Changeset - r6493:d74339463d3a
[Not reviewed]
master
0 2 0
belugas - 17 years ago 2007-04-19 14:50:01
belugas@openttd.org
(svn r9676) -Codechange: introduce NUM_INDUSTRYTYPES instead of IT_END.
This makes the code clearer.
2 files changed with 9 insertions and 8 deletions:
0 comments (0 inline, 0 general)
src/industry.h
Show inline comments
 
@@ -13,6 +13,7 @@ typedef uint8 IndustryType;
 

	
 
enum {
 
	INVALID_INDUSTRY = 0xFFFF,
 
	NUM_INDUSTRYTYPES = 37,
 
	INDUTILE_NOANIM = 0xFF,        ///< flag to mark industry tiles as having no animation
 
};
 

	
src/industry_cmd.cpp
Show inline comments
 
@@ -67,7 +67,7 @@ IndustryType GetIndustryType(TileIndex t
 

	
 
	assert(IsTileType(tile, MP_INDUSTRY));
 

	
 
	for (iloop = IT_COAL_MINE; iloop < IT_END; iloop += 1) {
 
	for (iloop = IT_COAL_MINE; iloop < NUM_INDUSTRYTYPES; iloop += 1) {
 
		if (IS_BYTE_INSIDE(this_type, industry_gfx_Solver[iloop].MinGfx,
 
				industry_gfx_Solver[iloop].MaxGfx + 1)) {
 
			return iloop;
 
@@ -82,12 +82,12 @@ IndustryType GetIndustryType(TileIndex t
 
 * This will ensure at once : proper access and
 
 * not allowing modifications of it.
 
 * @param thistype of industry (which is the index in _industry_specs)
 
 * @pre thistype < IT_END
 
 * @pre thistype < NUM_INDUSTRYTYPES
 
 * @return a pointer to the corresponding industry spec
 
 **/
 
const IndustrySpec *GetIndustrySpec(IndustryType thistype)
 
{
 
	assert(thistype < IT_END);
 
	assert(thistype < NUM_INDUSTRYTYPES);
 
	return &_industry_specs[thistype];
 
}
 

	
 
@@ -1590,7 +1590,7 @@ void GenerateIndustries()
 
	const IndustrySpec *ind_spc;
 

	
 
	/* Find the total amount of industries */
 
	for (it = IT_COAL_MINE; it < IT_END; it++) {
 
	for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
 
		int num;
 

	
 
		ind_spc = GetIndustrySpec(it);
 
@@ -1610,7 +1610,7 @@ void GenerateIndustries()
 

	
 
	SetGeneratingWorldProgress(GWP_INDUSTRY, i);
 

	
 
	for (it = IT_COAL_MINE; it < IT_END; it++) {
 
	for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
 
		/* Once the number of industries has been determined, let's really create them.
 
		 * The test for chance allows us to try create industries that are available only
 
		 * for this landscape.
 
@@ -1752,11 +1752,11 @@ static void MaybeNewIndustry(void)
 
	IndustryType rndtype, j;     // Loop controlers
 
	const IndustrySpec *ind_spc;
 
	uint num = 0;
 
	ProbabilityHelper cumulative_probs[IT_END]; // probability collector
 
	ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
 
	uint16 probability_max = 0;
 

	
 
	/* Generate a list of all possible industries that can be built. */
 
	for (j = 0; j < IT_END; j++) {
 
	for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
 
		byte chance = GetIndustrySpec(j)->appear_ingame[_opt.landscape];
 

	
 
		/* if appearing chance for this landscape is above 0, this industry can be chosen */
 
@@ -1770,7 +1770,7 @@ static void MaybeNewIndustry(void)
 

	
 
	/* Find a random type, with maximum being what has been evaluate above*/
 
	rndtype = RandomRange(probability_max);
 
	for (j = 0; j < IT_END; j++) {
 
	for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
 
		/* and choose the index of the industry that matches as close as possible this random type */
 
		if (cumulative_probs[j].prob >= rndtype) break;
 
	}
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