Author: sapient
Date: Sun Jun 22 19:32:53 2008
New Revision: 27411

URL: http://svn.gna.org/viewcvs/wesnoth?rev=27411&view=rev
Log:
by convention, avoid using literal zero in a non-numeric context

Modified:
    trunk/src/terrain_filter.hpp

Modified: trunk/src/terrain_filter.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/terrain_filter.hpp?rev=27411&r1=27410&r2=27411&view=diff
==============================================================================
--- trunk/src/terrain_filter.hpp (original)
+++ trunk/src/terrain_filter.hpp Sun Jun 22 19:32:53 2008
@@ -27,7 +27,7 @@
 //terrain_filter: a class that implements the Standard Location Filter
 class terrain_filter : public xy_pred {
 public:
-       terrain_filter(const vconfig& cfg, const gamemap& map, const 
gamestatus& game_status, 
+       terrain_filter(const vconfig& cfg, const gamemap& map, const 
gamestatus& game_status,
                const unit_map& units, const bool flat_tod=false, const size_t 
max_loop=MAX_MAP_AREA);
        terrain_filter(const vconfig& cfg, const terrain_filter& original);
        ~terrain_filter() {};
@@ -60,23 +60,23 @@
        const unit_map& units_;
 
        struct terrain_filter_cache {
-               terrain_filter_cache() : 
-                       parsed_terrain(0), 
-                       adjacent_matches(0),
+               terrain_filter_cache() :
+                       parsed_terrain(NULL),
+                       adjacent_matches(NULL),
                        adjacent_match_cache()
                {
                }
 
-               ~terrain_filter_cache() { 
+               ~terrain_filter_cache() {
                        delete parsed_terrain;
                        delete adjacent_matches;
-               }       
+               }
 
                //parsed_terrain: optimizes handling of terrain="..."
-               t_translation::t_match *parsed_terrain; 
+               t_translation::t_match *parsed_terrain;
 
                //adjacent_matches: optimize handling of 
[filter_adjacent_location] for get_locations()
-               std::vector< std::set<gamemap::location> > *adjacent_matches; 
+               std::vector< std::set<gamemap::location> > *adjacent_matches;
 
                //adjacent_match_cache: optimize handling of 
[filter_adjacent_location] for match()
                std::vector< std::pair<terrain_filter, 
std::map<gamemap::location,bool> > > adjacent_match_cache;


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