Add road vehicle state to UpdateViewport()->GetImage() var whitelist.

Minor refactoring of var check.
pull/8/head
Jonathan G Rennison 8 years ago
parent 0c1f59807d
commit d733955d33

@ -13,6 +13,7 @@
#include "debug.h"
#include "newgrf_spritegroup.h"
#include "core/pool_func.hpp"
#include "vehicle_type.h"
#include "safeguards.h"
@ -237,8 +238,8 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver
}
}
bool _sprite_group_resolve_check_veh_enable = false;
bool _sprite_group_resolve_check_veh_result = false;
bool _sprite_group_resolve_check_veh_check = false;
VehicleType _sprite_group_resolve_check_veh_type;
const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
{
@ -254,7 +255,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
/* Try to get the variable. We shall assume it is available, unless told otherwise. */
bool available = true;
if (adjust->variable == 0x7E) {
_sprite_group_resolve_check_veh_result = false;
_sprite_group_resolve_check_veh_check = false;
const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
if (subgroup == NULL) {
value = CALLBACK_FAILED;
@ -264,10 +265,10 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
/* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
} else if (adjust->variable == 0x7B) {
_sprite_group_resolve_check_veh_result = false;
_sprite_group_resolve_check_veh_check = false;
value = GetVariable(object, scope, adjust->parameter, last_value, &available);
} else {
if (_sprite_group_resolve_check_veh_enable) {
if (_sprite_group_resolve_check_veh_check) {
switch (adjust->variable) {
// whitelist of variables which can be checked without requiring an immediate re-check on the next tick
case 0xC:
@ -302,8 +303,15 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
case 0x80 + 0x7A:
break;
case 0x80 + 0x62:
// RoadVehicle::state
if (_sprite_group_resolve_check_veh_type != VEH_ROAD) {
_sprite_group_resolve_check_veh_check = false;
}
break;
default:
_sprite_group_resolve_check_veh_result = false;
_sprite_group_resolve_check_veh_check = false;
break;
}
}

@ -1751,6 +1751,7 @@ static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->frame == RVC_DEPOT_STOP_FRAME &&
_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) {
rv->cur_image_valid_dir = INVALID_DIR;
rv->state = RVSB_IN_DEPOT;
rv->vehstatus |= VS_HIDDEN;
rv->direction = ReverseDir(rv->direction);

@ -1025,6 +1025,7 @@ static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
}
v->vehstatus &= ~VS_HIDDEN;
v->cur_image_valid_dir = INVALID_DIR;
v->state = tdir;
v->frame = RVC_DEPOT_START_FRAME;
@ -1306,6 +1307,7 @@ again:
}
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
v->cur_image_valid_dir = INVALID_DIR;
v->tile = tile;
v->state = (byte)dir;
v->frame = start_frame;
@ -1372,6 +1374,7 @@ again:
return false;
}
v->cur_image_valid_dir = INVALID_DIR;
v->state = dir;
v->frame = turn_around_start_frame;

@ -1949,6 +1949,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
/* Frame should be equal to the next frame number in the RV's movement */
assert(frame == rv->frame + 1);
rv->tile = tile;
rv->cur_image_valid_dir = INVALID_DIR;
rv->state = RVSB_WORMHOLE;
rv->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
@ -1960,6 +1961,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
/* We're at the tunnel exit ?? */
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
rv->tile = tile;
rv->cur_image_valid_dir = INVALID_DIR;
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = frame;
rv->vehstatus &= ~VS_HIDDEN;
@ -1990,6 +1992,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
rv->cur_image_valid_dir = INVALID_DIR;
rv->state = RVSB_WORMHOLE;
/* There are no slopes inside bridges / tunnels. */
ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
@ -2019,6 +2022,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state == RVSB_WORMHOLE) {
rv->cur_image_valid_dir = INVALID_DIR;
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = 0;
return VETSB_ENTERED_WORMHOLE;

@ -1148,19 +1148,19 @@ struct SpecializedVehicle : public Vehicle {
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
extern bool _sprite_group_resolve_check_veh_enable;
extern bool _sprite_group_resolve_check_veh_result;
extern bool _sprite_group_resolve_check_veh_check;
extern VehicleType _sprite_group_resolve_check_veh_type;
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);
SpriteID old_image = this->cur_image;
if (this->cur_image_valid_dir != this->direction) {
_sprite_group_resolve_check_veh_enable = true;
_sprite_group_resolve_check_veh_result = true;
_sprite_group_resolve_check_veh_check = true;
_sprite_group_resolve_check_veh_type = EXPECTED_TYPE;
this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
this->cur_image_valid_dir = _sprite_group_resolve_check_veh_result ? this->direction : INVALID_DIR;
_sprite_group_resolve_check_veh_enable = false;
this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? this->direction : INVALID_DIR;
_sprite_group_resolve_check_veh_check = false;
}
if (force_update || this->cur_image != old_image) this->Vehicle::UpdateViewport(true);
}

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