Codechange: Replace vehicle related FOR_ALL with range-based for loops

This commit is contained in:
glx 2019-12-17 03:37:43 +01:00 committed by Niels Martin Hansen
parent 9892d90b26
commit d8a1be48cd
39 changed files with 155 additions and 317 deletions

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@ -136,11 +136,6 @@ struct Aircraft FINAL : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
}
};
/**
* Macro for iterating over all aircraft.
*/
#define FOR_ALL_AIRCRAFT(var) FOR_ALL_VEHICLES_OF_TYPE(Aircraft, var)
void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result);
Station *GetTargetAirportIfValid(const Aircraft *v);

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@ -2113,8 +2113,7 @@ void UpdateAirplanesOnNewStation(const Station *st)
const AirportFTAClass *ap = st->airport.GetFTA();
Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
Aircraft *v;
FOR_ALL_AIRCRAFT(v) {
for (Aircraft *v : Aircraft::Iterate()) {
if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
assert(v->state == FLYING);

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@ -1025,8 +1025,7 @@ CommandCost CmdSetCompanyColour(TileIndex tile, DoCommandFlag flags, uint32 p1,
InvalidateWindowData(WC_SMALLMAP, 0, 1);
/* Company colour data is indirectly cached. */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == _current_company) v->InvalidateNewGRFCache();
}

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@ -202,14 +202,12 @@ static void OnNewYear()
ShowEndGameChart();
/* check if we reached the maximum year, decrement dates by a year */
} else if (_cur_year == MAX_YEAR + 1) {
Vehicle *v;
int days_this_year;
_cur_year--;
days_this_year = IsLeapYear(_cur_year) ? DAYS_IN_LEAP_YEAR : DAYS_IN_YEAR;
_date -= days_this_year;
FOR_ALL_VEHICLES(v) v->date_of_last_service -= days_this_year;
for (Vehicle *v : Vehicle::Iterate()) v->date_of_last_service -= days_this_year;
for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(-days_this_year);
/* Because the _date wraps here, and text-messages expire by game-days, we have to clean out

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@ -331,8 +331,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
v->current_order.SetDestination(1);
uint n = 0; // Total number of targetable road vehicles.
RoadVehicle *u;
FOR_ALL_ROADVEHICLES(u) {
for (const RoadVehicle *u : RoadVehicle::Iterate()) {
if (u->IsFrontEngine()) n++;
}
@ -343,14 +342,16 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
}
n = RandomRange(n); // Choose one of them.
FOR_ALL_ROADVEHICLES(u) {
for (const RoadVehicle *u : RoadVehicle::Iterate()) {
/* Find (n+1)-th road vehicle. */
if (u->IsFrontEngine() && (n-- == 0)) break;
if (u->IsFrontEngine() && (n-- == 0)) {
/* Target it. */
v->dest_tile = u->index;
v->age = 0;
break;
}
}
/* Target it. */
v->dest_tile = u->index;
v->age = 0;
return true;
} else {
/* Target a vehicle */
@ -540,8 +541,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
v->current_order.SetDestination(2);
Vehicle *target;
FOR_ALL_VEHICLES(target) {
for (Vehicle *target : Vehicle::Iterate()) {
if (target->IsGroundVehicle()) {
if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) {
target->breakdown_ctr = 5;
@ -937,8 +937,7 @@ void StartupDisasters()
*/
void ReleaseDisastersTargetingIndustry(IndustryID i)
{
DisasterVehicle *v;
FOR_ALL_DISASTERVEHICLES(v) {
for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
/* primary disaster vehicles that have chosen target */
if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
/* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
@ -953,8 +952,7 @@ void ReleaseDisastersTargetingIndustry(IndustryID i)
*/
void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
{
DisasterVehicle *v;
FOR_ALL_DISASTERVEHICLES(v) {
for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
/* primary disaster vehicles that have chosen target */
if (v->subtype == ST_SMALL_UFO) {
if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {

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@ -51,10 +51,4 @@ struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DI
bool Tick();
};
/**
* Iterate over disaster vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
#endif /* DISASTER_VEHICLE_H */

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@ -120,8 +120,7 @@ Money CalculateCompanyValue(const Company *c, bool including_loan)
Money value = num * _price[PR_STATION_VALUE] * 25;
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->owner != owner) continue;
if (v->type == VEH_TRAIN ||
@ -156,12 +155,11 @@ int UpdateCompanyRatingAndValue(Company *c, bool update)
/* Count vehicles */
{
Vehicle *v;
Money min_profit = 0;
bool min_profit_first = true;
uint num = 0;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->owner != owner) continue;
if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
@ -390,8 +388,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
}
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
if (new_owner == INVALID_OWNER) {
if (v->Previous() == nullptr) delete v;
@ -435,8 +432,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
assert(new_owner != INVALID_OWNER);

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@ -35,10 +35,4 @@ struct EffectVehicle FINAL : public SpecializedVehicle<EffectVehicle, VEH_EFFECT
TransparencyOption GetTransparencyOption() const;
};
/**
* Iterate over disaster vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_EFFECTVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(EffectVehicle, var)
#endif /* EFFECTVEHICLE_BASE_H */

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@ -591,7 +591,6 @@ void DrawRailCatenary(const TileInfo *ti)
bool SettingsDisableElrail(int32 p1)
{
Train *t;
bool disable = (p1 != 0);
/* we will now walk through all electric train engines and change their railtypes if it is the wrong one*/
@ -611,7 +610,7 @@ bool SettingsDisableElrail(int32 p1)
/* when disabling elrails, make sure that all existing trains can run on
* normal rail too */
if (disable) {
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
if (t->railtype == RAILTYPE_ELECTRIC) {
/* this railroad vehicle is now compatible only with elrail,
* so add there also normal rail compatibility */
@ -623,7 +622,7 @@ bool SettingsDisableElrail(int32 p1)
}
/* Fix the total power and acceleration for trains */
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
/* power and acceleration is cached only for front engines */
if (t->IsFrontEngine()) {
t->ConsistChanged(CCF_TRACK);

