(svn r6424) -Codechange: [autoreplace] removed a loop though all vehicles from each time the window is redrawn

To do this, the player struct contains an array, that contains the count of each engine type that the player owns
   Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
   It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
pull/155/head
bjarni 18 years ago
parent 3d1bde020a
commit c545edf46f

@ -396,6 +396,7 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
w->u.air.state = HRS_ROTOR_STOPPED;
VehiclePositionChanged(w);
}
GetPlayer(_current_player)->num_engines[p1]++;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();

@ -1456,6 +1456,20 @@ bool AfterLoadGame(void)
if (!CheckSavegameVersion(27)) AfterLoadStations();
{
/* Set up the engine count for all players */
Player *players[MAX_PLAYERS];
int i;
const Vehicle *v;
for (i = 0; i < MAX_PLAYERS; i++) players[i] = GetPlayer(i);
FOR_ALL_VEHICLES(v) {
if (!IsEngineCountable(v)) continue;
players[v->owner]->num_engines[v->engine_type]++;
}
}
/* Time starts at 0 instead of 1920.
* Account for this in older games by adding an offset */
if (CheckSavegameVersion(31)) {

@ -194,6 +194,7 @@ typedef struct Player {
bool renew_keep_length;
int16 engine_renew_months;
uint32 engine_renew_money;
uint16 num_engines[TOTAL_NUM_ENGINES]; // caches the number of engines of each type the player owns (no need to save this)
} Player;
uint16 GetDrawStringPlayerColor(PlayerID player);

@ -520,6 +520,8 @@ Player *DoStartupNewPlayer(bool is_ai)
if (is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);
memset(p->num_engines, 0, TOTAL_NUM_ENGINES);
return p;
}

@ -191,6 +191,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->random_bits = VehicleRandomBits();
VehiclePositionChanged(v);
GetPlayer(_current_player)->num_engines[p1]++;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();

@ -914,6 +914,7 @@ int32 CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->random_bits = VehicleRandomBits();
VehiclePositionChanged(v);
GetPlayer(_current_player)->num_engines[p1]++;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();

@ -635,6 +635,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
VehiclePositionChanged(v);
TrainConsistChanged(GetFirstVehicleInChain(v));
GetPlayer(_current_player)->num_engines[engine]++;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalPlayer()) {
@ -815,6 +816,7 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
NormalizeTrainVehInDepot(v);
}
GetPlayer(_current_player)->num_engines[p1]++;
InvalidateWindow(WC_VEHICLE_DEPOT, tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);

@ -535,8 +535,28 @@ uint CountVehiclesInChain(const Vehicle* v)
return count;
}
/** Check if a vehicle is counted in num_engines in each player struct
* @param *v Vehicle to test
* @return true if the vehicle is counted in num_engines
*/
bool IsEngineCountable(const Vehicle *v)
{
switch (v->type) {
case VEH_Aircraft: return (v->subtype <= 2); // don't count plane shadows and helicopter rotors
case VEH_Train:
return !IsArticulatedPart(v) && // tenders and other articulated parts
(!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines
case VEH_Road:
case VEH_Ship:
return true;
default: return false; // Only count player buildable vehicles
}
}
void DestroyVehicle(Vehicle *v)
{
if (IsEngineCountable(v)) GetPlayer(v->owner)->num_engines[v->engine_type]--;
DeleteVehicleNews(v->index, INVALID_STRING_ID);
DeleteName(v->string_id);

@ -255,6 +255,7 @@ Vehicle *GetLastVehicleInChain(Vehicle *v);
Vehicle *GetPrevVehicleInChain(const Vehicle *v);
Vehicle *GetFirstVehicleInChain(const Vehicle *v);
uint CountVehiclesInChain(const Vehicle* v);
bool IsEngineCountable(const Vehicle *v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks(void);

