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

committed by
Michael Lutz

parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -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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