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authorglx <glx@openttd.org>2019-12-17 03:37:43 +0100
committerNiels Martin Hansen <nielsm@indvikleren.dk>2019-12-21 20:13:03 +0100
commitd8a1be48cd60c690235de175e9a044b95f92ea28 (patch)
tree2e1481aa11661c28df49f0d62f56fbf730577152 /src/saveload
parent9892d90b26db4dfe97ec7baeb89e43acb53a178e (diff)
downloadopenttd-d8a1be48cd60c690235de175e9a044b95f92ea28.tar.xz
Codechange: Replace vehicle related FOR_ALL with range-based for loops
Diffstat (limited to 'src/saveload')
-rw-r--r--src/saveload/afterload.cpp98
-rw-r--r--src/saveload/cargopacket_sl.cpp9
-rw-r--r--src/saveload/oldloader_sl.cpp7
-rw-r--r--src/saveload/station_sl.cpp3
-rw-r--r--src/saveload/vehicle_sl.cpp57
-rw-r--r--src/saveload/waypoint_sl.cpp3
6 files changed, 62 insertions, 115 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 39ee5b845..8df01bc58 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -278,8 +278,7 @@ static void InitializeWindowsAndCaches()
(*it)->tile = t->xy;
}
}
- RoadVehicle *rv;
- FOR_ALL_ROADVEHICLES(rv) {
+ for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->IsFrontEngine()) {
rv->CargoChanged();
}
@@ -436,8 +435,8 @@ static void FixOwnerOfRailTrack(TileIndex t)
assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));
/* remove leftover rail piece from crossing (from very old savegames) */
- Train *v = nullptr, *w;
- FOR_ALL_TRAINS(w) {
+ Train *v = nullptr;
+ for (Train *w : Train::Iterate()) {
if (w->tile == t) {
v = w;
break;
@@ -1175,8 +1174,6 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_42)) {
- Vehicle *v;
-
for (TileIndex t = 0; t < map_size; t++) {
if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
if (IsBridgeTile(t)) {
@@ -1230,7 +1227,7 @@ bool AfterLoadGame()
}
}
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle* v : Vehicle::Iterate()) {
if (!v->IsGroundVehicle()) continue;
if (IsBridgeTile(v->tile)) {
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
@@ -1289,8 +1286,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_24)) {
RailType min_rail = RAILTYPE_ELECTRIC;
- Train *v;
- FOR_ALL_TRAINS(v) {
+ for (Train *v : Train::Iterate()) {
RailType rt = RailVehInfo(v->engine_type)->railtype;
v->railtype = rt;
@@ -1327,7 +1323,7 @@ bool AfterLoadGame()
}
}
- FOR_ALL_TRAINS(v) {
+ for (Train *v : Train::Iterate()) {
if (v->IsFrontEngine() || v->IsFreeWagon()) v->ConsistChanged(CCF_TRACK);
}
@@ -1384,8 +1380,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_25)) {
- RoadVehicle *rv;
- FOR_ALL_ROADVEHICLES(rv) {
+ for (RoadVehicle *rv : RoadVehicle::Iterate()) {
rv->vehstatus &= ~0x40;
}
}
@@ -1412,8 +1407,6 @@ bool AfterLoadGame()
/* Time starts at 0 instead of 1920.
