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

committed by
Michael Lutz

parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -25,7 +25,7 @@
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} else {
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config = &_settings_game.game_config;
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}
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if (*config == NULL) *config = new GameConfig();
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if (*config == nullptr) *config = new GameConfig();
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return *config;
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}
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@@ -42,5 +42,5 @@ ScriptInfo *GameConfig::FindInfo(const char *name, int version, bool force_exact
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bool GameConfig::ResetInfo(bool force_exact_match)
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{
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this->info = (ScriptInfo *)Game::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match);
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return this->info != NULL;
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return this->info != nullptr;
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}
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@@ -25,10 +25,10 @@
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#include "../safeguards.h"
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/* static */ uint Game::frame_counter = 0;
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/* static */ GameInfo *Game::info = NULL;
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/* static */ GameInstance *Game::instance = NULL;
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/* static */ GameScannerInfo *Game::scanner_info = NULL;
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/* static */ GameScannerLibrary *Game::scanner_library = NULL;
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/* static */ GameInfo *Game::info = nullptr;
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/* static */ GameInstance *Game::instance = nullptr;
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/* static */ GameScannerInfo *Game::scanner_info = nullptr;
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/* static */ GameScannerLibrary *Game::scanner_library = nullptr;
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/* static */ void Game::GameLoop()
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{
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@@ -36,7 +36,7 @@
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PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
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return;
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}
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if (Game::instance == NULL) {
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if (Game::instance == nullptr) {
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PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
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return;
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}
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@@ -58,11 +58,11 @@
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/* static */ void Game::Initialize()
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{
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if (Game::instance != NULL) Game::Uninitialize(true);
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if (Game::instance != nullptr) Game::Uninitialize(true);
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Game::frame_counter = 0;
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if (Game::scanner_info == NULL) {
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if (Game::scanner_info == nullptr) {
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TarScanner::DoScan(TarScanner::GAME);
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Game::scanner_info = new GameScannerInfo();
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Game::scanner_info->Initialize();
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@@ -73,14 +73,14 @@
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/* static */ void Game::StartNew()
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{
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if (Game::instance != NULL) return;
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if (Game::instance != nullptr) return;
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/* Clients shouldn't start GameScripts */
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if (_networking && !_network_server) return;
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GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
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GameInfo *info = config->GetInfo();
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if (info == NULL) return;
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if (info == nullptr) return;
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config->AnchorUnchangeableSettings();
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@@ -101,8 +101,8 @@
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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delete Game::instance;
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Game::instance = NULL;
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Game::info = NULL;
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Game::instance = nullptr;
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Game::info = nullptr;
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cur_company.Restore();
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@@ -111,33 +111,33 @@
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} else {
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delete Game::scanner_info;
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delete Game::scanner_library;
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Game::scanner_info = NULL;
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Game::scanner_library = NULL;
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Game::scanner_info = nullptr;
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Game::scanner_library = nullptr;
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if (_settings_game.game_config != NULL) {
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if (_settings_game.game_config != nullptr) {
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delete _settings_game.game_config;
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_settings_game.game_config = NULL;
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_settings_game.game_config = nullptr;
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}
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if (_settings_newgame.game_config != NULL) {
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if (_settings_newgame.game_config != nullptr) {
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delete _settings_newgame.game_config;
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_settings_newgame.game_config = NULL;
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_settings_newgame.game_config = nullptr;
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}
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}
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}
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/* static */ void Game::Pause()
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{
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if (Game::instance != NULL) Game::instance->Pause();
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if (Game::instance != nullptr) Game::instance->Pause();
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}
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/* static */ void Game::Unpause()
