(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.
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@@ -90,7 +90,7 @@ static void AiStateVehLoop(Player *p)
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index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1;
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FOR_ALL_VEHICLES_FROM(v, index) {
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if (v->type == 0 || v->owner != _current_player) continue;
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if (v->owner != _current_player) continue;
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if ((v->type == VEH_Train && v->subtype == 0) ||
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v->type == VEH_Road ||
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@@ -411,7 +411,7 @@ static void AiStateCheckReplaceVehicle(Player *p)
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{
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const Vehicle* v = p->ai.cur_veh;
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if (v->type == 0 ||
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if (!IsValidVehicle(v) ||
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v->owner != _current_player ||
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v->type > VEH_Ship ||
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_veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) {
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@@ -428,7 +428,7 @@ static void AiStateDoReplaceVehicle(Player *p)
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p->ai.state = AIS_VEH_LOOP;
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// vehicle is not owned by the player anymore, something went very wrong.
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if (v->type == 0 || v->owner != _current_player) return;
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if (!IsValidVehicle(v) || v->owner != _current_player) return;
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_veh_do_replace_proc[v->type - VEH_Train](p);
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}
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@@ -442,13 +442,13 @@ typedef struct FoundRoute {
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static Town *AiFindRandomTown(void)
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{
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Town *t = GetTown(RandomRange(_total_towns));
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return (t->xy != 0) ? t : NULL;
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return IsValidTown(t) ? t : NULL;
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}
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static Industry *AiFindRandomIndustry(void)
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{
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Industry *i = GetIndustry(RandomRange(_total_industries));
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return (i->xy != 0) ? i : NULL;
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return IsValidIndustry(i) ? i : NULL;
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}
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static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
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@@ -608,7 +608,7 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
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FOR_ALL_STATIONS(st) {
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int cur;
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if (st->xy == 0 || st->owner != _current_player) continue;
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if (st->owner != _current_player) continue;
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cur = DistanceMax(from_tile, st->xy);
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if (cur < dist) dist = cur;
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cur = DistanceMax(to_tile, st->xy);
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@@ -3243,9 +3243,6 @@ static void AiStateAirportStuff(Player *p)
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aib = &p->ai.src + i;
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FOR_ALL_STATIONS(st) {
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// Dismiss ghost stations.
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if (st->xy == 0) continue;
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// Is this an airport?
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if (!(st->facilities & FACIL_AIRPORT)) continue;
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@@ -3578,7 +3575,7 @@ static void AiStateRemoveStation(Player *p)
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// Go through all stations and delete those that aren't in use
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used = in_use;
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FOR_ALL_STATIONS(st) {
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if (st->xy != 0 && st->owner == _current_player && !*used &&
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if (st->owner == _current_player && !*used &&
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( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
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(st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 ||
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(tile = st->train_tile) != 0 ||
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@@ -231,8 +231,6 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
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// and sometimes it takes up to 4 months before the stats are corectly.
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// This way we don't get 12 busstations in one city of 100 population ;)
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FOR_ALL_STATIONS(st) {
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// Is it an active station
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if (st->xy == 0) continue;
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// Do we own it?
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if (st->owner == _current_player) {
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// Are we talking busses?
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@@ -291,9 +289,6 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
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// else we don't do it. This is done, because stat updates can be slow
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// and sometimes it takes up to 4 months before the stats are corectly.
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FOR_ALL_STATIONS(st) {
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// Is it an active station
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if (st->xy == 0) continue;
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// Do we own it?
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if (st->owner == _current_player) {
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// Are we talking trucks?
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@@ -620,21 +615,19 @@ static void AiNew_State_FindStation(Player *p)
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}
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FOR_ALL_STATIONS(st) {
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if (st->xy != 0) {
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if (st->owner == _current_player) {
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if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
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if (st->town == town) {
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// Check how much cargo there is left in the station
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if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
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if (AiNew_CheckVehicleStation(p, st)) {
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// We did found a station that was good enough!
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new_tile = st->xy;
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direction = GetRoadStopDir(st->xy);
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break;
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}
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if (st->owner == _current_player) {
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if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
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if (st->town == town) {
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// Check how much cargo there is left in the station
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if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
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if (AiNew_CheckVehicleStation(p, st)) {
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// We did found a station that was good enough!
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new_tile = st->xy;
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direction = GetRoadStopDir(st->xy);
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break;
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}
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count++;
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}
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count++;
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}
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}
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}
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@@ -1302,7 +1295,6 @@ static void AiNew_State_CheckAllVehicles(Player *p)
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == 0) continue;
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if (v->owner != p->index) continue;
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// Currently, we only know how to handle road-vehicles
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if (v->type != VEH_Road) continue;
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