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(svn r13077) -Codechange: move function that updates cached num_engines to engine.cpp, make it run only 1 loop

release/0.7
smatz 2008-05-13 21:36:09 +00:00
parent bb3bd587a6
commit a9cc987929
3 changed files with 44 additions and 31 deletions

View File

@ -27,6 +27,7 @@
#include "settings_type.h"
#include "oldpool_func.h"
#include "core/alloc_func.hpp"
#include "vehicle_func.h"
#include "map"
#include "table/strings.h"
@ -140,6 +141,42 @@ void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint
qsort(&((*el)[begin]), num_items, sizeof(EngineID), compare);
}
void SetCachedEngineCounts()
{
uint engines = GetEnginePoolSize();
/* Set up the engine count for all players */
Player *p;
FOR_ALL_PLAYERS(p) {
free(p->num_engines);
p->num_engines = CallocT<EngineID>(engines);
}
/* Recalculate */
Group *g;
FOR_ALL_GROUPS(g) {
free(g->num_engines);
g->num_engines = CallocT<EngineID>(engines);
}
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (!IsEngineCountable(v)) continue;
assert(v->engine_type < engines);
GetPlayer(v->owner)->num_engines[v->engine_type]++;
if (v->group_id == DEFAULT_GROUP) continue;
g = GetGroup(v->group_id);
assert(v->type == g->vehicle_type);
assert(v->owner == g->owner);
g->num_engines[v->engine_type]++;
}
}
void SetupEngines()
{
_Engine_pool.CleanPool();

View File

@ -27,6 +27,7 @@ void DeleteCustomEngineNames();
bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player);
CargoID GetEngineCargoType(EngineID engine);
void SetCachedEngineCounts();
typedef int CDECL EngList_SortTypeFunction(const void*, const void*); ///< argument type for EngList_Sort()
void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare); ///< qsort of the engine list

View File

@ -1335,42 +1335,17 @@ static bool InitializeWindowsAndCaches()
UpdateAllTownVirtCoords();
UpdateAllWaypointSigns();
/* Recalculate */
Group *g;
FOR_ALL_GROUPS(g) {
g->num_engines = CallocT<uint16>(GetEnginePoolSize());
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (!IsEngineCountable(v)) continue;
if (v->group_id != g->index || v->type != g->vehicle_type || v->owner != g->owner) continue;
g->num_engines[v->engine_type]++;
}
}
/* Set up the engine count for all players */
Player *players[MAX_PLAYERS];
const Vehicle *v;
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
players[i] = GetPlayer(i);
Player *p;
FOR_ALL_PLAYERS(p) {
/* For each player, verify (while loading a scenario) that the inauguration date is the current year and set it
* accordingly if it is not the case. No need to set it on players that are not been used already,
* thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
if (_file_to_saveload.filetype == FT_SCENARIO && players[i]->inaugurated_year != MIN_YEAR)
players[i]->inaugurated_year = _cur_year;
free(players[i]->num_engines);
players[i]->num_engines = CallocT<uint16>(GetEnginePoolSize());
if (_file_to_saveload.filetype == FT_SCENARIO && p->inaugurated_year != MIN_YEAR) {
p->inaugurated_year = _cur_year;
}
}
FOR_ALL_VEHICLES(v) {
if (!IsEngineCountable(v)) continue;
players[v->owner]->num_engines[v->engine_type]++;
}
SetCachedEngineCounts();
return true;
}