refactor(Core): apply clang-tidy modernize-use-override (#3817)

This commit is contained in:
Francesco Borzì
2020-12-06 18:04:55 +01:00
committed by GitHub
parent 9facd81e54
commit d4a58700d4
561 changed files with 9574 additions and 9574 deletions

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@@ -36,22 +36,22 @@ class BattlegroundBE : public Battleground
{
public:
BattlegroundBE();
~BattlegroundBE();
~BattlegroundBE() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void AddPlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
bool SetupBattleground();
void Init();
void FillInitialWorldStates(WorldPacket& d);
void HandleKillPlayer(Player* player, Player* killer);
bool HandlePlayerUnderMap(Player* player);
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
bool SetupBattleground() override;
void Init() override;
void FillInitialWorldStates(WorldPacket& d) override;
void HandleKillPlayer(Player* player, Player* killer) override;
bool HandlePlayerUnderMap(Player* player) override;
/* Scorekeeping */
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
};
#endif

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@@ -74,20 +74,20 @@ class BattlegroundDS : public Battleground
{
public:
BattlegroundDS();
~BattlegroundDS();
~BattlegroundDS() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void AddPlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
bool SetupBattleground();
void Init();
void FillInitialWorldStates(WorldPacket& d);
void HandleKillPlayer(Player* player, Player* killer);
bool HandlePlayerUnderMap(Player* player);
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
bool SetupBattleground() override;
void Init() override;
void FillInitialWorldStates(WorldPacket& d) override;
void HandleKillPlayer(Player* player, Player* killer) override;
bool HandlePlayerUnderMap(Player* player) override;
private:
uint32 _waterfallTimer;
uint8 _waterfallStatus;
@@ -95,7 +95,7 @@ private:
uint32 _pipeKnockBackTimer;
uint8 _pipeKnockBackCount;
void PostUpdateImpl(uint32 diff);
void PostUpdateImpl(uint32 diff) override;
protected:
uint32 getWaterFallStatus() { return _waterfallStatus; };
void setWaterFallStatus(uint8 status) { _waterfallStatus = status; };

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@@ -308,53 +308,53 @@ const BattlegroundEYCapturingPointStruct m_CapturingPointTypes[EY_POINTS_MAX] =
struct BattlegroundEYScore : public BattlegroundScore
{
BattlegroundEYScore(Player* player) : BattlegroundScore(player), FlagCaptures(0) { }
~BattlegroundEYScore() { }
~BattlegroundEYScore() override { }
uint32 FlagCaptures;
uint32 GetAttr1() const final override { return FlagCaptures; }
uint32 GetAttr1() const final { return FlagCaptures; }
};
class BattlegroundEY : public Battleground
{
public:
BattlegroundEY();
~BattlegroundEY();
~BattlegroundEY() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void AddPlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
/* BG Flags */
uint64 GetFlagPickerGUID(TeamId /*teamId*/ = TEAM_NEUTRAL) const { return _flagKeeperGUID; }
uint64 GetFlagPickerGUID(TeamId /*teamId*/ = TEAM_NEUTRAL) const override { return _flagKeeperGUID; }
void SetFlagPicker(uint64 guid) { _flagKeeperGUID = guid; }
uint8 GetFlagState() const { return _flagState; }
void RespawnFlag();
void RespawnFlagAfterDrop();
void RemovePlayer(Player* player);
void RemovePlayer(Player* player) override;
void HandleBuffUse(uint64 buff_guid);
void HandleAreaTrigger(Player* player, uint32 trigger);
void HandleKillPlayer(Player* player, Player* killer);
GraveyardStruct const* GetClosestGraveyard(Player* player);
bool SetupBattleground();
void Init();
void EndBattleground(TeamId winnerTeamId);
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
void FillInitialWorldStates(WorldPacket& data);
void SetDroppedFlagGUID(uint64 guid, TeamId /*teamId*/ = TEAM_NEUTRAL) { _droppedFlagGUID = guid; }
void HandleAreaTrigger(Player* player, uint32 trigger) override;
void HandleKillPlayer(Player* player, Player* killer) override;
GraveyardStruct const* GetClosestGraveyard(Player* player) override;
bool SetupBattleground() override;
void Init() override;
void EndBattleground(TeamId winnerTeamId) override;
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
void FillInitialWorldStates(WorldPacket& data) override;
void SetDroppedFlagGUID(uint64 guid, TeamId /*teamId*/ = TEAM_NEUTRAL) override { _droppedFlagGUID = guid; }
uint64 GetDroppedFlagGUID() const { return _droppedFlagGUID; }
/* Battleground Events */
void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject);
void EventPlayerDroppedFlag(Player* player);
void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject) override;
void EventPlayerDroppedFlag(Player* player) override;
/* achievement req. */
bool AllNodesConrolledByTeam(TeamId teamId) const;
TeamId GetPrematureWinner();
bool AllNodesConrolledByTeam(TeamId teamId) const override;
TeamId GetPrematureWinner() override;
private:
void PostUpdateImpl(uint32 diff);
void PostUpdateImpl(uint32 diff) override;
void EventPlayerCapturedFlag(Player* Source, uint32 BgObjectType);
void EventTeamLostPoint(TeamId teamId, uint32 point);

