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

@@ -37,7 +37,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
default:
case GAMEEVENT_NORMAL:
{
time_t currenttime = time(NULL);
time_t currenttime = time(nullptr);
// Get the event information
return mGameEvent[entry].start < currenttime
&& currenttime < mGameEvent[entry].end
@@ -54,7 +54,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
// if inactive world event, check the prerequisite events
case GAMEEVENT_WORLD_INACTIVE:
{
time_t currenttime = time(NULL);
time_t currenttime = time(nullptr);
for (std::set<uint16>::const_iterator itr = mGameEvent[entry].prerequisite_events.begin(); itr != mGameEvent[entry].prerequisite_events.end(); ++itr)
{
if ((mGameEvent[*itr].state != GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[*itr].state != GAMEEVENT_WORLD_FINISHED) || // if prereq not in nextphase or finished state, then can't start this one
@@ -70,7 +70,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
uint32 GameEventMgr::NextCheck(uint16 entry) const
{
time_t currenttime = time(NULL);
time_t currenttime = time(nullptr);
// for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly
if ((mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE || mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED) && mGameEvent[entry].nextstart >= currenttime)
@@ -130,7 +130,7 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
ApplyNewEvent(event_id);
if (overwrite)
{
mGameEvent[event_id].start = time(NULL);
mGameEvent[event_id].start = time(nullptr);
if (data.end <= data.start)
data.end = data.start + data.length;
}
@@ -178,7 +178,7 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
if (overwrite && !serverwide_evt)
{
data.start = time(NULL) - data.length * MINUTE;
data.start = time(nullptr) - data.length * MINUTE;
if (data.end <= data.start)
data.end = data.start + data.length;
}
@@ -876,7 +876,7 @@ void GameEventMgr::LoadFromDB()
newEntry.entry = data->id;
// check validity with event's npcflag
if (!sObjectMgr->IsVendorItemValid(newEntry.entry, newEntry.item, newEntry.maxcount, newEntry.incrtime, newEntry.ExtendedCost, NULL, NULL, event_npc_flag))
if (!sObjectMgr->IsVendorItemValid(newEntry.entry, newEntry.item, newEntry.maxcount, newEntry.incrtime, newEntry.ExtendedCost, nullptr, nullptr, event_npc_flag))
continue;
vendors.push_back(newEntry);
@@ -1100,7 +1100,7 @@ void GameEventMgr::StartArenaSeason()
uint32 GameEventMgr::Update() // return the next event delay in ms
{
time_t currenttime = time(NULL);
time_t currenttime = time(nullptr);
uint32 nextEventDelay = max_ge_check_delay; // 1 day
uint32 calcDelay;
std::set<uint16> activate, deactivate;
@@ -1682,7 +1682,7 @@ bool GameEventMgr::CheckOneGameEventConditions(uint16 event_id)
// set the followup events' start time
if (!mGameEvent[event_id].nextstart)
{
time_t currenttime = time(NULL);
time_t currenttime = time(nullptr);
mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60;
}
return true;
@@ -1779,7 +1779,7 @@ void GameEventMgr::SetHolidayEventTime(GameEventData& event)
bool singleDate = ((holiday->Date[0] >> 24) & 0x1F) == 31; // Events with fixed date within year have - 1
time_t curTime = time(NULL);
time_t curTime = time(nullptr);
for (int i = 0; i < MAX_HOLIDAY_DATES && holiday->Date[i]; ++i)
{
uint32 date = holiday->Date[i];