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Feature #2396 ยป 0091-daiparadrop.c-Replace-NULL-with-nullptr.patch

Marko Lindqvist, 10/20/2026 08:14 PM

View differences:

ai/default/daiparadrop.c
{
int best = 0;
int val;
struct tile* best_tile = NULL;
struct tile* best_tile = nullptr;
int range = unit_type_get(punit)->paratroopers_range;
struct city* acity;
struct player* pplayer = unit_owner(punit);
......
&& unit_list_size(ptile->units) == 0) {
val = city_size_get(acity) * def_ai_city_data(acity, ait)->urgency;
if (val > best) {
best = val;
best_tile = ptile;
best = val;
best_tile = ptile;
}
}
} square_iterate_end;
if (best_tile != NULL) {
if (best_tile != nullptr) {
acity = tile_city(best_tile);
UNIT_LOG(LOGLEVEL_PARATROOPER, punit,
"Choose to jump in order to protect allied city %s (%d %d). "
......
+ (tile_continent(unit_tile(punit)) != tile_continent(ptile));
if (val > best) {
best = val;
best_tile = ptile;
best_tile = ptile;
}
}
} square_iterate_end;
if (best_tile != NULL) {
if (best_tile != nullptr) {
acity = tile_city(best_tile);
UNIT_LOG(LOGLEVEL_PARATROOPER, punit,
"Choose to jump into enemy city %s (%d %d). Benefit: %d",
......
/* Iterate over adjacent tile to find good victim */
adjc_iterate(nmap, ptile, target) {
if (unit_list_size(target->units) == 0
|| !can_unit_attack_tile(punit, NULL, target)
|| !can_unit_attack_tile(punit, nullptr, target)
|| is_ocean_tile(target)
|| (has_handicap(pplayer, H_FOG)
&& !map_is_known_and_seen(target, pplayer, V_MAIN))) {
......
unit_list_iterate(target->units, victim) {
if ((!has_handicap(pplayer, H_FOG)
|| can_player_see_unit(pplayer, victim))
&& (unit_attack_unit_at_tile_result(punit, NULL,
&& (unit_attack_unit_at_tile_result(punit, nullptr,
victim, target)
== ATT_OK)) {
val += victim->hp * 100;
}
} unit_list_iterate_end;
} else {
val += get_defender(nmap, punit, target, NULL)->hp * 100;
val += get_defender(nmap, punit, target, nullptr)->hp * 100;
}
val *= unit_win_chance(nmap, punit,
get_defender(nmap, punit, target, NULL),
NULL);
get_defender(nmap, punit, target, nullptr),
nullptr);
val += pterrain->defense_bonus / 10;
val -= punit->hp * 100;
if (val > best) {
best = val;
best_tile = ptile;
best_tile = ptile;
}
} adjc_iterate_end;
} square_iterate_end;
if (best_tile != NULL) {
if (best_tile != nullptr) {
UNIT_LOG(LOG_DEBUG, punit, "Choose to jump at (%d, %d) to attack "
"adjacent units. Benefit: %d",
TILE_XY(best_tile), best);
......
struct unit *punit)
{
struct city *pcity = tile_city(unit_tile(punit));
struct tile *ptile_dest = NULL;
struct tile *ptile_dest = nullptr;
const struct civ_map *nmap = &(wld.map);
int sanity = punit->id;
......
if (has_handicap(pplayer, H_FOG)) {
possible = action_prob_possible(
action_prob_unit_vs_tgt(nmap, paction, punit,
tile_city(ptile_dest), NULL,
ptile_dest, NULL));
tile_city(ptile_dest), nullptr,
ptile_dest, nullptr));
} else {
possible = is_action_enabled_unit_on_tile(nmap, paction->id, punit,
ptile_dest, NULL);
ptile_dest, nullptr);
}
if (possible) {
......
paction->id, ACT_REQ_PLAYER);
}
if (jump_performed || NULL == game_unit_by_number(sanity)) {
if (jump_performed || game_unit_by_number(sanity) == nullptr) {
/* Finished or finished. */
break;
}
} action_iterate_end;
if (jump_performed) {
/* Successful! */
if (NULL == game_unit_by_number(sanity)) {
/* The unit did not survive the move */
return;
}
/* We attack the target */
/* Successful! */
if (game_unit_by_number(sanity) == nullptr) {
/* The unit did not survive the move */
return;
}
/* We attack the target */
(void) dai_military_rampage(punit, RAMPAGE_ANYTHING,
RAMPAGE_ANYTHING);
}
}
} else {
/* We can't paradrop :-( */
struct city *acity = NULL;
struct city *acity = nullptr;
/* We are in a city, so don't try to find another */
if (pcity) {
UNIT_LOG(LOGLEVEL_PARATROOPER, punit,
"waiting in a city for next turn.");
"waiting in a city for next turn.");
return;
}
......
}
} else {
UNIT_LOG(LOGLEVEL_PARATROOPER, punit,
"didn't find city to go and recover.");
"didn't find city to go and recover.");
dai_manage_military(ait, nmap, pplayer, punit);
}
}
......
int total, total_cities;
struct civ_map *nmap = &(wld.map);
profit += u_type->defense_strength
+ u_type->move_rate
+ u_type->attack_strength;
profit
+= u_type->defense_strength + u_type->move_rate + u_type->attack_strength;
square_iterate(nmap, ptile_city, range, ptile) {
int multiplier;
......
}
} square_iterate_end;
total = adv_data_get(pplayer, NULL)->stats.units.teleporters;
total = adv_data_get(pplayer, nullptr)->stats.units.teleporters;
total_cities = city_list_size(pplayer->cities);
if (total > total_cities) {
    (1-1/1)