Merge branch 'template_train_replacement' into jgrpp
# Conflicts: # src/linkgraph/linkgraphjob.cpp # src/saveload/extended_ver_sl.cpp # src/train_cmd.cpp # src/vehicle_base.h
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@@ -137,6 +137,63 @@ struct VehicleCache {
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byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
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};
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/** Sprite sequence for a vehicle part. */
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struct VehicleSpriteSeq {
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PalSpriteID seq[4];
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uint count;
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bool operator==(const VehicleSpriteSeq &other) const
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{
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return this->count == other.count && MemCmpT<PalSpriteID>(this->seq, other.seq, this->count) == 0;
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}
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bool operator!=(const VehicleSpriteSeq &other) const
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{
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return !this->operator==(other);
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}
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/**
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* Check whether the sequence contains any sprites.
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*/
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bool IsValid() const
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{
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return this->count != 0;
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}
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/**
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* Clear all information.
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*/
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void Clear()
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{
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this->count = 0;
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}
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/**
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* Assign a single sprite to the sequence.
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*/
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void Set(SpriteID sprite)
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{
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this->count = 1;
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this->seq[0].sprite = sprite;
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this->seq[0].pal = 0;
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}
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/**
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* Copy data from another sprite sequence, while dropping all recolouring information.
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*/
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void CopyWithoutPalette(const VehicleSpriteSeq &src)
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{
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this->count = src.count;
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for (uint i = 0; i < src.count; ++i) {
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this->seq[i].sprite = src.seq[i].sprite;
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this->seq[i].pal = 0;
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}
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}
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void GetBounds(Rect *bounds) const;
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void Draw(int x, int y, PaletteID default_pal, bool force_pal) const;
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};
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/** A vehicle pool for a little over 1 million vehicles. */
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typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
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extern VehiclePool _vehicle_pool;
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@@ -230,7 +287,7 @@ public:
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* 0xff == reserved for another custom sprite
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*/
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byte spritenum;
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SpriteID cur_image; ///< sprite number for this vehicle
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VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
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byte x_extent; ///< x-extent of vehicle bounding box
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byte y_extent; ///< y-extent of vehicle bounding box
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byte z_extent; ///< z-extent of vehicle bounding box
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@@ -394,9 +451,9 @@ public:
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/**
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* Gets the sprite to show for the given direction
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* @param direction the direction the vehicle is facing
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* @return the sprite for the given vehicle in the given direction
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* @param [out] result Vehicle sprite sequence.
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*/
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virtual SpriteID GetImage(Direction direction, EngineImageType image_type) const { return 0; }
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virtual void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { result->Clear(); }
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const GRFFile *GetGRF() const;
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uint32 GetGRFID() const;
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@@ -1012,7 +1069,10 @@ struct SpecializedVehicle : public Vehicle {
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/**
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* Set vehicle type correctly
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*/
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inline SpecializedVehicle<T, Type>() : Vehicle(Type) { }
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inline SpecializedVehicle<T, Type>() : Vehicle(Type)
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{
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this->sprite_seq.count = 1;
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}
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/**
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* Get the first vehicle in the chain
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@@ -1154,15 +1214,20 @@ struct SpecializedVehicle : public Vehicle {
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/* Explicitly choose method to call to prevent vtable dereference -
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* it gives ~3% runtime improvements in games with many vehicles */
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if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);
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SpriteID old_image = this->cur_image;
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if (this->cur_image_valid_dir != this->direction) {
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_sprite_group_resolve_check_veh_check = true;
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_sprite_group_resolve_check_veh_type = EXPECTED_TYPE;
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this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
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VehicleSpriteSeq seq;
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((T *)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
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this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? this->direction : INVALID_DIR;
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_sprite_group_resolve_check_veh_check = false;
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if (force_update || this->sprite_seq != seq) {
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this->sprite_seq = seq;
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this->Vehicle::UpdateViewport(true);
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}
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} else if (force_update) {
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this->Vehicle::UpdateViewport(true);
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}
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if (force_update || this->cur_image != old_image) this->Vehicle::UpdateViewport(true);
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}
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};
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