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@ -526,8 +526,7 @@ EngineID EngineOverrideManager::GetID(VehicleType type, uint16 grf_local_id, uin
*/
bool EngineOverrideManager::ResetToCurrentNewGRFConfig()
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (IsCompanyBuildableVehicleType(v)) return false;
}
@ -765,8 +764,7 @@ static CompanyID GetPreviewCompany(Engine *e)
c->old_economy[0].performance_history > best_hist) {
/* Check whether the company uses similar vehicles */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->owner != c->index || v->type != e->type) continue;
if (!v->GetEngine()->CanCarryCargo() || !HasBit(cargomask, v->cargo_type)) continue;
@ -900,7 +898,6 @@ CommandCost CmdWantEnginePreview(TileIndex tile, DoCommandFlag flags, uint32 p1,
*/
static void NewVehicleAvailable(Engine *e)
{
Vehicle *v;
EngineID index = e->index;
/* In case the company didn't build the vehicle during the intro period,
@ -914,7 +911,7 @@ static void NewVehicleAvailable(Engine *e)
/* We assume the user did NOT build it.. prove me wrong ;) */
c->block_preview = 20;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_SHIP ||
(v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft())) {
if (v->owner == c->index && v->engine_type == index) {

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@ -113,8 +113,7 @@ void GroupStatistics::Clear()
g->statistics.Clear();
}
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (!v->IsEngineCountable()) continue;
GroupStatistics::CountEngine(v, 1);
@ -193,8 +192,7 @@ void GroupStatistics::Clear()
g->statistics.ClearProfits();
}
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->IsPrimaryVehicle() && v->age > VEHICLE_PROFIT_MIN_AGE) GroupStatistics::VehicleReachedProfitAge(v);
}
}
@ -267,8 +265,7 @@ const Livery *GetParentLivery(const Group *g)
void PropagateChildLivery(const Group *g)
{
/* Company colour data is indirectly cached. */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->group_id == g->index && (!v->IsGroundVehicle() || v->IsFrontEngine())) {
for (Vehicle *u = v; u != nullptr; u = u->Next()) {
u->colourmap = PAL_NONE;
@ -573,11 +570,9 @@ CommandCost CmdAddSharedVehicleGroup(TileIndex tile, DoCommandFlag flags, uint32
if (!Group::IsValidID(id_g) || !IsCompanyBuildableVehicleType(type)) return CMD_ERROR;
if (flags & DC_EXEC) {
Vehicle *v;
/* Find the first front engine which belong to the group id_g
* then add all shared vehicles of this front engine to the group id_g */
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == type && v->IsPrimaryVehicle()) {
if (v->group_id != id_g) continue;
@ -613,10 +608,8 @@ CommandCost CmdRemoveAllVehiclesGroup(TileIndex tile, DoCommandFlag flags, uint3
if (g == nullptr || g->owner != _current_company) return CMD_ERROR;
if (flags & DC_EXEC) {
Vehicle *v;
/* Find each Vehicle that belongs to the group old_g and add it to the default group */
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->IsPrimaryVehicle()) {
if (v->group_id != old_g) continue;

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@ -2502,9 +2502,8 @@ static int WhoCanServiceIndustry(Industry *ind)
{
if (ind->stations_near.size() == 0) return 0; // No stations found at all => nobody services
const Vehicle *v;
int result = 0;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
/* Is it worthwhile to try this vehicle? */
if (v->owner != _local_company && result != 0) continue;

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@ -1534,12 +1534,10 @@ void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, c
*/
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
{
const Vehicle *v;
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
/* Go through all vehicles and count the type of vehicles */
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
byte type = 0;
switch (v->type) {
@ -1623,8 +1621,7 @@ static void NetworkAutoCleanCompanies()
if (_settings_client.network.autoclean_novehicles != 0) {
memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
vehicles_in_company[v->owner]++;
}

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@ -1230,8 +1230,7 @@ static void CheckCaches()
rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
extern void FillNewGRFVehicleCache(const Vehicle *v);
if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
@ -1306,7 +1305,7 @@ static void CheckCaches()
}
/* Check whether the caches are still valid */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
byte buff[sizeof(VehicleCargoList)];
memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
v->cargo.InvalidateCache();

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@ -1800,14 +1800,12 @@ void CheckOrders(const Vehicle *v)
*/
void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination, bool hangar)
{
Vehicle *v;
/* Aircraft have StationIDs for depot orders and never use DepotIDs
* This fact is handled specially below
*/
/* Go through all vehicles */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
Order *order;
order = &v->current_order;

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@ -324,8 +324,7 @@ bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
}
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_ROAD && (company == OWNER_DEITY || v->owner == company) &&
HasBit(roadtypes, RoadVehicle::From(v)->roadtype) && HasPowerOnRoad(RoadVehicle::From(v)->roadtype, roadtype)) return true;
}

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@ -182,8 +182,7 @@ RoadType AllocateRoadType(RoadTypeLabel label, RoadTramType rtt)
*/
bool RoadVehiclesAreBuilt()
{
const RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) return true;
for (const RoadVehicle *rv : RoadVehicle::Iterate()) return true;
return false;
}
@ -456,8 +455,7 @@ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits piec
if (HasRoadWorks(tile)) {
/* flooding tile with road works, don't forget to remove the effect vehicle too */
assert(_current_company == OWNER_WATER);
EffectVehicle *v;
FOR_ALL_EFFECTVEHICLES(v) {
for (EffectVehicle *v : EffectVehicle::Iterate()) {
if (TileVirtXY(v->x_pos, v->y_pos) == tile) {
delete v;
}

