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

@@ -77,7 +77,7 @@ void Battlefield::HandlePlayerEnterZone(Player* player, uint32 /*zone*/)
else // No more vacant places
{
// TODO: Send a packet to announce it to player
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + (player->IsGameMaster() ? 30*MINUTE : 10);
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(nullptr) + (player->IsGameMaster() ? 30*MINUTE : 10);
InvitePlayerToQueue(player);
}
}
@@ -167,7 +167,7 @@ bool Battlefield::Update(uint32 diff)
// Kick players who chose not to accept invitation to the battle
if (m_uiKickDontAcceptTimer <= diff)
{
time_t now = time(NULL);
time_t now = time(nullptr);
for (int team = 0; team < 2; team++)
for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); ++itr)
if (itr->second <= now)
@@ -253,7 +253,7 @@ void Battlefield::InvitePlayersInZoneToWar()
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(player);
else if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)// Battlefield is full of players
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(nullptr) + 10;
}
}
}
@@ -277,7 +277,7 @@ void Battlefield::InvitePlayerToWar(Player* player)
if (player->getLevel() < m_MinLevel)
{
if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(nullptr) + 10;
return;
}
@@ -286,7 +286,7 @@ void Battlefield::InvitePlayerToWar(Player* player)
return;
m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = time(NULL) + m_TimeForAcceptInvite;
m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = time(nullptr) + m_TimeForAcceptInvite;
player->GetSession()->SendBfInvitePlayerToWar(m_BattleId, m_ZoneId, m_TimeForAcceptInvite);
}
@@ -523,7 +523,7 @@ Group* Battlefield::GetFreeBfRaid(TeamId TeamId)
if (!group->IsFull())
return group;
return NULL;
return nullptr;
}
Group* Battlefield::GetGroupPlayer(uint64 guid, TeamId TeamId)
@@ -533,7 +533,7 @@ Group* Battlefield::GetGroupPlayer(uint64 guid, TeamId TeamId)
if (group->IsMember(guid))
return group;
return NULL;
return nullptr;
}
bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player* player)
@@ -588,12 +588,12 @@ BfGraveyard* Battlefield::GetGraveyardById(uint32 id) const
else
sLog->outError("Battlefield::GetGraveyardById Id:%u cant be found", id);
return NULL;
return nullptr;
}
GraveyardStruct const * Battlefield::GetClosestGraveyard(Player* player)
{
BfGraveyard* closestGY = NULL;
BfGraveyard* closestGY = nullptr;
float maxdist = -1;
for (uint8 i = 0; i < m_GraveyardList.size(); i++)
{
@@ -614,7 +614,7 @@ GraveyardStruct const * Battlefield::GetClosestGraveyard(Player* player)
if (closestGY)
return sGraveyard->GetGraveyard(closestGY->GetGraveyardId());
return NULL;
return nullptr;
}
void Battlefield::AddPlayerToResurrectQueue(uint64 npcGuid, uint64 playerGuid)
@@ -752,7 +752,7 @@ void BfGraveyard::GiveControlTo(TeamId team)
void BfGraveyard::RelocateDeadPlayers()
{
GraveyardStruct const* closestGrave = NULL;
GraveyardStruct const* closestGrave = nullptr;
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{
Player* player = ObjectAccessor::FindPlayer(*itr);
@@ -796,7 +796,7 @@ Creature* Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
{
sLog->outError("Battlefield::SpawnCreature: Can't create creature entry: %u", entry);
delete creature;
return NULL;
return nullptr;
}
creature->setFaction(BattlefieldFactions[teamId]);
@@ -806,7 +806,7 @@ Creature* Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
if (!cinfo)
{
sLog->outErrorDb("Battlefield::SpawnCreature: entry %u does not exist.", entry);
return NULL;
return nullptr;
}
// force using DB speeds -- do we really need this?
creature->SetSpeed(MOVE_WALK, cinfo->speed_walk);
@@ -833,7 +833,7 @@ GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z
sLog->outErrorDb("Battlefield::SpawnGameObject: Gameobject template %u not found in database! Battlefield not created!", entry);
sLog->outError("Battlefield::SpawnGameObject: Cannot create gameobject template %u! Battlefield not created!", entry);
delete go;
return NULL;
return nullptr;
}
// Add to world