From 622f2511972f2f31c893c898f4f4d77848e2d3c5 Mon Sep 17 00:00:00 2001 From: peter1138 Date: Wed, 23 Jan 2008 13:20:51 +0000 Subject: (svn r11959) -Codechange: Use macro to loop for specific engine types instead of using specific indexes each time. -Codechange: Minor scope changes in said loops. --- src/ai/default/default.cpp | 21 ++++++++------------- src/ai/trolly/build.cpp | 10 +++------- 2 files changed, 11 insertions(+), 20 deletions(-) (limited to 'src/ai') diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index 6eb14a024..4d3cb8c42 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -139,10 +139,9 @@ static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag, { EngineID best_veh_index = INVALID_ENGINE; byte best_veh_score = 0; - CommandCost ret; EngineID i; - for (i = 0; i < NUM_TRAIN_ENGINES; i++) { + FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_TRAIN) { const RailVehicleInfo *rvi = RailVehInfo(i); const Engine* e = GetEngine(i); @@ -154,7 +153,7 @@ static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag, continue; } - ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); + CommandCost ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); if (CmdSucceeded(ret) && ret.GetCost() <= money && rvi->ai_rank >= best_veh_score) { best_veh_score = rvi->ai_rank; best_veh_index = i; @@ -168,14 +167,11 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex til { EngineID best_veh_index = INVALID_ENGINE; int32 best_veh_rating = 0; - EngineID i = ROAD_ENGINES_INDEX; - EngineID end = i + NUM_ROAD_ENGINES; + EngineID i; - for (; i != end; i++) { + FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) { const RoadVehicleInfo *rvi = RoadVehInfo(i); const Engine* e = GetEngine(i); - int32 rating; - CommandCost ret; if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; @@ -185,10 +181,10 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex til if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue; /* Rate and compare the engine by speed & capacity */ - rating = rvi->max_speed * rvi->capacity; + int rating = rvi->max_speed * rvi->capacity; if (rating <= best_veh_rating) continue; - ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); + CommandCost ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); if (CmdFailed(ret)) continue; /* Add the cost of refitting */ @@ -208,9 +204,8 @@ static EngineID AiChooseAircraftToBuild(Money money, byte flag) Money best_veh_cost = 0; EngineID i; - for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) { + FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_AIRCRAFT) { const Engine* e = GetEngine(i); - CommandCost ret; if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; @@ -218,7 +213,7 @@ static EngineID AiChooseAircraftToBuild(Money money, byte flag) if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue; - ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); + CommandCost ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); if (CmdSucceeded(ret) && ret.GetCost() <= money && ret.GetCost() >= best_veh_cost) { best_veh_cost = ret.GetCost(); best_veh_index = i; diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp index 714d80ab8..329c54d34 100644 --- a/src/ai/trolly/build.cpp +++ b/src/ai/trolly/build.cpp @@ -234,16 +234,12 @@ EngineID AiNew_PickVehicle(Player *p) } else { EngineID best_veh_index = INVALID_ENGINE; int32 best_veh_rating = 0; - EngineID start = ROAD_ENGINES_INDEX; - EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; EngineID i; /* Loop through all road vehicles */ - for (i = start; i != end; i++) { + FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) { const RoadVehicleInfo *rvi = RoadVehInfo(i); const Engine* e = GetEngine(i); - int32 rating; - CommandCost ret; /* Skip vehicles which can't take our cargo type */ if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue; @@ -256,11 +252,11 @@ EngineID AiNew_PickVehicle(Player *p) if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; /* Rate and compare the engine by speed & capacity */ - rating = rvi->max_speed * rvi->capacity; + int rating = rvi->max_speed * rvi->capacity; if (rating <= best_veh_rating) continue; // Can we build it? - ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + CommandCost ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); if (CmdFailed(ret)) continue; best_veh_rating = rating; -- cgit v1.2.3-54-g00ecf