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@ -319,6 +319,4 @@ protected: // These functions should not be called outside acceleration code.
}
};
#define FOR_ALL_ROADVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(RoadVehicle, var)
#endif /* ROADVEH_H */

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@ -278,8 +278,7 @@ static void InitializeWindowsAndCaches()
(*it)->tile = t->xy;
}
}
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->IsFrontEngine()) {
rv->CargoChanged();
}
@ -436,8 +435,8 @@ static void FixOwnerOfRailTrack(TileIndex t)
assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));
/* remove leftover rail piece from crossing (from very old savegames) */
Train *v = nullptr, *w;
FOR_ALL_TRAINS(w) {
Train *v = nullptr;
for (Train *w : Train::Iterate()) {
if (w->tile == t) {
v = w;
break;
@ -1175,8 +1174,6 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_42)) {
Vehicle *v;
for (TileIndex t = 0; t < map_size; t++) {
if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
if (IsBridgeTile(t)) {
@ -1230,7 +1227,7 @@ bool AfterLoadGame()
}
}
FOR_ALL_VEHICLES(v) {
for (Vehicle* v : Vehicle::Iterate()) {
if (!v->IsGroundVehicle()) continue;
if (IsBridgeTile(v->tile)) {
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
@ -1289,8 +1286,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_24)) {
RailType min_rail = RAILTYPE_ELECTRIC;
Train *v;
FOR_ALL_TRAINS(v) {
for (Train *v : Train::Iterate()) {
RailType rt = RailVehInfo(v->engine_type)->railtype;
v->railtype = rt;
@ -1327,7 +1323,7 @@ bool AfterLoadGame()
}
}
FOR_ALL_TRAINS(v) {
for (Train *v : Train::Iterate()) {
if (v->IsFrontEngine() || v->IsFreeWagon()) v->ConsistChanged(CCF_TRACK);
}
@ -1384,8 +1380,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_25)) {
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
rv->vehstatus &= ~0x40;
}
}
@ -1412,8 +1407,6 @@ bool AfterLoadGame()
/* Time starts at 0 instead of 1920.
* Account for this in older games by adding an offset */
if (IsSavegameVersionBefore(SLV_31)) {
Vehicle *v;
_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
_cur_year += ORIGINAL_BASE_YEAR;
@ -1423,7 +1416,7 @@ bool AfterLoadGame()
for (Company *c : Company::Iterate()) c->inaugurated_year += ORIGINAL_BASE_YEAR;
for (Industry *i : Industry::Iterate()) i->last_prod_year += ORIGINAL_BASE_YEAR;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
v->build_year += ORIGINAL_BASE_YEAR;
}
@ -1451,13 +1444,11 @@ bool AfterLoadGame()
/* Setting no refit flags to all orders in savegames from before refit in orders were added */
if (IsSavegameVersionBefore(SLV_36)) {
Vehicle *v;
for (Order *order : Order::Iterate()) {
order->SetRefit(CT_NO_REFIT);
}
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
v->current_order.SetRefit(CT_NO_REFIT);
}
}
@ -1536,13 +1527,12 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_45)) {
Vehicle *v;
/* Originally just the fact that some cargo had been paid for was
* stored to stop people cheating and cashing in several times. This
* wasn't enough though as it was cleared when the vehicle started
* loading again, even if it didn't actually load anything, so now the
* amount that has been paid is stored. */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
ClrBit(v->vehicle_flags, 2);
}
}
@ -1556,9 +1546,8 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_50)) {
Aircraft *v;
/* Aircraft units changed from 8 mph to 1 km-ish/h */
FOR_ALL_AIRCRAFT(v) {
for (Aircraft *v : Aircraft::Iterate()) {
if (v->subtype <= AIR_AIRCRAFT) {
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
v->cur_speed *= 128;
@ -1592,9 +1581,8 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_57)) {
Vehicle *v;
/* Added a FIFO queue of vehicles loading at stations */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
v->current_order.IsType(OT_LOADING)) { // loading
@ -1645,8 +1633,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_69)) {
/* In some old savegames a bit was cleared when it should not be cleared */
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->state == 250 || rv->state == 251) {
SetBit(rv->state, 2);
}
@ -1725,8 +1712,7 @@ bool AfterLoadGame()
/* Rework of orders. */
for (Order *order : Order::Iterate()) order->ConvertFromOldSavegame();
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->orders.list != nullptr && v->orders.list->GetFirstOrder() != nullptr && v->orders.list->GetFirstOrder()->IsType(OT_NOTHING)) {
v->orders.list->FreeChain();
v->orders.list = nullptr;
@ -1747,8 +1733,7 @@ bool AfterLoadGame()
}
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
v->current_order.SetUnloadType(OUFB_TRANSFER);
v->current_order.SetLoadType(OLFB_NO_LOAD);
@ -1897,8 +1882,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_88)) {
/* Profits are now with 8 bit fract */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
v->profit_this_year <<= 8;
v->profit_last_year <<= 8;
v->running_ticks = 0;
@ -1919,8 +1903,7 @@ bool AfterLoadGame()
GroupStatistics::UpdateAfterLoad(); // Ensure statistics pool is initialised before trying to delete vehicles
/* Remove all trams from savegames without tram support.
* There would be trams without tram track under causing crashes sooner or later. */
RoadVehicle *v;
FOR_ALL_ROADVEHICLES(v) {
for (RoadVehicle *v : RoadVehicle::Iterate()) {
if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
delete v;
@ -1991,8 +1974,7 @@ bool AfterLoadGame()
/* Reserve all tracks trains are currently on. */
if (IsSavegameVersionBefore(SLV_101)) {
const Train *t;
FOR_ALL_TRAINS(t) {
for (const Train *t : Train::Iterate()) {
if (t->First() == t) t->ReserveTrackUnderConsist();
}
}
@ -2022,8 +2004,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_104)) {
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
for (Aircraft *a : Aircraft::Iterate()) {
/* Set engine_type of shadow and rotor */
if (!a->IsNormalAircraft()) {
a->engine_type = a->First()->engine_type;
@ -2172,8 +2153,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_121)) {
/* Delete small ufos heading for non-existing vehicles */
Vehicle *v;
FOR_ALL_DISASTERVEHICLES(v) {
for (Vehicle *v : DisasterVehicle::Iterate()) {
if (v->subtype == 2 /* ST_SMALL_UFO */ && v->current_order.GetDestination() != 0) {
const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
@ -2335,8 +2315,7 @@ bool AfterLoadGame()
/* The behaviour of force_proceed has been changed. Now
* it counts signals instead of some random time out. */
if (IsSavegameVersionBefore(SLV_131)) {
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
if (t->force_proceed != TFP_NONE) {
t->force_proceed = TFP_STUCK;
}
@ -2366,13 +2345,11 @@ bool AfterLoadGame()
/* Wait counter and load/unload ticks got split. */
if (IsSavegameVersionBefore(SLV_136)) {
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
for (Aircraft *a : Aircraft::Iterate()) {
a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
}
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
}
}
@ -2447,8 +2424,7 @@ bool AfterLoadGame()
* For old savegames with such aircraft we just throw them in the air and
* treat the aircraft like they were flying already. */
if (IsSavegameVersionBefore(SLV_146)) {
Aircraft *v;
FOR_ALL_AIRCRAFT(v) {
for (Aircraft *v : Aircraft::Iterate()) {
if (!v->IsNormalAircraft()) continue;
Station *st = GetTargetAirportIfValid(v);
if (st == nullptr && v->state != FLYING) {
@ -2532,8 +2508,7 @@ bool AfterLoadGame()
/* The moment vehicles go from hidden to visible changed. This means
* that vehicles don't always get visible anymore causing things to
* get messed up just after loading the savegame. This fixes that. */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
/* Not all vehicle types can be inside a tunnel. Furthermore,
* testing IsTunnelTile() for invalid tiles causes a crash. */
if (!v->IsGroundVehicle()) continue;
@ -2596,8 +2571,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_153)) {
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
@ -2612,8 +2586,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_156)) {
/* The train's pathfinder lost flag got moved. */
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
if (!HasBit(t->flags, 5)) continue;
ClrBit(t->flags, 5);
@ -2628,8 +2601,7 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_158)) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
@ -2713,7 +2685,7 @@ bool AfterLoadGame()
}
/* Fill Vehicle::cur_real_order_index */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (!v->IsPrimaryVehicle()) continue;
/* Older versions are less strict with indices being in range and fix them on the fly */
@ -2733,8 +2705,7 @@ bool AfterLoadGame()
* will keep reversing disabled, otherwise it'll be turned on. */
_settings_game.pf.reverse_at_signals = IsSavegameVersionBefore(SLV_100) || (_settings_game.pf.wait_oneway_signal != 255 && _settings_game.pf.wait_twoway_signal != 255 && _settings_game.pf.wait_for_pbs_path != 255);
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
_settings_game.vehicle.max_train_length = max<uint8>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
}
}
@ -2899,9 +2870,8 @@ bool AfterLoadGame()
}
if (IsSavegameVersionBefore(SLV_182)) {
Aircraft *v;
/* Aircraft acceleration variable was bonkers */
FOR_ALL_AIRCRAFT(v) {
for (Aircraft *v : Aircraft::Iterate()) {
if (v->subtype <= AIR_AIRCRAFT) {
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
v->acceleration = avi->acceleration;
@ -2945,10 +2915,9 @@ bool AfterLoadGame()
* Now they have the same length, but that means that trailing articulated parts will
* take longer to go through the curve than the parts in front which already left the courve.
* So, make articulated parts catch up. */
RoadVehicle *v;
bool roadside = _settings_game.vehicle.road_side == 1;
std::vector<uint> skip_frames;
FOR_ALL_ROADVEHICLES(v) {
for (RoadVehicle *v : RoadVehicle::Iterate()) {
if (!v->IsFrontEngine()) continue;
skip_frames.clear();
TileIndex prev_tile = v->tile;
@ -3062,8 +3031,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_SHIPS_STOP_IN_LOCKS)) {
/* Move ships from lock slope to upper or lower position. */
Ship *s;
FOR_ALL_SHIPS(s) {
for (Ship *s : Ship::Iterate()) {
/* Suitable tile? */
if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;