View File

@@ -879,52 +879,52 @@ enum HonorRewards
struct BattlegroundICScore : public BattlegroundScore
{
BattlegroundICScore(Player* player) : BattlegroundScore(player), BasesAssaulted(0), BasesDefended(0) { }
~BattlegroundICScore() { }
~BattlegroundICScore() override { }
uint32 BasesAssaulted;
uint32 BasesDefended;
uint32 GetAttr1() const final override { return BasesAssaulted; }
uint32 GetAttr2() const final override { return BasesDefended; }
uint32 GetAttr1() const final { return BasesAssaulted; }
uint32 GetAttr2() const final { return BasesDefended; }
};
class BattlegroundIC : public Battleground
{
public:
BattlegroundIC();
~BattlegroundIC();
~BattlegroundIC() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void PostUpdateImpl(uint32 diff);
void AddPlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
void PostUpdateImpl(uint32 diff) override;
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
bool SetupBattleground();
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
bool SetupBattleground() override;
void SpawnLeader(uint32 teamid);
void HandleKillUnit(Creature* unit, Player* killer);
void HandleKillPlayer(Player* player, Player* killer);
void EndBattleground(TeamId winnerTeamId);
void EventPlayerClickedOnFlag(Player* source, GameObject* /*gameObject*/);
void HandleKillUnit(Creature* unit, Player* killer) override;
void HandleKillPlayer(Player* player, Player* killer) override;
void EndBattleground(TeamId winnerTeamId) override;
void EventPlayerClickedOnFlag(Player* source, GameObject* /*gameObject*/) override;
void EventPlayerDamagedGO(Player* /*player*/, GameObject* go, uint32 eventType);
void DestroyGate(Player* player, GameObject* go);
void EventPlayerDamagedGO(Player* /*player*/, GameObject* go, uint32 eventType) override;
void DestroyGate(Player* player, GameObject* go) override;
GraveyardStruct const* GetClosestGraveyard(Player* player);
GraveyardStruct const* GetClosestGraveyard(Player* player) override;
/* Scorekeeping */
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
void FillInitialWorldStates(WorldPacket& data);
void FillInitialWorldStates(WorldPacket& data) override;
void HandlePlayerResurrect(Player* player);
void HandlePlayerResurrect(Player* player) override;
uint32 GetNodeState(uint8 nodeType) const { return (uint8)nodePoint[nodeType].nodeState; }
bool AllNodesConrolledByTeam(TeamId teamId) const; // overwrited
bool AllNodesConrolledByTeam(TeamId teamId) const override; // overwrited
bool IsResourceGlutAllowed(TeamId teamId) const;
void DoAction(uint32 action, uint64 guid);
void DoAction(uint32 action, uint64 guid) override;
private:
uint32 closeFortressDoorsTimer;
bool doorsClosed;

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@@ -35,19 +35,19 @@ class BattlegroundNA : public Battleground
{
public:
BattlegroundNA();
~BattlegroundNA();
~BattlegroundNA() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void AddPlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
bool SetupBattleground();
void Init();
void FillInitialWorldStates(WorldPacket& d);
void HandleKillPlayer(Player* player, Player* killer);
bool HandlePlayerUnderMap(Player* player);
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
bool SetupBattleground() override;
void Init() override;
void FillInitialWorldStates(WorldPacket& d) override;
void HandleKillPlayer(Player* player, Player* killer) override;
bool HandlePlayerUnderMap(Player* player) override;
};
#endif

