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authortruelight <truelight@openttd.org>2006-08-22 15:33:35 +0000
committertruelight <truelight@openttd.org>2006-08-22 15:33:35 +0000
commit0461d896123b918b492a3d16439bb46b041528cd (patch)
tree618708068f10739a382af83313db9c96b4744ef5 /industry_cmd.c
parent4c2abf1de53e28a5c3c6c6920efabc4653693c4c (diff)
downloadopenttd-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 'industry_cmd.c')
-rw-r--r--industry_cmd.c43
1 files changed, 21 insertions, 22 deletions
diff --git a/industry_cmd.c b/industry_cmd.c
index 5a83ccb5a..454c2b9b1 100644
--- a/industry_cmd.c
+++ b/industry_cmd.c
@@ -38,7 +38,9 @@ static void IndustryPoolNewBlock(uint start_item)
{
Industry *i;
- FOR_ALL_INDUSTRIES_FROM(i, start_item) i->index = start_item++;
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (i = GetIndustry(start_item); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) i->index = start_item++;
}
/* Initialize the industry-pool */
@@ -1018,7 +1020,7 @@ void OnTick_Industry(void)
if (_game_mode == GM_EDITOR) return;
FOR_ALL_INDUSTRIES(i) {
- if (i->xy != 0) ProduceIndustryGoods(i);
+ ProduceIndustryGoods(i);
}
}
@@ -1141,8 +1143,7 @@ static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
if (_patches.multiple_industry_per_town) return t;
FOR_ALL_INDUSTRIES(i) {
- if (i->xy != 0 &&
- i->type == (byte)type &&
+ if (i->type == (byte)type &&
i->town == t) {
_error_message = STR_0287_ONLY_ONE_ALLOWED_PER_TOWN;
return NULL;
@@ -1375,8 +1376,7 @@ static bool CheckIfTooCloseToIndustry(TileIndex tile, int type)
FOR_ALL_INDUSTRIES(i) {
// check if an industry that accepts the same goods is nearby
- if (i->xy != 0 &&
- DistanceMax(tile, i->xy) <= 14 &&
+ if (DistanceMax(tile, i->xy) <= 14 &&
indspec->accepts_cargo[0] != CT_INVALID &&
indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
_game_mode != GM_EDITOR ||
@@ -1388,8 +1388,7 @@ static bool CheckIfTooCloseToIndustry(TileIndex tile, int type)
}
// check "not close to" field.
- if (i->xy != 0 &&
- (i->type == indspec->conflicting[0] || i->type == indspec->conflicting[1] || i->type == indspec->conflicting[2]) &&
+ if ((i->type == indspec->conflicting[0] || i->type == indspec->conflicting[1] || i->type == indspec->conflicting[2]) &&
DistanceMax(tile, i->xy) <= 14) {
_error_message = STR_INDUSTRY_TOO_CLOSE;
return false;
@@ -1402,17 +1401,19 @@ static Industry *AllocateIndustry(void)
{
Industry *i;
- FOR_ALL_INDUSTRIES(i) {
- if (i->xy == 0) {
- IndustryID index = i->index;
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (i = GetIndustry(0); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) {
+ IndustryID index = i->index;
- if (i->index > _total_industries) _total_industries = i->index;
+ if (IsValidIndustry(i)) continue;
- memset(i, 0, sizeof(*i));
- i->index = index;
+ if (i->index > _total_industries) _total_industries = i->index;
- return i;
- }
+ memset(i, 0, sizeof(*i));
+ i->index = index;
+
+ return i;
}
/* Check if we can add a block to the pool */
@@ -1871,7 +1872,7 @@ void IndustryMonthlyLoop(void)
_current_player = OWNER_NONE;
FOR_ALL_INDUSTRIES(i) {
- if (i->xy != 0) UpdateIndustryStatistics(i);
+ UpdateIndustryStatistics(i);
}
/* 3% chance that we start a new industry */
@@ -1879,7 +1880,7 @@ void IndustryMonthlyLoop(void)
MaybeNewIndustry(Random());
} else if (!_patches.smooth_economy && _total_industries > 0) {
i = GetIndustry(RandomRange(_total_industries));
- if (i->xy != 0) ChangeIndustryProduction(i);
+ if (IsValidIndustry(i)) ChangeIndustryProduction(i);
}
_current_player = old_player;
@@ -1953,10 +1954,8 @@ static void Save_INDY(void)
// Write the vehicles
FOR_ALL_INDUSTRIES(ind) {
- if (ind->xy != 0) {
- SlSetArrayIndex(ind->index);
- SlObject(ind, _industry_desc);
- }
+ SlSetArrayIndex(ind->index);
+ SlObject(ind, _industry_desc);
}
}