View File

@ -21,14 +21,13 @@
/* static */ void CargoPacket::AfterLoad()
{
if (IsSavegameVersionBefore(SLV_44)) {
Vehicle *v;
/* If we remove a station while cargo from it is still en route, payment calculation will assume
* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
* where this situation exists, the cargo-source information is lost. in this case, we set the source
* to the current tile of the vehicle to prevent excessive profits
*/
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
const CargoPacketList *packets = v->cargo.Packets();
for (VehicleCargoList::ConstIterator it(packets->begin()); it != packets->end(); it++) {
CargoPacket *cp = *it;
@ -67,8 +66,7 @@
/* Only since version 68 we have cargo packets. Savegames from before used
* 'new CargoPacket' + cargolist.Append so their caches are already
* correct and do not need rebuilding. */
Vehicle *v;
FOR_ALL_VEHICLES(v) v->cargo.InvalidateCache();
for (Vehicle *v : Vehicle::Iterate()) v->cargo.InvalidateCache();
for (Station *st : Station::Iterate()) {
for (CargoID c = 0; c < NUM_CARGO; c++) st->goods[c].cargo.InvalidateCache();
@ -76,8 +74,7 @@
}
if (IsSavegameVersionBefore(SLV_181)) {
Vehicle *v;
FOR_ALL_VEHICLES(v) v->cargo.KeepAll();
for (Vehicle *v : Vehicle::Iterate()) v->cargo.KeepAll();
}
}

