(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)
This commit is contained in:
bjarni
2006-09-24 15:01:02 +00:00
parent 98ba395277
commit b0101164e4
7 changed files with 256 additions and 193 deletions

View File

@@ -398,10 +398,11 @@ void DrawTrainImage(const Vehicle *v, int x, int y, int count, int skip, Vehicle
static void DrawTrainDepotWindow(Window *w)
{
Vehicle **vl = WP(w, traindepot_d).vehicle_list;
TileIndex tile;
Vehicle *v, *u;
int num,x,y,i, hnum;
int x, y, i, hnum, max;
Depot *depot;
uint16 num;
tile = w->window_number;
@@ -410,25 +411,14 @@ static void DrawTrainDepotWindow(Window *w)
IsTileOwner(tile, _local_player) ? 0 : ((1 << 4) | (1 << 5) | (1 << 8) | (1<<9));
/* determine amount of items for scroller */
num = 0;
hnum = 8;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
(IsFrontEngine(v) || IsFreeWagon(v)) &&
v->tile == tile &&
v->u.rail.track == 0x80) {
num++;
// determine number of items in the X direction.
if (IsFrontEngine(v)) {
hnum = max(hnum, v->u.rail.cached_total_length);
}
}
for (num = 0; num < WP(w, traindepot_d).engine_count; num++) {
const Vehicle *v = vl[num];
hnum = maxu(hnum, v->u.rail.cached_total_length);
}
/* Always have 1 empty row, so people can change the setting of the train */
num++;
SetVScrollCount(w, num);
SetVScrollCount(w, WP(w, traindepot_d).engine_count + WP(w, traindepot_d).wagon_count + 1);
SetHScrollCount(w, WagonLengthToPixels(hnum));
/* locate the depot struct */
@@ -441,44 +431,45 @@ static void DrawTrainDepotWindow(Window *w)
x = 2;
y = 15;
num = w->vscroll.pos;
max = min(WP(w, traindepot_d).engine_count, w->vscroll.pos + w->vscroll.cap);
// draw all trains
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFrontEngine(v) &&
v->tile == tile && v->u.rail.track == 0x80 &&
--num < 0 && num >= -w->vscroll.cap) {
DrawTrainImage(v, x+21, y, w->hscroll.cap + 4, w->hscroll.pos, WP(w,traindepot_d).sel);
/* Draw the train number */
SetDParam(0, v->unitnumber);
DrawString(x, y, (v->max_age - 366 < v->age) ? STR_00E3 : STR_00E2, 0);
// Number of wagons relative to a standard length wagon (rounded up)
SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
DrawStringRightAligned(w->widget[6].right - 1, y + 4, STR_TINY_BLACK, 0); // Draw the counter
/* draw all trains */
for (; num < max; num++) {
const Vehicle *v = vl[num];
/* Draw the pretty flag */
DrawSprite(v->vehstatus & VS_STOPPED ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, x + 15, y);
DrawTrainImage(v, x + 21, y, w->hscroll.cap + 4, w->hscroll.pos, WP(w,traindepot_d).sel);
/* Draw the train number */
SetDParam(0, v->unitnumber);
DrawString(x, y, (v->max_age - 366 < v->age) ? STR_00E3 : STR_00E2, 0);
y += 14;
}
/* Number of wagons relative to a standard length wagon (rounded up) */
SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
DrawStringRightAligned(w->widget[6].right - 1, y + 4, STR_TINY_BLACK, 0); // Draw the counter
/* Draw the pretty flag */
DrawSprite(v->vehstatus & VS_STOPPED ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, x + 15, y);
y += 14;
}
// draw all remaining vehicles
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFreeWagon(v) &&
v->tile == tile && v->u.rail.track == 0x80 &&
--num < 0 && num >= -w->vscroll.cap) {
DrawTrainImage(v, x+50, y, w->hscroll.cap - 29, 0, WP(w,traindepot_d).sel);
