetLootRecipient(NULL);
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me->SetLootRecipient(nullptr);
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if (HasFollowState(STATE_FOLLOW_INPROGRESS))
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{
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@@ -200,7 +200,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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{
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Player* member = groupRef->GetSource();
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@@ -315,7 +315,7 @@ Player* FollowerAI::GetLeaderForFollower()
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{
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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{
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Player* member = groupRef->GetSource();
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@@ -335,7 +335,7 @@ Player* FollowerAI::GetLeaderForFollower()
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
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#endif
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return NULL;
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return nullptr;
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}
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void FollowerAI::SetFollowComplete(bool bWithEndEvent)
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@@ -42,7 +42,7 @@ class FollowerAI : public ScriptedAI
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void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
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virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = NULL);
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void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
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void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
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void SetFollowComplete(bool bWithEndEvent = false);
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