Changeset - r4574:26f71b3f860b
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master
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bjarni - 18 years ago 2006-09-08 10:47:39
bjarni@openttd.org
(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
10 files changed with 60 insertions and 40 deletions:
0 comments (0 inline, 0 general)
aircraft_cmd.c
Show inline comments
 
@@ -396,6 +396,7 @@ int32 CmdBuildAircraft(TileIndex tile, u
 
			w->u.air.state = HRS_ROTOR_STOPPED;
 
			VehiclePositionChanged(w);
 
		}
 
		GetPlayer(_current_player)->num_engines[p1]++;
 

	
 
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
		RebuildVehicleLists();
openttd.c
Show inline comments
 
@@ -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)) {
player.h
Show inline comments
 
@@ -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);
players.c
Show inline comments
 
@@ -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;
 
}
 

	
roadveh_cmd.c
Show inline comments
 
@@ -191,6 +191,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, ui
 
		v->random_bits = VehicleRandomBits();
 

	
 
		VehiclePositionChanged(v);
 
		GetPlayer(_current_player)->num_engines[p1]++;
 

	
 
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
		RebuildVehicleLists();
ship_cmd.c
Show inline comments
 
@@ -914,6 +914,7 @@ int32 CmdBuildShip(TileIndex tile, uint3
 
		v->random_bits = VehicleRandomBits();
 

	
 
		VehiclePositionChanged(v);
 
		GetPlayer(_current_player)->num_engines[p1]++;
 

	
 
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
		RebuildVehicleLists();
train_cmd.c
Show inline comments
 
@@ -635,6 +635,7 @@ static int32 CmdBuildRailWagon(EngineID 
 

	
 
			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
 
				NormalizeTrainVehInDepot(v);
 
			}
 

	
 
			GetPlayer(_current_player)->num_engines[p1]++;
 
			InvalidateWindow(WC_VEHICLE_DEPOT, tile);
 
			RebuildVehicleLists();
 
			InvalidateWindow(WC_COMPANY, v->owner);
vehicle.c
Show inline comments
 
@@ -535,8 +535,28 @@ uint CountVehiclesInChain(const Vehicle*
 
	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);
vehicle.h
Show inline comments
 
@@ -255,6 +255,7 @@ Vehicle *GetLastVehicleInChain(Vehicle *
 
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);
vehicle_gui.c
Show inline comments
 
@@ -49,7 +49,6 @@ static uint32 _internal_name_sorter_id; 
 
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(in
 
		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(in
 
			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 SetupScrollStuffForReplaceWi
 
				// 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 SetupScrollStuffForReplaceWi
 

	
 
		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 SetupScrollStuffForReplaceWi
 

	
 
		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 SetupScrollStuffForReplaceWi
 

	
 
		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 DrawEngineArrayInReplaceWind
 
				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 DrawEngineArrayInReplaceWind
 
				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 DrawEngineArrayInReplaceWind
 
				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
 

	
 
	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
 
				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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