@ -49,7 +49,6 @@ static uint32 _internal_name_sorter_id; // internal StringID for default vehicle
static const Vehicle* _last_vehicle; // cached vehicle to hopefully speed up name-sorting
static bool _internal_sort_order; // descending/ascending
static uint16 _player_num_engines[TOTAL_NUM_ENGINES];
static RailType _railtype_selected_in_replace_gui;
@ -443,7 +442,7 @@ static void train_engine_drawing_loop(int *x, int *y, int *pos, int *sel, Engine
const RailVehicleInfo *rvi = RailVehInfo(i);
const EngineInfo *info = EngInfo(i);
if (!EngineHasReplacementForPlayer(p, i) && _player_num_engines[i] == 0 && show_outdated) continue;
if (!EngineHasReplacementForPlayer(p, i) && p->num_engines[i] == 0 && show_outdated) continue;
if ((rvi->power == 0 && !show_cars) || (rvi->power != 0 && show_cars)) // show wagons or engines (works since wagons do not have power)
continue;
@ -470,10 +469,10 @@ static void train_engine_drawing_loop(int *x, int *y, int *pos, int *sel, Engine
DrawString(*x + 59, *y + 2, GetCustomEngineName(i),
colour);
// show_outdated is true only for left side, which is where we show old replacements
DrawTrainEngine(*x + 29, *y + 6, i, (_player_num_engines[i] == 0 && show_outdated) ?
DrawTrainEngine(*x + 29, *y + 6, i, (p->num_engines[i] == 0 && show_outdated) ?
PALETTE_CRASH : GetEnginePalette(i, _local_player));
if ( show_outdated ) {
SetDParam(0, _player_num_engines[i]);
SetDParam(0, p->num_engines[i]);
DrawStringRightAligned(213, *y+5, STR_TINY_BLACK, 0);
}
*y += 14;
@ -510,7 +509,7 @@ static void SetupScrollStuffForReplaceWindow(Window *w)
// left window contains compatible engines while right window only contains engines of the selected type
if (ENGINE_AVAILABLE &&
(RailVehInfo(eid)->power != 0) == (WP(w, replaceveh_d).wagon_btnstate != 0)) {
if (IsCompatibleRail(e->railtype, railtype) && (_player_num_engines[eid] > 0 || EngineHasReplacementForPlayer(p, eid))) {
if (IsCompatibleRail(e->railtype, railtype) && (p->num_engines[eid] > 0 || EngineHasReplacementForPlayer(p, eid))) {
if (sel[0] == count) selected_id[0] = eid;
count++;
}
@ -525,7 +524,7 @@ static void SetupScrollStuffForReplaceWindow(Window *w)
case VEH_Road: {
for (i = ROAD_ENGINES_INDEX; i < ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; i++) {
if (_player_num_engines[i] > 0 || EngineHasReplacementForPlayer(p, i)) {
if (p->num_engines[i] > 0 || EngineHasReplacementForPlayer(p, i)) {
if (sel[0] == count) selected_id[0] = i;
count++;
}
@ -547,7 +546,7 @@ static void SetupScrollStuffForReplaceWindow(Window *w)
case VEH_Ship: {
for (i = SHIP_ENGINES_INDEX; i < SHIP_ENGINES_INDEX + NUM_SHIP_ENGINES; i++) {
if (_player_num_engines[i] > 0 || EngineHasReplacementForPlayer(p, i)) {
if (p->num_engines[i] > 0 || EngineHasReplacementForPlayer(p, i)) {
if (sel[0] == count) selected_id[0] = i;
count++;
}
@ -573,7 +572,7 @@ static void SetupScrollStuffForReplaceWindow(Window *w)
case VEH_Aircraft: {
for (i = AIRCRAFT_ENGINES_INDEX; i < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) {
if (_player_num_engines[i] > 0 || EngineHasReplacementForPlayer(p, i)) {
if (p->num_engines[i] > 0 || EngineHasReplacementForPlayer(p, i)) {
if (sel[0] == count) selected_id[0] = i;
count++;
}
@ -650,11 +649,11 @@ static void DrawEngineArrayInReplaceWindow(Window *w, int x, int y, int x2, int
cargo = RoadVehInfo(selected_id[0])->cargo_type;
do {
if (_player_num_engines[engine_id] > 0 || EngineHasReplacementForPlayer(p, engine_id)) {
if (p->num_engines[engine_id] > 0 || EngineHasReplacementForPlayer(p, engine_id)) {
if (IS_INT_INSIDE(--pos, -w->vscroll.cap, 0)) {
DrawString(x+59, y+2, GetCustomEngineName(engine_id), sel[0]==0 ? 0xC : 0x10);
