Codechange: Use null pointer literal instead of the NULL macro
This commit is contained in:
committed by
Michael Lutz
parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -52,19 +52,19 @@ static void SaveReal_GSDT(int *index_ptr)
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_game_saveload_settings[0] = '\0';
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config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));
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SlObject(NULL, _game_script);
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SlObject(nullptr, _game_script);
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Game::Save();
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}
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static void Load_GSDT()
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{
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/* Free all current data */
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GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(NULL);
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GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
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if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
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_game_saveload_version = -1;
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SlObject(NULL, _game_script);
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SlObject(nullptr, _game_script);
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if (_networking && !_network_server) {
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GameInstance::LoadEmpty();
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@@ -110,7 +110,7 @@ static void Load_GSDT()
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static void Save_GSDT()
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{
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SlSetArrayIndex(0);
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SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
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SlAutolength((AutolengthProc *)SaveReal_GSDT, nullptr);
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}
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extern GameStrings *_current_data;
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@@ -134,10 +134,10 @@ static void SaveReal_GSTR(const LanguageStrings *ls)
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_game_saveload_string = ls->language;
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_game_saveload_strings = (uint)ls->lines.size();
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SlObject(NULL, _game_language_header);
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SlObject(nullptr, _game_language_header);
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for (const auto &i : ls->lines) {
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_game_saveload_string = i.c_str();
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SlObject(NULL, _game_language_string);
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SlObject(nullptr, _game_language_string);
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}
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}
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@@ -147,22 +147,22 @@ static void Load_GSTR()
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_current_data = new GameStrings();
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while (SlIterateArray() != -1) {
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_game_saveload_string = NULL;
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SlObject(NULL, _game_language_header);
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_game_saveload_string = nullptr;
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SlObject(nullptr, _game_language_header);
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std::unique_ptr<LanguageStrings> ls(new LanguageStrings(_game_saveload_string != NULL ? _game_saveload_string : ""));
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std::unique_ptr<LanguageStrings> ls(new LanguageStrings(_game_saveload_string != nullptr ? _game_saveload_string : ""));
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for (uint i = 0; i < _game_saveload_strings; i++) {
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SlObject(NULL, _game_language_string);
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ls->lines.emplace_back(_game_saveload_string != NULL ? _game_saveload_string : "");
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SlObject(nullptr, _game_language_string);
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ls->lines.emplace_back(_game_saveload_string != nullptr ? _game_saveload_string : "");
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}
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_current_data->raw_strings.push_back(std::move(ls));
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}
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/* If there were no strings in the savegame, set GameStrings to NULL */
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/* If there were no strings in the savegame, set GameStrings to nullptr */
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if (_current_data->raw_strings.size() == 0) {
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delete _current_data;
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_current_data = NULL;
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_current_data = nullptr;
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return;
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}
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@@ -172,7 +172,7 @@ static void Load_GSTR()
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static void Save_GSTR()
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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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for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
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SlSetArrayIndex(i);
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@@ -181,6 +181,6 @@ static void Save_GSTR()
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}
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extern const ChunkHandler _game_chunk_handlers[] = {
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{ 'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
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{ 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
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{ 'GSTR', Save_GSTR, Load_GSTR, nullptr, nullptr, CH_ARRAY },
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{ 'GSDT', Save_GSDT, Load_GSDT, nullptr, nullptr, CH_ARRAY | CH_LAST},
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};
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