Codechange: Use null pointer literal instead of the NULL macro

This commit is contained in:
Henry Wilson
2019-04-10 22:07:06 +01:00
committed by Michael Lutz
parent 3b4f224c0b
commit 7c8e7c6b6e
463 changed files with 5674 additions and 5674 deletions

View File

@@ -61,7 +61,7 @@ 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.
@@ -233,7 +233,7 @@ 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);
@@ -257,7 +257,7 @@ 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' */