Reduce redundant calls to get current max speed for trains and RVs

Between ShowVisualEffect() and UpdateSpeed()
pull/393/head
Jonathan G Rennison 2 years ago
parent af270a63ad
commit 6d877b5e70

@ -150,7 +150,7 @@ struct RoadVehicle FINAL : public GroundVehicle<RoadVehicle, VEH_ROAD> {
int GetCurrentMaxSpeed() const;
int GetEffectiveMaxSpeed() const;
int GetDisplayEffectiveMaxSpeed() const { return this->GetEffectiveMaxSpeed() / 2; }
int UpdateSpeed();
int UpdateSpeed(int max_speed);
void SetDestTile(TileIndex tile);
inline bool IsRoadVehicleOnLevelCrossing() const

@ -795,11 +795,11 @@ static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
* and subspeed) variables. Furthermore, it returns the distance that
* the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
* the distance to drive before moving a step on the map.
* @param max_speed maximum speed as from GetCurrentMaxSpeed()
* @return distance to drive.
*/
int RoadVehicle::UpdateSpeed()
int RoadVehicle::UpdateSpeed(int max_speed)
{
int max_speed = this->GetCurrentMaxSpeed();
switch (_settings_game.vehicle.roadveh_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL: {
@ -2126,10 +2126,14 @@ static bool RoadVehController(RoadVehicle *v)
if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
v->ShowVisualEffect();
int j;
{
int max_speed = v->GetCurrentMaxSpeed();
v->ShowVisualEffect(max_speed);
/* Check how far the vehicle needs to proceed */
int j = v->UpdateSpeed();
/* Check how far the vehicle needs to proceed */
j = v->UpdateSpeed(max_speed);
}
int adv_spd = v->GetAdvanceDistance();
bool blocked = false;

@ -885,7 +885,7 @@ static void ShipController(Ship *v)
if (CheckShipLeaveDepot(v)) return;
v->ShowVisualEffect();
v->ShowVisualEffect(UINT_MAX);
/* Rotating on spot */
if (v->direction != v->rotation) {

@ -185,15 +185,15 @@ struct Train FINAL : public GroundVehicle<Train, VEH_TRAIN> {
void ConsistChanged(ConsistChangeFlags allowed_changes);
int UpdateSpeed();
void UpdateAcceleration();
struct MaxSpeedInfo {
int strict_max_speed;
int advisory_max_speed;
};
int UpdateSpeed(MaxSpeedInfo max_speed_info);
void UpdateAcceleration();
bool ConsistNeedsRepair() const;
private:

@ -4582,17 +4582,16 @@ void Train::MarkDirty()
* the distance to drive before moving a step on the map.
* @return distance to drive.
*/
int Train::UpdateSpeed()
int Train::UpdateSpeed(MaxSpeedInfo max_speed_info)
{
AccelStatus accel_status = this->GetAccelerationStatus();
MaxSpeedInfo max_speed_info = this->GetCurrentMaxSpeedInfoAndUpdate();
if (this->lookahead != nullptr && HasBit(this->lookahead->flags, TRLF_APPLY_ADVISORY) && this->cur_speed <= max_speed_info.strict_max_speed) {
ClrBit(this->lookahead->flags, TRLF_APPLY_ADVISORY);
}
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
return this->DoUpdateSpeed({ this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), this->acceleration * -4 }, 0,
return this->DoUpdateSpeed({ this->acceleration * (accel_status == AS_BRAKE ? -4 : 2), this->acceleration * -4 }, 0,
max_speed_info.strict_max_speed, max_speed_info.advisory_max_speed, this->UsingRealisticBraking());
case AM_REALISTIC:
@ -6397,8 +6396,6 @@ static bool TrainLocoHandler(Train *v, bool mode)
}
}
if (!mode) v->ShowVisualEffect();
/* We had no order but have an order now, do look ahead. */
if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
CheckNextTrainTile(v);
@ -6461,7 +6458,13 @@ static bool TrainLocoHandler(Train *v, bool mode)
return true;
}
int j = v->UpdateSpeed();
int j;
{
Train::MaxSpeedInfo max_speed_info = v->GetCurrentMaxSpeedInfoAndUpdate();
if (!mode) v->ShowVisualEffect(std::min(max_speed_info.strict_max_speed, max_speed_info.advisory_max_speed));
j = v->UpdateSpeed(max_speed_info);
}
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {

@ -3865,9 +3865,10 @@ int ReversingDistanceTargetSpeed(const Train *v);
/**
* Draw visual effects (smoke and/or sparks) for a vehicle chain.
* @param max_speed The speed as limited by underground and orders, UINT_MAX if not already known
* @pre this->IsPrimaryVehicle()
*/
void Vehicle::ShowVisualEffect() const
void Vehicle::ShowVisualEffect(uint max_speed) const
{
assert(this->IsPrimaryVehicle());
bool sound = false;
@ -3883,8 +3884,7 @@ void Vehicle::ShowVisualEffect() const
return;
}
/* Use the speed as limited by underground and orders. */
uint max_speed = this->GetCurrentMaxSpeed();
if (max_speed == UINT_MAX) max_speed = this->GetCurrentMaxSpeed();
if (this->type == VEH_TRAIN) {
const Train *t = Train::From(this);

@ -884,7 +884,7 @@ public:
CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command, TileIndex specific_depot = 0);
void UpdateVisualEffect(bool allow_power_change = true);
void ShowVisualEffect() const;
void ShowVisualEffect(uint max_speed) const;
/**
* Update the position of the vehicle. This will update the hash that tells

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