View File

@ -172,9 +172,7 @@ static StringID *_old_vehicle_names;
*/
void FixOldVehicles()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if ((size_t)v->next == 0xFFFF) {
v->next = nullptr;
} else {
@ -384,8 +382,7 @@ static bool FixTTOEngines()
233, 234, 235, 236, 237, 238, 253
};
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->engine_type >= lengthof(tto_to_ttd)) return false;
v->engine_type = tto_to_ttd[v->engine_type];
}

View File

@ -47,8 +47,7 @@ void MoveBuoysToWaypoints()
for (Order *o = ol->GetFirstOrder(); o != nullptr; o = o->next) UpdateWaypointOrder(o);
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
VehicleType vt = v->type;
if (vt != VEH_SHIP && vt != VEH_TRAIN) continue;

View File

@ -31,13 +31,11 @@
*/
void ConnectMultiheadedTrains()
{
Train *v;
FOR_ALL_TRAINS(v) {
for (Train *v : Train::Iterate()) {
v->other_multiheaded_part = nullptr;
}
FOR_ALL_TRAINS(v) {
for (Train *v : Train::Iterate()) {
if (v->IsFrontEngine() || v->IsFreeWagon()) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
@ -111,10 +109,9 @@ void ConnectMultiheadedTrains()
*/
void ConvertOldMultiheadToNew()
{
Train *t;
FOR_ALL_TRAINS(t) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
for (Train *t : Train::Iterate()) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
if (HasBit(t->subtype, 7) && ((t->subtype & ~0x80) == 0 || (t->subtype & ~0x80) == 4)) {
for (Train *u = t; u != nullptr; u = u->Next()) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
@ -169,8 +166,7 @@ void UpdateOldAircraft()
st->airport.flags = 0; // reset airport
}
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
for (Aircraft *a : Aircraft::Iterate()) {
/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
* skip those */
if (a->IsNormalAircraft()) {
@ -220,8 +216,7 @@ static void CheckValidVehicles()
for (const Engine *e : Engine::IterateType(VEH_SHIP)) { first_engine[VEH_SHIP] = e->index; break; }
for (const Engine *e : Engine::IterateType(VEH_AIRCRAFT)) { first_engine[VEH_AIRCRAFT] = e->index; break; }
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
/* Test if engine types match */
switch (v->type) {
case VEH_TRAIN:
@ -244,9 +239,7 @@ extern byte _age_cargo_skip_counter; // From misc_sl.cpp
/** Called after load to update coordinates */
void AfterLoadVehicles(bool part_of_load)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
/* Reinstate the previous pointer */
if (v->Next() != nullptr) v->Next()->previous = v;
if (v->NextShared() != nullptr) v->NextShared()->previous_shared = v;
@ -267,7 +260,7 @@ void AfterLoadVehicles(bool part_of_load)
*/
std::map<Order*, OrderList*> mapping;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->orders.old != nullptr) {
if (IsSavegameVersionBefore(SLV_105)) { // Pre-105 didn't save an OrderList
if (mapping[v->orders.old] == nullptr) {
@ -294,7 +287,7 @@ void AfterLoadVehicles(bool part_of_load)
}
}
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
/* Fill the first pointers */
if (v->Previous() == nullptr) {
for (Vehicle *u = v; u != nullptr; u = u->Next()) {
@ -306,7 +299,7 @@ void AfterLoadVehicles(bool part_of_load)
if (part_of_load) {
if (IsSavegameVersionBefore(SLV_105)) {
/* Before 105 there was no order for shared orders, thus it messed up horribly */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->First() != v || v->orders.list != nullptr || v->previous_shared != nullptr || v->next_shared == nullptr) continue;
/* As above, allocating OrderList here is safe. */
@ -320,8 +313,7 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_157)) {
/* The road vehicle subtype was converted to a flag. */
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->subtype == 0) {
/* The road vehicle is at the front. */
rv->SetFrontEngine();
@ -337,7 +329,7 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_160)) {
/* In some old savegames there might be some "crap" stored. */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (!v->IsPrimaryVehicle() && v->type != VEH_DISASTER) {
v->current_order.Free();
v->unitnumber = 0;
@ -347,14 +339,14 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_162)) {
/* Set the vehicle-local cargo age counter from the old global counter. */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
v->cargo_age_counter = _age_cargo_skip_counter;
}
}
if (IsSavegameVersionBefore(SLV_180)) {
/* Set service interval flags */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (!v->IsPrimaryVehicle()) continue;
const Company *c = Company::Get(v->owner);
@ -367,13 +359,11 @@ void AfterLoadVehicles(bool part_of_load)
if (IsSavegameVersionBefore(SLV_SHIP_ROTATION)) {
/* Ship rotation added */
Ship *s;
FOR_ALL_SHIPS(s) {
for (Ship *s : Ship::Iterate()) {
s->rotation = s->direction;
}
} else {
Ship *s;
FOR_ALL_SHIPS(s) {
for (Ship *s : Ship::Iterate()) {
if (s->rotation == s->direction) continue;
/* In case we are rotating on gameload, set the rotation position to
* the current position, otherwise the applied workaround offset would
@ -387,7 +377,7 @@ void AfterLoadVehicles(bool part_of_load)
CheckValidVehicles();
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
assert(v->first != nullptr);
v->trip_occupancy = CalcPercentVehicleFilled(v, nullptr);
@ -432,7 +422,7 @@ void AfterLoadVehicles(bool part_of_load)
/* Stop non-front engines */
if (part_of_load && IsSavegameVersionBefore(SLV_112)) {
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_TRAIN) {
Train *t = Train::From(v);
if (!t->IsFrontEngine()) {
@ -450,7 +440,7 @@ void AfterLoadVehicles(bool part_of_load)
}
}
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
switch (v->type) {
case VEH_ROAD:
case VEH_TRAIN:
@ -494,8 +484,7 @@ void FixupTrainLengths()
{
/* Vehicle center was moved from 4 units behind the front to half the length
* behind the front. Move vehicles so they end up on the same spot. */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_TRAIN && v->IsPrimaryVehicle()) {
/* The vehicle center is now more to the front depending on vehicle length,
* so we need to move all vehicles forward to cover the difference to the
@ -892,9 +881,8 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
/** Will be called when the vehicles need to be saved. */
static void Save_VEHS()
{
Vehicle *v;
/* Write the vehicles */
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
SlSetArrayIndex(v->index);
SlObject(v, GetVehicleDescription(v->type));
}
@ -951,8 +939,7 @@ void Load_VEHS()
static void Ptrs_VEHS()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
SlObject(v, GetVehicleDescription(v->type));
}
}

