Feature #1936 ยป 0040-game.c-Replace-NULL-with-nullptr.patch
| common/game.c | ||
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}
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} players_iterate_end;
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return NULL;
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return nullptr;
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}
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/**********************************************************************//**
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Often used function to get a city pointer from a city ID.
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City may be any city in the game. This now always uses fast idex
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struct player *powner = city_owner(pcity);
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const struct civ_map *nmap = &(wld.map);
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if (NULL != powner) {
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if (powner != nullptr) {
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/* Always unlink before clearing data */
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city_list_remove(powner->cities, pcity);
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}
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if (NULL == pcenter) {
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if (pcenter == nullptr) {
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log_debug("game_remove_city() virtual city %d, %s",
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pcity->id,
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city_name_get(pcity));
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| ... | ... | |
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city_tile_iterate(nmap, city_map_radius_sq_get(pcity), pcenter, ptile) {
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if (tile_worked(ptile) == pcity) {
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tile_set_worked(ptile, NULL);
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tile_set_worked(ptile, nullptr);
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}
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} city_tile_iterate_end;
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}
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| ... | ... | |
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game.control.num_city_styles = 0;
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game.control.terrain_count = 0;
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game.ruleset_summary = NULL;
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game.ruleset_description = NULL;
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game.ruleset_capabilities = NULL;
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game.ruleset_summary = nullptr;
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game.ruleset_description = nullptr;
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game.ruleset_capabilities = nullptr;
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/* The info packet. */
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game.info.aifill = GAME_DEFAULT_AIFILL;
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| ... | ... | |
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game.scenario_desc.description[0] = '\0';
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/* Veteran system. */
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game.veteran = NULL;
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game.veteran = nullptr;
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/* Player colors */
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game.plr_bg_color = NULL;
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game.plr_bg_color = nullptr;
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game.lua_timeout = GAME_DEFAULT_LUA_TIMEOUT;
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| ... | ... | |
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game.server.timeoutintinc = GAME_DEFAULT_TIMEOUTINTINC;
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game.server.turnblock = GAME_DEFAULT_TURNBLOCK;
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game.server.unitwaittime = GAME_DEFAULT_UNITWAITTIME;
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game.server.plr_colors = NULL;
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game.server.random_move_time = NULL;
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game.server.plr_colors = nullptr;
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game.server.random_move_time = nullptr;
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game.server.world_peace_start = 0;
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} else {
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/* Client side takes care of itself in client_main() */
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| ... | ... | |
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counters_init();
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if (is_server()) {
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game.server.luadata = NULL;
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game.server.luadata = nullptr;
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game.server.dbid = -1;
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game.server.ruledit.nationlist = NULL;
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game.server.ruledit.embedded_nations = NULL;
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game.server.ruledit.nationlist = nullptr;
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game.server.ruledit.embedded_nations = nullptr;
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game.server.ruledit.embedded_nations_count = 0;
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game.server.ruledit.allowed_govs = NULL;
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game.server.ruledit.allowed_terrains = NULL;
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game.server.ruledit.allowed_styles = NULL;
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game.server.ruledit.nc_agovs = NULL;
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game.server.ruledit.nc_aterrs = NULL;
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game.server.ruledit.nc_astyles = NULL;
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game.server.ruledit.allowed_govs = nullptr;
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game.server.ruledit.allowed_terrains = nullptr;
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game.server.ruledit.allowed_styles = nullptr;
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game.server.ruledit.nc_agovs = nullptr;
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game.server.ruledit.nc_aterrs = nullptr;
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game.server.ruledit.nc_astyles = nullptr;
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game.server.ruledit.ag_count = 0;
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game.server.ruledit.at_count = 0;
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game.server.ruledit.as_count = 0;
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| ... | ... | |
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players_iterate(pplayer) {
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player_ruleset_close(pplayer);
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} players_iterate_end;
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game.government_during_revolution = NULL;
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game.government_during_revolution = nullptr;
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specialists_free();
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unit_classes_free();
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| ... | ... | |
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/* Destroy the default veteran system. */
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veteran_system_destroy(game.veteran);
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game.veteran = NULL;
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game.veteran = nullptr;
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/* Player colors. */
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if (game.plr_bg_color != NULL) {
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if (game.plr_bg_color != nullptr) {
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rgbcolor_destroy(game.plr_bg_color);
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game.plr_bg_color = NULL;
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game.plr_bg_color = nullptr;
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}
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if (is_server()) {
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if (game.server.luadata != NULL) {
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if (game.server.luadata != nullptr) {
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secfile_destroy(game.server.luadata);
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}
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if (game.server.ruledit.description_file != NULL) {
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if (game.server.ruledit.description_file != nullptr) {
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free(game.server.ruledit.description_file);
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game.server.ruledit.description_file = NULL;
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game.server.ruledit.description_file = nullptr;
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}
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if (game.server.ruledit.nationlist != NULL) {
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if (game.server.ruledit.nationlist != nullptr) {
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free(game.server.ruledit.nationlist);
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game.server.ruledit.nationlist = NULL;
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game.server.ruledit.nationlist = nullptr;
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}
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if (game.server.ruledit.embedded_nations != NULL) {
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if (game.server.ruledit.embedded_nations != nullptr) {
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for (i = 0; i < game.server.ruledit.embedded_nations_count; i++) {
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free(game.server.ruledit.embedded_nations[i]);
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}
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free(game.server.ruledit.embedded_nations);
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game.server.ruledit.embedded_nations = NULL;
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game.server.ruledit.embedded_nations = nullptr;
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game.server.ruledit.embedded_nations_count = 0;
