@@ -145,14 +145,14 @@ void ControlBar::doTransportInventoryUI( Object *transport, const CommandSet *co
145145 // static const CommandButton *exitCommand = findCommandButton( "Command_TransportExit" );
146146
147147 // sanity
148- if ( transport == NULL || commandSet == NULL )
148+ if ( transport == nullptr || commandSet == nullptr )
149149 return ;
150150
151151 // get the transport contain module
152152 ContainModuleInterface *contain = transport->getContain ();
153153
154154 // sanity
155- if ( contain == NULL )
155+ if ( contain == nullptr )
156156 return ;
157157
158158 // how many slots do we have inside the transport
@@ -202,7 +202,7 @@ void ControlBar::doTransportInventoryUI( Object *transport, const CommandSet *co
202202 m_commandWindows[ i ]->winEnable ( FALSE );
203203
204204 // Clear any potential veterancy rank, or else we'll see it when it's empty!
205- GadgetButtonDrawOverlayImage ( m_commandWindows[ i ], NULL );
205+ GadgetButtonDrawOverlayImage ( m_commandWindows[ i ], nullptr );
206206
207207 // Unmanned vehicles don't have any commands available -- in fact they are hidden!
208208 if ( transport->isDisabledByType ( DISABLED_UNMANNED ) )
@@ -274,7 +274,7 @@ void ControlBar::populateCommand( Object *obj )
274274 commandSet = TheControlBar->findCommandSet ( obj->getCommandSetString () );
275275
276276 // if no command set match is found hide all the buttons
277- if ( commandSet == NULL )
277+ if ( commandSet == nullptr )
278278 {
279279
280280 // hide all the buttons
@@ -304,7 +304,7 @@ void ControlBar::populateCommand( Object *obj )
304304 commandButton = commandSet->getCommandButton (i);
305305
306306 // if button is not present, just hide the window
307- if ( commandButton == NULL )
307+ if ( commandButton == nullptr )
308308 {
309309
310310 // hide window on interface
@@ -515,7 +515,7 @@ void ControlBar::resetContainData( void )
515515 for ( i = 0 ; i < MAX_COMMANDS_PER_SET; i++ )
516516 {
517517
518- m_containData[ i ].control = NULL ;
518+ m_containData[ i ].control = nullptr ;
519519 m_containData[ i ].objectID = INVALID_ID;
520520
521521 }
@@ -532,10 +532,10 @@ void ControlBar::resetBuildQueueData( void )
532532 for ( i = 0 ; i < MAX_BUILD_QUEUE_BUTTONS; i++ )
533533 {
534534
535- m_queueData[ i ].control = NULL ;
535+ m_queueData[ i ].control = nullptr ;
536536 m_queueData[ i ].type = PRODUCTION_INVALID;
537537 m_queueData[ i ].productionID = PRODUCTIONID_INVALID;
538- m_queueData[ i ].upgradeToResearch = NULL ;
538+ m_queueData[ i ].upgradeToResearch = nullptr ;
539539
540540 }
541541
@@ -592,13 +592,13 @@ void ControlBar::populateBuildQueue( Object *producer )
592592 GadgetButtonSetText ( m_queueData[ i ].control , L" " );
593593
594594 // Clear any potential veterancy rank, or else we'll see it when it's empty!
