(svn r6503) -Codechange: added a function to tell what vehicles a depot contains
This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list) Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
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@@ -616,9 +616,10 @@ void ShowBuildRoadVehWindow(TileIndex tile)
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static void DrawRoadDepotWindow(Window *w)
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{
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Vehicle **vl = WP(w, traindepot_d).vehicle_list;
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TileIndex tile;
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Vehicle *v;
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int num,x,y;
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int x, y, max;
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uint16 num = WP(w, traindepot_d).engine_count;
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Depot *depot;
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tile = w->window_number;
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@@ -628,10 +629,6 @@ static void DrawRoadDepotWindow(Window *w)
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IsTileOwner(tile, _local_player) ? 0 : ((1<<4) | (1<<7) | (1<<8));
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/* determine amount of items for scroller */
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num = 0;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Road && IsRoadVehInDepot(v) && v->tile == tile) num++;
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}
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SetVScrollCount(w, (num + w->hscroll.cap - 1) / w->hscroll.cap);
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/* locate the depot struct */
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@@ -644,30 +641,28 @@ static void DrawRoadDepotWindow(Window *w)
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x = 2;
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y = 15;
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num = w->vscroll.pos * w->hscroll.cap;
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max = min(WP(w, traindepot_d).engine_count, num + (w->vscroll.cap * w->hscroll.cap));
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Road && IsRoadVehInDepot(v) && v->tile == tile &&
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--num < 0 && num >= -w->vscroll.cap * w->hscroll.cap) {
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DrawRoadVehImage(v, x+24, y, WP(w,traindepot_d).sel);
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for (; num < max; num++) {
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const Vehicle *v = vl[num];
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DrawRoadVehImage(v, x + 24, y, WP(w,traindepot_d).sel);
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SetDParam(0, v->unitnumber);
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DrawString(x, y+2, (uint16)(v->max_age-366) >= v->age ? STR_00E2 : STR_00E3, 0);
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SetDParam(0, v->unitnumber);
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DrawString(x, y + 2, (uint16)(v->max_age-366) >= v->age ? STR_00E2 : STR_00E3, 0);
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DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, x + 16, y);
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DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, x + 16, y);
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if ((x+=56) == 2 + 56 * w->hscroll.cap) {
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x = 2;
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y += 14;
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}
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if ((x += 56) == 2 + 56 * w->hscroll.cap) {
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x = 2;
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y += 14;
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}
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}
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}
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static int GetVehicleFromRoadDepotWndPt(const Window *w, int x, int y, Vehicle **veh)
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{
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Vehicle **vl = WP(w, traindepot_d).vehicle_list;
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uint xt,row,xm;
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TileIndex tile;
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Vehicle *v;
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int pos;
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xt = x / 56;
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@@ -679,18 +674,12 @@ static int GetVehicleFromRoadDepotWndPt(const Window *w, int x, int y, Vehicle *
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pos = (row + w->vscroll.pos) * w->hscroll.cap + xt;
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tile = w->window_number;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Road && IsRoadVehInDepot(v) && v->tile == tile &&
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--pos < 0) {
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*veh = v;
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if (xm >= 24) return 0;
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if (xm <= 16) return -1; /* show window */
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return -2; /* start stop */
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}
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}
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if (WP(w, traindepot_d).engine_count <= pos) return 1; // empty block, so no vehicle is selected
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*veh = vl[pos];
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return 1; /* outside */
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if (xm >= 24) return 0; // drag vehicle
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if (xm <= 16) return -1; // show window
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return -2; // start stop
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}
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static void RoadDepotClickVeh(Window *w, int x, int y)
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@@ -755,7 +744,13 @@ static void ClonePlaceObj(const Window *w)
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static void RoadDepotWndProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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case WE_CREATE:
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WP(w, traindepot_d).vehicle_list = NULL;
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WP(w, traindepot_d).engine_list_length = 0;
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break;
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case WE_PAINT:
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BuildDepotVehicleList(VEH_Road, w->window_number, &WP(w, traindepot_d).vehicle_list, &WP(w, traindepot_d).engine_list_length, &WP(w, traindepot_d).engine_count, NULL, NULL, NULL);
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DrawRoadDepotWindow(w);
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break;
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@@ -808,6 +803,7 @@ static void RoadDepotWndProc(Window *w, WindowEvent *e)
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case WE_DESTROY:
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DeleteWindowById(WC_BUILD_VEHICLE, w->window_number);
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free((void*)WP(w, traindepot_d).vehicle_list);
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break;
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case WE_DRAGDROP:
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