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-rw-r--r--src/industry.h1
-rw-r--r--src/industry_cmd.cpp16
2 files changed, 9 insertions, 8 deletions
diff --git a/src/industry.h b/src/industry.h
index 22952b2f2..b0082d164 100644
--- a/src/industry.h
+++ b/src/industry.h
@@ -13,6 +13,7 @@ typedef uint8 IndustryType;
enum {
INVALID_INDUSTRY = 0xFFFF,
+ NUM_INDUSTRYTYPES = 37,
INDUTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation
};
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;
}