View File

@ -136,8 +136,7 @@ void MoveWaypointsToBaseStations()
for (Order *o = ol->GetFirstOrder(); o != nullptr; o = o->next) UpdateWaypointOrder(o);
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->type != VEH_TRAIN) continue;
UpdateWaypointOrder(&v->current_order);

View File

@ -154,8 +154,7 @@
Money profit = 0;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->group_id != group_id) continue;
if (!v->IsPrimaryVehicle()) continue;
@ -179,8 +178,7 @@
uint32 occupancy = 0;
uint32 vehicle_count = 0;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->group_id != group_id) continue;
if (!v->IsPrimaryVehicle()) continue;

View File

@ -20,8 +20,7 @@
ScriptVehicleList::ScriptVehicleList()
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if ((v->owner == ScriptObject::GetCompany() || ScriptObject::GetCompany() == OWNER_DEITY) && (v->IsPrimaryVehicle() || (v->type == VEH_TRAIN && ::Train::From(v)->IsFreeWagon()))) this->AddItem(v->index);
}
}
@ -30,8 +29,7 @@ ScriptVehicleList_Station::ScriptVehicleList_Station(StationID station_id)
{
if (!ScriptBaseStation::IsValidBaseStation(station_id)) return;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if ((v->owner == ScriptObject::GetCompany() || ScriptObject::GetCompany() == OWNER_DEITY) && v->IsPrimaryVehicle()) {
const Order *order;
@ -81,8 +79,7 @@ ScriptVehicleList_Depot::ScriptVehicleList_Depot(TileIndex tile)
return;
}
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if ((v->owner == ScriptObject::GetCompany() || ScriptObject::GetCompany() == OWNER_DEITY) && v->IsPrimaryVehicle() && v->type == type) {
const Order *order;
@ -109,8 +106,7 @@ ScriptVehicleList_Group::ScriptVehicleList_Group(GroupID group_id)
{
if (!ScriptGroup::IsValidGroup((ScriptGroup::GroupID)group_id)) return;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->owner == ScriptObject::GetCompany() && v->IsPrimaryVehicle()) {
if (v->group_id == group_id) this->AddItem(v->index);
}
@ -121,8 +117,7 @@ ScriptVehicleList_DefaultGroup::ScriptVehicleList_DefaultGroup(ScriptVehicle::Ve
{
if (vehicle_type < ScriptVehicle::VT_RAIL || vehicle_type > ScriptVehicle::VT_AIR) return;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->owner == ScriptObject::GetCompany() && v->IsPrimaryVehicle()) {
if (v->type == (::VehicleType)vehicle_type && v->group_id == ScriptGroup::GROUP_DEFAULT) this->AddItem(v->index);
}

View File

@ -888,8 +888,7 @@ static bool DeleteSelectStationWindow(int32 p1)
static bool UpdateConsists(int32 p1)
{
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
/* Update the consist of all trains so the maximum speed is set correctly. */
if (t->IsFrontEngine() || t->IsFreeWagon()) t->ConsistChanged(CCF_TRACK);
}
@ -924,8 +923,7 @@ static bool CheckInterval(int32 p1)
if (update_vehicles) {
const Company *c = Company::Get(_current_company);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == _current_company && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) {
v->SetServiceInterval(CompanyServiceInterval(c, v->type));
v->SetServiceIntervalIsPercent(p1 != 0);
@ -955,8 +953,7 @@ static bool UpdateInterval(VehicleType type, int32 p1)
if (interval != p1) return false;
if (update_vehicles) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == _current_company && v->type == type && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) {
v->SetServiceInterval(p1);
}
@ -990,8 +987,7 @@ static bool UpdateIntervalAircraft(int32 p1)
static bool TrainAccelerationModelChanged(int32 p1)
{
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
if (t->IsFrontEngine()) {
t->tcache.cached_max_curve_speed = t->GetCurveSpeedLimit();
t->UpdateAcceleration();
@ -1013,8 +1009,7 @@ static bool TrainAccelerationModelChanged(int32 p1)
*/
static bool TrainSlopeSteepnessChanged(int32 p1)
{
Train *t;
FOR_ALL_TRAINS(t) {
for (Train *t : Train::Iterate()) {
if (t->IsFrontEngine()) t->CargoChanged();
}
@ -1029,8 +1024,7 @@ static bool TrainSlopeSteepnessChanged(int32 p1)
static bool RoadVehAccelerationModelChanged(int32 p1)
{
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->IsFrontEngine()) {
rv->CargoChanged();
}
@ -1052,8 +1046,7 @@ static bool RoadVehAccelerationModelChanged(int32 p1)
*/
static bool RoadVehSlopeSteepnessChanged(int32 p1)
{
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->IsFrontEngine()) rv->CargoChanged();
}
@ -1225,8 +1218,7 @@ static bool CheckFreeformEdges(int32 p1)
{
if (_game_mode == GM_MENU) return true;
if (p1 != 0) {
Ship *s;
FOR_ALL_SHIPS(s) {
for (Ship *s : Ship::Iterate()) {
/* Check if there is a ship on the northern border. */
if (TileX(s->tile) == 0 || TileY(s->tile) == 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_EMPTY, INVALID_STRING_ID, WL_ERROR);
@ -1334,8 +1326,7 @@ static bool MaxVehiclesChanged(int32 p1)
static bool InvalidateShipPathCache(int32 p1)
{
Ship *s;
FOR_ALL_SHIPS(s) {
for (Ship *s : Ship::Iterate()) {
s->path.clear();
}
return true;