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if (game.server.ruledit.allowed_govs != NULL) {
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if (game.server.ruledit.allowed_govs != nullptr) {
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for (i = 0; i < game.server.ruledit.ag_count; i++) {
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free(game.server.ruledit.nc_agovs[i]);
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}
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free(game.server.ruledit.allowed_govs);
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game.server.ruledit.allowed_govs = NULL;
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game.server.ruledit.nc_agovs = NULL;
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game.server.ruledit.allowed_govs = nullptr;
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game.server.ruledit.nc_agovs = nullptr;
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}
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if (game.server.ruledit.allowed_terrains != NULL) {
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if (game.server.ruledit.allowed_terrains != nullptr) {
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for (i = 0; i < game.server.ruledit.at_count; i++) {
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free(game.server.ruledit.nc_aterrs[i]);
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}
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free(game.server.ruledit.allowed_terrains);
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game.server.ruledit.allowed_terrains = NULL;
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game.server.ruledit.nc_aterrs = NULL;
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game.server.ruledit.allowed_terrains = nullptr;
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game.server.ruledit.nc_aterrs = nullptr;
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}
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if (game.server.ruledit.allowed_styles != NULL) {
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if (game.server.ruledit.allowed_styles != nullptr) {
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for (i = 0; i < game.server.ruledit.as_count; i++) {
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free(game.server.ruledit.nc_astyles[i]);
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}
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free(game.server.ruledit.allowed_styles);
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game.server.ruledit.allowed_styles = NULL;
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game.server.ruledit.nc_astyles = NULL;
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game.server.ruledit.allowed_styles = nullptr;
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game.server.ruledit.nc_astyles = nullptr;
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}
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}
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}
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| ... | ... | |
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game.calendar.calendar_fragment_name[i][0] = '\0';
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}
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if (game.ruleset_summary != NULL) {
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if (game.ruleset_summary != nullptr) {
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free(game.ruleset_summary);
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game.ruleset_summary = NULL;
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game.ruleset_summary = nullptr;
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}
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if (game.ruleset_description != NULL) {
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if (game.ruleset_description != nullptr) {
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free(game.ruleset_description);
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game.ruleset_description = NULL;
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game.ruleset_description = nullptr;
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}
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if (game.ruleset_capabilities != NULL) {
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if (game.ruleset_capabilities != nullptr) {
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free(game.ruleset_capabilities);
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game.ruleset_capabilities = NULL;
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game.ruleset_capabilities = nullptr;
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}
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}
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| ... | ... | |
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NB: The meaning of the 'phase' argument must match its use in the
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function begin_turn() in server/srv_main.c.
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NB: The phase mode PMT_TEAMS_ALTERNATE assumes that every player is
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on a team, i.e. that pplayer->team is never NULL.
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on a team, i.e. that pplayer->team is never nullptr.
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**************************************************************************/
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bool is_player_phase(const struct player *pplayer, int phase)
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{
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| ... | ... | |
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return player_number(pplayer) == phase;
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break;
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case PMT_TEAMS_ALTERNATE:
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fc_assert_ret_val(NULL != pplayer->team, FALSE);
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fc_assert_ret_val(pplayer->team != nullptr, FALSE);
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return team_number(pplayer->team) == phase;
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break;
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default:
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| ... | ... | |
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}
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/**********************************************************************//**
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Return a prettily formatted string containing the population text. The
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population is passed in as the number of citizens, in unit
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Return a prettily formatted string containing the population text.
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The population is passed in as the number of citizens, in unit
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(tens/hundreds/thousands...) defined in cities.ruleset.
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**************************************************************************/
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const char *population_to_text(int thousand_citizen)
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{
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/* big_int_to_text can't handle negative values, and in any case we'd
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/* big_int_to_text() can't handle negative values, and in any case we'd
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* better not have a negative population. */
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fc_assert_ret_val(thousand_citizen >= 0, NULL);
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fc_assert_ret_val(thousand_citizen >= 0, nullptr);
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return big_int_to_text(thousand_citizen, game.info.pop_report_zeroes - 1);
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}
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| ... | ... | |
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const char *reason)
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{
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struct cf_sequence sequences[5] = {
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cf_str_seq('R', (reason == NULL) ? "auto" : reason),
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cf_str_seq('R', (reason == nullptr) ? "auto" : reason),
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cf_str_seq('S', year_suffix()),
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{ 0 }, { 0 }, /* Works for both gcc and tcc */
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cf_end()
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| ... | ... | |
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**************************************************************************/
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void user_flag_init(struct user_flag *flag)
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{
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flag->name = NULL;
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flag->helptxt = NULL;
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flag->name = nullptr;
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flag->helptxt = nullptr;
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}
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/**********************************************************************//**
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| ... | ... | |
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**************************************************************************/
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void user_flag_free(struct user_flag *flag)
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{
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if (flag->name != NULL) {
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if (flag->name != nullptr) {
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FC_FREE(flag->name);
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flag->name = NULL;
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flag->name = nullptr;
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}
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if (flag->helptxt != NULL) {
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if (flag->helptxt != nullptr) {
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FC_FREE(flag->helptxt);
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flag->helptxt = NULL;
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flag->helptxt = nullptr;
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}
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}
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