* Account for this in older games by adding an offset */
if (IsSavegameVersionBefore(SLV_31)) {
- Vehicle *v;
-
_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
_cur_year += ORIGINAL_BASE_YEAR;
@@ -1423,7 +1416,7 @@ bool AfterLoadGame()
for (Company *c : Company::Iterate()) c->inaugurated_year += ORIGINAL_BASE_YEAR;
for (Industry *i : Industry::Iterate()) i->last_prod_year += ORIGINAL_BASE_YEAR;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
v->build_year += ORIGINAL_BASE_YEAR;
}
@@ -1451,13 +1444,11 @@ bool AfterLoadGame()
/* Setting no refit flags to all orders in savegames from before refit in orders were added */
if (IsSavegameVersionBefore(SLV_36)) {
- Vehicle *v;
-
for (Order *order : Order::Iterate()) {
order->SetRefit(CT_NO_REFIT);
}
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
v->current_order.SetRefit(CT_NO_REFIT);
}
}
@@ -1536,13 +1527,12 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_45)) {
- Vehicle *v;
/* Originally just the fact that some cargo had been paid for was
* stored to stop people cheating and cashing in several times. This
* wasn't enough though as it was cleared when the vehicle started
* loading again, even if it didn't actually load anything, so now the
* amount that has been paid is stored. */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
ClrBit(v->vehicle_flags, 2);
}
}
@@ -1556,9 +1546,8 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_50)) {
- Aircraft *v;
/* Aircraft units changed from 8 mph to 1 km-ish/h */
- FOR_ALL_AIRCRAFT(v) {
+ for (Aircraft *v : Aircraft::Iterate()) {
if (v->subtype <= AIR_AIRCRAFT) {
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
v->cur_speed *= 128;
@@ -1592,9 +1581,8 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_57)) {
- Vehicle *v;
/* Added a FIFO queue of vehicles loading at stations */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
v->current_order.IsType(OT_LOADING)) { // loading
@@ -1645,8 +1633,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_69)) {
/* In some old savegames a bit was cleared when it should not be cleared */
- RoadVehicle *rv;
- FOR_ALL_ROADVEHICLES(rv) {
+ for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->state == 250 || rv->state == 251) {
SetBit(rv->state, 2);
}
@@ -1725,8 +1712,7 @@ bool AfterLoadGame()
/* Rework of orders. */
for (Order *order : Order::Iterate()) order->ConvertFromOldSavegame();
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->orders.list != nullptr && v->orders.list->GetFirstOrder() != nullptr && v->orders.list->GetFirstOrder()->IsType(OT_NOTHING)) {
v->orders.list->FreeChain();
v->orders.list = nullptr;
@@ -1747,8 +1733,7 @@ bool AfterLoadGame()
}
}
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
v->current_order.SetUnloadType(OUFB_TRANSFER);
v->current_order.SetLoadType(OLFB_NO_LOAD);
@@ -1897,8 +1882,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_88)) {
/* Profits are now with 8 bit fract */
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
v->profit_this_year <<= 8;
v->profit_last_year <<= 8;
v->running_ticks = 0;
@@ -1919,8 +1903,7 @@ bool AfterLoadGame()
GroupStatistics::UpdateAfterLoad(); // Ensure statistics pool is initialised before trying to delete vehicles
/* Remove all trams from savegames without tram support.
* There would be trams without tram track under causing crashes sooner or later. */
- RoadVehicle *v;
- FOR_ALL_ROADVEHICLES(v) {
+ for (RoadVehicle *v : RoadVehicle::Iterate()) {
if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
delete v;
@@ -1991,8 +1974,7 @@ bool AfterLoadGame()
/* Reserve all tracks trains are currently on. */
if (IsSavegameVersionBefore(SLV_101)) {
- const Train *t;
- FOR_ALL_TRAINS(t) {
+ for (const Train *t : Train::Iterate()) {
if (t->First() == t) t->ReserveTrackUnderConsist();
}
}
@@ -2022,8 +2004,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_104)) {
- Aircraft *a;
- FOR_ALL_AIRCRAFT(a) {
+ for (Aircraft *a : Aircraft::Iterate()) {
/* Set engine_type of shadow and rotor */
if (!a->IsNormalAircraft()) {
a->engine_type = a->First()->engine_type;
@@ -2172,8 +2153,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_121)) {
/* Delete small ufos heading for non-existing vehicles */
- Vehicle *v;
- FOR_ALL_DISASTERVEHICLES(v) {
+ for (Vehicle *v : DisasterVehicle::Iterate()) {
if (v->subtype == 2 /* ST_SMALL_UFO */ && v->current_order.GetDestination() != 0) {
const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
