Add wrapper to iterate vehicle pool with vehicle type filter

Without needing to dereference vehicle pointers if using tagged pointers
This commit is contained in:
Jonathan G Rennison
2024-02-25 13:38:49 +00:00
parent be4aea0dad
commit 05e237f8d1
10 changed files with 47 additions and 26 deletions

View File

@@ -73,9 +73,8 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
engines->clear();
if (wagons != nullptr && wagons != engines) wagons->clear();
for (const Vehicle *v : Vehicle::Iterate()) {
for (const Vehicle *v : Vehicle::IterateType(type)) {
/* General tests for all vehicle types */
if (v->type != type) continue;
if (v->tile != tile) continue;
if (HasBit(v->subtype, GVSF_VIRTUAL)) continue;
@@ -156,8 +155,8 @@ bool GenerateVehicleSortList(VehicleList *list, const VehicleListIdentifier &vli
};
auto fill_all_vehicles = [&]() {
for (const Vehicle *v : Vehicle::Iterate()) {
if (!HasBit(v->subtype, GVSF_VIRTUAL) && v->type == vli.vtype && v->owner == vli.company && v->IsPrimaryVehicle()) {
for (const Vehicle *v : Vehicle::IterateType(vli.vtype)) {
if (!HasBit(v->subtype, GVSF_VIRTUAL) && v->owner == vli.company && v->IsPrimaryVehicle()) {
add_veh(v);
}
}
@@ -185,8 +184,8 @@ bool GenerateVehicleSortList(VehicleList *list, const VehicleListIdentifier &vli
case VL_GROUP_LIST:
if (vli.index != ALL_GROUP) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (!HasBit(v->subtype, GVSF_VIRTUAL) && v->type == vli.vtype && v->IsPrimaryVehicle() &&
for (const Vehicle *v : Vehicle::IterateType(vli.vtype)) {
if (!HasBit(v->subtype, GVSF_VIRTUAL) && v->IsPrimaryVehicle() &&
v->owner == vli.company && GroupIsInGroup(v->group_id, vli.index)) {
add_veh(v);
}