Add several NewGRF variables to vehicle image callback whitelist

Add vehicle flags to control cached image invalidation

Various refactorings
This commit is contained in:
Jonathan G Rennison
2020-08-25 01:26:44 +01:00
parent c82d372d54
commit 810bfd276e
45 changed files with 325 additions and 161 deletions

View File

@@ -22,6 +22,7 @@
#include "group_type.h"
#include "timetable.h"
#include "base_consist.h"
#include "newgrf_cache_check.h"
#include "network/network.h"
#include <list>
#include <map>
@@ -137,6 +138,8 @@ enum VehicleCacheFlags {
VCF_LAST_VISUAL_EFFECT = 0, ///< Last vehicle in the consist with a visual effect.
VCF_GV_ZERO_SLOPE_RESIST = 1, ///< GroundVehicle: Consist has zero slope resistance (valid only for the first engine), may be false negative.
VCF_IS_DRAWN = 2, ///< Vehicle is currently drawn
VCF_REDRAW_ON_TRIGGER = 3, ///< Clear cur_image_valid_dir on changes to waiting_triggers (valid only for the first engine)
VCF_REDRAW_ON_SPEED_CHANGE = 4, ///< Clear cur_image_valid_dir on changes to cur_speed (ground vehicles) or aircraft movement state (aircraft) (valid only for the first engine)
};
/** Cached often queried values common to all vehicles. */
@@ -502,6 +505,28 @@ public:
}
}
/**
* Invalidates cached image
* @see InvalidateNewGRFCacheOfChain
*/
inline void InvalidateImageCache()
{
this->cur_image_valid_dir = INVALID_DIR;
}
/**
* Invalidates cached image of all vehicles in the chain (after the current vehicle)
* @see InvalidateImageCache
*/
inline void InvalidateImageCacheOfChain()
{
ClrBit(this->vcache.cached_veh_flags, VCF_REDRAW_ON_SPEED_CHANGE);
ClrBit(this->vcache.cached_veh_flags, VCF_REDRAW_ON_TRIGGER);
for (Vehicle *u = this; u != nullptr; u = u->Next()) {
u->InvalidateImageCache();
}
}
/**
* Check if the vehicle is a ground vehicle.
* @return True iff the vehicle is a train or a road vehicle.
@@ -1242,16 +1267,12 @@ struct SpecializedVehicle : public Vehicle {
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
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();
const Direction current_direction = ((T *)this)->GetMapImageDirection();
if (this->cur_image_valid_dir != current_direction) {
_sprite_group_resolve_check_veh_check = true;
_sprite_group_resolve_check_veh_type = EXPECTED_TYPE;
VehicleSpriteSeq seq;
((T *)this)->T::GetImage(current_direction, EIT_ON_MAP, &seq);
this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? current_direction : INVALID_DIR;