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Feature #2332 ยป 0087-daidiplomat.c-Replace-NULL-with-nullptr.patch

Marko Lindqvist, 10/04/2026 11:18 PM

View differences:

ai/default/daidiplomat.c
struct ai_plr *ai = def_ai_player_data(pplayer, ait);
int expenses;
dai_calc_data(pplayer, NULL, &expenses, NULL);
dai_calc_data(pplayer, nullptr, &expenses, nullptr);
if (!ut) {
/* We don't know diplomats yet! */
......
pf_map_destroy(pfm);
unit_virtual_destroy(punit);
if (acity == NULL
|| BV_ISSET(ai->stats.diplomat_reservations, acity->id)) {
if (acity == nullptr
|| BV_ISSET(ai->stats.diplomat_reservations, acity->id)) {
/* Found no target or city already considered */
return;
}
......
pplayer, acity)
|| is_action_possible_on_city(ACTION_SPY_STEAL_TECH_ESC,
pplayer, acity))
&& !pplayers_allied(pplayer, city_owner(acity))) {
/* tech theft gain */
/* FIXME: this value is right only when
&& !pplayers_allied(pplayer, city_owner(acity))) {
/* Tech theft gain */
/* FIXME: This value is right only when
* 'game.info.game.info.tech_cost_style' is set to
* TECH_COST_CIV1CIV2. */
gain_theft =
......
FALSE) * TRADE_WEIGHTING);
}
gain = MAX(gain_incite, gain_theft);
loss = utype_build_shield_cost(pcity, NULL, ut) * SHIELD_WEIGHTING;
loss = utype_build_shield_cost(pcity, nullptr, ut) * SHIELD_WEIGHTING;
/* Probability to succeed, assuming no defending diplomat */
p_success = game.server.diplchance;
......
}
want = military_amortize(pplayer, pcity, want, time_to_dest,
utype_build_shield_cost(pcity, NULL, ut));
utype_build_shield_cost(pcity, nullptr, ut));
if (!player_has_embassy(pplayer, city_owner(acity))
&& want < 99
......
unit_activity_handling(punit, ACTIVITY_IDLE, ACTION_NONE);
/* Select the best potentially legal action. */
/* FIXME: what if it is illegal? */
chosen_action = NULL;
/* FIXME: What if it is illegal? */
chosen_action = nullptr;
chosen_action_utility = -1;
chosen_sub_tgt_id = 0;
action_iterate(act_id) {
......
}
} action_iterate_end;
if (chosen_action != NULL) {
if (chosen_action != nullptr) {
/* An action has been selected. */
if (action_prob_possible(
......
UNIT_LOG(LOG_DIPLOMAT, punit,
"decides to stand idle outside enemy city %s!",
city_name_get(ctarget));
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
}
/**************************************************************************//**
......
}
/**************************************************************************//**
Returns (in ctarget) the closest city to send diplomats against, or NULL
if none available on this continent. punit can be virtual.
Returns (in ctarget) the closest city to send diplomats against, or nullptr
if none available on this continent. punit can be virtual.
******************************************************************************/
static void find_city_to_diplomat(struct player *pplayer, struct unit *punit,
struct city **ctarget, int *move_dist,
struct pf_map *pfm)
{
bool has_embassy;
int incite_cost = 0; /* incite cost */
int incite_cost = 0; /* Incite cost */
int expenses;
bool dipldef; /* whether target is protected by diplomats */
bool dipldef; /* Whether target is protected by diplomats */
fc_assert_ret(punit != NULL);
*ctarget = NULL;
fc_assert_ret(punit != nullptr);
*ctarget = nullptr;
*move_dist = -1;
dai_calc_data(pplayer, NULL, &expenses, NULL);
dai_calc_data(pplayer, nullptr, &expenses, nullptr);
pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
struct city *acity;
......
const struct unit_type *utype,
struct pf_map *pfm)
{
int best_dist = 30; /* any city closer than this is better than none */
int best_dist = 30; /* Any city closer than this is better than none */
int best_urgency = 0;
struct city *ctarget = NULL;
struct city *ctarget = nullptr;
struct city *pcity = tile_city(unit_tile(punit));
if (pcity
......
int gold_avail, expenses;
const struct civ_map *nmap = &(wld.map);
dai_calc_data(pplayer, NULL, &expenses, NULL);
dai_calc_data(pplayer, nullptr, &expenses, nullptr);
gold_avail = pplayer->economic.gold - expenses;
pf_map_positions_iterate(pfm, pos, FALSE) {
......
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer,
struct unit *punit)
{
struct city *pcity, *ctarget = NULL;
struct city *pcity, *ctarget = nullptr;
struct pf_parameter parameter;
struct pf_map *pfm;
struct pf_position pos;
......
/* Generate map */
pft_fill_unit_parameter(&parameter, nmap, punit);
parameter.omniscience = !has_handicap(pplayer, H_MAP);
parameter.get_zoc = NULL; /* Kludge */
parameter.get_zoc = nullptr; /* Kludge */
parameter.get_TB = no_intermediate_fights;
pfm = pf_map_new(&parameter);
......
}
/* If we are the only diplomat in a threatened city, then stay to defend */
pcity = tile_city(unit_tile(punit)); /* we may have moved */
pcity = tile_city(unit_tile(punit)); /* We may have moved */
if (pcity) {
struct ai_city *city_data = def_ai_city_data(pcity, ait);
......
|| city_data->urgency > 0)) {
UNIT_LOG(LOG_DIPLOMAT, punit, "stays to protect %s (urg %d)",
city_name_get(pcity), city_data->urgency);
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* abort mission */
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr); /* Abort mission */
def_ai_unit_data(punit, ait)->done = TRUE;
pf_map_destroy(pfm);
return;
......
}
if (failure) {
UNIT_LOG(LOG_DIPLOMAT, punit, "mission aborted");
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
}
}
......
pf_map_destroy(pfm);
pft_fill_unit_parameter(&parameter, nmap, punit);
parameter.omniscience = !has_handicap(pplayer, H_MAP);
parameter.get_zoc = NULL; /* Kludge */
parameter.get_zoc = nullptr; /* Kludge */
parameter.get_TB = no_intermediate_fights;
pfm = pf_map_new(&parameter);
}
......
UNIT_LOG(LOG_DIPLOMAT, punit, "going on attack");
} else if ((ctarget = dai_diplomat_defend(ait, pplayer, punit,
unit_type_get(punit), pfm))
!= NULL) {
!= nullptr) {
task = AIUNIT_DEFEND_HOME;
UNIT_LOG(LOG_DIPLOMAT, punit, "going to defend %s",
city_name_get(ctarget));
} else if ((ctarget = find_closest_city(unit_tile(punit), NULL, pplayer,
} else if ((ctarget = find_closest_city(unit_tile(punit), nullptr, pplayer,
TRUE, FALSE, FALSE, TRUE, FALSE,
NULL))
!= NULL) {
nullptr))
!= nullptr) {
/* This should only happen if the entire continent was suddenly
* conquered. So we head for closest coastal city and wait for someone
* to code ferrying for diplomats, or hostile attacks from the sea. */
......
}
CHECK_UNIT(punit);
if (ctarget == NULL) {
if (ctarget == nullptr) {
UNIT_LOG(LOG_ERROR, punit, "ctarget not set (task == %d)",
unit_data->task);
pf_map_destroy(pfm);
......
dist, ctarget ? city_name_get(ctarget) : "(none)");
if (dist <= 1) {
/* Do our stuff */
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
dai_diplomat_city(ait, punit, ctarget);
}
}
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