mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Use FlatSet for per-industry type industry lists.
parent
6070f8d4f3
commit
7c834921b2
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@ -10,6 +10,7 @@
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#ifndef INDUSTRY_H
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#define INDUSTRY_H
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#include "core/flatset_type.hpp"
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#include "newgrf_storage.h"
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#include "subsidy_type.h"
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#include "industry_map.h"
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@ -257,7 +258,7 @@ struct Industry : IndustryPool::PoolItem<&_industry_pool> {
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return this->cached_name;
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}
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static std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> industries; ///< List of industries of each type.
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static std::array<FlatSet<IndustryID>, NUM_INDUSTRYTYPES> industries; ///< List of industries of each type.
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private:
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void FillCachedName() const;
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@ -63,7 +63,7 @@ void BuildOilRig(TileIndex tile);
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static uint8_t _industry_sound_ctr;
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static TileIndex _industry_sound_tile;
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std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> Industry::industries;
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std::array<FlatSet<IndustryID>, NUM_INDUSTRYTYPES> Industry::industries;
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IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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@ -190,8 +190,7 @@ Industry::~Industry()
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delete this->psa;
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auto &industries = Industry::industries[type];
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auto it = std::ranges::lower_bound(industries, this->index);
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industries.erase(it);
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industries.erase(this->index);
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DeleteIndustryNews(this->index);
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CloseWindowById(WC_INDUSTRY_VIEW, this->index);
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@ -1760,7 +1759,7 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type,
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i->type = type;
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auto &industries = Industry::industries[type];
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industries.emplace(std::ranges::lower_bound(industries, i->index), i->index);
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industries.insert(i->index);
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for (size_t index = 0; index < std::size(indspec->produced_cargo); ++index) {
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if (!IsValidCargoType(indspec->produced_cargo[index])) break;
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@ -228,7 +228,7 @@ struct INDYChunkHandler : ChunkHandler {
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} else if (IsSavegameVersionBefore(SLV_INDUSTRY_CARGO_REORGANISE)) {
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LoadMoveAcceptsProduced(i, INDUSTRY_NUM_INPUTS, INDUSTRY_NUM_OUTPUTS);
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}
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Industry::industries[i->type].push_back(i->index); // Assume savegame indices are sorted.
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Industry::industries[i->type].insert(i->index);
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}
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}
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@ -875,7 +875,7 @@ static bool LoadOldIndustry(LoadgameState &ls, int num)
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i->random_colour = RemapTTOColour(i->random_colour);
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}
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Industry::industries[i->type].push_back(i->index); // Assume savegame indices are sorted.
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Industry::industries[i->type].insert(i->index);
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} else {
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delete i;
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}
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