Codechange: Use null pointer literal instead of the NULL macro
This commit is contained in:

committed by
Michael Lutz

parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -143,7 +143,7 @@ static StationID FindNearestHangar(const Aircraft *v)
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if (v->acache.cached_max_range_sqr != 0) {
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/* Check if our current destination can be reached from the depot airport. */
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const Station *cur_dest = GetTargetAirportIfValid(v);
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if (cur_dest != NULL && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
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if (cur_dest != nullptr && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
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}
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if (distance < best || index == INVALID_STATION) {
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best = distance;
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@@ -295,7 +295,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *
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v->cargo_type = e->GetDefaultCargoType();
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u->cargo_type = CT_MAIL;
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v->name = NULL;
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v->name = nullptr;
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v->last_station_visited = INVALID_STATION;
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v->last_loading_station = INVALID_STATION;
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@@ -379,7 +379,7 @@ bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination,
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{
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const Station *st = GetTargetAirportIfValid(this);
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/* If the station is not a valid airport or if it has no hangars */
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if (st == NULL || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
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if (st == nullptr || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
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/* the aircraft has to search for a hangar on its own */
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StationID station = FindNearestHangar(this);
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@@ -388,8 +388,8 @@ bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination,
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st = Station::Get(station);
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}
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if (location != NULL) *location = st->xy;
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if (destination != NULL) *destination = st->index;
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if (location != nullptr) *location = st->xy;
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if (destination != nullptr) *destination = st->index;
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return true;
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}
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@@ -408,7 +408,7 @@ static void CheckIfAircraftNeedsService(Aircraft *v)
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const Station *st = Station::Get(v->current_order.GetDestination());
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assert(st != NULL);
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assert(st != nullptr);
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/* only goto depot if the target airport has a depot */
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if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
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@@ -531,7 +531,7 @@ void SetAircraftPosition(Aircraft *v, int x, int y, int z)
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u->UpdatePositionAndViewport();
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u = u->Next();
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if (u != NULL) {
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if (u != nullptr) {
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u->x_pos = x;
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u->y_pos = y;
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u->z_pos = z + ROTOR_Z_OFFSET;
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@@ -552,7 +552,7 @@ void HandleAircraftEnterHangar(Aircraft *v)
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Aircraft *u = v->Next();
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u->vehstatus |= VS_HIDDEN;
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u = u->Next();
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if (u != NULL) {
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if (u != nullptr) {
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u->vehstatus |= VS_HIDDEN;
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u->cur_speed = 0;
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}
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@@ -725,8 +725,8 @@ void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_lev
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/* Make faster planes fly higher so that they can overtake slower ones */
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base_altitude += min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);
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if (min_level != NULL) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
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if (max_level != NULL) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
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if (min_level != nullptr) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
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if (max_level != nullptr) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
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}
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/**
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@@ -801,8 +801,8 @@ template int GetAircraftFlightLevel(Aircraft *v, bool takeoff);
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*/
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static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
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{
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assert(v != NULL);
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assert(apc != NULL);
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assert(v != nullptr);
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assert(apc != nullptr);
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/* In the case the station doesn't exit anymore, set target tile 0.
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* It doesn't hurt much, aircraft will go to next order, nearest hangar
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@@ -810,7 +810,7 @@ static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc,
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TileIndex tile = 0;
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const Station *st = Station::GetIfValid(v->targetairport);
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if (st != NULL) {
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if (st != nullptr) {
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/* Make sure we don't go to INVALID_TILE if the airport has been removed. */
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tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
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}
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@@ -844,13 +844,13 @@ static bool AircraftController(Aircraft *v)
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{
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int count;
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/* NULL if station is invalid */
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/* nullptr if station is invalid */
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const Station *st = Station::GetIfValid(v->targetairport);
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/* INVALID_TILE if there is no station */
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TileIndex tile = INVALID_TILE;
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Direction rotation = DIR_N;
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uint size_x = 1, size_y = 1;
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if (st != NULL) {
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if (st != nullptr) {
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if (st->airport.tile != INVALID_TILE) {
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tile = st->airport.tile;
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rotation = st->airport.rotation;
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@@ -864,7 +864,7 @@ static bool AircraftController(Aircraft *v)
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const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
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/* prevent going to INVALID_TILE if airport is deleted. */
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if (st == NULL || st->airport.tile == INVALID_TILE) {
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if (st == nullptr || st->airport.tile == INVALID_TILE) {
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/* Jump into our "holding pattern" state machine if possible */
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if (v->pos >= afc->nofelements) {
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v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
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@@ -904,7 +904,7 @@ static bool AircraftController(Aircraft *v)
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v->tile = 0;
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int z_dest;
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GetAircraftFlightLevelBounds(v, &z_dest, NULL);
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GetAircraftFlightLevelBounds(v, &z_dest, nullptr);
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/* Reached altitude? */
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if (v->z_pos >= z_dest) {
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@@ -921,7 +921,7 @@ static bool AircraftController(Aircraft *v)
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if (amd.flag & AMED_HELI_LOWER) {
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SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
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if (st == NULL) {
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if (st == nullptr) {
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/* FIXME - AircraftController -> if station no longer exists, do not land
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* helicopter will circle until sign disappears, then go to next order
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* what to do when it is the only order left, right now it just stays in 1 place */
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@@ -1127,7 +1127,7 @@ static bool HandleCrashedAircraft(Aircraft *v)
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Station *st = GetTargetAirportIfValid(v);
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/* make aircraft crash down to the ground */
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if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
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if (v->crashed_counter < 500 && st == nullptr && ((v->crashed_counter % 3) == 0) ) {
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int z = GetSlopePixelZ(Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE), Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE));
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v->z_pos -= 1;
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if (v->z_pos == z) {
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@@ -1158,7 +1158,7 @@ static bool HandleCrashedAircraft(Aircraft *v)
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/* clear runway-in on all airports, set by crashing plane
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* small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
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* but they all share the same number */
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if (st != NULL) {
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if (st != nullptr) {
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CLRBITS(st->airport.flags, RUNWAY_IN_block);
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CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
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CLRBITS(st->airport.flags, RUNWAY_IN2_block); // intercontinental
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@@ -1232,7 +1232,7 @@ void HandleMissingAircraftOrders(Aircraft *v)
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* actually stops.