View File

@ -57,10 +57,4 @@ struct Ship FINAL : public SpecializedVehicle<Ship, VEH_SHIP> {
bool IsShipDestinationTile(TileIndex tile, StationID station);
/**
* Iterate over all ships.
* @param var The variable used for iteration.
*/
#define FOR_ALL_SHIPS(var) FOR_ALL_VEHICLES_OF_TYPE(Ship, var)
#endif /* SHIP_H */

View File

@ -876,8 +876,7 @@ void SmallMapWindow::DrawSmallMapColumn(void *dst, uint xc, uint yc, int pitch,
*/
void SmallMapWindow::DrawVehicles(const DrawPixelInfo *dpi, Blitter *blitter) const
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_EFFECT) continue;
if (v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) continue;

View File

@ -97,8 +97,7 @@ Station::~Station()
this->loading_vehicles.front()->LeaveStation();
}
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
for (Aircraft *a : Aircraft::Iterate()) {
if (!a->IsNormalAircraft()) continue;
if (a->targetairport == this->index) a->targetairport = INVALID_STATION;
}
@ -122,8 +121,7 @@ Station::~Station()
}
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
/* Forget about this station if this station is removed */
if (v->last_station_visited == this->index) {
v->last_station_visited = INVALID_STATION;

View File

@ -2033,8 +2033,7 @@ static CommandCost RemoveRoadStop(TileIndex tile, DoCommandFlag flags)
delete cur_stop;
/* Make sure no vehicle is going to the old roadstop */
RoadVehicle *v;
FOR_ALL_ROADVEHICLES(v) {
for (RoadVehicle *v : RoadVehicle::Iterate()) {
if (v->First() == v && v->current_order.IsType(OT_GOTO_STATION) &&
v->dest_tile == tile) {
v->SetDestTile(v->GetOrderStationLocation(st->index));
@ -2380,8 +2379,7 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags)
CommandCost cost(EXPENSES_CONSTRUCTION);
const Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
for (const Aircraft *a : Aircraft::Iterate()) {
if (!a->IsNormalAircraft()) continue;
if (a->targetairport == st->index && a->state != FLYING) {
return_cmd_error(STR_ERROR_AIRCRAFT_IN_THE_WAY);
@ -2480,8 +2478,7 @@ CommandCost CmdOpenCloseAirport(TileIndex tile, DoCommandFlag flags, uint32 p1,
*/
bool HasStationInUse(StationID station, bool include_company, CompanyID company)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if ((v->owner == company) == include_company) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
@ -2721,8 +2718,7 @@ static CommandCost RemoveDock(TileIndex tile, DoCommandFlag flags)
* will be selected and in case of no appropriate order it will just
* wander around the world. */
if (!(st->facilities & FACIL_DOCK)) {
Ship *s;
FOR_ALL_SHIPS(s) {
for (Ship *s : Ship::Iterate()) {
if (s->current_order.IsType(OT_LOADING) && s->current_order.GetDestination() == st->index) {
s->LeaveStation();
}

View File

@ -757,10 +757,9 @@ static CallBackFunction MenuClickIndustry(int index)
static void ToolbarVehicleClick(Window *w, VehicleType veh)
{
const Vehicle *v;
int dis = ~0;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == veh && v->IsPrimaryVehicle()) ClrBit(dis, v->owner);
}
PopupMainCompanyToolbMenu(w, WID_TN_VEHICLE_START + veh, dis);

View File

@ -333,6 +333,4 @@ protected: // These functions should not be called outside acceleration code.
}
};
#define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)
#endif /* TRAIN_H */

View File

@ -71,10 +71,9 @@ byte FreightWagonMult(CargoID cargo)
/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
void CheckTrainsLengths()
{
const Train *v;
bool first = true;
FOR_ALL_TRAINS(v) {
for (const Train *v : Train::Iterate()) {
if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
if (u->track != TRACK_BIT_DEPOT) {
@ -641,8 +640,7 @@ static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const
CheckConsistencyOfArticulatedVehicle(v);
/* Try to connect the vehicle to one of free chains of wagons. */
Train *w;
FOR_ALL_TRAINS(w) {
for (Train *w : Train::Iterate()) {
if (w->tile == tile && ///< Same depot
w->IsFreeWagon() && ///< A free wagon chain
w->engine_type == e->index && ///< Same type
@ -660,8 +658,7 @@ static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const
/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Train *u)
{
const Train *v;
FOR_ALL_TRAINS(v) {
for (const Train *v : Train::Iterate()) {
if (v->IsFreeWagon() && v->tile == u->tile &&
v->track == TRACK_BIT_DEPOT) {
if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
@ -796,8 +793,7 @@ static Train *FindGoodVehiclePos(const Train *src)
EngineID eng = src->engine_type;
TileIndex tile = src->tile;
Train *dst;
FOR_ALL_TRAINS(dst) {
for (Train *dst : Train::Iterate()) {
if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
/* check so all vehicles in the line have the same engine. */
Train *t = dst;

View File

@ -33,8 +33,7 @@ void CcBuildWagon(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p
/* find a locomotive in the depot. */
const Vehicle *found = nullptr;
const Train *t;
FOR_ALL_TRAINS(t) {
for (const Train *t : Train::Iterate()) {
if (t->IsFrontEngine() && t->tile == tile && t->IsStoppedInDepot()) {
if (found != nullptr) return; // must be exactly one.
found = t;

