diff options
| -rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/AI/CreatureAI.h | 4 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 16 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.h | 2 | ||||
| -rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 42 | 
5 files changed, 34 insertions, 34 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index d52306b8a2e..15bbff2793f 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -46,7 +46,7 @@ void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= nullptr*/)      sCreatureTextMgr->SendChat(me, id, whisperTarget);  } -void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/) +void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRangeToNearestTarget /* = 250.0f*/)  {      if (!creature)          creature = me; @@ -265,7 +265,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)      me->DeleteThreatList();      me->CombatStop(true);      me->LoadCreaturesAddon(); -    me->SetLootRecipient(NULL); +    me->SetLootRecipient(nullptr);      me->ResetPlayerDamageReq();      me->SetLastDamagedTime(0);      me->SetCannotReachTarget(false); diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index 31b53b888a6..f8fa6ba532b 100644 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -112,7 +112,7 @@ class TC_GAME_API CreatureAI : public UnitAI          // Called for reaction at stopping attack at no attackers or targets          virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER); -        // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) +        // Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)          virtual void EnterCombat(Unit* /*victim*/) { }          // Called when the creature is killed @@ -149,7 +149,7 @@ class TC_GAME_API CreatureAI : public UnitAI          // Called at reaching home after evade          virtual void JustReachedHome() { } -        void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f); +        void DoZoneInCombat(Creature* creature = nullptr, float maxRangeToNearestTarget = 250.0f);          // Called at text emote receive from player          virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) { } diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index 9ce37fd0c32..8c088e4da19 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -32,7 +32,7 @@ struct TSpellSummary      uint8 Effects;                                          // set of enum SelectEffect  } extern* SpellSummary; -void SummonList::DoZoneInCombat(uint32 entry) +void SummonList::DoZoneInCombat(uint32 entry, float maxRangeToNearestTarget)  {      for (StorageType::iterator i = storage_.begin(); i != storage_.end();)      { @@ -41,7 +41,7 @@ void SummonList::DoZoneInCombat(uint32 entry)          if (summon && summon->IsAIEnabled                  && (!entry || summon->GetEntry() == entry))          { -            summon->AI()->DoZoneInCombat(); +            summon->AI()->DoZoneInCombat(nullptr, maxRangeToNearestTarget);          }      }  } @@ -183,11 +183,11 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec  {      //No target so we can't cast      if (!target) -        return NULL; +        return nullptr;      //Silenced so we can't cast      if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) -        return NULL; +        return nullptr;      //Using the extended script system we first create a list of viable spells      SpellInfo const* apSpell[MAX_CREATURE_SPELLS]; @@ -195,7 +195,7 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec      uint32 spellCount = 0; -    SpellInfo const* tempSpell = NULL; +    SpellInfo const* tempSpell = nullptr;      //Check if each spell is viable(set it to null if not)      for (uint32 i = 0; i < MAX_CREATURE_SPELLS; i++) @@ -251,7 +251,7 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec      //We got our usable spells so now lets randomly pick one      if (!spellCount) -        return NULL; +        return nullptr;      return apSpell[urand(0, spellCount - 1)];  } @@ -327,7 +327,7 @@ void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)  Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)  { -    Unit* unit = NULL; +    Unit* unit = nullptr;      Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);      Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);      me->VisitNearbyObject(range, searcher); @@ -357,7 +357,7 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 u  Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)  { -    Player* player = NULL; +    Player* player = nullptr;      CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));      Cell cell(pair); diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h index 42befa26a23..58a0253e46b 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h @@ -114,7 +114,7 @@ public:          }      } -    void DoZoneInCombat(uint32 entry = 0); +    void DoZoneInCombat(uint32 entry = 0, float maxRangeToNearestTarget = 250.0f);      void RemoveNotExisting();      bool HasEntry(uint32 entry) const; 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)      {  | 
