Move to shared pointer

This commit is contained in:
David Markowitz
2023-06-07 00:23:50 -07:00
parent ea9d0d8592
commit 9e9e4dc087
219 changed files with 743 additions and 748 deletions

View File

@@ -185,7 +185,7 @@ void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
return;
}
auto* buffComponent = m_OwningEntity->GetComponent<BuffComponent>();
auto buffComponent = m_OwningEntity->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->LoadFromXml(doc);
@@ -207,7 +207,7 @@ void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
return;
}
auto* buffComponent = m_OwningEntity->GetComponent<BuffComponent>();
auto buffComponent = m_OwningEntity->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->UpdateXml(doc);
@@ -224,7 +224,7 @@ void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
void DestroyableComponent::SetHealth(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackHealthDelta(value - m_iHealth);
}
@@ -262,14 +262,14 @@ void DestroyableComponent::SetArmor(int32_t value) {
// If Destroyable Component already has zero armor do not trigger the passive ability again.
bool hadArmor = m_iArmor > 0;
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackArmorDelta(value - m_iArmor);
}
m_iArmor = value;
auto* inventroyComponent = m_OwningEntity->GetComponent<InventoryComponent>();
auto inventroyComponent = m_OwningEntity->GetComponent<InventoryComponent>();
if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
}
@@ -300,14 +300,14 @@ void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
void DestroyableComponent::SetImagination(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackImaginationDelta(value - m_iImagination);
}
m_iImagination = value;
auto* inventroyComponent = m_OwningEntity->GetComponent<InventoryComponent>();
auto inventroyComponent = m_OwningEntity->GetComponent<InventoryComponent>();
if (m_iImagination == 0 && inventroyComponent != nullptr) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
}
@@ -407,7 +407,7 @@ void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignore
}
bool DestroyableComponent::IsEnemy(const Entity* other) const {
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
const auto otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
@@ -421,7 +421,7 @@ bool DestroyableComponent::IsEnemy(const Entity* other) const {
}
bool DestroyableComponent::IsFriend(const Entity* other) const {
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
const auto otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
@@ -455,8 +455,8 @@ bool DestroyableComponent::IsImmune() const {
}
bool DestroyableComponent::IsKnockbackImmune() const {
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto* inventoryComponent = m_OwningEntity->GetComponent<InventoryComponent>();
auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto inventoryComponent = m_OwningEntity->GetComponent<InventoryComponent>();
if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
const auto hasPassive = inventoryComponent->HasAnyPassive({
@@ -493,13 +493,13 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
return false;
}
auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
auto targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
if (targetDestroyable == nullptr) {
return false;
}
auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
auto targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
if (targetQuickbuild != nullptr) {
const auto state = targetQuickbuild->GetState();
@@ -651,7 +651,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
}
if (health != 0) {
auto* combatComponent = m_OwningEntity->GetComponent<BaseCombatAIComponent>();
auto combatComponent = m_OwningEntity->GetComponent<BaseCombatAIComponent>();
if (combatComponent != nullptr) {
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
@@ -710,13 +710,13 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
const auto isEnemy = m_OwningEntity->GetComponent<BaseCombatAIComponent>() != nullptr;
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
auto inventoryComponent = owner->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr && isEnemy) {
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_OwningEntity);
}
auto* missions = owner->GetComponent<MissionComponent>();
auto missions = owner->GetComponent<MissionComponent>();
if (missions != nullptr) {
if (team != nullptr) {
@@ -725,7 +725,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
if (member == nullptr) continue;
auto* memberMissions = member->GetComponent<MissionComponent>();
auto memberMissions = member->GetComponent<MissionComponent>();
if (memberMissions == nullptr) continue;
@@ -750,7 +750,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
if (team != nullptr && m_OwningEntity->GetComponent<BaseCombatAIComponent>() != nullptr) {
LWOOBJID specificOwner = LWOOBJID_EMPTY;
auto* scriptedActivityComponent = m_OwningEntity->GetComponent<ScriptedActivityComponent>();
auto scriptedActivityComponent = m_OwningEntity->GetComponent<ScriptedActivityComponent>();
uint32_t teamSize = team->members.size();
uint32_t lootMatrixId = GetLootMatrixID();
@@ -877,11 +877,11 @@ void DestroyableComponent::FixStats() {
if (entity == nullptr) return;
// Reset skill component and buff component
auto* skillComponent = entity->GetComponent<SkillComponent>();
auto* buffComponent = entity->GetComponent<BuffComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
auto skillComponent = entity->GetComponent<SkillComponent>();
auto buffComponent = entity->GetComponent<BuffComponent>();
auto missionComponent = entity->GetComponent<MissionComponent>();
auto inventoryComponent = entity->GetComponent<InventoryComponent>();
auto destroyableComponent = entity->GetComponent<DestroyableComponent>();
// If any of the components are nullptr, return
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
@@ -976,7 +976,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
//check if this is a player:
if (m_OwningEntity->IsPlayer()) {
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
auto* character = m_OwningEntity->GetComponent<CharacterComponent>();
auto character = m_OwningEntity->GetComponent<CharacterComponent>();
auto uscore = character->GetUScore();
auto uscoreToLose = uscore * (EntityManager::Instance()->GetHardcoreLoseUscoreOnDeathPercent() / 100);
@@ -986,7 +986,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
if (EntityManager::Instance()->GetHardcoreDropinventoryOnDeath()) {
//drop all items from inventory:
auto* inventory = m_OwningEntity->GetComponent<InventoryComponent>();
auto inventory = m_OwningEntity->GetComponent<InventoryComponent>();
if (inventory) {
//get the items inventory:
auto items = inventory->GetInventory(eInventoryType::ITEMS);
@@ -1029,7 +1029,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
//award the player some u-score:
auto* player = EntityManager::Instance()->GetEntity(source);
if (player && player->IsPlayer()) {
auto* playerStats = player->GetComponent<CharacterComponent>();
auto playerStats = player->GetComponent<CharacterComponent>();
if (playerStats) {
//get the maximum health from this enemy:
auto maxHealth = GetMaxHealth();