Feature #2362 ยป 0092-actiontools.c-Replace-NULL-with-nullptr.patch
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&& utype_is_consumed_by_action(paction, unit_type_get(actor))) {
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if (action_has_result(paction, ACTRES_DISBAND_UNIT)
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|| action_has_result(paction, ACTRES_DISBAND_UNIT_RECOVER)) {
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wipe_unit(actor, ULR_DISBANDED, NULL);
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wipe_unit(actor, ULR_DISBANDED, nullptr);
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} else if (action_has_result(paction, ACTRES_NUKE)
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|| action_has_result(paction, ACTRES_NUKE_UNITS)) {
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wipe_unit(actor, ULR_DETONATED, NULL);
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wipe_unit(actor, ULR_DETONATED, nullptr);
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} else if (action_has_result(paction, ACTRES_ATTACK)
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|| action_has_result(paction, ACTRES_WIPE_UNITS)) {
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wipe_unit(actor, ULR_MISSILE, NULL);
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wipe_unit(actor, ULR_MISSILE, nullptr);
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} else {
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wipe_unit(actor, ULR_USED, NULL);
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wipe_unit(actor, ULR_USED, nullptr);
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}
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}
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}
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| ... | ... | |
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{
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if (unit_is_alive(actor_id)) {
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int spent_mp = unit_pays_mp_for_action(paction, actor);
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actor->moves_left = MAX(0, actor->moves_left - spent_mp);
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send_unit_info(NULL, actor);
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send_unit_info(nullptr, actor);
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}
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}
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| ... | ... | |
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{
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if (unit_is_alive(target_id)) {
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int spent_mp = get_target_bonus_effects(
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NULL,
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nullptr,
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&(const struct req_context) {
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.player = unit_owner(target),
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.city = unit_tile(target) ? tile_city(unit_tile(target)) : NULL,
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.city = unit_tile(target) ? tile_city(unit_tile(target)) : nullptr,
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.tile = unit_tile(target),
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.unit = target,
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.unittype = unit_type_get(target),
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.action = paction,
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},
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NULL,
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nullptr,
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EFT_ACTION_SUCCESS_TARGET_MOVE_COST);
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target->moves_left = MAX(0, target->moves_left - spent_mp);
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send_unit_info(NULL, target);
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send_unit_info(nullptr, target);
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}
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}
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| ... | ... | |
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Take care of any consequences (like casus belli) of the given action
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when the situation was as specified.
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victim_player can be NULL
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victim_player can be nullptr
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**************************************************************************/
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static void action_consequence_common(const struct action *paction,
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struct player *offender,
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| ... | ... | |
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call_incident(INCIDENT_ACTION, cbr, paction, offender, victim_player);
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/* Update the clients. */
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send_player_all_c(offender, NULL);
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send_player_all_c(offender, nullptr);
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if (victim_player != NULL && victim_player != offender) {
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if (victim_player != nullptr && victim_player != offender) {
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/* The actor player was just sent. */
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/* An action against an ownerless tile is victimless. */
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send_player_all_c(victim_player, NULL);
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send_player_all_c(victim_player, nullptr);
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}
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}
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}
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| ... | ... | |
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"everyone a casus belli against the %s."),
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action_name_translation(paction),
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nation_plural_for_player(offender));
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} else if (victim_player == NULL) {
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} else if (victim_player == nullptr) {
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notify_player(receiver, victim_tile,
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E_DIPLOMATIC_INCIDENT, ftc_server,
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/* TRANS: Europeans ... Suitcase Nuke */
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| ... | ... | |
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Take care of any consequences (like casus belli) of getting caught while
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trying to perform the given action.
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victim_player can be NULL
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victim_player can be nullptr
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**************************************************************************/
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void action_consequence_caught(const struct action *paction,
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struct player *offender,
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| ... | ... | |
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"the %s."),
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action_name_translation(paction),
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nation_plural_for_player(offender));
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} else if (victim_player == NULL) {
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} else if (victim_player == nullptr) {
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notify_player(receiver, victim_tile,
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E_DIPLOMATIC_INCIDENT, ftc_server,
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/* TRANS: Europeans ... Suitcase Nuke */
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| ... | ... | |
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Take care of any consequences (like casus belli) of successfully
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performing the given action.
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victim_player can be NULL
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victim_player can be nullptr
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**************************************************************************/
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void action_consequence_success(const struct action *paction,
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struct player *offender,
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| ... | ... | |
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Take care of any consequences (like casus belli) of successfully
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completing the given action.
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victim_player can be NULL
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victim_player can be nullptr
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**************************************************************************/
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void action_consequence_complete(const struct action *paction,
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struct player *offender,
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| ... | ... | |
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{
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const struct civ_map *nmap = &(wld.map);
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if (actor == NULL || target == NULL) {
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if (actor == nullptr || target == nullptr) {
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/* Can't do any actions if actor or target are missing. */
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return FALSE;
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}
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| ... | ... | |
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/**********************************************************************//**
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Find a city to target for an action on the specified tile.
