mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: Replace FOR_ALL_TOWNS with range-based for loops
This commit is contained in:
parent
0b489f9924
commit
ee7a8eebca
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@ -302,8 +302,6 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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assert(old_owner != _local_company);
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}
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Town *t;
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assert(old_owner != new_owner);
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{
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@ -357,7 +355,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
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/* Take care of rating and transport rights in towns */
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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/* If a company takes over, give the ratings to that company. */
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if (new_owner != INVALID_OWNER) {
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if (HasBit(t->have_ratings, old_owner)) {
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@ -347,9 +347,7 @@ struct NetworkChatWindow : public Window {
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* Not that the following assumes all town indices are adjacent, ie no
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* towns have been deleted. */
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if (*item < (uint)MAX_CLIENT_SLOTS + Town::GetPoolSize()) {
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const Town *t;
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FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_SLOTS) {
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for (const Town *t : Town::Iterate(*item - MAX_CLIENT_SLOTS)) {
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/* Get the town-name via the string-system */
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SetDParam(0, t->index);
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GetString(chat_tab_temp_buffer, STR_TOWN_NAME, lastof(chat_tab_temp_buffer));
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@ -83,8 +83,7 @@ void InitializeBuildingCounts()
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{
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memset(&_building_counts, 0, sizeof(_building_counts));
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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memset(&t->cache.building_counts, 0, sizeof(t->cache.building_counts));
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}
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}
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@ -1188,8 +1188,7 @@ static void CheckCaches()
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/* Check the town caches. */
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std::vector<TownCache> old_town_caches;
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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old_town_caches.push_back(t->cache);
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}
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@ -1198,7 +1197,7 @@ static void CheckCaches()
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RebuildSubsidisedSourceAndDestinationCache();
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uint i = 0;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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if (MemCmpT(old_town_caches.data() + i, &t->cache) != 0) {
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DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
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}
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@ -169,9 +169,7 @@ static void ConvertTownOwner()
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/* since savegame version 4.1, exclusive transport rights are stored at towns */
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static void UpdateExclusiveRights()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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t->exclusivity = INVALID_COMPANY;
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}
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@ -270,8 +268,7 @@ static void InitializeWindowsAndCaches()
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s->airport.psa->tile = s->airport.tile;
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}
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}
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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for (std::list<PersistentStorage *>::iterator it = t->psa_list.begin(); it != t->psa_list.end(); ++it) {
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(*it)->feature = GSF_FAKE_TOWNS;
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(*it)->tile = t->xy;
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@ -651,8 +648,7 @@ bool AfterLoadGame()
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if (st->name != nullptr) st->string_id = STR_SV_STNAME_FALLBACK;
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}
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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t->name = CopyFromOldName(t->townnametype);
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if (t->name != nullptr) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
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}
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@ -980,8 +976,7 @@ bool AfterLoadGame()
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/* From version 9.0, we update the max passengers of a town (was sometimes negative
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* before that. */
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if (IsSavegameVersionBefore(SLV_9)) {
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Town *t;
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FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
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for (Town *t : Town::Iterate()) UpdateTownMaxPass(t);
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}
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/* From version 16.0, we included autorenew on engines, which are now saved, but
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@ -1570,9 +1565,7 @@ bool AfterLoadGame()
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* fast was added in version 54. From version 56 this is now saved in the
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* town as cities can be built specifically in the scenario editor. */
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if (IsSavegameVersionBefore(SLV_56)) {
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
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t->larger_town = true;
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}
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@ -2018,8 +2011,7 @@ bool AfterLoadGame()
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if (e->company_avail == 0xFF) e->company_avail = 0xFFFF;
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}
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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if (t->have_ratings == 0xFF) t->have_ratings = 0xFFFF;
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for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
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}
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@ -2108,8 +2100,7 @@ bool AfterLoadGame()
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/* Initialize layout of all towns. Older versions were using different
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* generator for random town layout, use it if needed. */
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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if (_settings_game.economy.town_layout != TL_RANDOM) {
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t->layout = _settings_game.economy.town_layout;
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continue;
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@ -2791,9 +2782,7 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_164)) FixupTrainLengths();
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if (IsSavegameVersionBefore(SLV_165)) {
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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/* Set the default cargo requirement for town growth */
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switch (_settings_game.game_creation.landscape) {
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case LT_ARCTIC:
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@ -2827,8 +2816,7 @@ bool AfterLoadGame()
