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Feature #1936 ยป 0040-game.c-Replace-NULL-with-nullptr.patch

Marko Lindqvist, 02/07/2026 01:48 PM

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