diff options
| author | treeston <treeston.mmoc@gmail.com> | 2016-05-11 23:24:26 +0200 |
|---|---|---|
| committer | treeston <treeston.mmoc@gmail.com> | 2016-05-11 23:24:26 +0200 |
| commit | b7f2c87d37ad20e9fd39c6f0523f6b5edb9d4a66 (patch) | |
| tree | 60b93c814ac78b70f17f61ac5719a5ac5b55e92d /src/server/game/Entities | |
| parent | 7a41467cf71e790fb6cffad21db82c7119d8c2e7 (diff) | |
Creature/CreatureAI:
- Default range for DoZoneInCombat: 50.0f -> 250.0f.
- Add optional second arg to SummonList::DoZoneInCombat to specify range.
- Also a bunch of random NULL -> nullptr cleanup.
Diffstat (limited to 'src/server/game/Entities')
| -rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 7f922f89572..f4528a82393 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -34,7 +34,7 @@ #include "Transport.h" GameObject::GameObject() : WorldObject(false), MapObject(), - m_model(NULL), m_goValue(), m_AI(NULL) + m_model(nullptr), m_goValue(), m_AI(nullptr) { m_objectType |= TYPEMASK_GAMEOBJECT; m_objectTypeId = TYPEID_GAMEOBJECT; @@ -49,8 +49,8 @@ GameObject::GameObject() : WorldObject(false), MapObject(), m_usetimes = 0; m_spellId = 0; m_cooldownTime = 0; - m_goInfo = NULL; - m_goData = NULL; + m_goInfo = nullptr; + m_goData = nullptr; m_spawnId = 0; m_rotation = 0; @@ -496,7 +496,7 @@ void GameObject::Update(uint32 diff) radius = goInfo->trap.diameter / 2.f; // Pointer to appropriate target if found any - Unit* target = NULL; + Unit* target = nullptr; /// @todo this hack with search required until GO casting not implemented if (Unit* owner = GetOwner()) @@ -511,7 +511,7 @@ void GameObject::Update(uint32 diff) else { // Environmental trap: Any player - Player* player = NULL; + Player* player = nullptr; Trinity::AnyPlayerInObjectRangeCheck checker(this, radius); Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, player, checker); VisitNearbyWorldObject(radius, searcher); @@ -571,8 +571,8 @@ void GameObject::Update(uint32 diff) GameObjectTemplate const* goInfo = GetGOInfo(); if (goInfo->trap.type == 2 && goInfo->trap.spellId) { - /// @todo NULL target won't work for target type 1 - CastSpell(NULL, goInfo->trap.spellId); + /// @todo nullptr target won't work for target type 1 + CastSpell(nullptr, goInfo->trap.spellId); SetLootState(GO_JUST_DEACTIVATED); } else if (Unit* target = ObjectAccessor::GetUnit(*this, m_lootStateUnitGUID)) @@ -1093,7 +1093,7 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target) float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell)); // search nearest linked GO - GameObject* trapGO = NULL; + GameObject* trapGO = nullptr; { // using original GO distance CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); @@ -1113,7 +1113,7 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target) GameObject* GameObject::LookupFishingHoleAround(float range) { - GameObject* ok = NULL; + GameObject* ok = nullptr; CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); @@ -1136,7 +1136,7 @@ void GameObject::ResetDoorOrButton() m_cooldownTime = 0; } -void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=NULL*/) +void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=nullptr*/) { if (m_lootState != GO_READY) return; @@ -1160,7 +1160,7 @@ void GameObject::SetGoArtKit(uint8 kit) void GameObject::SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid) { - const GameObjectData* data = NULL; + const GameObjectData* data = nullptr; if (go) { go->SetGoArtKit(artkit); @@ -1386,7 +1386,7 @@ void GameObject::Use(Unit* user) // cast this spell later if provided spellId = info->goober.spellId; - spellCaster = NULL; + spellCaster = nullptr; break; } @@ -1505,7 +1505,7 @@ void GameObject::Use(Unit* user) GameObjectTemplate const* info = GetGOInfo(); - Player* m_ritualOwner = NULL; + Player* m_ritualOwner = nullptr; if (m_ritualOwnerGUID) m_ritualOwner = ObjectAccessor::FindPlayer(m_ritualOwnerGUID); @@ -1869,7 +1869,7 @@ bool GameObject::IsInRange(float x, float y, float z, float radius) const && dz < info->maxZ + radius && dz > info->minZ - radius; } -void GameObject::EventInform(uint32 eventId, WorldObject* invoker /*= NULL*/) +void GameObject::EventInform(uint32 eventId, WorldObject* invoker /*= nullptr*/) { if (!eventId) return; @@ -1929,7 +1929,7 @@ void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3); } -void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, uint32 spellId /*= 0*/) +void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= nullptr*/, uint32 spellId /*= 0*/) { if (!m_goValue.Building.MaxHealth || !change) return; @@ -1948,7 +1948,7 @@ void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, u // Set the health bar, value = 255 * healthPct; SetGoAnimProgress(m_goValue.Building.Health * 255 / m_goValue.Building.MaxHealth); - Player* player = attackerOrHealer ? attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself() : NULL; + Player* player = attackerOrHealer ? attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself() : nullptr; // dealing damage, send packet if (player) @@ -1979,7 +1979,7 @@ void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, u SetDestructibleState(newState, player, false); } -void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker /*= NULL*/, bool setHealth /*= false*/) +void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker /*= nullptr*/, bool setHealth /*= false*/) { // the user calling this must know he is already operating on destructible gameobject ASSERT(GetGoType() == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING); @@ -2161,14 +2161,14 @@ void GameObject::UpdateModel() Player* GameObject::GetLootRecipient() const { if (!m_lootRecipient) - return NULL; + return nullptr; return ObjectAccessor::FindConnectedPlayer(m_lootRecipient); } Group* GameObject::GetLootRecipientGroup() const { if (!m_lootRecipientGroup) - return NULL; + return nullptr; return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup); } @@ -2176,7 +2176,7 @@ void GameObject::SetLootRecipient(Unit* unit) { // set the player whose group should receive the right // to loot the creature after it dies - // should be set to NULL after the loot disappears + // should be set to nullptr after the loot disappears if (!unit) { @@ -2295,7 +2295,7 @@ void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* t data->append(fieldBuffer); } -void GameObject::GetRespawnPosition(float &x, float &y, float &z, float* ori /* = NULL*/) const +void GameObject::GetRespawnPosition(float &x, float &y, float &z, float* ori /* = 0.0f*/) const { if (m_spawnId) { |
