Change FOR_ALL_ cycles to ::Iterate
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@@ -25,8 +25,7 @@ std::vector<ClosestTownRecord> _closest_cache;
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void RebuildClosestHash(TileIndex tile) {
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_closest_cache_ref = INVALID_TILE;
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_closest_cache.clear();
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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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_closest_cache.push_back(std::make_pair(
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DistanceManhattan(t->xy, tile), t));
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}
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@@ -257,8 +256,7 @@ SpriteID TileZoneCheckUnservedIndustriesEvaluation(TileIndex tile) {
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SpriteID TileZoneCheckTownZones(TileIndex tile) {
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HouseZonesBits next_zone = HZB_BEGIN, tz = HZB_END;
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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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uint dist = DistanceSquare(tile, town->xy);
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// town code uses <= for checking town borders (tz0) but < for other zones
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while (next_zone < HZB_END
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@@ -283,8 +281,7 @@ SpriteID TileZoneCheckTownZones(TileIndex tile) {
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//Check CB town acceptance area
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SpriteID TileZoneCheckNewCBBorders(TileIndex tile) {
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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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if (DistanceSquare(tile, town->xy) <= town->cache.squared_town_zone_radius[0] + 30)
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return SPR_PALETTE_ZONING_BLACK;
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}
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@@ -305,8 +302,7 @@ SpriteID TileZoneCheckCBBorders(TileIndex tile) {
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//Check whether the tile is within citybuilder server town border (where houses could be built)
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SpriteID TileZoneCheckCBTownBorders(TileIndex tile) {
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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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uint32 distMax = DistanceMax(town->xy, tile);
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if (distMax * distMax < town->cache.squared_town_zone_radius[0]){
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return SPR_PALETTE_ZONING_GREEN;
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