mirror of https://github.com/OpenTTD/OpenTTD
(svn r16559) -Codechange: introduce Company::IsValidAiID() and Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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bc7e9514d2
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@ -54,7 +54,7 @@ public:
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/**
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* Stop a company to be controlled by an AI.
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* @param company The company from which the AI needs to detach.
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* @pre !IsHumanCompany(company).
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* @pre Company::IsValidAiID(company)
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*/
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static void Stop(CompanyID company);
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@ -64,7 +64,7 @@
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (!IsHumanCompany(c->index)) {
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if (c->is_ai) {
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_current_company = c->index;
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c->ai_instance->GameLoop();
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}
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@ -74,8 +74,7 @@
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* Effectively collecting garbage once every two months per AI. */
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if ((AI::frame_counter & 255) == 0) {
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CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
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Company *com = Company::GetIfValid(cid);
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if (com != NULL && !IsHumanCompany(cid)) com->ai_instance->CollectGarbage();
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if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
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}
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_current_company = OWNER_NONE;
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@ -109,7 +108,7 @@
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (!IsHumanCompany(c->index)) AI::Stop(c->index);
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if (c->is_ai) AI::Stop(c->index);
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}
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}
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@ -179,7 +178,7 @@
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}
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/* Only AIs can have an event-queue */
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if (!Company::IsValidID(company) || IsHumanCompany(company)) {
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if (!Company::IsValidAiID(company)) {
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event->Release();
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return;
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}
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@ -642,8 +642,7 @@ struct AIDebugWindow : public Window {
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{
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/* Disable the companies who are not active or not an AI */
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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Company *c = Company::GetIfValid(i);
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this->SetWidgetDisabledState(i + AID_WIDGET_COMPANY_BUTTON_START, c == NULL || !c->is_ai);
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this->SetWidgetDisabledState(i + AID_WIDGET_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
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}
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this->DisableWidget(AID_WIDGET_RELOAD_TOGGLE);
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@ -661,7 +660,7 @@ struct AIDebugWindow : public Window {
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virtual void OnPaint()
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{
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/* Check if the currently selected company is still active. */
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if (ai_debug_company == INVALID_COMPANY || !Company::IsValidID(ai_debug_company) || !Company::Get(ai_debug_company)->is_ai) {
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if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) {
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if (ai_debug_company != INVALID_COMPANY) {
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/* Raise and disable the widget for the previous selection. */
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this->RaiseWidget(ai_debug_company + AID_WIDGET_COMPANY_BUTTON_START);
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@ -670,13 +669,13 @@ struct AIDebugWindow : public Window {
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ai_debug_company = INVALID_COMPANY;
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}
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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Company *c = Company::GetIfValid(i);
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if (c != NULL && c->is_ai) {
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai) {
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/* Lower the widget corresponding to this company. */
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this->LowerWidget(i + AID_WIDGET_COMPANY_BUTTON_START);
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this->LowerWidget(c->index + AID_WIDGET_COMPANY_BUTTON_START);
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ai_debug_company = i;
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ai_debug_company = c->index;
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break;
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}
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}
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@ -696,7 +695,7 @@ struct AIDebugWindow : public Window {
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/* Background is grey by default, will be changed to red for dead AIs */
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this->widget[i + AID_WIDGET_COMPANY_BUTTON_START].colour = COLOUR_GREY;
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Company *c = Company::GetIfValid(i);
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const Company *c = Company::GetIfValid(i);
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if (c == NULL || !c->is_ai) {
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/* Check if we have the company as an active company */
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if (!this->IsWidgetDisabled(i + AID_WIDGET_COMPANY_BUTTON_START)) {
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@ -363,7 +363,7 @@ void AIInstance::CollectGarbage()
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/* static */ AIStorage *AIInstance::GetStorage()
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{
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assert(Company::IsValidID(_current_company) && !IsHumanCompany(_current_company));
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assert(Company::IsValidAiID(_current_company));
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return Company::Get(_current_company)->ai_instance->storage;
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}
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@ -79,6 +79,18 @@ struct Company : CompanyPool::PoolItem<&_company_pool> {
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EngineRenewList engine_renew_list; ///< Defined later
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CompanySettings settings; ///< settings specific for each company
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uint16 *num_engines; ///< caches the number of engines of each type the company owns (no need to save this)
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static FORCEINLINE bool IsValidAiID(size_t index)
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{
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const Company *c = GetIfValid(index);
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return c != NULL && c->is_ai;
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}
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static FORCEINLINE bool IsValidHumanID(size_t index)
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{
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const Company *c = GetIfValid(index);
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return c != NULL && !c->is_ai;
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}
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};
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#define FOR_ALL_COMPANIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Company, company_index, var, start)
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@ -86,6 +98,12 @@ struct Company : CompanyPool::PoolItem<&_company_pool> {
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Money CalculateCompanyValue(const Company *c);
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static inline bool IsHumanCompany(CompanyID company)
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{
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return !Company::Get(company)->is_ai;
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}
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extern uint _next_competitor_start;
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extern uint _cur_company_tick_index;
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@ -83,12 +83,6 @@ void SetLocalCompany(CompanyID new_company)
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MarkWholeScreenDirty();
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}
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bool IsHumanCompany(CompanyID company)
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{
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return !Company::Get(company)->is_ai;
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}