@@ -2335,8 +2315,7 @@ bool AfterLoadGame()
/* The behaviour of force_proceed has been changed. Now
* it counts signals instead of some random time out. */
if (IsSavegameVersionBefore(SLV_131)) {
- Train *t;
- FOR_ALL_TRAINS(t) {
+ for (Train *t : Train::Iterate()) {
if (t->force_proceed != TFP_NONE) {
t->force_proceed = TFP_STUCK;
}
@@ -2366,13 +2345,11 @@ bool AfterLoadGame()
/* Wait counter and load/unload ticks got split. */
if (IsSavegameVersionBefore(SLV_136)) {
- Aircraft *a;
- FOR_ALL_AIRCRAFT(a) {
+ for (Aircraft *a : Aircraft::Iterate()) {
a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
}
- Train *t;
- FOR_ALL_TRAINS(t) {
+ for (Train *t : Train::Iterate()) {
t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
}
}
@@ -2447,8 +2424,7 @@ bool AfterLoadGame()
* For old savegames with such aircraft we just throw them in the air and
* treat the aircraft like they were flying already. */
if (IsSavegameVersionBefore(SLV_146)) {
- Aircraft *v;
- FOR_ALL_AIRCRAFT(v) {
+ for (Aircraft *v : Aircraft::Iterate()) {
if (!v->IsNormalAircraft()) continue;
Station *st = GetTargetAirportIfValid(v);
if (st == nullptr && v->state != FLYING) {
@@ -2532,8 +2508,7 @@ bool AfterLoadGame()
/* The moment vehicles go from hidden to visible changed. This means
* that vehicles don't always get visible anymore causing things to
* get messed up just after loading the savegame. This fixes that. */
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
/* Not all vehicle types can be inside a tunnel. Furthermore,
* testing IsTunnelTile() for invalid tiles causes a crash. */
if (!v->IsGroundVehicle()) continue;
@@ -2596,8 +2571,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_153)) {
- RoadVehicle *rv;
- FOR_ALL_ROADVEHICLES(rv) {
+ for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
@@ -2612,8 +2586,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_156)) {
/* The train's pathfinder lost flag got moved. */
- Train *t;
- FOR_ALL_TRAINS(t) {
+ for (Train *t : Train::Iterate()) {
if (!HasBit(t->flags, 5)) continue;
ClrBit(t->flags, 5);
@@ -2628,8 +2601,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_158)) {
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
@@ -2713,7 +2685,7 @@ bool AfterLoadGame()
}
/* Fill Vehicle::cur_real_order_index */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (!v->IsPrimaryVehicle()) continue;
/* Older versions are less strict with indices being in range and fix them on the fly */
@@ -2733,8 +2705,7 @@ bool AfterLoadGame()
* will keep reversing disabled, otherwise it'll be turned on. */
_settings_game.pf.reverse_at_signals = IsSavegameVersionBefore(SLV_100) || (_settings_game.pf.wait_oneway_signal != 255 && _settings_game.pf.wait_twoway_signal != 255 && _settings_game.pf.wait_for_pbs_path != 255);
- Train *t;
- FOR_ALL_TRAINS(t) {
+ for (Train *t : Train::Iterate()) {
_settings_game.vehicle.max_train_length = max<uint8>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
}
}
@@ -2899,9 +2870,8 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_182)) {
- Aircraft *v;
/* Aircraft acceleration variable was bonkers */
- FOR_ALL_AIRCRAFT(v) {
+ for (Aircraft *v : Aircraft::Iterate()) {
if (v->subtype <= AIR_AIRCRAFT) {
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
v->acceleration = avi->acceleration;
@@ -2945,10 +2915,9 @@ bool AfterLoadGame()
* Now they have the same length, but that means that trailing articulated parts will
* take longer to go through the curve than the parts in front which already left the courve.
* So, make articulated parts catch up. */
- RoadVehicle *v;
bool roadside = _settings_game.vehicle.road_side == 1;
std::vector<uint> skip_frames;
- FOR_ALL_ROADVEHICLES(v) {
+ for (RoadVehicle *v : RoadVehicle::Iterate()) {
if (!v->IsFrontEngine()) continue;
skip_frames.clear();
TileIndex prev_tile = v->tile;
@@ -3062,8 +3031,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_SHIPS_STOP_IN_LOCKS)) {
/* Move ships from lock slope to upper or lower position. */
- Ship *s;
- FOR_ALL_SHIPS(s) {
+ for (Ship *s : Ship::Iterate()) {
/* Suitable tile? */
if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;
diff --git a/src/saveload/cargopacket_sl.cpp b/src/saveload/cargopacket_sl.cpp
index bb44c663f..e9476fd4b 100644
--- a/src/saveload/cargopacket_sl.cpp
+++ b/src/saveload/cargopacket_sl.cpp
@@ -21,14 +21,13 @@
/* static */ void CargoPacket::AfterLoad()
{