DrawRoadVehEngine(x+29, y+6, engine_id, _player_num_engines[engine_id] > 0 ? GetEnginePalette(engine_id, _local_player) : PALETTE_CRASH);
SetDParam(0, _player_num_engines[engine_id]);
DrawRoadVehEngine(x+29, y+6, engine_id, p->num_engines[engine_id] > 0 ? GetEnginePalette(engine_id, _local_player) : PALETTE_CRASH);
SetDParam(0, p->num_engines[engine_id]);
DrawStringRightAligned(213, y+5, STR_TINY_BLACK, 0);
y += 14;
}
@ -685,11 +684,11 @@ static void DrawEngineArrayInReplaceWindow(Window *w, int x, int y, int x2, int
refittable = ShipVehInfo(selected_id[0])->refittable;
do {
if (_player_num_engines[engine_id] > 0 || EngineHasReplacementForPlayer(p, engine_id)) {
if (p->num_engines[engine_id] > 0 || EngineHasReplacementForPlayer(p, engine_id)) {
if (IS_INT_INSIDE(--pos, -w->vscroll.cap, 0)) {
DrawString(x+75, y+7, GetCustomEngineName(engine_id), sel[0]==0 ? 0xC : 0x10);
DrawShipEngine(x+35, y+10, engine_id, _player_num_engines[engine_id] > 0 ? GetEnginePalette(engine_id, _local_player) : PALETTE_CRASH);
SetDParam(0, _player_num_engines[engine_id]);
DrawShipEngine(x+35, y+10, engine_id, p->num_engines[engine_id] > 0 ? GetEnginePalette(engine_id, _local_player) : PALETTE_CRASH);
SetDParam(0, p->num_engines[engine_id]);
DrawStringRightAligned(213, y+15, STR_TINY_BLACK, 0);
y += 24;
}
@ -718,12 +717,12 @@ static void DrawEngineArrayInReplaceWindow(Window *w, int x, int y, int x2, int
byte subtype = AircraftVehInfo(selected_id[0])->subtype;
do {
if (_player_num_engines[engine_id] > 0 || EngineHasReplacementForPlayer(p, engine_id)) {
if (p->num_engines[engine_id] > 0 || EngineHasReplacementForPlayer(p, engine_id)) {
if (sel[0] == 0) selected_id[0] = engine_id;
if (IS_INT_INSIDE(--pos, -w->vscroll.cap, 0)) {
DrawString(x+62, y+7, GetCustomEngineName(engine_id), sel[0]==0 ? 0xC : 0x10);
DrawAircraftEngine(x+29, y+10, engine_id, _player_num_engines[engine_id] > 0 ? GetEnginePalette(engine_id, _local_player) : PALETTE_CRASH);
SetDParam(0, _player_num_engines[engine_id]);
DrawAircraftEngine(x+29, y+10, engine_id, p->num_engines[engine_id] > 0 ? GetEnginePalette(engine_id, _local_player) : PALETTE_CRASH);
SetDParam(0, p->num_engines[engine_id]);
DrawStringRightAligned(213, y+15, STR_TINY_BLACK, 0);
y += 24;
}
@ -758,7 +757,7 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
switch (e->event) {
case WE_PAINT: {
const Player *p = GetPlayer(_local_player);
Player *p = GetPlayer(_local_player);
int pos = w->vscroll.pos;
EngineID selected_id[2] = { INVALID_ENGINE, INVALID_ENGINE };
int x = 1;
@ -770,28 +769,6 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
sel[0] = WP(w,replaceveh_d).sel_index[0];
sel[1] = WP(w,replaceveh_d).sel_index[1];
{
uint i;
const Vehicle *vehicle;
/* compiler optimisation tend to prefer to keep local variables in the registers instead of global ones,
* so we cache often used and unchanging variables in local variables to increase the loop speed */
const byte vehicle_type = w->window_number;
const PlayerID player = _local_player;
for (i = 0; i < lengthof(_player_num_engines); i++) {
_player_num_engines[i] = 0;
}
FOR_ALL_VEHICLES(vehicle) {
if (vehicle->owner == player && vehicle->type == vehicle_type) {
if (vehicle_type == VEH_Aircraft && vehicle->subtype > 2) continue; // plane shadows and helicopter rotors
if (vehicle_type == VEH_Train && (
IsArticulatedPart(vehicle) || // tenders and other articulated parts
(IsMultiheaded(vehicle) && !IsTrainEngine(vehicle)))) continue; // rear parts of multiheaded engines
_player_num_engines[vehicle->engine_type]++;
}
}
}
SetupScrollStuffForReplaceWindow(w);
selected_id[0] = WP(w,replaceveh_d).sel_engine[0];

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