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.
This commit is contained in:
treeston
2016-05-11 23:24:26 +02:00
parent 7a41467cf7
commit b7f2c87d37
5 changed files with 34 additions and 34 deletions

View File

@@ -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);