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@@ -31,19 +31,19 @@ class BattlegroundRL : public Battleground
{
public:
BattlegroundRL();
~BattlegroundRL();
~BattlegroundRL() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void Init();
void FillInitialWorldStates(WorldPacket& d);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void AddPlayer(Player* player) override;
void Init() override;
void FillInitialWorldStates(WorldPacket& d) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
bool SetupBattleground();
void HandleKillPlayer(Player* player, Player* killer);
bool HandlePlayerUnderMap(Player* player);
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
bool SetupBattleground() override;
void HandleKillPlayer(Player* player, Player* killer) override;
bool HandlePlayerUnderMap(Player* player) override;
};
#endif

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@@ -78,20 +78,20 @@ class BattlegroundRV : public Battleground
{
public:
BattlegroundRV();
~BattlegroundRV();
~BattlegroundRV() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void RemovePlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void Init();
void FillInitialWorldStates(WorldPacket& d);
void UpdateArenaWorldState();
void HandleAreaTrigger(Player* player, uint32 trigger);
bool SetupBattleground();
void HandleKillPlayer(Player* player, Player* killer);
bool HandlePlayerUnderMap(Player* player);
void AddPlayer(Player* player) override;
void RemovePlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
void Init() override;
void FillInitialWorldStates(WorldPacket& d) override;
void UpdateArenaWorldState() override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
bool SetupBattleground() override;
void HandleKillPlayer(Player* player, Player* killer) override;
bool HandlePlayerUnderMap(Player* player) override;
GameObject* GetPillarAtPosition(Position* p);
@@ -100,7 +100,7 @@ private:
uint32 State;
uint16 CheckPlayersTimer;
void PostUpdateImpl(uint32 diff);
void PostUpdateImpl(uint32 diff) override;
protected:
uint32 getTimer() { return Timer; }

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@@ -12,12 +12,12 @@
struct BattlegroundSAScore : public BattlegroundScore
{
BattlegroundSAScore(Player* player) : BattlegroundScore(player), demolishers_destroyed(0), gates_destroyed(0) { }
~BattlegroundSAScore() { }
~BattlegroundSAScore() override { }
uint8 demolishers_destroyed;
uint8 gates_destroyed;
uint32 GetAttr1() const final override { return demolishers_destroyed; }
uint32 GetAttr2() const final override { return gates_destroyed; }
uint32 GetAttr1() const final { return demolishers_destroyed; }
uint32 GetAttr2() const final { return gates_destroyed; }
};
#define BG_SA_FLAG_AMOUNT 3
@@ -421,36 +421,36 @@ class BattlegroundSA : public Battleground
{
public:
BattlegroundSA();
~BattlegroundSA();
~BattlegroundSA() override;
/**
* \brief Called every time for update battle data
* -Update timer
* -Round switch
*/
void PostUpdateImpl(uint32 diff);
void PostUpdateImpl(uint32 diff) override;
/* inherited from BattlegroundClass */
/// Called when a player join battle
void AddPlayer(Player* player);
void AddPlayer(Player* player) override;
/// Called when battle start
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
/// Called for ini battleground, after that the first player be entered
bool SetupBattleground();
void Init();
bool SetupBattleground() override;
void Init() override;
/// Called for generate packet contain worldstate data
void FillInitialWorldStates(WorldPacket& data);
void FillInitialWorldStates(WorldPacket& data) override;
/// Called when a player deal damage to building (door)
void EventPlayerDamagedGO(Player* player, GameObject* go, uint32 eventType);
void EventPlayerDamagedGO(Player* player, GameObject* go, uint32 eventType) override;
/// Called when a player kill a unit in bg
void HandleKillUnit(Creature* creature, Player* killer);
void HandleKillUnit(Creature* creature, Player* killer) override;
/// Return the nearest graveyard where player can respawn
GraveyardStruct const* GetClosestGraveyard(Player* player);
GraveyardStruct const* GetClosestGraveyard(Player* player) override;
/// Called when a player click on flag (graveyard flag)
void EventPlayerClickedOnFlag(Player* Source, GameObject* gameObject);
void EventPlayerClickedOnFlag(Player* Source, GameObject* gameObject) override;
/// Called when a player use a gamobject (relic)
void EventPlayerUsedGO(Player* Source, GameObject* object);
void EventPlayerUsedGO(Player* Source, GameObject* object) override;
/// Return worldstate id, according to door id
uint32 GetWorldStateFromGateID(uint32 id)
@@ -481,15 +481,15 @@ public:
}
/// Called on battleground ending
void EndBattleground(TeamId winnerTeamId);
void EndBattleground(TeamId winnerTeamId) override;
/// CAlled when a player leave battleground
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
/* Scorekeeping */
/// Update score board
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
// Teleporters
void DefendersPortalTeleport(GameObject* portal, Player* plr);
@@ -561,7 +561,7 @@ private:
* -Update worldstate
* -Delete gameobject in front of door (lighting object, with different colours for each door)
*/
void DestroyGate(Player* player, GameObject* go);
void DestroyGate(Player* player, GameObject* go) override;
/// Update timer worldstate
void SendTime();
/**