DrawString(x, y+2, STR_8816, 0);
max = min(WP(w, traindepot_d).engine_count + WP(w, traindepot_d).wagon_count, w->vscroll.pos + w->vscroll.cap);
/*Draw the train counter */
i = 0;
u = v;
do i++; while ( (u=u->next) != NULL); // Determine length of train
SetDParam(0, i); // Set the counter
DrawStringRightAligned(w->widget[6].right - 1, y + 4, STR_TINY_BLACK, 0); // Draw the counter
y += 14;
}
/* draw all remaining vehicles */
for (; num < max; num++) {
const Vehicle *v = WP(w, traindepot_d).wagon_list[num - WP(w, traindepot_d).engine_count];
const Vehicle *u;
DrawTrainImage(v, x + 50, y, w->hscroll.cap - 29, 0, WP(w,traindepot_d).sel);
DrawString(x, y + 2, STR_8816, 0);
/*Draw the train counter */
i = 0;
u = v;
do i++; while ( (u=u->next) != NULL); // Determine length of train
SetDParam(0, i); // Set the counter
DrawStringRightAligned(w->widget[6].right - 1, y + 4, STR_TINY_BLACK, 0); // Draw the counter
y += 14;
}
}
@@ -489,6 +480,7 @@ typedef struct GetDepotVehiclePtData {
static int GetVehicleFromTrainDepotWndPt(const Window *w, int x, int y, GetDepotVehiclePtData *d)
{
Vehicle **vl = WP(w, traindepot_d).vehicle_list;
int row;
int skip = 0;
Vehicle *v;
@@ -500,38 +492,23 @@ static int GetVehicleFromTrainDepotWndPt(const Window *w, int x, int y, GetDepot
row += w->vscroll.pos;
/* go through all the locomotives */
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
IsFrontEngine(v) &&
v->tile == w->window_number &&
v->u.rail.track == 0x80 &&
--row < 0) {
skip = w->hscroll.pos;
goto found_it;
}
if (WP(w, traindepot_d).engine_count + WP(w, traindepot_d).wagon_count <= row) {
/* empty row, so no vehicle is selected */
d->head = NULL;
d->wagon = NULL;
return 0;
}
x -= _traininfo_vehicle_width; /* free wagons don't have an initial loco. */
/* and then the list of free wagons */
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
IsFreeWagon(v) &&
v->tile == w->window_number &&
v->u.rail.track == 0x80 &&
--row < 0) {
goto found_it;
}
if (WP(w, traindepot_d).engine_count > row) {
v = vl[row];
skip = w->hscroll.pos;
} else {
vl = WP(w, traindepot_d).wagon_list;
v = vl[row - WP(w, traindepot_d).engine_count];
/* free wagons don't have an initial loco. */
x -= _traininfo_vehicle_width;
}
d->head = NULL;
d->wagon = NULL;
/* didn't find anything, get out */
return 0;
found_it:
d->head = d->wagon = v;
/* either pressed the flag or the number, but only when it's a loco */
@@ -648,7 +625,16 @@ static void ClonePlaceObj(const Window *w)
static void TrainDepotWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_CREATE:
WP(w, traindepot_d).vehicle_list = NULL;
WP(w, traindepot_d).wagon_list = NULL;
WP(w, traindepot_d).engine_count = 0;
WP(w, traindepot_d).wagon_count = 0;
break;
case WE_PAINT:
BuildDepotVehicleList(VEH_Train, w->window_number, &WP(w, traindepot_d).vehicle_list, &WP(w, traindepot_d).engine_list_length, &WP(w, traindepot_d).engine_count,
&WP(w, traindepot_d).wagon_list, &WP(w, traindepot_d).wagon_list_length, &WP(w, traindepot_d).wagon_count);
DrawTrainDepotWindow(w);
break;
@@ -702,6 +688,8 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
case WE_DESTROY:
DeleteWindowById(WC_BUILD_VEHICLE, w->window_number);
free((void*)WP(w, traindepot_d).vehicle_list);
free((void*)WP(w, traindepot_d).wagon_list);
break;
case WE_DRAGDROP: {