595- GadgetButtonDrawOverlayImage ( m_queueData[ i ].control , NULL );
595+ GadgetButtonDrawOverlayImage ( m_queueData[ i ].control , nullptr );
596596
597597 }
598598
599599 // step through each object being built and set the image data for the buttons
600600 ProductionUpdateInterface *pu = producer->getProductionUpdateInterface ();
601- if ( pu == NULL )
601+ if ( pu == nullptr )
602602 return ; // sanity
603603 const ProductionEntry *production;
604604 Int windowIndex = 0 ;
@@ -692,7 +692,7 @@ void ControlBar::populateBuildQueue( Object *producer )
692692// -------------------------------------------------------------------------------------------------
693693void ControlBar::updateContextCommand ( void )
694694{
695- Object *obj = NULL ;
695+ Object *obj = nullptr ;
696696 Int i;
697697
698698 // get object
@@ -703,7 +703,7 @@ void ControlBar::updateContextCommand( void )
703703 // the contents of objects are ususally showed on the UI, when those contents change
704704 // we always to update the UI
705705 //
706- ContainModuleInterface *contain = obj ? obj->getContain () : NULL ;
706+ ContainModuleInterface *contain = obj ? obj->getContain () : nullptr ;
707707 if ( contain && contain->getContainMax () > 0 &&
708708 m_lastRecordedInventoryCount != contain->getContainCount () )
709709 {
@@ -717,7 +717,7 @@ void ControlBar::updateContextCommand( void )
717717 }
718718
719719 // get production update for those objects that have one
720- ProductionUpdateInterface *pu = obj ? obj->getProductionUpdateInterface () : NULL ;
720+ ProductionUpdateInterface *pu = obj ? obj->getProductionUpdateInterface () : nullptr ;
721721
722722 //
723723 // when we have a production update, we show the build queue when there is actually
@@ -728,11 +728,11 @@ void ControlBar::updateContextCommand( void )
728728 if ( m_contextParent[ CP_BUILD_QUEUE ]->winIsHidden () == TRUE )
729729 {
730730
731- if ( pu && pu->firstProduction () != NULL )
731+ if ( pu && pu->firstProduction () != nullptr )
732732 {
733733
734734 // don't show the portrait image
735- setPortraitByObject ( NULL );
735+ setPortraitByObject ( nullptr );
736736
737737 // show the build queue
738738 m_contextParent[ CP_BUILD_QUEUE ]->winHide ( FALSE );
@@ -744,7 +744,7 @@ void ControlBar::updateContextCommand( void )
744744 else
745745 {
746746
747- if ( pu && pu->firstProduction () == NULL )
747+ if ( pu && pu->firstProduction () == nullptr )
748748 {
749749
750750 // hide the build queue
@@ -762,7 +762,7 @@ void ControlBar::updateContextCommand( void )
762762 {
763763
764764 // when the build queue is enabled, the selected portrait cannot be shown
765- setPortraitByObject ( NULL );
765+ setPortraitByObject ( nullptr );
766766
767767 //
768768 // when showing a production queue, when the production count changes of the producer
@@ -821,7 +821,7 @@ void ControlBar::updateContextCommand( void )
821821 // get the command from the control
822822 command = (const CommandButton *)GadgetButtonGetData (win);
823823 // command = (const CommandButton *)win->winGetUserData();
824- if ( command == NULL )
824+ if ( command == nullptr )
825825 continue ;
826826
827827
@@ -911,18 +911,18 @@ const Image* ControlBar::calculateVeterancyOverlayForThing( const ThingTemplate
911911
912912 if ( !thingTemplate )
913913 {
914- return NULL ;
914+ return nullptr ;
915915 }
916916
917917 Player *player = ThePlayerList->getLocalPlayer ();
918918 if ( !player )
919919 {
920- return NULL ;
920+ return nullptr ;
921921 }
922922
923923 // See if the thingTemplate has a VeterancyGainCreate
924924 // This is HORROR CODE and needs to be optimized!
925- const VeterancyGainCreateModuleData *data = NULL ;
925+ const VeterancyGainCreateModuleData *data = nullptr ;
926926 AsciiString modName;
927927 const ModuleInfo& mi = thingTemplate->getBehaviorModuleInfo ();
928928 for ( Int modIdx = 0 ; modIdx < mi.getCount (); ++modIdx )
@@ -958,15 +958,15 @@ const Image* ControlBar::calculateVeterancyOverlayForThing( const ThingTemplate
958958 case LEVEL_HEROIC:
959959 return m_rankHeroicIcon;
960960 }
961- return NULL ;
961+ return nullptr ;
962962}
963963
964964// -------------------------------------------------------------------------------------------------
965965const Image* ControlBar::calculateVeterancyOverlayForObject ( const Object *obj )
966966{
967967 if ( !obj )
968968 {
969- return NULL ;
969+ return nullptr ;
970970 }
971971 VeterancyLevel level = obj->getVeterancyLevel ();
972972
@@ -980,14 +980,14 @@ const Image* ControlBar::calculateVeterancyOverlayForObject( const Object *obj )
980980 case LEVEL_HEROIC:
981981 return m_rankHeroicIcon;
982982 }
983- return NULL ;
983+ return nullptr ;
984984}
985985
986986// -------------------------------------------------------------------------------------------------
987987static Int getRappellerCount (Object* obj)
988988{
989989 Int num = 0 ;
990- const ContainedItemsList* items = obj->getContain () ? obj->getContain ()->getContainedItemsList () : NULL ;
990+ const ContainedItemsList* items = obj->getContain () ? obj->getContain ()->getContainedItemsList () : nullptr ;
991991 if (items)
992992 {
993993 for (ContainedItemsList::const_iterator it = items->begin (); it != items->end (); ++it )
@@ -1017,7 +1017,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
10171017 if (ThePlayerList && ThePlayerList->getLocalPlayer ())
10181018 obj = ThePlayerList->getLocalPlayer ()->findMostReadyShortcutSpecialPowerOfType ( command->getSpecialPowerTemplate ()->getSpecialPowerType () );
10191019 else
1020- obj = NULL ;
1020+ obj = nullptr ;
10211021 }
10221022
10231023 // If we modify the button (like a gadget clock overlay), then sometimes we may wish to apply it to a specific different button.