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@@ -139,12 +139,12 @@ enum BG_WS_Objectives
struct BattlegroundWGScore : public BattlegroundScore
{
BattlegroundWGScore(Player* player): BattlegroundScore(player), FlagCaptures(0), FlagReturns(0) { }
~BattlegroundWGScore() { }
~BattlegroundWGScore() override { }
uint32 FlagCaptures;
uint32 FlagReturns;
uint32 GetAttr1() const final override { return FlagCaptures; }
uint32 GetAttr2() const final override { return FlagReturns; }
uint32 GetAttr1() const final { return FlagCaptures; }
uint32 GetAttr2() const final { return FlagReturns; }
};
class BattlegroundWS : public Battleground
@@ -152,42 +152,42 @@ class BattlegroundWS : public Battleground
public:
/* Construction */
BattlegroundWS();
~BattlegroundWS();
~BattlegroundWS() override;
/* inherited from BattlegroundClass */
void AddPlayer(Player* player);
void StartingEventCloseDoors();
void StartingEventOpenDoors();
void AddPlayer(Player* player) override;
void StartingEventCloseDoors() override;
void StartingEventOpenDoors() override;
/* BG Flags */
uint64 GetFlagPickerGUID(TeamId teamId) const { return _flagKeepers[teamId]; }
uint64 GetFlagPickerGUID(TeamId teamId) const override { return _flagKeepers[teamId]; }
void SetFlagPicker(uint64 guid, TeamId teamId) { _flagKeepers[teamId] = guid; }
void RespawnFlagAfterDrop(TeamId teamId);
uint8 GetFlagState(TeamId teamId) const { return _flagState[teamId]; }
/* Battleground Events */
void EventPlayerDroppedFlag(Player* player);
void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject);
void EventPlayerDroppedFlag(Player* player) override;
void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject) override;
void EventPlayerCapturedFlag(Player* player);
void RemovePlayer(Player* player);
void HandleAreaTrigger(Player* player, uint32 trigger);
void HandleKillPlayer(Player* player, Player* killer);
bool SetupBattleground();
void Init();
void EndBattleground(TeamId winnerTeamId);
GraveyardStruct const* GetClosestGraveyard(Player* player);
void RemovePlayer(Player* player) override;
void HandleAreaTrigger(Player* player, uint32 trigger) override;
void HandleKillPlayer(Player* player, Player* killer) override;
bool SetupBattleground() override;
void Init() override;
void EndBattleground(TeamId winnerTeamId) override;
GraveyardStruct const* GetClosestGraveyard(Player* player) override;
void UpdateFlagState(TeamId teamId, uint32 value);
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
void SetDroppedFlagGUID(uint64 guid, TeamId teamId) { _droppedFlagGUID[teamId] = guid; }
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
void SetDroppedFlagGUID(uint64 guid, TeamId teamId) override { _droppedFlagGUID[teamId] = guid; }
uint64 GetDroppedFlagGUID(TeamId teamId) const { return _droppedFlagGUID[teamId];}
void FillInitialWorldStates(WorldPacket& data);
void FillInitialWorldStates(WorldPacket& data) override;
/* Scorekeeping */
void AddPoints(TeamId teamId, uint32 points) { m_TeamScores[teamId] += points; }
TeamId GetPrematureWinner();
TeamId GetPrematureWinner() override;
uint32 GetMatchTime() const { return 1 + (BG_WS_TOTAL_GAME_TIME - GetStartTime()) / (MINUTE * IN_MILLISECONDS); }
uint32 GetAssaultSpellId() const;
void RemoveAssaultAuras();
@@ -203,6 +203,6 @@ private:
uint32 _honorWinKills;
uint32 _honorEndKills;
void PostUpdateImpl(uint32 diff);
void PostUpdateImpl(uint32 diff) override;
};
#endif