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Location: cpp/openttd-patchpack/source/src/disaster_vehicle.h - annotation
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Codechange: [OSX] Only keep a total dirty rect for drawing.
When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.
All other drivers only keep one overall dirty rect, so do it here as well.
When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.
All other drivers only keep one overall dirty rect, so do it here as well.
r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21729:37178ad3391a r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r22868:6eb08946de7f r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 r21721:67b34383fd38 | /*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file disaster_vehicle.h All disaster vehicles. */
#ifndef DISASTER_VEHICLE_H
#define DISASTER_VEHICLE_H
#include "vehicle_base.h"
/** Different sub types of disaster vehicles. */
enum DisasterSubType {
ST_ZEPPELINER, ///< Zeppelin, crashes at airports.
ST_ZEPPELINER_SHADOW, ///< Shadow of the zeppelin.
ST_SMALL_UFO, ///< Small UFO, tries to find a road vehicle to destroy.
ST_SMALL_UFO_SHADOW, ///< Shadow of small UFO
ST_AIRPLANE, ///< Airplane destroying an oil refinery
ST_AIRPLANE_SHADOW, ///< Shadow of airplane
ST_HELICOPTER, ///< Helicopter destroying a factory.
ST_HELICOPTER_SHADOW, ///< Shadow of helicopter.
ST_HELICOPTER_ROTORS, ///< Rotors of helicopter.
ST_BIG_UFO, ///< Big UFO, finds a piece of railroad to "park" on
ST_BIG_UFO_SHADOW, ///< Shadow of the big UFO
ST_BIG_UFO_DESTROYER, ///< Aircraft the will bomb the big UFO
ST_BIG_UFO_DESTROYER_SHADOW, ///< Shadow of the aircraft.
ST_SMALL_SUBMARINE, ///< Small submarine, pops up in the oceans but doesn't do anything
ST_BIG_SUBMARINE, ///< Big submarine, pops up in the oceans but doesn't do anything
};
/**
* Disasters, like submarines, skyrangers and their shadows, belong to this class.
*/
struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
SpriteID image_override; ///< Override for the default disaster vehicle sprite.
VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
byte flags; ///< Flags about the state of the vehicle, @see AirVehicleFlags
/** For use by saveload. */
DisasterVehicle() : SpecializedVehicleBase() {}
DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target = VEH_INVALID);
/** We want to 'destruct' the right class. */
virtual ~DisasterVehicle() {}
void UpdatePosition(int x, int y, int z);
void UpdateDeltaXY();
void UpdateImage();
bool Tick();
};
#endif /* DISASTER_VEHICLE_H */
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