mirror of https://github.com/OpenTTD/OpenTTD
(svn r13077) -Codechange: move function that updates cached num_engines to engine.cpp, make it run only 1 loop
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bb3bd587a6
commit
a9cc987929
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@ -27,6 +27,7 @@
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#include "settings_type.h"
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#include "oldpool_func.h"
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#include "core/alloc_func.hpp"
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#include "vehicle_func.h"
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#include "map"
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#include "table/strings.h"
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@ -140,6 +141,42 @@ void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint
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qsort(&((*el)[begin]), num_items, sizeof(EngineID), compare);
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}
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void SetCachedEngineCounts()
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{
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uint engines = GetEnginePoolSize();
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/* Set up the engine count for all players */
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Player *p;
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FOR_ALL_PLAYERS(p) {
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free(p->num_engines);
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p->num_engines = CallocT<EngineID>(engines);
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}
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/* Recalculate */
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Group *g;
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FOR_ALL_GROUPS(g) {
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free(g->num_engines);
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g->num_engines = CallocT<EngineID>(engines);
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}
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (!IsEngineCountable(v)) continue;
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assert(v->engine_type < engines);
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GetPlayer(v->owner)->num_engines[v->engine_type]++;
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if (v->group_id == DEFAULT_GROUP) continue;
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g = GetGroup(v->group_id);
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assert(v->type == g->vehicle_type);
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assert(v->owner == g->owner);
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g->num_engines[v->engine_type]++;
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}
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}
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void SetupEngines()
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{
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_Engine_pool.CleanPool();
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@ -27,6 +27,7 @@ void DeleteCustomEngineNames();
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bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player);
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CargoID GetEngineCargoType(EngineID engine);
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void SetCachedEngineCounts();
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typedef int CDECL EngList_SortTypeFunction(const void*, const void*); ///< argument type for EngList_Sort()
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void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare); ///< qsort of the engine list
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@ -1335,42 +1335,17 @@ static bool InitializeWindowsAndCaches()
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UpdateAllTownVirtCoords();
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UpdateAllWaypointSigns();
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/* Recalculate */
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Group *g;
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FOR_ALL_GROUPS(g) {
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g->num_engines = CallocT<uint16>(GetEnginePoolSize());
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (!IsEngineCountable(v)) continue;
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if (v->group_id != g->index || v->type != g->vehicle_type || v->owner != g->owner) continue;
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g->num_engines[v->engine_type]++;
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}
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}
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/* Set up the engine count for all players */
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Player *players[MAX_PLAYERS];
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const Vehicle *v;
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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players[i] = GetPlayer(i);
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Player *p;
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FOR_ALL_PLAYERS(p) {
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/* For each player, verify (while loading a scenario) that the inauguration date is the current year and set it
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* accordingly if it is not the case. No need to set it on players that are not been used already,
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* thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
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if (_file_to_saveload.filetype == FT_SCENARIO && players[i]->inaugurated_year != MIN_YEAR)
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players[i]->inaugurated_year = _cur_year;
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free(players[i]->num_engines);
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players[i]->num_engines = CallocT<uint16>(GetEnginePoolSize());
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if (_file_to_saveload.filetype == FT_SCENARIO && p->inaugurated_year != MIN_YEAR) {
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p->inaugurated_year = _cur_year;
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}
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}
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FOR_ALL_VEHICLES(v) {
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if (!IsEngineCountable(v)) continue;
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players[v->owner]->num_engines[v->engine_type]++;
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}
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SetCachedEngineCounts();
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return true;
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}
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