Add road vehicle state to UpdateViewport()->GetImage() var whitelist.
Minor refactoring of var check.
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@@ -13,6 +13,7 @@
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#include "debug.h"
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#include "newgrf_spritegroup.h"
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#include "core/pool_func.hpp"
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#include "vehicle_type.h"
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#include "safeguards.h"
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@@ -237,8 +238,8 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver
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}
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}
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bool _sprite_group_resolve_check_veh_enable = false;
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bool _sprite_group_resolve_check_veh_result = false;
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bool _sprite_group_resolve_check_veh_check = false;
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VehicleType _sprite_group_resolve_check_veh_type;
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const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
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{
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@@ -254,7 +255,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
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/* Try to get the variable. We shall assume it is available, unless told otherwise. */
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bool available = true;
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if (adjust->variable == 0x7E) {
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_sprite_group_resolve_check_veh_result = false;
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_sprite_group_resolve_check_veh_check = false;
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const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
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if (subgroup == NULL) {
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value = CALLBACK_FAILED;
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@@ -264,10 +265,10 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
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/* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
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} else if (adjust->variable == 0x7B) {
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_sprite_group_resolve_check_veh_result = false;
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_sprite_group_resolve_check_veh_check = false;
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value = GetVariable(object, scope, adjust->parameter, last_value, &available);
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} else {
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if (_sprite_group_resolve_check_veh_enable) {
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if (_sprite_group_resolve_check_veh_check) {
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switch (adjust->variable) {
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// whitelist of variables which can be checked without requiring an immediate re-check on the next tick
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case 0xC:
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@@ -302,8 +303,15 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
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case 0x80 + 0x7A:
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break;
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case 0x80 + 0x62:
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// RoadVehicle::state
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if (_sprite_group_resolve_check_veh_type != VEH_ROAD) {
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_sprite_group_resolve_check_veh_check = false;
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}
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break;
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default:
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_sprite_group_resolve_check_veh_result = false;
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_sprite_group_resolve_check_veh_check = false;
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break;
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}
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}
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@@ -1751,6 +1751,7 @@ static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int
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RoadVehicle *rv = RoadVehicle::From(v);
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if (rv->frame == RVC_DEPOT_STOP_FRAME &&
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_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) {
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = RVSB_IN_DEPOT;
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rv->vehstatus |= VS_HIDDEN;
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rv->direction = ReverseDir(rv->direction);
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@@ -1025,6 +1025,7 @@ static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
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}
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v->vehstatus &= ~VS_HIDDEN;
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v->cur_image_valid_dir = INVALID_DIR;
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v->state = tdir;
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v->frame = RVC_DEPOT_START_FRAME;
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@@ -1306,6 +1307,7 @@ again:
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}
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if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
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v->cur_image_valid_dir = INVALID_DIR;
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v->tile = tile;
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v->state = (byte)dir;
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v->frame = start_frame;
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@@ -1372,6 +1374,7 @@ again:
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return false;
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}
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v->cur_image_valid_dir = INVALID_DIR;
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v->state = dir;
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v->frame = turn_around_start_frame;
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@@ -1949,6 +1949,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* Frame should be equal to the next frame number in the RV's movement */
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assert(frame == rv->frame + 1);
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rv->tile = tile;
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = RVSB_WORMHOLE;
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rv->vehstatus |= VS_HIDDEN;
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return VETSB_ENTERED_WORMHOLE;
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@@ -1960,6 +1961,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* We're at the tunnel exit ?? */
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
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rv->tile = tile;
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = DiagDirToDiagTrackdir(vdir);
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rv->frame = frame;
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rv->vehstatus &= ~VS_HIDDEN;
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@@ -1990,6 +1992,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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case VEH_ROAD: {
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RoadVehicle *rv = RoadVehicle::From(v);
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = RVSB_WORMHOLE;
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/* There are no slopes inside bridges / tunnels. */
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ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
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@@ -2019,6 +2022,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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case VEH_ROAD: {
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RoadVehicle *rv = RoadVehicle::From(v);
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if (rv->state == RVSB_WORMHOLE) {
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = DiagDirToDiagTrackdir(vdir);
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rv->frame = 0;
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return VETSB_ENTERED_WORMHOLE;
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@@ -1148,19 +1148,19 @@ struct SpecializedVehicle : public Vehicle {
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/* Skip updating sprites on dedicated servers without screen */
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if (_network_dedicated) return;
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extern bool _sprite_group_resolve_check_veh_enable;
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extern bool _sprite_group_resolve_check_veh_result;
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extern bool _sprite_group_resolve_check_veh_check;
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extern VehicleType _sprite_group_resolve_check_veh_type;
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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_enable = true;
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_sprite_group_resolve_check_veh_result = true;
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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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this->cur_image_valid_dir = _sprite_group_resolve_check_veh_result ? this->direction : INVALID_DIR;
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_sprite_group_resolve_check_veh_enable = false;
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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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}
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if (force_update || this->cur_image != old_image) this->Vehicle::UpdateViewport(true);
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}
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