View File

@ -670,16 +670,14 @@ static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
void ResetVehicleHash()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->hash_tile_current = nullptr; }
for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
memset(_vehicle_viewport_hash, 0, sizeof(_vehicle_viewport_hash));
memset(_vehicle_tile_hash, 0, sizeof(_vehicle_tile_hash));
}
void ResetVehicleColourMap()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; }
for (Vehicle *v : Vehicle::Iterate()) { v->colourmap = PAL_NONE; }
}
/**
@ -954,8 +952,8 @@ void CallVehicleTicks()
PerformanceAccumulator::Reset(PFE_GL_SHIPS);
PerformanceAccumulator::Reset(PFE_GL_AIRCRAFT);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
size_t vehicle_index = v->index;
/* Vehicle could be deleted in this tick */
if (!v->Tick()) {
assert(Vehicle::Get(vehicle_index) == nullptr);
@ -1026,7 +1024,7 @@ void CallVehicleTicks()
Backup<CompanyID> cur_company(_current_company, FILE_LINE);
for (auto &it : _vehicles_to_autoreplace) {
v = it.first;
Vehicle *v = it.first;
/* Autoreplace needs the current company set as the vehicle owner */
cur_company.Change(v->owner);
@ -1166,7 +1164,7 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
*/
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
Vehicle *found = nullptr, *v;
Vehicle *found = nullptr;
uint dist, best_dist = UINT_MAX;
if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return nullptr;
@ -1174,7 +1172,7 @@ Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
x >= v->coord.left && x <= v->coord.right &&
y >= v->coord.top && y <= v->coord.bottom) {
@ -1688,8 +1686,7 @@ VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y
FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(nullptr), maxid(0), curid(0)
{
/* Find maximum */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == type && v->owner == owner) {
this->maxid = max<UnitID>(this->maxid, v->unitnumber);
}
@ -1703,7 +1700,7 @@ FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : ca
this->cache = CallocT<bool>(this->maxid + 2);
/* Fill the cache */
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == type && v->owner == owner) {
this->cache[v->unitnumber] = true;
}
@ -1787,8 +1784,7 @@ bool CanBuildVehicleInfrastructure(VehicleType type, byte subtype)
}
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (type == VEH_ROAD && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue;
if (v->owner == _local_company && v->type == type) return true;
}
@ -2745,8 +2741,7 @@ void Vehicle::RemoveFromShared()
void VehiclesYearlyLoop()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->IsPrimaryVehicle()) {
/* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
Money profit = v->GetDisplayProfitThisYear();

View File

@ -971,19 +971,6 @@ public:
}
};
/**
* Iterate over all vehicles from a given point.
* @param var The variable used to iterate over.
* @param start The vehicle to start the iteration at.
*/
#define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
/**
* Iterate over all vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
/**
* Class defining several overloaded accessors so we don't
* have to cast vehicle types that often
@ -1146,14 +1133,14 @@ struct SpecializedVehicle : public Vehicle {
this->Vehicle::UpdateViewport(true);
}
}
};
/**
* Iterate over all vehicles of a particular type.
* @param name The type of vehicle to iterate over.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
/**
* Returns an iterable ensemble of all valid vehicles of type T
* @param from index of the first vehicle to consider
* @return an iterable ensemble of all valid vehicles of type T
*/
static Pool::IterateWrapper<T> Iterate(size_t from = 0) { return Pool::IterateWrapper<T>(from); }
};
/** Generates sequence of free UnitID numbers */
struct FreeUnitIDGenerator {

View File

@ -747,9 +747,7 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32
*/
static bool IsUniqueVehicleName(const char *name)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->name != nullptr && strcmp(v->name, name) == 0) return false;
}

View File

@ -71,8 +71,7 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
engines->clear();
if (wagons != nullptr && wagons != engines) wagons->clear();
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
/* General tests for all vehicle types */
if (v->type != type) continue;
if (v->tile != tile) continue;
@ -115,11 +114,9 @@ bool GenerateVehicleSortList(VehicleList *list, const VehicleListIdentifier &vli
{
list->clear();
const Vehicle *v;
switch (vli.type) {
case VL_STATION_LIST:
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == vli.vtype && v->IsPrimaryVehicle()) {
const Order *order;
@ -134,19 +131,20 @@ bool GenerateVehicleSortList(VehicleList *list, const VehicleListIdentifier &vli
}
break;
case VL_SHARED_ORDERS:
case VL_SHARED_ORDERS: {
/* Add all vehicles from this vehicle's shared order list */
v = Vehicle::GetIfValid(vli.index);
const Vehicle *v = Vehicle::GetIfValid(vli.index);
if (v == nullptr || v->type != vli.vtype || !v->IsPrimaryVehicle()) return false;
for (; v != nullptr; v = v->NextShared()) {
list->push_back(v);
}
break;
}
case VL_GROUP_LIST:
if (vli.index != ALL_GROUP) {
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == vli.vtype && v->IsPrimaryVehicle() &&
v->owner == vli.company && GroupIsInGroup(v->group_id, vli.index)) {
list->push_back(v);
@ -157,7 +155,7 @@ bool GenerateVehicleSortList(VehicleList *list, const VehicleListIdentifier &vli
FALLTHROUGH;
case VL_STANDARD:
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == vli.vtype && v->owner == vli.company && v->IsPrimaryVehicle()) {
list->push_back(v);
}
@ -165,7 +163,7 @@ bool GenerateVehicleSortList(VehicleList *list, const VehicleListIdentifier &vli
break;
case VL_DEPOT_LIST:
FOR_ALL_VEHICLES(v) {
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == vli.vtype && v->IsPrimaryVehicle()) {
const Order *order;