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 | 505566da5ca515428eed3b618f2f67aac2077f32 (patch) | |
tree | 618708068f10739a382af83313db9c96b4744ef5 /ai | |
parent | 650b9be724863bb91a2bd0b25d4e26858bc8b3fa (diff) | |
download | openttd-505566da5ca515428eed3b618f2f67aac2077f32.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')
-rw-r--r-- | ai/default/default.c | 17 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 30 |
2 files changed, 18 insertions, 29 deletions
diff --git a/ai/default/default.c b/ai/default/default.c index cd04bae21..c57ba0c51 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -90,7 +90,7 @@ static void AiStateVehLoop(Player *p) index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; FOR_ALL_VEHICLES_FROM(v, index) { - if (v->type == 0 || v->owner != _current_player) continue; + if (v->owner != _current_player) continue; if ((v->type == VEH_Train && v->subtype == 0) || v->type == VEH_Road || @@ -411,7 +411,7 @@ static void AiStateCheckReplaceVehicle(Player *p) { const Vehicle* v = p->ai.cur_veh; - if (v->type == 0 || + if (!IsValidVehicle(v) || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) { @@ -428,7 +428,7 @@ static void AiStateDoReplaceVehicle(Player *p) p->ai.state = AIS_VEH_LOOP; // vehicle is not owned by the player anymore, something went very wrong. - if (v->type == 0 || v->owner != _current_player) return; + if (!IsValidVehicle(v) || v->owner != _current_player) return; _veh_do_replace_proc[v->type - VEH_Train](p); } @@ -442,13 +442,13 @@ typedef struct FoundRoute { static Town *AiFindRandomTown(void) { Town *t = GetTown(RandomRange(_total_towns)); - return (t->xy != 0) ? t : NULL; + return IsValidTown(t) ? t : NULL; } static Industry *AiFindRandomIndustry(void) { Industry *i = GetIndustry(RandomRange(_total_industries)); - return (i->xy != 0) ? i : NULL; + return IsValidIndustry(i) ? i : NULL; } static void AiFindSubsidyIndustryRoute(FoundRoute *fr) @@ -608,7 +608,7 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) FOR_ALL_STATIONS(st) { int cur; - if (st->xy == 0 || st->owner != _current_player) continue; + if (st->owner != _current_player) continue; cur = DistanceMax(from_tile, st->xy); if (cur < dist) dist = cur; cur = DistanceMax(to_tile, st->xy); @@ -3243,9 +3243,6 @@ static void AiStateAirportStuff(Player *p) aib = &p->ai.src + i; FOR_ALL_STATIONS(st) { - // Dismiss ghost stations. - if (st->xy == 0) continue; - // Is this an airport? if (!(st->facilities & FACIL_AIRPORT)) continue; @@ -3578,7 +3575,7 @@ static void AiStateRemoveStation(Player *p) // Go through all stations and delete those that aren't in use used = in_use; FOR_ALL_STATIONS(st) { - if (st->xy != 0 && st->owner == _current_player && !*used && + if (st->owner == _current_player && !*used && ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || (tile = st->train_tile) != 0 || 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; |