(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
This commit is contained in:
bjarni
2006-09-08 10:47:39 +00:00
parent f01e761f80
commit 00a08601c9
10 changed files with 60 additions and 40 deletions

View File

@@ -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)) {