diff options
author | truelight <truelight@openttd.org> | 2006-08-22 15:33:35 +0000 |
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committer | truelight <truelight@openttd.org> | 2006-08-22 15:33:35 +0000 |
commit | 0461d896123b918b492a3d16439bb46b041528cd (patch) | |
tree | 618708068f10739a382af83313db9c96b4744ef5 /ai/trolly | |
parent | 4c2abf1de53e28a5c3c6c6920efabc4653693c4c (diff) | |
download | openttd-0461d896123b918b492a3d16439bb46b041528cd.tar.xz |
(svn r6047) -Codechange: FOR_ALL now _only_ loops valid items, and skips invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
Diffstat (limited to 'ai/trolly')
-rw-r--r-- | ai/trolly/trolly.c | 30 |
1 files changed, 11 insertions, 19 deletions
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index aec49c9b8..ea41cdac3 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -231,8 +231,6 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // and sometimes it takes up to 4 months before the stats are corectly. // This way we don't get 12 busstations in one city of 100 population ;) FOR_ALL_STATIONS(st) { - // Is it an active station - if (st->xy == 0) continue; // Do we own it? if (st->owner == _current_player) { // Are we talking busses? @@ -291,9 +289,6 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // else we don't do it. This is done, because stat updates can be slow // and sometimes it takes up to 4 months before the stats are corectly. FOR_ALL_STATIONS(st) { - // Is it an active station - if (st->xy == 0) continue; - // Do we own it? if (st->owner == _current_player) { // Are we talking trucks? @@ -620,21 +615,19 @@ static void AiNew_State_FindStation(Player *p) } FOR_ALL_STATIONS(st) { - if (st->xy != 0) { - if (st->owner == _current_player) { - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { - if (st->town == town) { - // Check how much cargo there is left in the station - if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { - if (AiNew_CheckVehicleStation(p, st)) { - // We did found a station that was good enough! - new_tile = st->xy; - direction = GetRoadStopDir(st->xy); - break; - } + if (st->owner == _current_player) { + if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { + if (st->town == town) { + // Check how much cargo there is left in the station + if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { + if (AiNew_CheckVehicleStation(p, st)) { + // We did found a station that was good enough! + new_tile = st->xy; + direction = GetRoadStopDir(st->xy); + break; } - count++; } + count++; } } } @@ -1302,7 +1295,6 @@ static void AiNew_State_CheckAllVehicles(Player *p) Vehicle *v; FOR_ALL_VEHICLES(v) { - if (v->type == 0) continue; if (v->owner != p->index) continue; // Currently, we only know how to handle road-vehicles if (v->type != VEH_Road) continue; |