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*/
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const Station *st = GetTargetAirportIfValid(v);
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if (st == NULL) {
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if (st == nullptr) {
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Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
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CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
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cur_company.Restore();
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@@ -1288,17 +1288,17 @@ static void CrashAirplane(Aircraft *v)
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v->Next()->cargo.Truncate();
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const Station *st = GetTargetAirportIfValid(v);
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StringID newsitem;
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if (st == NULL) {
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if (st == nullptr) {
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newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
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} else {
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SetDParam(1, st->index);
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newsitem = STR_NEWS_AIRCRAFT_CRASH;
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}
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AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
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Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
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AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
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Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
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AddVehicleNewsItem(newsitem, NT_ACCIDENT, v->index, st != NULL ? st->index : INVALID_STATION);
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AddVehicleNewsItem(newsitem, NT_ACCIDENT, v->index, st != nullptr ? st->index : INVALID_STATION);
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ModifyStationRatingAround(v->tile, v->owner, -160, 30);
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if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
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@@ -1392,8 +1392,8 @@ void AircraftNextAirportPos_and_Order(Aircraft *v)
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}
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const Station *st = GetTargetAirportIfValid(v);
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const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
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Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
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const AirportFTAClass *apc = st == nullptr ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
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Direction rotation = st == nullptr ? DIR_N : st->airport.rotation;
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v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
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}
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@@ -1418,7 +1418,7 @@ void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
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/* Rotor blades */
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u = u->Next();
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if (u != NULL) {
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if (u != nullptr) {
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u->vehstatus &= ~VS_HIDDEN;
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u->cur_speed = 80;
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}
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@@ -1605,7 +1605,7 @@ static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
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* it is possible to choose from multiple landing runways, so loop until a free one is found */
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byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
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const AirportFTA *current = apc->layout[v->pos].next;
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while (current != NULL) {
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while (current != nullptr) {
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if (current->heading == landingtype) {
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/* save speed before, since if AirportHasBlock is false, it resets them to 0
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* we don't want that for plane in air
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@@ -1761,7 +1761,7 @@ static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
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v->previous_pos = v->pos; // save previous location
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/* there is only one choice to move to */
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if (current->next == NULL) {
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if (current->next == nullptr) {
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if (AirportSetBlocks(v, current, apc)) {
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v->pos = current->next_position;
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UpdateAircraftCache(v);
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@@ -1780,7 +1780,7 @@ static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
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return false;
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}
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current = current->next;
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} while (current != NULL);
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} while (current != nullptr);
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DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
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NOT_REACHED();
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@@ -1830,7 +1830,7 @@ static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const A
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* this means more blocks should be checked/set */
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const AirportFTA *current = current_pos;
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if (current == reference) current = current->next;
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while (current != NULL) {
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while (current != nullptr) {
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if (current->heading == current_pos->heading && current->block != 0) {
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airport_flags |= current->block;
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break;
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@@ -1938,7 +1938,7 @@ static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
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const Station *st = Station::Get(v->targetairport);
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const AirportFTA *temp = apc->layout[v->pos].next;
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while (temp != NULL) {
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while (temp != nullptr) {
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if (temp->heading == 255) {
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if (!(st->airport.flags & temp->block)) {
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/* read which group do we want to go to?
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@@ -2037,9 +2037,9 @@ static bool AircraftEventHandler(Aircraft *v, int loop)
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/* Check the distance to the next destination. This code works because the target
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* airport is only updated after take off and not on the ground. */
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Station *cur_st = Station::GetIfValid(v->targetairport);
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Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
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Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : nullptr;
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if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
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if (cur_st != nullptr && cur_st->airport.tile != INVALID_TILE && next_st != nullptr && next_st->airport.tile != INVALID_TILE) {
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uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
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AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
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}
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@@ -2077,16 +2077,16 @@ bool Aircraft::Tick()
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* Returns aircraft's target station if v->target_airport
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* is a valid station with airport.
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* @param v vehicle to get target airport for
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* @return pointer to target station, NULL if invalid
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* @return pointer to target station, nullptr if invalid
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*/
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Station *GetTargetAirportIfValid(const Aircraft *v)
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{
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assert(v->type == VEH_AIRCRAFT);
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Station *st = Station::GetIfValid(v->targetairport);
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if (st == NULL) return NULL;
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if (st == nullptr) return nullptr;
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return st->airport.tile == INVALID_TILE ? NULL : st;
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return st->airport.tile == INVALID_TILE ? nullptr : st;
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}
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/**
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