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Town::Get(GetTownIndex(t))->cargo_accepted.Add(t);
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}
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Town *town;
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FOR_ALL_TOWNS(town) {
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for (Town *town : Town::Iterate()) {
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UpdateTownCargoes(town);
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}
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}
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@ -2984,8 +2972,7 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_198)) {
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/* Convert towns growth_rate and grow_counter to ticks */
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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/* 0x8000 = TOWN_GROWTH_RATE_CUSTOM previously */
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if (t->growth_rate & 0x8000) SetBit(t->flags, TOWN_CUSTOM_GROWTH);
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if (t->growth_rate != TOWN_GROWTH_RATE_NONE) {
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@ -152,10 +152,8 @@ static uint32 RemapOldTownName(uint32 townnameparts, byte old_town_name_type)
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static void FixOldTowns()
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{
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Town *town;
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/* Convert town-names if needed */
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FOR_ALL_TOWNS(town) {
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for (Town *town : Town::Iterate()) {
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if (IsInsideMM(town->townnametype, 0x20C1, 0x20C3)) {
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town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _settings_game.game_creation.town_name;
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town->townnameparts = RemapOldTownName(town->townnameparts, _settings_game.game_creation.town_name);
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@ -24,12 +24,11 @@
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*/
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void RebuildTownCaches()
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{
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Town *town;
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InitializeBuildingCounts();
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RebuildTownKdtree();
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/* Reset town population and num_houses */
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FOR_ALL_TOWNS(town) {
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for (Town *town : Town::Iterate()) {
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town->cache.population = 0;
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town->cache.num_houses = 0;
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}
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@ -38,7 +37,7 @@ void RebuildTownCaches()
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if (!IsTileType(t, MP_HOUSE)) continue;
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HouseID house_id = GetHouseType(t);
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town = Town::GetByTile(t);
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Town *town = Town::GetByTile(t);
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IncreaseBuildingCount(town, house_id);
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if (IsHouseCompleted(t)) town->cache.population += HouseSpec::Get(house_id)->population;
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@ -47,7 +46,7 @@ void RebuildTownCaches()
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}
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/* Update the population and num_house dependent values */
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FOR_ALL_TOWNS(town) {
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for (Town *town : Town::Iterate()) {
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UpdateTownRadius(town);
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UpdateTownCargoes(town);
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}
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@ -263,9 +262,7 @@ static void RealSave_Town(Town *t)
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static void Save_TOWN()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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SlSetArrayIndex(t->index);
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SlAutolength((AutolengthProc*)RealSave_Town, t);
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}
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@ -311,8 +308,7 @@ static void Ptrs_TOWN()
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/* Don't run when savegame version lower than 161. */
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if (IsSavegameVersionBefore(SLV_161)) return;
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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SlObject(t, _town_desc);
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}
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}
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@ -15,8 +15,7 @@
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ScriptTownList::ScriptTownList()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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this->AddItem(t->index);
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}
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}
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@ -914,8 +914,7 @@ void SmallMapWindow::DrawVehicles(const DrawPixelInfo *dpi, Blitter *blitter) co
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*/
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void SmallMapWindow::DrawTowns(const DrawPixelInfo *dpi) const
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{
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const Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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/* Remap the town coordinate */
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Point pt = this->RemapTile(TileX(t->xy), TileY(t->xy));
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int x = pt.x - this->subscroll - (t->cache.sign.width_small >> 1);
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@ -381,8 +381,7 @@ static void AddIndustryToDeliver(Industry *ind, Station *st)
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*/
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void Station::RemoveFromAllNearbyLists()
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{
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Town *t;
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FOR_ALL_TOWNS(t) { t->stations_near.erase(this); }
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for (Town *t : Town::Iterate()) { t->stations_near.erase(this); }
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for (Industry *i : Industry::Iterate()) { i->stations_near.erase(this); }
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}
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@ -2185,10 +2185,10 @@ uint8 GetAirportNoiseLevelForDistance(const AirportSpec *as, uint distance)
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*/
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Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it, uint &mindist)
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{
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Town *t, *nearest = nullptr;
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Town *nearest = nullptr;
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uint add = as->size_x + as->size_y - 2; // GetMinimalAirportDistanceToTile can differ from DistanceManhattan by this much
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mindist = UINT_MAX - add; // prevent overflow
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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if (DistanceManhattan(t->xy, it) < mindist + add) { // avoid calling GetMinimalAirportDistanceToTile too often
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TileIterator *copy = it.Clone();
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uint dist = GetMinimalAirportDistanceToTile(*copy, t->xy);
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@ -2207,9 +2207,7 @@ Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it, uint
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/** Recalculate the noise generated by the airports of each town */
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void UpdateAirportsNoise()
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{
