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https://github.com/EQEmu/Server.git
synced 2026-06-10 19:10:25 +00:00
NULL to nullptr
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+14
-14
@@ -210,7 +210,7 @@ void Mob::CalculateNewFearpoint()
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//old fear function, kept for ref.
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/*void Mob::SetFeared(Mob *caster, uint32 duration, bool flee) {
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//special args to stop fear
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if(caster == NULL && duration == 0) {
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if(caster == nullptr && duration == 0) {
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fear_state = fearStateNotFeared;
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#ifdef FLEE_HP_RATIO
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flee_mode = false;
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@@ -222,14 +222,14 @@ void Mob::CalculateNewFearpoint()
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flee_mode = flee;
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//fear dosent work without at least maps
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if(zone->zonemap == NULL) {
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if(zone->zonemap == nullptr) {
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fear_state = fearStateStuck;
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return; //just stand there
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}
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//if we are allready feared, and we are on a fear grid..
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//then just stay happy on the grid...
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if(fear_path_state != NULL) {
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if(fear_path_state != nullptr) {
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if(fear_state != fearStateGrid) {
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LogFile->write(EQEMuLog::Debug, "Umm... %s has a fear path state, but is not in a grid state. Wtf?", GetName());
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fear_state = fearStateGrid;
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@@ -247,7 +247,7 @@ void Mob::CalculateNewFearpoint()
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//now we have to think a little more.
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//first, try to find a fear node that we can see.
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if(zone->pathing != NULL) {
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if(zone->pathing != nullptr) {
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fear_path_state = new MobFearState();
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if(zone->pathing->FindNearestFear(fear_path_state, GetX(), GetY(), GetZ())) {
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#ifdef FEAR_PATHING_DEBUG
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@@ -284,7 +284,7 @@ void Mob::CalculateNewFearpoint()
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//old fear function, kept for ref.
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bool Mob::FearTryStraight(Mob *caster, uint32 duration, bool flee, VERTEX &hit, VERTEX &fear_vector) {
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//gotta have somebody to run from
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if(caster == NULL)
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if(caster == nullptr)
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return(false);
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//our goal is to run along this vector...
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@@ -310,7 +310,7 @@ bool Mob::FearTryStraight(Mob *caster, uint32 duration, bool flee, VERTEX &hit,
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end.y = start.y + fear_vector.y * distance;
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end.z = start.z;
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, NULL)) {
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, nullptr)) {
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#ifdef FEAR_PATHING_DEBUG
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LogFile->write(EQEMuLog::Debug, "Fear Pathing Start: can run entire vector from (%.2f, %.2f, %.2f) to (%.2f, %.2f, %.2f)",
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GetX(), GetY(), GetZ(), end.x, end.y, end.z);
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@@ -328,7 +328,7 @@ bool Mob::FearTryStraight(Mob *caster, uint32 duration, bool flee, VERTEX &hit,
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//old fear function, kept for ref.
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void Mob::CalculateFearPosition() {
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if(zone->zonemap == NULL || fear_state == fearStateStuck) {
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if(zone->zonemap == nullptr || fear_state == fearStateStuck) {
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return; //just stand there
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}
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@@ -395,7 +395,7 @@ void Mob::CalculateFearPosition() {
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}
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//we wanted to try to find a waypoint now, so lets try..
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if(zone->pathing != NULL) {
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if(zone->pathing != nullptr) {
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fear_path_state = new MobFearState();
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if(zone->pathing->FindNearestFear(fear_path_state, GetX(), GetY(), GetZ())) {
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@@ -473,7 +473,7 @@ void Mob::CalculateFearPosition() {
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end.y = start.y + fear_vector.y * 10;
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end.z = start.z;
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &normalhit, NULL)) {
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &normalhit, nullptr)) {
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#ifdef FEAR_PATHING_DEBUG
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LogFile->write(EQEMuLog::Debug, "Fear Pathing: From (%.2f, %.2f, %.2f) normal run to (%.2f, %.2f, %.2f)",
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GetX(), GetY(), GetZ(), end.x, end.y, end.z);
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@@ -514,7 +514,7 @@ void Mob::CalculateFearPosition() {
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NodeRef c = zone->zonemap->SeekNode(zone->zonemap->GetRoot(), end.x, end.y);
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if(c != NODE_NONE) {
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cur_wp_z = zone->zonemap->FindBestZ(c, end, &hit, NULL);
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cur_wp_z = zone->zonemap->FindBestZ(c, end, &hit, nullptr);
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if(cur_wp_z < start.z)
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cur_wp_z = end.z; //revert on error
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}
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@@ -540,7 +540,7 @@ void Mob::CalculateFearPosition() {
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end.y = start.y + fear_vector.y * speed;
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end.z = start.z + speed + speed;
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, NULL)) {
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, nullptr)) {
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#ifdef FEAR_PATHING_DEBUG
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LogFile->write(EQEMuLog::Debug, "Fear Pathing: From (%.2f, %.2f, %.2f) up hill run to (%.2f, %.2f, %.2f)",
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GetX(), GetY(), GetZ(), end.x, end.y, end.z);
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@@ -555,7 +555,7 @@ void Mob::CalculateFearPosition() {
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NodeRef c = zone->zonemap->SeekNode(zone->zonemap->GetRoot(), end.x, end.y);
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if(c != NODE_NONE) {
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cur_wp_z = zone->zonemap->FindBestZ(c, end, &hit, NULL);
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cur_wp_z = zone->zonemap->FindBestZ(c, end, &hit, nullptr);
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if(cur_wp_z < start.z)
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cur_wp_z = end.z; //revert on error
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}
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@@ -579,7 +579,7 @@ void Mob::CalculateFearPosition() {
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}
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end.z = start.z + 3; //a little lift as always
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, NULL)) {
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, nullptr)) {
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#ifdef FEAR_PATHING_DEBUG
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LogFile->write(EQEMuLog::Debug, "Fear Pathing: From (%.2f, %.2f, %.2f) strafe 1 to (%.2f, %.2f, %.2f)",
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GetX(), GetY(), GetZ(), end.x, end.y, end.z);
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@@ -602,7 +602,7 @@ void Mob::CalculateFearPosition() {
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}
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end.z = start.z + 3; //a little lift as always
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, NULL)) {
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if(!zone->zonemap->LineIntersectsZone(start, end, 0.5, &hit, nullptr)) {
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#ifdef FEAR_PATHING_DEBUG
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LogFile->write(EQEMuLog::Debug, "Fear Pathing: From (%.2f, %.2f, %.2f) strafe 2 to (%.2f, %.2f, %.2f)",
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GetX(), GetY(), GetZ(), end.x, end.y, end.z);
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