Merge: Codechange: Use null pointer literal instead of the NULL macro

This commit is contained in:
Jonathan G Rennison
2019-04-11 18:14:13 +01:00
585 changed files with 6604 additions and 6604 deletions

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@@ -64,7 +64,7 @@ struct Town : TownPool::PoolItem<&_town_pool> {
uint32 townnamegrfid;
uint16 townnametype;
uint32 townnameparts;
char *name; ///< Custom town name. If NULL, the town was not renamed and uses the generated name.
char *name; ///< Custom town name. If nullptr, the town was not renamed and uses the generated name.
byte flags; ///< See #TownFlags.
@@ -262,7 +262,7 @@ template <class T>
void MakeDefaultName(T *obj)
{
/* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
assert(obj->name == NULL || obj->town_cn == UINT16_MAX);
assert(obj->name == nullptr || obj->town_cn == UINT16_MAX);
obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
@@ -286,7 +286,7 @@ void MakeDefaultName(T *obj)
T *lobj = T::GetIfValid(cid);
/* check only valid waypoints... */
if (lobj != NULL && obj != lobj) {
if (lobj != nullptr && obj != lobj) {
/* only objects within the same city and with the same type */
if (lobj->town == obj->town && lobj->IsOfType(obj)) {
/* if lobj->town_cn < next, uint will overflow to '+inf' */