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authorfrosch <frosch@openttd.org>2016-10-16 14:57:56 +0000
committerfrosch <frosch@openttd.org>2016-10-16 14:57:56 +0000
commitd2393b4f6c89b75a90452fe68ab8a1cfbd8c353f (patch)
treec7934b2d2a19fa55c53ac063b91cc519fb4b753a /src/vehicle_base.h
parentf5409c713b002012c6a2218de1720a91282eab67 (diff)
downloadopenttd-d2393b4f6c89b75a90452fe68ab8a1cfbd8c353f.tar.xz
(svn r27666) -Codechange: Pass vehicle sprites around using a struct VehicleSpriteSeq.
Diffstat (limited to 'src/vehicle_base.h')
-rw-r--r--src/vehicle_base.h54
1 files changed, 48 insertions, 6 deletions
diff --git a/src/vehicle_base.h b/src/vehicle_base.h
index f923c2d79..30366e5ea 100644
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -126,6 +126,45 @@ struct VehicleCache {
byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
};
+/** Sprite sequence for a vehicle part. */
+struct VehicleSpriteSeq {
+ SpriteID sprite;
+
+ bool operator==(const VehicleSpriteSeq &other) const
+ {
+ return this->sprite == other.sprite;
+ }
+
+ bool operator!=(const VehicleSpriteSeq &other) const
+ {
+ return !this->operator==(other);
+ }
+
+ /**
+ * Check whether the sequence contains any sprites.
+ */
+ bool IsValid() const
+ {
+ return this->sprite != 0;
+ }
+
+ /**
+ * Clear all information.
+ */
+ void Clear()
+ {
+ this->sprite = 0;
+ }
+
+ /**
+ * Assign a single sprite to the sequence.
+ */
+ void Set(SpriteID sprite)
+ {
+ this->sprite = sprite;
+ }
+};
+
/** A vehicle pool for a little over 1 million vehicles. */
typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
extern VehiclePool _vehicle_pool;
@@ -220,7 +259,7 @@ public:
* 0xff == reserved for another custom sprite
*/
byte spritenum;
- SpriteID cur_image; ///< sprite number for this vehicle
+ VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
byte x_extent; ///< x-extent of vehicle bounding box
byte y_extent; ///< y-extent of vehicle bounding box
byte z_extent; ///< z-extent of vehicle bounding box
@@ -380,9 +419,9 @@ public:
/**
* Gets the sprite to show for the given direction
* @param direction the direction the vehicle is facing
- * @return the sprite for the given vehicle in the given direction
+ * @param [out] result Vehicle sprite sequence.
*/
- virtual SpriteID GetImage(Direction direction, EngineImageType image_type) const { return 0; }
+ virtual void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { result->Clear(); }
const GRFFile *GetGRF() const;
uint32 GetGRFID() const;
@@ -1079,9 +1118,12 @@ struct SpecializedVehicle : public Vehicle {
/* 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(this->direction);
- SpriteID old_image = this->cur_image;
- this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
- if (force_update || this->cur_image != old_image) this->Vehicle::UpdateViewport(true);
+ VehicleSpriteSeq seq;
+ ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
+ if (force_update || this->sprite_seq != seq) {
+ this->sprite_seq = seq;
+ this->Vehicle::UpdateViewport(true);
+ }
}
};