@@ -1027,7 +1027,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
10271027 applyToWin = win;
10281028 }
10291029
1030- if (obj == NULL )
1030+ if (obj == nullptr )
10311031 return COMMAND_HIDDEN; // probably better than crashing....
10321032
10331033 Player *player = obj->getControllingPlayer ();
@@ -1141,14 +1141,14 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
11411141 return COMMAND_RESTRICTED;
11421142
11431143 // get the dozer ai update interface
1144- DozerAIInterface* dozerAI = NULL ;
1145- if ( obj->getAIUpdateInterface () == NULL )
1144+ DozerAIInterface* dozerAI = nullptr ;
1145+ if ( obj->getAIUpdateInterface () == nullptr )
11461146 return COMMAND_RESTRICTED;
11471147
11481148 dozerAI = obj->getAIUpdateInterface ()->getDozerAIInterface ();
11491149
11501150 DEBUG_ASSERTCRASH ( dozerAI != NULL , (" Something KINDOF_DOZER must have a Dozer-like AIUpdate" ) );
1151- if ( dozerAI == NULL )
1151+ if ( dozerAI == nullptr )
11521152 return COMMAND_RESTRICTED;
11531153
11541154 // if building anything at all right now we can't build another
@@ -1249,7 +1249,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
12491249 return COMMAND_RESTRICTED;
12501250 }
12511251 // no production update, can't possibly do this command
1252- if ( pu == NULL )
1252+ if ( pu == nullptr )
12531253 {
12541254 DEBUG_CRASH ((" Objects that have Object-Level Upgrades must also have ProductionUpdate. Just cuz." ));
12551255 return COMMAND_RESTRICTED;
@@ -1283,7 +1283,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
12831283 AIUpdateInterface *ai = obj->getAIUpdateInterface ();
12841284
12851285 // no ai, can't possibly fire weapon
1286- if ( ai == NULL )
1286+ if ( ai == nullptr )
12871287 return COMMAND_RESTRICTED;
12881288
12891289 // ask the ai if the weapon is ready to fire
@@ -1302,7 +1302,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
13021302 return COMMAND_AVAILABLE;
13031303 }
13041304
1305- if ( w == NULL // No weapon
1305+ if ( w == nullptr // No weapon
13061306 || w->getStatus () != READY_TO_FIRE // Weapon not ready
13071307 || w->getPossibleNextShotFrame () == now // Weapon ready, but could fire this exact frame (handle button flicker since it may be going to fire anyway)
13081308// / @todo srj -- not sure why this next check is necessary, but the Comanche missile buttons will flicker without it. figure out someday.
@@ -1313,7 +1313,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
13131313 || (w->getPossibleNextShotFrame ()==now-1 )
13141314 )
13151315 {
1316- if ( w != NULL )
1316+ if ( w != nullptr )
13171317 {
13181318 // only draw the clock when reloading a clip, not when merely between shots, since that's usually a tiny amount of time
13191319 if ( w->getStatus () == RELOADING_CLIP)
@@ -1392,7 +1392,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
13921392 DockUpdateInterface *dui = obj->getDockUpdateInterface ();
13931393
13941394 // if the dock is closed or not present this command is invalid
1395- if ( dui == NULL || dui->isDockOpen () == FALSE )
1395+ if ( dui == nullptr || dui->isDockOpen () == FALSE )
13961396 return COMMAND_RESTRICTED;
13971397 break ;
13981398 }
@@ -1408,7 +1408,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
14081408 // get special power module from the object to execute it
14091409 SpecialPowerModuleInterface *mod = obj->getSpecialPowerModule ( command->getSpecialPowerTemplate () );
14101410
1411- if ( mod == NULL )
1411+ if ( mod == nullptr )
14121412 {
14131413 // sanity ... we must have a module for the special power, if we don't somebody probably
14141414 // forgot to put it in the object
@@ -1468,7 +1468,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com
14681468 DEBUG_ASSERTCRASH ( w, (" Unit %s's CommandButton %s is trying to access weaponslot %d, but doesn't have a weapon there in its FactionUnit ini entry." ,
14691469 obj->getTemplate ()->getName ().str (), command->getName ().str (), (Int)command->getWeaponSlot () ) );
14701470
1471- if ( w == NULL )
1471+ if ( w == nullptr )
14721472 return COMMAND_RESTRICTED;
14731473
14741474 const DrawableList *selected = TheInGameUI->getAllSelectedDrawables ();
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