(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.
This commit is contained in:
truelight
2006-08-22 15:33:35 +00:00
parent 4c2abf1de5
commit 0461d89612
38 changed files with 331 additions and 385 deletions

View File

@@ -231,8 +231,6 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// and sometimes it takes up to 4 months before the stats are corectly.
// This way we don't get 12 busstations in one city of 100 population ;)
FOR_ALL_STATIONS(st) {
// Is it an active station
if (st->xy == 0) continue;
// Do we own it?
if (st->owner == _current_player) {
// Are we talking busses?
@@ -291,9 +289,6 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// else we don't do it. This is done, because stat updates can be slow
// and sometimes it takes up to 4 months before the stats are corectly.
FOR_ALL_STATIONS(st) {
// Is it an active station
if (st->xy == 0) continue;
// Do we own it?
if (st->owner == _current_player) {
// Are we talking trucks?
@@ -620,21 +615,19 @@ static void AiNew_State_FindStation(Player *p)
}
FOR_ALL_STATIONS(st) {
if (st->xy != 0) {
if (st->owner == _current_player) {
if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
if (st->town == town) {
// Check how much cargo there is left in the station
if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
if (AiNew_CheckVehicleStation(p, st)) {
// We did found a station that was good enough!
new_tile = st->xy;
direction = GetRoadStopDir(st->xy);
break;
}
if (st->owner == _current_player) {
if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
if (st->town == town) {
// Check how much cargo there is left in the station
if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
if (AiNew_CheckVehicleStation(p, st)) {
// We did found a station that was good enough!
new_tile = st->xy;
direction = GetRoadStopDir(st->xy);
break;
}
count++;
}
count++;
}
}
}
@@ -1302,7 +1295,6 @@ static void AiNew_State_CheckAllVehicles(Player *p)
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == 0) continue;
if (v->owner != p->index) continue;
// Currently, we only know how to handle road-vehicles
if (v->type != VEH_Road) continue;