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author | belugas <belugas@openttd.org> | 2007-04-19 14:50:01 +0000 |
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committer | belugas <belugas@openttd.org> | 2007-04-19 14:50:01 +0000 |
commit | 95ae29b47065c5d16636ff56677067bc32e05c5c (patch) | |
tree | e6df3a8202ea6550cc0e5cb69e56be828c2f5575 /src/industry_cmd.cpp | |
parent | 2dc558929088ec99f403e84305fad72cafe2fa08 (diff) | |
download | openttd-95ae29b47065c5d16636ff56677067bc32e05c5c.tar.xz |
(svn r9676) -Codechange: introduce NUM_INDUSTRYTYPES instead of IT_END.
This makes the code clearer.
Diffstat (limited to 'src/industry_cmd.cpp')
-rw-r--r-- | src/industry_cmd.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index 83a0c8680..386038bf6 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -67,7 +67,7 @@ IndustryType GetIndustryType(TileIndex tile) assert(IsTileType(tile, MP_INDUSTRY)); - for (iloop = IT_COAL_MINE; iloop < IT_END; iloop += 1) { + for (iloop = IT_COAL_MINE; iloop < NUM_INDUSTRYTYPES; iloop += 1) { if (IS_BYTE_INSIDE(this_type, industry_gfx_Solver[iloop].MinGfx, industry_gfx_Solver[iloop].MaxGfx + 1)) { return iloop; @@ -82,12 +82,12 @@ IndustryType GetIndustryType(TileIndex tile) * This will ensure at once : proper access and * not allowing modifications of it. * @param thistype of industry (which is the index in _industry_specs) - * @pre thistype < IT_END + * @pre thistype < NUM_INDUSTRYTYPES * @return a pointer to the corresponding industry spec **/ const IndustrySpec *GetIndustrySpec(IndustryType thistype) { - assert(thistype < IT_END); + assert(thistype < NUM_INDUSTRYTYPES); return &_industry_specs[thistype]; } @@ -1590,7 +1590,7 @@ void GenerateIndustries() const IndustrySpec *ind_spc; /* Find the total amount of industries */ - for (it = IT_COAL_MINE; it < IT_END; it++) { + for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) { int num; ind_spc = GetIndustrySpec(it); @@ -1610,7 +1610,7 @@ void GenerateIndustries() SetGeneratingWorldProgress(GWP_INDUSTRY, i); - for (it = IT_COAL_MINE; it < IT_END; it++) { + for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) { /* Once the number of industries has been determined, let's really create them. * The test for chance allows us to try create industries that are available only * for this landscape. @@ -1752,11 +1752,11 @@ static void MaybeNewIndustry(void) IndustryType rndtype, j; // Loop controlers const IndustrySpec *ind_spc; uint num = 0; - ProbabilityHelper cumulative_probs[IT_END]; // probability collector + ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector uint16 probability_max = 0; /* Generate a list of all possible industries that can be built. */ - for (j = 0; j < IT_END; j++) { + for (j = 0; j < NUM_INDUSTRYTYPES; j++) { byte chance = GetIndustrySpec(j)->appear_ingame[_opt.landscape]; /* if appearing chance for this landscape is above 0, this industry can be chosen */ @@ -1770,7 +1770,7 @@ static void MaybeNewIndustry(void) /* Find a random type, with maximum being what has been evaluate above*/ rndtype = RandomRange(probability_max); - for (j = 0; j < IT_END; j++) { + for (j = 0; j < NUM_INDUSTRYTYPES; j++) { /* and choose the index of the industry that matches as close as possible this random type */ if (cumulative_probs[j].prob >= rndtype) break; } |