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authorpeter1138 <peter1138@openttd.org>2008-01-23 13:20:51 +0000
committerpeter1138 <peter1138@openttd.org>2008-01-23 13:20:51 +0000
commit9515328962991b1992310ac29f312f5774ac1eaf (patch)
tree6d12d48aac0eca6ada4ebf4bbf95154cb4ac247e
parenta31ebdb2be267edced3b1fdc3a01034f2fa2d2bb (diff)
downloadopenttd-9515328962991b1992310ac29f312f5774ac1eaf.tar.xz
(svn r11959) -Codechange: Use macro to loop for specific engine types instead of using specific indexes each time.
-Codechange: Minor scope changes in said loops.
-rw-r--r--src/ai/default/default.cpp21
-rw-r--r--src/ai/trolly/build.cpp10
-rw-r--r--src/build_vehicle_gui.cpp12
3 files changed, 19 insertions, 24 deletions
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp
index 6eb14a024..4d3cb8c42 100644
--- a/src/ai/default/default.cpp
+++ b/src/ai/default/default.cpp
@@ -139,10 +139,9 @@ static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag,
{
EngineID best_veh_index = INVALID_ENGINE;
byte best_veh_score = 0;
- CommandCost ret;
EngineID i;
- for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
+ FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_TRAIN) {
const RailVehicleInfo *rvi = RailVehInfo(i);
const Engine* e = GetEngine(i);
@@ -154,7 +153,7 @@ static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag,
continue;
}
- ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
+ CommandCost ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
if (CmdSucceeded(ret) && ret.GetCost() <= money && rvi->ai_rank >= best_veh_score) {
best_veh_score = rvi->ai_rank;
best_veh_index = i;
@@ -168,14 +167,11 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex til
{
EngineID best_veh_index = INVALID_ENGINE;
int32 best_veh_rating = 0;
- EngineID i = ROAD_ENGINES_INDEX;
- EngineID end = i + NUM_ROAD_ENGINES;
+ EngineID i;
- for (; i != end; i++) {
+ FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) {
const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i);
- int32 rating;
- CommandCost ret;
if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
continue;
@@ -185,10 +181,10 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex til
if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue;
/* Rate and compare the engine by speed & capacity */
- rating = rvi->max_speed * rvi->capacity;
+ int rating = rvi->max_speed * rvi->capacity;
if (rating <= best_veh_rating) continue;
- ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
+ CommandCost ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
if (CmdFailed(ret)) continue;
/* Add the cost of refitting */
@@ -208,9 +204,8 @@ static EngineID AiChooseAircraftToBuild(Money money, byte flag)
Money best_veh_cost = 0;
EngineID i;
- for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) {
+ FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_AIRCRAFT) {
const Engine* e = GetEngine(i);
- CommandCost ret;
if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
continue;
@@ -218,7 +213,7 @@ static EngineID AiChooseAircraftToBuild(Money money, byte flag)
if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue;
- ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
+ CommandCost ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
if (CmdSucceeded(ret) && ret.GetCost() <= money && ret.GetCost() >= best_veh_cost) {
best_veh_cost = ret.GetCost();
best_veh_index = i;
diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp
index 714d80ab8..329c54d34 100644
--- a/src/ai/trolly/build.cpp
+++ b/src/ai/trolly/build.cpp
@@ -234,16 +234,12 @@ EngineID AiNew_PickVehicle(Player *p)
} else {
EngineID best_veh_index = INVALID_ENGINE;
int32 best_veh_rating = 0;
- EngineID start = ROAD_ENGINES_INDEX;
- EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
EngineID i;
/* Loop through all road vehicles */
- for (i = start; i != end; i++) {
+ FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) {
const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i);
- int32 rating;
- CommandCost ret;
/* Skip vehicles which can't take our cargo type */
if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue;
@@ -256,11 +252,11 @@ EngineID AiNew_PickVehicle(Player *p)
if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
/* Rate and compare the engine by speed & capacity */
- rating = rvi->max_speed * rvi->capacity;
+ int rating = rvi->max_speed * rvi->capacity;
if (rating <= best_veh_rating) continue;
// Can we build it?
- ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
+ CommandCost ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (CmdFailed(ret)) continue;
best_veh_rating = rating;
diff --git a/src/build_vehicle_gui.cpp b/src/build_vehicle_gui.cpp
index f6f583f57..50655df53 100644
--- a/src/build_vehicle_gui.cpp
+++ b/src/build_vehicle_gui.cpp
@@ -773,7 +773,8 @@ static void GenerateBuildTrainList(Window *w)
* Also check to see if the previously selected engine is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* when engines become obsolete and are removed */
- for (EngineID eid = 0; eid < NUM_TRAIN_ENGINES; eid++) {
+ EngineID eid;
+ FOR_ALL_ENGINEIDS_OF_TYPE(eid, VEH_TRAIN) {
const RailVehicleInfo *rvi = RailVehInfo(eid);
if (bv->filter.railtype != RAILTYPE_END && !HasPowerOnRail(rvi->railtype, bv->filter.railtype)) continue;
@@ -811,7 +812,8 @@ static void GenerateBuildRoadVehList(Window *w)
EngList_RemoveAll(&bv->eng_list);
- for (EngineID eid = ROAD_ENGINES_INDEX; eid < ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; eid++) {
+ EngineID eid;
+ FOR_ALL_ENGINEIDS_OF_TYPE(eid, VEH_ROAD) {
if (!IsEngineBuildable(eid, VEH_ROAD, _local_player)) continue;
if (!HasBit(bv->filter.roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD)) continue;
EngList_Add(&bv->eng_list, eid);
@@ -829,7 +831,8 @@ static void GenerateBuildShipList(Window *w)
EngList_RemoveAll(&bv->eng_list);
- for (EngineID eid = SHIP_ENGINES_INDEX; eid < SHIP_ENGINES_INDEX + NUM_SHIP_ENGINES; eid++) {
+ EngineID eid;
+ FOR_ALL_ENGINEIDS_OF_TYPE(eid, VEH_SHIP) {
if (!IsEngineBuildable(eid, VEH_SHIP, _local_player)) continue;
EngList_Add(&bv->eng_list, eid);
@@ -850,7 +853,8 @@ static void GenerateBuildAircraftList(Window *w)
* Also check to see if the previously selected plane is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* when planes become obsolete and are removed */
- for (EngineID eid = AIRCRAFT_ENGINES_INDEX; eid < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; eid++) {
+ EngineID eid;
+ FOR_ALL_ENGINEIDS_OF_TYPE(eid, VEH_AIRCRAFT) {
if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _local_player)) continue;
/* First VEH_END window_numbers are fake to allow a window open for all different types at once */
if (w->window_number > VEH_END && !CanAircraftUseStation(eid, w->window_number)) continue;