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{
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if (Game::instance != NULL) Game::instance->Unpause();
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if (Game::instance != nullptr) Game::instance->Unpause();
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}
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/* static */ bool Game::IsPaused()
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{
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return Game::instance != NULL? Game::instance->IsPaused() : false;
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return Game::instance != nullptr? Game::instance->IsPaused() : false;
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}
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/* static */ void Game::NewEvent(ScriptEvent *event)
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@@ -152,7 +152,7 @@
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}
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/* Check if Game instance is alive */
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if (Game::instance == NULL) {
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if (Game::instance == nullptr) {
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event->Release();
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return;
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}
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@@ -169,23 +169,23 @@
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{
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/* Check for both newgame as current game if we can reload the GameInfo inside
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* the GameConfig. If not, remove the Game from the list. */
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if (_settings_game.game_config != NULL && _settings_game.game_config->HasScript()) {
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if (_settings_game.game_config != nullptr && _settings_game.game_config->HasScript()) {
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if (!_settings_game.game_config->ResetInfo(true)) {
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DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_game.game_config->GetName());
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_settings_game.game_config->Change(NULL);
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if (Game::instance != NULL) {
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_settings_game.game_config->Change(nullptr);
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if (Game::instance != nullptr) {
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delete Game::instance;
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Game::instance = NULL;
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Game::info = NULL;
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Game::instance = nullptr;
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Game::info = nullptr;
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}
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} else if (Game::instance != NULL) {
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} else if (Game::instance != nullptr) {
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Game::info = _settings_game.game_config->GetInfo();
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}
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}
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if (_settings_newgame.game_config != NULL && _settings_newgame.game_config->HasScript()) {
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if (_settings_newgame.game_config != nullptr && _settings_newgame.game_config->HasScript()) {
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if (!_settings_newgame.game_config->ResetInfo(false)) {
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DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_newgame.game_config->GetName());
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_settings_newgame.game_config->Change(NULL);
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_settings_newgame.game_config->Change(nullptr);
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}
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}
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}
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@@ -206,7 +206,7 @@
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/* static */ void Game::Save()
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{
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if (Game::instance != NULL && (!_networking || _network_server)) {
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if (Game::instance != nullptr && (!_networking || _network_server)) {
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Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
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Game::instance->Save();
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cur_company.Restore();
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@@ -217,7 +217,7 @@
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/* static */ void Game::Load(int version)
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{
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if (Game::instance != NULL && (!_networking || _network_server)) {
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if (Game::instance != nullptr && (!_networking || _network_server)) {
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Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
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Game::instance->Load(version);
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cur_company.Restore();
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@@ -55,8 +55,8 @@ template <> const char *GetClassName<GameInfo, ST_GS>() { return "GSInfo"; }
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/* static */ SQInteger GameInfo::Constructor(HSQUIRRELVM vm)
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{
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/* Get the GameInfo */
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SQUserPointer instance = NULL;
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if (SQ_FAILED(sq_getinstanceup(vm, 2, &instance, 0)) || instance == NULL) return sq_throwerror(vm, "Pass an instance of a child class of GameInfo to RegisterGame");
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SQUserPointer instance = nullptr;
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if (SQ_FAILED(sq_getinstanceup(vm, 2, &instance, 0)) || instance == nullptr) return sq_throwerror(vm, "Pass an instance of a child class of GameInfo to RegisterGame");
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GameInfo *info = (GameInfo *)instance;
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SQInteger res = ScriptInfo::Constructor(vm, info);
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@@ -82,7 +82,7 @@ template <> const char *GetClassName<GameInfo, ST_GS>() { return "GSInfo"; }
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}
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/* Remove the link to the real instance, else it might get deleted by RegisterGame() */
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sq_setinstanceup(vm, 2, NULL);
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sq_setinstanceup(vm, 2, nullptr);
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/* Register the Game to the base system */
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info->GetScanner()->RegisterScript(info);
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return 0;
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@@ -91,7 +91,7 @@ template <> const char *GetClassName<GameInfo, ST_GS>() { return "GSInfo"; }
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GameInfo::GameInfo() :
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min_loadable_version(0),
