Changeset - r4569:e55502a62910
[Not reviewed]
master
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bjarni - 18 years ago 2006-09-07 15:00:47
bjarni@openttd.org
(svn r6418) -Fix: [autoreplace] now multiheaded engines and other locomotives consisting of more than one unit will only be counted once
This also cleaned up the counting loop alot and it will also (hopefully) be faster (didn't benchmark it)
1 file changed with 9 insertions and 8 deletions:
0 comments (0 inline, 0 general)
vehicle_gui.c
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@@ -773,19 +773,20 @@ static void ReplaceVehicleWndProc(Window
 
				{
 
					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 == _local_player) {
 
							if (vehicle->type == VEH_Aircraft && vehicle->subtype > 2) continue;
 

	
 
							// do not count the vehicles, that contains only 0 in all var
 
							if (vehicle->engine_type == 0 && vehicle->spritenum == 0) continue;
 

	
 
							if (vehicle->type != GetEngine(vehicle->engine_type)->type) continue;
 

	
 
						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]++;
 
						}
 
					}
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