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Town *t;
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FOR_ALL_TOWNS(t) t->noise_reached = 0;
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for (Town *t : Town::Iterate()) t->noise_reached = 0;
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for (const Station *st : Station::Iterate()) {
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if (st->airport.tile != INVALID_TILE && st->airport.type != AT_OILRIG) {
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@ -130,8 +130,7 @@ static inline void SetPartOfSubsidyFlag(SourceType type, SourceID index, PartOfS
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/** Perform a full rebuild of the subsidies cache. */
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void RebuildSubsidisedSourceAndDestinationCache()
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{
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Town *t;
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FOR_ALL_TOWNS(t) t->cache.part_of_subsidy = POS_NONE;
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for (Town *t : Town::Iterate()) t->cache.part_of_subsidy = POS_NONE;
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for (Industry *i : Industry::Iterate()) i->part_of_subsidy = POS_NONE;
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@ -185,9 +185,6 @@ TileIndexDiff GetHouseNorthPart(HouseID &house);
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
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#define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
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#define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
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void ResetHouses();
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void ClearTownHouse(Town *t, TileIndex tile);
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@ -67,8 +67,7 @@ TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
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void RebuildTownKdtree()
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{
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std::vector<TownID> townids;
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Town *town;
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FOR_ALL_TOWNS(town) {
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for (const Town *town : Town::Iterate()) {
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townids.push_back(town->index);
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}
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_town_kdtree.Build(townids.begin(), townids.end());
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@ -408,9 +407,7 @@ void Town::UpdateVirtCoord()
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/** Update the virtual coords needed to draw the town sign for all towns. */
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void UpdateAllTownVirtCoords()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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t->UpdateVirtCoord();
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}
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}
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@ -437,9 +434,7 @@ static void ChangePopulation(Town *t, int mod)
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uint32 GetWorldPopulation()
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{
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uint32 pop = 0;
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const Town *t;
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FOR_ALL_TOWNS(t) pop += t->cache.population;
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for (const Town *t : Town::Iterate()) pop += t->cache.population;
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return pop;
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}
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@ -844,10 +839,9 @@ void UpdateTownCargoes(Town *t)
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/** Updates the bitmap of all cargoes accepted by houses. */
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void UpdateTownCargoBitmap()
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{
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Town *town;
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_town_cargoes_accepted = 0;
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FOR_ALL_TOWNS(town) {
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for (const Town *town : Town::Iterate()) {
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_town_cargoes_accepted |= town->cargo_accepted_total;
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}
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}
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@ -874,8 +868,7 @@ void OnTick_Town()
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{
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if (_game_mode == GM_EDITOR) return;
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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TownTickHandler(t);
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}
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}
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@ -1842,9 +1835,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
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*/
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static bool IsUniqueTownName(const char *name)
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{
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const Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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if (t->name != nullptr && strcmp(t->name, name) == 0) return false;
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}
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@ -3642,9 +3633,7 @@ CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType
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void TownsMonthlyLoop()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (Town *t : Town::Iterate()) {
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if (t->road_build_months != 0) t->road_build_months--;
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if (t->exclusive_counter != 0) {
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@ -689,8 +689,7 @@ private:
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if (this->towns.NeedRebuild()) {
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this->towns.clear();
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const Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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this->towns.push_back(t);
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}
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@ -991,8 +990,7 @@ public:
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} else {
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this->towns.clear();
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const Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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this->string_filter.ResetState();
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SetDParam(0, t->index);
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@ -94,8 +94,7 @@ bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
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if (town_names->find(buf1) != town_names->end()) return false;
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town_names->insert(buf1);
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} else {
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const Town *t;
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FOR_ALL_TOWNS(t) {
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for (const Town *t : Town::Iterate()) {
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/* We can't just compare the numbers since
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* several numbers may map to a single name. */
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const char *buf = t->name;
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@ -2255,8 +2255,7 @@ void RebuildViewportKdtree()
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if (wp->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeWaypoint(wp->index));
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}
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const Town *town;
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FOR_ALL_TOWNS(town) {
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for (const Town *town : Town::Iterate()) {
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if (town->cache.sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeTown(town->index));
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue