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authorMichael Lutz <michi@icosahedron.de>2018-04-15 01:15:26 +0200
committerMichael Lutz <michi@icosahedron.de>2018-04-15 20:49:29 +0200
commit7dd6027194a5fb12ac5fa074c9c7a055a67ad41a (patch)
tree15d8691eb06537e86520dec53e8d2feca55ba7dd /src/animated_tile.cpp
parent4851feb10270f893b09cc03f7297022c942e0d1f (diff)
downloadopenttd-7dd6027194a5fb12ac5fa074c9c7a055a67ad41a.tar.xz
Codechange: Use a SmallVec for the animated tile list instead of replicating most of the logic.
Diffstat (limited to 'src/animated_tile.cpp')
-rw-r--r--src/animated_tile.cpp45
1 files changed, 11 insertions, 34 deletions
diff --git a/src/animated_tile.cpp b/src/animated_tile.cpp
index 78dda8b3b..796c5f5e0 100644
--- a/src/animated_tile.cpp
+++ b/src/animated_tile.cpp
@@ -11,17 +11,14 @@
#include "stdafx.h"
#include "core/alloc_func.hpp"
+#include "core/smallvec_type.hpp"
#include "tile_cmd.h"
#include "viewport_func.h"
#include "safeguards.h"
/** The table/list with animated tiles. */
-TileIndex *_animated_tile_list = NULL;
-/** The number of animated tiles in the current state. */
-uint _animated_tile_count = 0;
-/** The number of slots for animated tiles allocated currently. */
-uint _animated_tile_allocated = 0;
+SmallVector<TileIndex, 256> _animated_tiles;
/**
* Removes the given tile from the animated tile table.
@@ -29,17 +26,11 @@ uint _animated_tile_allocated = 0;
*/
void DeleteAnimatedTile(TileIndex tile)
{
- for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
- if (tile == *ti) {
- /* Remove the hole
- * The order of the remaining elements must stay the same, otherwise the animation loop
- * may miss a tile; that's why we must use memmove instead of just moving the last element.
- */
- memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
- _animated_tile_count--;
- MarkTileDirtyByTile(tile);
- return;
- }
+ TileIndex *to_remove = _animated_tiles.Find(tile);
+ if (to_remove != _animated_tiles.End()) {
+ /* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
+ _animated_tiles.ErasePreservingOrder(to_remove);
+ MarkTileDirtyByTile(tile);
}
}
@@ -51,19 +42,7 @@ void DeleteAnimatedTile(TileIndex tile)
void AddAnimatedTile(TileIndex tile)
{
MarkTileDirtyByTile(tile);
-
- for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
- if (tile == *ti) return;
- }
-
- /* Table not large enough, so make it larger */
- if (_animated_tile_count == _animated_tile_allocated) {
- _animated_tile_allocated *= 2;
- _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
- }
-
- _animated_tile_list[_animated_tile_count] = tile;
- _animated_tile_count++;
+ _animated_tiles.Include(tile);
}
/**
@@ -71,8 +50,8 @@ void AddAnimatedTile(TileIndex tile)
*/
void AnimateAnimatedTiles()
{
- const TileIndex *ti = _animated_tile_list;
- while (ti < _animated_tile_list + _animated_tile_count) {
+ const TileIndex *ti = _animated_tiles.Begin();
+ while (ti < _animated_tiles.End()) {
const TileIndex curr = *ti;
AnimateTile(curr);
/* During the AnimateTile call, DeleteAnimatedTile could have been called,
@@ -93,7 +72,5 @@ void AnimateAnimatedTiles()
*/
void InitializeAnimatedTiles()
{
- _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
- _animated_tile_count = 0;
- _animated_tile_allocated = 256;
+ _animated_tiles.Clear();
}