if (IsSavegameVersionBefore(SLV_44)) {
- Vehicle *v;
/* If we remove a station while cargo from it is still en route, payment calculation will assume
* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
* where this situation exists, the cargo-source information is lost. in this case, we set the source
* to the current tile of the vehicle to prevent excessive profits
*/
- FOR_ALL_VEHICLES(v) {
+ for (const Vehicle *v : Vehicle::Iterate()) {
const CargoPacketList *packets = v->cargo.Packets();
for (VehicleCargoList::ConstIterator it(packets->begin()); it != packets->end(); it++) {
CargoPacket *cp = *it;
@@ -67,8 +66,7 @@
/* Only since version 68 we have cargo packets. Savegames from before used
* 'new CargoPacket' + cargolist.Append so their caches are already
* correct and do not need rebuilding. */
- Vehicle *v;
- FOR_ALL_VEHICLES(v) v->cargo.InvalidateCache();
+ for (Vehicle *v : Vehicle::Iterate()) v->cargo.InvalidateCache();
for (Station *st : Station::Iterate()) {
for (CargoID c = 0; c < NUM_CARGO; c++) st->goods[c].cargo.InvalidateCache();
@@ -76,8 +74,7 @@
}
if (IsSavegameVersionBefore(SLV_181)) {
- Vehicle *v;
- FOR_ALL_VEHICLES(v) v->cargo.KeepAll();
+ for (Vehicle *v : Vehicle::Iterate()) v->cargo.KeepAll();
}
}
diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp
index d2befa84d..830d300b6 100644
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -172,9 +172,7 @@ static StringID *_old_vehicle_names;
*/
void FixOldVehicles()
{
- Vehicle *v;
-
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if ((size_t)v->next == 0xFFFF) {
v->next = nullptr;
} else {
@@ -384,8 +382,7 @@ static bool FixTTOEngines()
233, 234, 235, 236, 237, 238, 253
};
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->engine_type >= lengthof(tto_to_ttd)) return false;
v->engine_type = tto_to_ttd[v->engine_type];
}
diff --git a/src/saveload/station_sl.cpp b/src/saveload/station_sl.cpp
index 08fc07157..2df8d8167 100644
--- a/src/saveload/station_sl.cpp
+++ b/src/saveload/station_sl.cpp
@@ -47,8 +47,7 @@ void MoveBuoysToWaypoints()
for (Order *o = ol->GetFirstOrder(); o != nullptr; o = o->next) UpdateWaypointOrder(o);
}
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
VehicleType vt = v->type;
if (vt != VEH_SHIP && vt != VEH_TRAIN) continue;
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 74a01616b..3569507c7 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -31,13 +31,11 @@
*/
void ConnectMultiheadedTrains()
{
- Train *v;
-
- FOR_ALL_TRAINS(v) {
+ for (Train *v : Train::Iterate()) {
v->other_multiheaded_part = nullptr;
}
- FOR_ALL_TRAINS(v) {
+ for (Train *v : Train::Iterate()) {
if (v->IsFrontEngine() || v->IsFreeWagon()) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
@@ -111,10 +109,9 @@ void ConnectMultiheadedTrains()
*/
void ConvertOldMultiheadToNew()
{
- Train *t;
- FOR_ALL_TRAINS(t) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
+ for (Train *t : Train::Iterate()) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
- FOR_ALL_TRAINS(t) {
+ for (Train *t : Train::Iterate()) {
if (HasBit(t->subtype, 7) && ((t->subtype & ~0x80) == 0 || (t->subtype & ~0x80) == 4)) {
for (Train *u = t; u != nullptr; u = u->Next()) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
@@ -169,8 +166,7 @@ void UpdateOldAircraft()
st->airport.flags = 0; // reset airport
}
- Aircraft *a;
- FOR_ALL_AIRCRAFT(a) {
+ for (Aircraft *a : Aircraft::Iterate()) {
/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
* skip those */
if (a->IsNormalAircraft()) {
@@ -220,8 +216,7 @@ static void CheckValidVehicles()
for (const Engine *e : Engine::IterateType(VEH_SHIP)) { first_engine[VEH_SHIP] = e->index; break; }
for (const Engine *e : Engine::IterateType(VEH_AIRCRAFT)) { first_engine[VEH_AIRCRAFT] = e->index; break; }
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
/* Test if engine types match */
switch (v->type) {
case VEH_TRAIN:
@@ -244,9 +239,7 @@ extern byte _age_cargo_skip_counter; // From misc_sl.cpp
/** Called after load to update coordinates */
void AfterLoadVehicles(bool part_of_load)
{
- Vehicle *v;
-
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
/* Reinstate the previous pointer */
if (v->Next() != nullptr) v->Next()->previous = v;
if (v->NextShared() != nullptr) v->NextShared()->previous_shared = v;
@@ -267,7 +260,7 @@ void AfterLoadVehicles(bool part_of_load)
*/
std::map<Order*, OrderList*> mapping;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->orders.old != nullptr) {
