Cache animated tile speed, use btree map for animated tiles
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@@ -8,16 +8,19 @@
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/** @file animated_tile.cpp Everything related to animated tiles. */
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#include "stdafx.h"
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#include "animated_tile.h"
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#include "core/alloc_func.hpp"
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#include "core/smallvec_type.hpp"
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#include "tile_cmd.h"
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#include "viewport_func.h"
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#include "framerate_type.h"
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#include "date_func.h"
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#include "3rdparty/cpp-btree/btree_map.h"
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#include "safeguards.h"
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/** The table/list with animated tiles. */
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std::vector<TileIndex> _animated_tiles;
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btree::btree_map<TileIndex, AnimatedTileInfo> _animated_tiles;
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/**
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* Removes the given tile from the animated tile table.
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@@ -25,14 +28,43 @@ std::vector<TileIndex> _animated_tiles;
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*/
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void DeleteAnimatedTile(TileIndex tile)
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{
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auto to_remove = std::find(_animated_tiles.begin(), _animated_tiles.end(), tile);
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if (to_remove != _animated_tiles.end()) {
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/* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
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_animated_tiles.erase(to_remove);
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auto to_remove = _animated_tiles.find(tile);
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if (to_remove != _animated_tiles.end() && !to_remove->second.pending_deletion) {
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to_remove->second.pending_deletion = true;
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MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
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}
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}
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static void UpdateAnimatedTileSpeed(TileIndex tile, AnimatedTileInfo &info)
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{
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extern uint8 GetAnimatedTileSpeed_Town(TileIndex tile);
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extern uint8 GetAnimatedTileSpeed_Station(TileIndex tile);
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extern uint8 GetAnimatedTileSpeed_Industry(TileIndex tile);
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extern uint8 GetNewObjectTileAnimationSpeed(TileIndex tile);
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switch (GetTileType(tile)) {
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case MP_HOUSE:
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info.speed = GetAnimatedTileSpeed_Town(tile);
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break;
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case MP_STATION:
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info.speed = GetAnimatedTileSpeed_Station(tile);
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break;
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case MP_INDUSTRY:
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info.speed = GetAnimatedTileSpeed_Industry(tile);
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break;
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case MP_OBJECT:
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info.speed = GetNewObjectTileAnimationSpeed(tile);
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break;
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default:
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info.speed = 0;
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break;
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}
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}
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/**
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* Add the given tile to the animated tile table (if it does not exist
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* on that table yet). Also increases the size of the table if necessary.
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@@ -41,7 +73,18 @@ void DeleteAnimatedTile(TileIndex tile)
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void AddAnimatedTile(TileIndex tile)
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{
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MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
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include(_animated_tiles, tile);
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AnimatedTileInfo &info = _animated_tiles[tile];
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UpdateAnimatedTileSpeed(tile, info);
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info.pending_deletion = false;
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}
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int GetAnimatedTileSpeed(TileIndex tile)
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{
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const auto iter = _animated_tiles.find(tile);
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if (iter != _animated_tiles.end() && !iter->second.pending_deletion) {
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return iter->second.speed;
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}
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return -1;
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}
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/**
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@@ -56,40 +99,53 @@ void AnimateAnimatedTiles()
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PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
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const TileIndex *ti = _animated_tiles.data();
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while (ti < _animated_tiles.data() + _animated_tiles.size()) {
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const TileIndex curr = *ti;
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switch (GetTileType(curr)) {
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case MP_HOUSE:
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AnimateTile_Town(curr);
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break;
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const uint32 ticks = (uint) _scaled_tick_counter;
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const uint8 max_speed = (ticks == 0) ? 32 : FindFirstBit(ticks);
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case MP_STATION:
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AnimateTile_Station(curr);
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break;
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case MP_INDUSTRY:
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AnimateTile_Industry(curr);
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break;
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case MP_OBJECT:
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AnimateTile_Object(curr);
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break;
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default:
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NOT_REACHED();
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auto iter = _animated_tiles.begin();
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while (iter != _animated_tiles.end()) {
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if (iter->second.pending_deletion) {
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iter = _animated_tiles.erase(iter);
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continue;
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}
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/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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* deleting an element we've already processed and pushing the rest one
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* slot to the left. We can detect this by checking whether the index
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* in the current slot has changed - if it has, an element has been deleted,
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* and we should process the current slot again instead of going forward.
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* NOTE: this will still break if more than one animated tile is being
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* deleted during the same AnimateTile call, but no code seems to
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* be doing this anyway.
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*/
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if (*ti == curr) ++ti;
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if (iter->second.speed <= max_speed) {
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const TileIndex curr = iter->first;
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switch (GetTileType(curr)) {
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case MP_HOUSE:
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AnimateTile_Town(curr);
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break;
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case MP_STATION:
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AnimateTile_Station(curr);
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break;
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case MP_INDUSTRY:
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AnimateTile_Industry(curr);
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break;
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case MP_OBJECT:
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AnimateTile_Object(curr);
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break;
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default:
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NOT_REACHED();
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}
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}
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++iter;
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}
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}
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void UpdateAllAnimatedTileSpeeds()
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{
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auto iter = _animated_tiles.begin();
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while (iter != _animated_tiles.end()) {
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if (iter->second.pending_deletion) {
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iter = _animated_tiles.erase(iter);
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continue;
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}
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UpdateAnimatedTileSpeed(iter->first, iter->second);
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++iter;
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}
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}
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