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uint16 GetDrawStringCompanyColour(CompanyID company)
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{
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/* Get the colour for DrawString-subroutines which matches the colour
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@ -276,7 +270,7 @@ set_name:;
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MarkWholeScreenDirty();
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if (!IsHumanCompany(c->index)) {
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if (c->is_ai) {
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CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
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cni->FillData(c);
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SetDParam(0, STR_NEWS_COMPANY_LAUNCH_TITLE);
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@ -725,7 +719,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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/* Remove the company */
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ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
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if (!IsHumanCompany(c->index)) AI::Stop(c->index);
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if (c->is_ai) AI::Stop(c->index);
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CompanyID c_index = c->index;
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delete c;
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@ -21,8 +21,6 @@ extern CompanyByte _current_company;
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extern Colours _company_colours[MAX_COMPANIES]; ///< NOSAVE: can be determined from company structs
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extern CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
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bool IsHumanCompany(CompanyID company);
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static inline bool IsLocalCompany()
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{
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return _local_company == _current_company;
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@ -1592,7 +1592,7 @@ struct CompanyWindow : Window
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this->SetWidgetHiddenState(CW_WIDGET_SELL_SHARE, local);
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this->SetWidgetHiddenState(CW_WIDGET_COMPANY_PASSWORD, !local || !_networking);
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this->SetWidgetHiddenState(CW_WIDGET_COMPANY_JOIN, local || !_networking);
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this->SetWidgetDisabledState(CW_WIDGET_COMPANY_JOIN, !IsHumanCompany(c->index));
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this->SetWidgetDisabledState(CW_WIDGET_COMPANY_JOIN, c->is_ai);
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if (!local) {
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if (_settings_game.economy.allow_shares) { // Shares are allowed
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@ -487,7 +487,7 @@ static void CompanyCheckBankrupt(Company *c)
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case 3: {
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/* XXX - In multiplayer, should we ask other companies if it wants to take
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over when it is a human company? -- TrueLight */
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if (IsHumanCompany(c->index)) {
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if (!c->is_ai) {
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SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
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SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
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SetDParamStr(2, cni->company_name);
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@ -532,7 +532,7 @@ static void CompanyCheckBankrupt(Company *c)
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ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
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ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
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if (!IsHumanCompany(c->index)) AI::Stop(c->index);
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if (c->is_ai) AI::Stop(c->index);
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CompanyID c_index = c->index;
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delete c;
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@ -1528,7 +1528,7 @@ static void DoAcquireCompany(Company *c)
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}
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_current_company = old_company;
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if (!IsHumanCompany(c->index)) AI::Stop(c->index);
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if (c->is_ai) AI::Stop(c->index);
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DeleteCompanyWindows(ci);
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InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
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@ -686,7 +686,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
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}
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break;
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default: // Join another company (companies 1-8 (index 0-7))
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if (!Company::IsValidID(playas) || !IsHumanCompany(playas)) {
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if (!Company::IsValidHumanID(playas)) {
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SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
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return;
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}
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@ -519,8 +519,9 @@ bool CanDeleteHouse(TileIndex tile)
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/* Humans are always allowed to remove buildings, as is water and
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* anyone using the scenario editor. */
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if ((Company::IsValidID(_current_company) && IsHumanCompany(_current_company))
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|| _current_company == OWNER_WATER || _current_company == OWNER_NONE) return true;
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if (Company::IsValidHumanID(_current_company) || _current_company == OWNER_WATER || _current_company == OWNER_NONE) {
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return true;
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}
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if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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@ -43,7 +43,7 @@ static void SaveReal_AIPL(int *index_ptr)
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SlObject(NULL, _ai_company);
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/* If the AI was active, store his data too */
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if (Company::IsValidID(index) && !IsHumanCompany(index)) AI::Save(index);
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if (Company::IsValidAiID(index)) AI::Save(index);
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}
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static void Load_AIPL()
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@ -59,7 +59,7 @@ static void Load_AIPL()
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SlObject(NULL, _ai_company);
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if (_networking && !_network_server) {
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if (Company::IsValidID(index) && !IsHumanCompany(index)) AIInstance::LoadEmpty();
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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continue;
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}
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@ -86,7 +86,7 @@ static void Load_AIPL()
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config->StringToSettings(_ai_saveload_settings);
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/* Start the AI directly if it was active in the savegame */
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if (Company::IsValidID(index) && !IsHumanCompany(index)) {
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if (Company::IsValidAiID(index)) {
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AI::StartNew(index);
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AI::Load(index, _ai_saveload_version);
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}
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@ -227,7 +227,7 @@ static void SaveLoad_PLYR(Company *c)
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SlObject(c, _company_desc);
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/* Keep backwards compatible for savegames, so load the old AI block */
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if (CheckSavegameVersion(107) && !IsHumanCompany(c->index)) {
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if (CheckSavegameVersion(107) && c->is_ai) {
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CompanyOldAI old_ai;
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char nothing;
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@ -990,7 +990,7 @@ static char *FormatString(char *buff, const char *str, int64 *argv, uint casei,
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CompanyID company = (CompanyID)GetInt32(&argv);
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/* Nothing is added for AI or inactive companies */
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if (Company::IsValidID(company) && IsHumanCompany(company)) {
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if (!Company::IsValidHumanID(company)) {
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int64 args[1];
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args[0] = company + 1;
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buff = GetStringWithArgs(buff, STR_COMPANY_NUM, args, last);
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