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is_developer_only(false),
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api_version(NULL)
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api_version(nullptr)
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{
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}
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@@ -51,7 +51,7 @@ private:
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/** All static information from an Game library like name, version, etc. */
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class GameLibrary : public ScriptInfo {
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public:
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GameLibrary() : ScriptInfo(), category(NULL) {};
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GameLibrary() : ScriptInfo(), category(nullptr) {};
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~GameLibrary();
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/**
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@@ -239,10 +239,10 @@ void GameInstance::Died()
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ShowAIDebugWindow(OWNER_DEITY);
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const GameInfo *info = Game::GetInfo();
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if (info != NULL) {
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if (info != nullptr) {
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ShowErrorMessage(STR_ERROR_AI_PLEASE_REPORT_CRASH, INVALID_STRING_ID, WL_WARNING);
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if (info->GetURL() != NULL) {
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if (info->GetURL() != nullptr) {
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ScriptLog::Info("Please report the error to the following URL:");
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ScriptLog::Info(info->GetURL());
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}
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@@ -35,14 +35,14 @@ void GameScannerInfo::RegisterAPI(class Squirrel *engine)
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GameInfo *GameScannerInfo::FindInfo(const char *nameParam, int versionParam, bool force_exact_match)
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{
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if (this->info_list.size() == 0) return NULL;
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if (nameParam == NULL) return NULL;
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if (this->info_list.size() == 0) return nullptr;
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if (nameParam == nullptr) return nullptr;
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char game_name[1024];
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strecpy(game_name, nameParam, lastof(game_name));
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strtolower(game_name);
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GameInfo *info = NULL;
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GameInfo *info = nullptr;
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int version = -1;
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if (versionParam == -1) {
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@@ -51,7 +51,7 @@ GameInfo *GameScannerInfo::FindInfo(const char *nameParam, int versionParam, boo
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/* If we didn't find a match Game script, maybe the user included a version */
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char *e = strrchr(game_name, '.');
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if (e == NULL) return NULL;
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if (e == nullptr) return nullptr;
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*e = '\0';
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e++;
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versionParam = atoi(e);
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@@ -106,7 +106,7 @@ GameLibrary *GameScannerLibrary::FindLibrary(const char *library, int version)
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/* Check if the library + version exists */
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ScriptInfoList::iterator iter = this->info_list.find(library_name);
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if (iter == this->info_list.end()) return NULL;
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if (iter == this->info_list.end()) return nullptr;
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return static_cast<GameLibrary *>((*iter).second);
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}
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@@ -23,7 +23,7 @@ public:
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* @param nameParam The name of the game script.
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* @param versionParam The version of the game script, or -1 if you want the latest.
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* @param force_exact_match Only match name+version, never latest.
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* @return NULL if no match found, otherwise the game script that matched.
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* @return nullptr if no match found, otherwise the game script that matched.
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*/
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class GameInfo *FindInfo(const char *nameParam, int versionParam, bool force_exact_match);
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@@ -44,7 +44,7 @@ public:
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* Find a library in the pool.
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* @param library The library name to find.
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* @param version The version the library should have.
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* @return The library if found, NULL otherwise.
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* @return The library if found, nullptr otherwise.
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*/
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class GameLibrary *FindLibrary(const char *library, int version);
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@@ -63,11 +63,11 @@ void NORETURN CDECL strgen_fatal(const char *s, ...)
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/**
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* Create a new container for language strings.
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* @param language The language name.
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* @param end If not NULL, terminate \a language at this position.
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* @param end If not nullptr, terminate \a language at this position.
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*/
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LanguageStrings::LanguageStrings(const char *language, const char *end)
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{
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this->language = stredup(language, end != NULL ? end - 1 : NULL);
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this->language = stredup(language, end != nullptr ? end - 1 : nullptr);
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}
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/** Free everything. */
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@@ -79,31 +79,31 @@ LanguageStrings::~LanguageStrings()
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/**
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* Read all the raw language strings from the given file.
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* @param file The file to read from.
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* @return The raw strings, or NULL upon error.
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* @return The raw strings, or nullptr upon error.