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Returns NULL if no proper target is found.
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Returns nullptr if no proper target is found.
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If the only action(s) that can be performed against a target has the
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rare_pop_up property the target will only be considered valid if the
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| ... | ... | |
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return target;
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}
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return NULL;
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return nullptr;
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}
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/**********************************************************************//**
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| ... | ... | |
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{
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const struct civ_map *nmap = &(wld.map);
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if (actor == NULL || target == NULL) {
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if (actor == nullptr || target == nullptr) {
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/* Can't do any actions if actor or target are missing. */
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return FALSE;
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}
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| ... | ... | |
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Find a unit to target for an action at the specified tile.
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Returns the first unit found at the tile that the actor may act against
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or NULL if no proper target is found.
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or nullptr if no proper target is found.
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If the only action(s) that can be performed against a target has the
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rare_pop_up property the target will only be considered valid if the
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| ... | ... | |
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}
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} unit_list_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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Returns the tile iff it, from the point of view of the owner of the
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actor unit, looks like a target tile.
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Returns NULL if the player knows that the actor unit can't do any
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Returns nullptr if the player knows that the actor unit can't do any
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action (that specifies its target as a tile) to the tile.
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If the owner of the actor unit doesn't have the knowledge needed to know
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| ... | ... | |
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{
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const struct civ_map *nmap = &(wld.map);
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if (actor == NULL || target == NULL) {
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if (actor == nullptr || target == nullptr) {
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/* Can't do any actions if actor or target are missing. */
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return NULL;
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return nullptr;
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}
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action_iterate(act) {
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| ... | ... | |
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}
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} action_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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| ... | ... | |
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{
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const struct civ_map *nmap = &(wld.map);
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if (actor == NULL || tgt_tile == NULL || tgt_extra == NULL) {
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if (actor == nullptr || tgt_tile == nullptr || tgt_extra == nullptr) {
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/* Can't do any actions if actor or target are missing. */
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return FALSE;
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}
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| ... | ... | |
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Find an extra to target for an action at the specified tile.
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Returns the first extra found that the actor may act against at the tile
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or NULL if no proper target is found. (Note that some actions requires
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or nullptr if no proper target is found. (Note that some actions requires
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the absence of an extra since they result in its creation while other
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requires its presence.)
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| ... | ... | |
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}
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} extra_type_re_active_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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| ... | ... | |
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case ASTK_EXTRA_NOT_THERE:
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if (action_has_result(paction, ACTRES_PILLAGE)) {
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/* Special treatment for "Pillage" */
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struct extra_type *pextra = NULL;
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struct extra_type *pextra = nullptr;
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enum unit_activity activity = action_get_activity(paction);
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unit_assign_specific_activity_target(actor_unit, &activity,
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action_number(paction), &pextra);
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if (pextra != NULL) {
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if (pextra != nullptr) {
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return extra_number(pextra);
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}
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}
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| ... | ... | |
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}
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/**********************************************************************//**
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Returns the action auto performer that the specified cause can force the
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specified actor to perform. Returns NULL if no such action auto performer
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exists.
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Returns the action auto performer that the specified cause can force
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the specified actor to perform. Returns nullptr if no such
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action auto performer exists.
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**************************************************************************/
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const struct action_auto_perf *
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action_auto_perf_unit_sel(const enum action_auto_perf_cause cause,
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| ... | ... | |
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} action_auto_perf_by_cause_iterate_end;
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/* Can't even try to force an action. */
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return NULL;
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return nullptr;
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}
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#define action_auto_perf_acquire_targets(_target_extra_) \
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| ... | ... | |
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Make the specified actor unit perform an action because of cause.
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Returns the action the actor unit was forced to perform.
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Returns NULL if that didn't happen.
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Returns nullptr if that didn't happen.
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Note that the return value doesn't say anything about survival.
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**************************************************************************/
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| ... | ... | |
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if (!autoperf) {
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/* No matching Action Auto Performer. */
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return NULL;
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return nullptr;
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}
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actor_id = actor->id;
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| ... | ... | |
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#define perform_action_to(act, actor, tgtid, tgt_extra) \
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if (unit_perform_action(unit_owner(actor), \
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actor->id, tgtid, tgt_extra, \
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NULL, act, ACT_REQ_RULES)) { \
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nullptr, act, ACT_REQ_RULES)) { \
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return action_by_number(act); \
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}
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| ... | ... | |
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if (!unit_is_alive(actor_id)) {
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/* The unit is gone. Maybe it was killed in Lua? */
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return NULL;
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return nullptr;
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}
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}
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} action_auto_perf_actions_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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