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:
Kitzunu
2020-08-31 11:55:09 +02:00
committed by GitHub
parent 38903b5dfb
commit 1f89282b22
325 changed files with 2348 additions and 2348 deletions

View File

@@ -307,21 +307,21 @@ class Object
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return NULL; }
Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return NULL; }
Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return nullptr; }
Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return nullptr; }
Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return nullptr; }
Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return nullptr; }
Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return NULL; }
Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return NULL; }
GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return NULL; }
Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return nullptr; }
Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return nullptr; }
GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return nullptr; }
GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return nullptr; }
Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return NULL; }
Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return nullptr; }
Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return nullptr; }
DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return NULL; }
DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return NULL; }
DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return nullptr; }
DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return nullptr; }
DataMap CustomData;
@@ -897,7 +897,7 @@ class WorldObject : public Object, public WorldLocation
virtual void CleanupsBeforeDelete(bool finalCleanup = true); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
virtual void SendMessageToSet(WorldPacket* data, bool self) { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), self, true); } // pussywizard!
virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL); // pussywizard!
virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = nullptr); // pussywizard!
virtual void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr) { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), false, true, skipped_rcvr); } // pussywizard!
virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; }
@@ -911,8 +911,8 @@ class WorldObject : public Object, public WorldLocation
void MonsterTextEmote(int32 textId, WorldObject const* target, bool IsBossEmote = false);
void MonsterWhisper(int32 textId, Player const* target, bool IsBossWhisper = false);
void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
void PlayDirectSound(uint32 sound_id, Player* target = NULL);
void PlayDistanceSound(uint32 sound_id, Player* target = nullptr);
void PlayDirectSound(uint32 sound_id, Player* target = nullptr);
void SendObjectDeSpawnAnim(uint64 guid);
@@ -921,7 +921,7 @@ class WorldObject : public Object, public WorldLocation
float GetGridActivationRange() const;
float GetVisibilityRange() const;
float GetSightRange(const WorldObject* target = NULL) const;
float GetSightRange(const WorldObject* target = nullptr) const;
//bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false) const;
bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false, bool checkAlert = false) const;
@@ -950,8 +950,8 @@ class WorldObject : public Object, public WorldLocation
void SetZoneScript();
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 = NULL) 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 = NULL)
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)
{
@@ -963,8 +963,8 @@ class WorldObject : public Object, public WorldLocation
return SummonCreature(id, pos, spwtype, despwtime, 0, properties);
}
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*) = NULL);
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = NULL);
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);
Creature* FindNearestCreature(uint32 entry, float range, bool alive = true) const;
GameObject* FindNearestGameObject(uint32 entry, float range) const;