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*/
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std::unique_ptr<LanguageStrings> ReadRawLanguageStrings(const char *file)
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{
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try {
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size_t to_read;
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FILE *fh = FioFOpenFile(file, "rb", GAME_DIR, &to_read);
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if (fh == NULL) return NULL;
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if (fh == nullptr) return nullptr;
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FileCloser fhClose(fh);
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const char *langname = strrchr(file, PATHSEPCHAR);
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if (langname == NULL) {
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if (langname == nullptr) {
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langname = file;
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} else {
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langname++;
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}
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/* Check for invalid empty filename */
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if (*langname == '.' || *langname == 0) return NULL;
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if (*langname == '.' || *langname == 0) return nullptr;
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std::unique_ptr<LanguageStrings> ret(new LanguageStrings(langname, strchr(langname, '.')));
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char buffer[2048];
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while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != NULL) {
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while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != nullptr) {
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size_t len = strlen(buffer);
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/* Remove trailing spaces/newlines from the string. */
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@@ -122,7 +122,7 @@ std::unique_ptr<LanguageStrings> ReadRawLanguageStrings(const char *file)
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return ret;
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} catch (...) {
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return NULL;
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return nullptr;
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}
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}
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@@ -146,7 +146,7 @@ struct StringListReader : StringReader {
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char *ReadLine(char *buffer, const char *last) override
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{
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if (this->p == this->end) return NULL;
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if (this->p == this->end) return nullptr;
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strecpy(buffer, this->p->c_str(), last);
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this->p++;
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@@ -237,7 +237,7 @@ public:
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if (strcmp(filename, exclude) == 0) return true;
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auto ls = ReadRawLanguageStrings(filename);
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if (ls == NULL) return false;
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if (ls == nullptr) return false;
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gs->raw_strings.push_back(std::move(ls));
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return true;
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@@ -254,14 +254,14 @@ GameStrings *LoadTranslations()
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char filename[512];
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strecpy(filename, info->GetMainScript(), lastof(filename));
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char *e = strrchr(filename, PATHSEPCHAR);
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if (e == NULL) return NULL;
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if (e == nullptr) return nullptr;
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e++; // Make 'e' point after the PATHSEPCHAR
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strecpy(e, "lang" PATHSEP "english.txt", lastof(filename));
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if (!FioCheckFileExists(filename, GAME_DIR)) return NULL;
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if (!FioCheckFileExists(filename, GAME_DIR)) return nullptr;
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auto ls = ReadRawLanguageStrings(filename);
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if (ls == NULL) return NULL;
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if (ls == nullptr) return nullptr;
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GameStrings *gs = new GameStrings();
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try {
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@@ -274,7 +274,7 @@ GameStrings *LoadTranslations()
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const char *tar_filename = info->GetTarFile();
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TarList::iterator iter;
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if (tar_filename != NULL && (iter = _tar_list[GAME_DIR].find(tar_filename)) != _tar_list[GAME_DIR].end()) {
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if (tar_filename != nullptr && (iter = _tar_list[GAME_DIR].find(tar_filename)) != _tar_list[GAME_DIR].end()) {
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/* The main script is in a tar file, so find all files that
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* are in the same tar and add them to the langfile scanner. */
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TarFileList::iterator tar;
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@@ -297,7 +297,7 @@ GameStrings *LoadTranslations()
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return gs;
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} catch (...) {
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delete gs;
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return NULL;
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return nullptr;
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}
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}
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@@ -327,7 +327,7 @@ void GameStrings::Compile()
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}
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/** The currently loaded game strings. */
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GameStrings *_current_data = NULL;
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GameStrings *_current_data = nullptr;
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/**
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* Get the string pointer of a particular game string.
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@@ -348,7 +348,7 @@ void RegisterGameTranslation(Squirrel *engine)
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{
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delete _current_data;
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_current_data = LoadTranslations();
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if (_current_data == NULL) return;
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if (_current_data == nullptr) return;
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HSQUIRRELVM vm = engine->GetVM();
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sq_pushroottable(vm);
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@@ -373,19 +373,19 @@ void RegisterGameTranslation(Squirrel *engine)
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*/
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void ReconsiderGameScriptLanguage()
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{
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if (_current_data == NULL) return;
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if (_current_data == nullptr) return;
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char temp[MAX_PATH];
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strecpy(temp, _current_language->file, lastof(temp));
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/* Remove the extension */
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char *l = strrchr(temp, '.');
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assert(l != NULL);
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assert(l != nullptr);
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*l = '\0';
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/* Skip the path */
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char *language = strrchr(temp, PATHSEPCHAR);
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assert(language != NULL);
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assert(language != nullptr);
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language++;
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for (auto &p : _current_data->compiled_strings) {
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@@ -23,7 +23,7 @@ struct LanguageStrings {
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const char *language; ///< Name of the language (base filename).
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StringList lines; ///< The lines of the file to pass into the parser/encoder.
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||||
|
||||
LanguageStrings(const char *language, const char *end = NULL);
|
||||
LanguageStrings(const char *language, const char *end = nullptr);
|
||||
~LanguageStrings();
|
||||
};
|
||||
|
||||
|
Reference in New Issue
Block a user