Cache animated tile speed, use btree map for animated tiles

This commit is contained in:
Jonathan G Rennison
2020-11-24 19:02:38 +00:00
parent 72a7ae25e8
commit 2ad446369d
23 changed files with 267 additions and 56 deletions

View File

@@ -26,6 +26,7 @@
#include "../engine_func.h"
#include "../company_base.h"
#include "../disaster_vehicle.h"
#include "../animated_tile.h"
#include "../core/smallvec_type.hpp"
#include "saveload_internal.h"
#include "oldloader.h"
@@ -483,7 +484,6 @@ static inline uint RemapOrderIndex(uint x)
return _savegame_type == SGT_TTO ? (x - 0x1AC4) / 2 : (x - 0x1C18) / 2;
}
extern std::vector<TileIndex> _animated_tiles;
extern char *_old_name_array;
static uint32 _old_town_index;
@@ -643,7 +643,7 @@ static bool LoadOldAnimTileList(LoadgameState *ls, int num)
/* The first zero in the loaded array indicates the end of the list. */
for (int i = 0; i < 256; i++) {
if (anim_list[i] == 0) break;
_animated_tiles.push_back(anim_list[i]);
_animated_tiles[anim_list[i]] = {};
}
return true;