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authorrubidium <rubidium@openttd.org>2007-08-30 21:11:12 +0000
committerrubidium <rubidium@openttd.org>2007-08-30 21:11:12 +0000
commit732845440a15f0c627b6cca08dabff51beac735a (patch)
treeb205fc9b323290f091d73bfe7f40c7ed002d44cc /src/newgrf_engine.cpp
parent5ff81aca1873824af8b00eeb74ddedfce9dfef4a (diff)
downloadopenttd-732845440a15f0c627b6cca08dabff51beac735a.tar.xz
(svn r11011) -Fix [FS#1129]: GetFirstVehicleInChain did change the game state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
Diffstat (limited to 'src/newgrf_engine.cpp')
-rw-r--r--src/newgrf_engine.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/newgrf_engine.cpp b/src/newgrf_engine.cpp
index 4f1ef3a05..9272a6d52 100644
--- a/src/newgrf_engine.cpp
+++ b/src/newgrf_engine.cpp
@@ -516,7 +516,7 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
byte chain_before = 0;
byte chain_after = 0;
- for (u = GetFirstVehicleInChain(v); u != v; u = u->Next()) {
+ for (u = v->First(); u != v; u = u->Next()) {
chain_before++;
if (variable == 0x41 && u->engine_type != v->engine_type) chain_before = 0;
}
@@ -610,7 +610,7 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
*/
if (v->type != VEH_TRAIN) return 0;
- const Vehicle *u_p = GetPrevVehicleInChain(v);
+ const Vehicle *u_p = v->Previous();
const Vehicle *u_n = v->Next();
DirDiff f = (u_p == NULL) ? DIRDIFF_SAME : DirDifference(u_p->direction, v->direction);
DirDiff b = (u_n == NULL) ? DIRDIFF_SAME : DirDifference(v->direction, u_n->direction);
@@ -758,8 +758,8 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
case 0x75: return GB(v->u.rail.cached_power, 8, 24);
case 0x76: return GB(v->u.rail.cached_power, 16, 16);
case 0x77: return GB(v->u.rail.cached_power, 24, 8);
- case 0x7C: return v->first->index;
- case 0x7D: return GB(v->first->index, 8, 8);
+ case 0x7C: return v->First()->index;
+ case 0x7D: return GB(v->First()->index, 8, 8);
case 0x7F: return 0; // Used for vehicle reversing hack in TTDP
}
break;
@@ -804,7 +804,7 @@ static const SpriteGroup *VehicleResolveReal(const ResolverObject *object, const
if (v == NULL) return group->g.real.loading[0];
if (v->type == VEH_TRAIN) {
- in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
+ in_motion = v->First()->current_order.type != OT_LOADING;
} else {
in_motion = v->current_order.type != OT_LOADING;
}
@@ -832,7 +832,7 @@ static inline void NewVehicleResolver(ResolverObject *res, EngineID engine_type,
res->ResolveReal = &VehicleResolveReal;
res->u.vehicle.self = v;
- res->u.vehicle.parent = (v != NULL && v->HasFront()) ? GetFirstVehicleInChain(v) : v;
+ res->u.vehicle.parent = (v != NULL && v->HasFront()) ? v->First() : v;
res->u.vehicle.self_type = engine_type;
@@ -1033,7 +1033,7 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_rando
* i.e.), so we give them all the NEW_CARGO triggered
* vehicle's portion of random bits. */
assert(first);
- DoTriggerVehicle((v->type == VEH_TRAIN) ? GetFirstVehicleInChain(v) : v, VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
+ DoTriggerVehicle((v->type == VEH_TRAIN) ? v->First() : v, VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
break;
case VEHICLE_TRIGGER_DEPOT: