Codechange: Use std algorithm when allocating rail/road type.
Use `std::ranges::find()` instead of a `for`-loop to allocate rail and road types.
This commit is contained in:
+22
-23
@@ -149,34 +149,33 @@ void InitRailTypes()
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*/
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RailType AllocateRailType(RailTypeLabel label)
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{
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for (RailType rt = RAILTYPE_BEGIN; rt != RAILTYPE_END; rt++) {
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RailTypeInfo *rti = &_railtypes[rt];
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auto it = std::ranges::find(_railtypes, 0, &RailTypeInfo::label);
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if (it == std::end(_railtypes)) return INVALID_RAILTYPE;
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if (rti->label == 0) {
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/* Set up new rail type */
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*rti = _original_railtypes[RAILTYPE_RAIL];
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rti->label = label;
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rti->alternate_labels.clear();
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RailTypeInfo &rti = *it;
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RailType rt = rti.Index();
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/* Make us compatible with ourself. */
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rti->powered_railtypes = rt;
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rti->compatible_railtypes = rt;
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/* Set up new rail type based on default rail. */
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rti = _original_railtypes[RAILTYPE_RAIL];
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rti.label = label;
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rti.alternate_labels.clear();
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/* We also introduce ourself. */
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rti->introduces_railtypes = rt;
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/* Make us compatible with ourself. */
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rti.powered_railtypes = rt;
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rti.compatible_railtypes = rt;
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/* Default sort order; order of allocation, but with some
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* offsets so it's easier for NewGRF to pick a spot without
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* changing the order of other (original) rail types.
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* The << is so you can place other railtypes in between the
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* other railtypes, the 7 is to be able to place something
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* before the first (default) rail type. */
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rti->sorting_order = rt << 4 | 7;
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return rt;
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}
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}
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/* We also introduce ourself. */
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rti.introduces_railtypes = rt;
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return INVALID_RAILTYPE;
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/* Default sort order; order of allocation, but with some
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* offsets so it's easier for NewGRF to pick a spot without
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* changing the order of other (original) rail types.
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* The << is so you can place other railtypes in between the
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* other railtypes, the 7 is to be able to place something
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* before the first (default) rail type. */
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rti.sorting_order = rt << 4 | 7;
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return rt;
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}
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static const uint8_t _track_sloped_sprites[14] = {
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