if (IsSavegameVersionBefore(SLV_105)) { // Pre-105 didn't save an OrderList
if (mapping[v->orders.old] == nullptr) {
@@ -294,7 +287,7 @@ void AfterLoadVehicles(bool part_of_load)
}
}
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
/* Fill the first pointers */
if (v->Previous() == nullptr) {
for (Vehicle *u = v; u != nullptr; u = u->Next()) {
@@ -306,7 +299,7 @@ void AfterLoadVehicles(bool part_of_load)
if (part_of_load) {
if (IsSavegameVersionBefore(SLV_105)) {
/* Before 105 there was no order for shared orders, thus it messed up horribly */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->First() != v || v->orders.list != nullptr || v->previous_shared != nullptr || v->next_shared == nullptr) continue;
/* As above, allocating OrderList here is safe. */
@@ -320,8 +313,7 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_157)) {
/* The road vehicle subtype was converted to a flag. */
- RoadVehicle *rv;
- FOR_ALL_ROADVEHICLES(rv) {
+ for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->subtype == 0) {
/* The road vehicle is at the front. */
rv->SetFrontEngine();
@@ -337,7 +329,7 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_160)) {
/* In some old savegames there might be some "crap" stored. */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (!v->IsPrimaryVehicle() && v->type != VEH_DISASTER) {
v->current_order.Free();
v->unitnumber = 0;
@@ -347,14 +339,14 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_162)) {
/* Set the vehicle-local cargo age counter from the old global counter. */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
v->cargo_age_counter = _age_cargo_skip_counter;
}
}
if (IsSavegameVersionBefore(SLV_180)) {
/* Set service interval flags */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (!v->IsPrimaryVehicle()) continue;
const Company *c = Company::Get(v->owner);
@@ -367,13 +359,11 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_SHIP_ROTATION)) {
/* Ship rotation added */
- Ship *s;
- FOR_ALL_SHIPS(s) {
+ for (Ship *s : Ship::Iterate()) {
s->rotation = s->direction;
}
} else {
- Ship *s;
- FOR_ALL_SHIPS(s) {
+ for (Ship *s : Ship::Iterate()) {
if (s->rotation == s->direction) continue;
/* In case we are rotating on gameload, set the rotation position to
* the current position, otherwise the applied workaround offset would
@@ -387,7 +377,7 @@ void AfterLoadVehicles(bool part_of_load)
CheckValidVehicles();
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
assert(v->first != nullptr);
v->trip_occupancy = CalcPercentVehicleFilled(v, nullptr);
@@ -432,7 +422,7 @@ void AfterLoadVehicles(bool part_of_load)
/* Stop non-front engines */
if (part_of_load && IsSavegameVersionBefore(SLV_112)) {
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_TRAIN) {
Train *t = Train::From(v);
if (!t->IsFrontEngine()) {
@@ -450,7 +440,7 @@ void AfterLoadVehicles(bool part_of_load)
}
}
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
switch (v->type) {
case VEH_ROAD:
case VEH_TRAIN:
@@ -494,8 +484,7 @@ void FixupTrainLengths()
{
/* Vehicle center was moved from 4 units behind the front to half the length
* behind the front. Move vehicles so they end up on the same spot. */
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_TRAIN && v->IsPrimaryVehicle()) {
/* The vehicle center is now more to the front depending on vehicle length,
* so we need to move all vehicles forward to cover the difference to the
@@ -892,9 +881,8 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
/** Will be called when the vehicles need to be saved. */
static void Save_VEHS()
{
- Vehicle *v;
/* Write the vehicles */
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
SlSetArrayIndex(v->index);
SlObject(v, GetVehicleDescription(v->type));
}
@@ -951,8 +939,7 @@ void Load_VEHS()
static void Ptrs_VEHS()
{
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
SlObject(v, GetVehicleDescription(v->type));
}
}
diff --git a/src/saveload/waypoint_sl.cpp b/src/saveload/waypoint_sl.cpp
index ddb11082e..c0570f81d 100644
--- a/src/saveload/waypoint_sl.cpp
+++ b/src/saveload/waypoint_sl.cpp
@@ -136,8 +136,7 @@ void MoveWaypointsToBaseStations()
for (Order *o = ol->GetFirstOrder(); o != nullptr; o = o->next) UpdateWaypointOrder(o);
}
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ for (Vehicle *v : Vehicle::Iterate()) {
if (v->type != VEH_TRAIN) continue;
UpdateWaypointOrder(&v->current_order);