@@ -687,11 +687,9 @@ void SetAircraftPosition(Aircraft *v, in
v->y_pos = y;
v->z_pos = z;
v->cur_image = v->GetImage(v->direction);
v->UpdateViewport(true, false);
if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
VehicleMove(v, true);
Aircraft *u = v->Next();
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
@@ -1278,9 +1276,8 @@ TileIndex Aircraft::GetOrderStationLocat
void Aircraft::MarkDirty()
{
this->cur_image = this->GetImage(this->direction);
this->UpdateViewport(false, false);
if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
MarkSingleVehicleDirty(this);
}
static void CrashAirplane(Aircraft *v)
@@ -482,8 +482,7 @@ CommandCost CmdTurnRoadVeh(TileIndex til
void RoadVehicle::MarkDirty()
for (Vehicle *v = this; v != NULL; v = v->Next()) {
MarkSingleVehicleDirty(v);
v->UpdateViewport(false, false);
@@ -532,7 +531,7 @@ static void DeleteLastRoadVeh(RoadVehicl
delete v;
static byte SetRoadVehPosition(RoadVehicle *v, int x, int y)
static byte SetRoadVehPosition(RoadVehicle *v, int x, int y, bool turned)
byte new_z, old_z;
@@ -544,7 +543,7 @@ static byte SetRoadVehPosition(RoadVehic
old_z = v->z_pos;
v->z_pos = new_z;
v->UpdateViewport(true, turned);
return old_z;
@@ -558,9 +557,7 @@ static void RoadVehSetRandomDirection(Ro
uint32 r = Random();
v->direction = ChangeDir(v->direction, delta[r & 3]);
v->UpdateDeltaXY(v->direction);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
} while ((v = v->Next()) != NULL);
@@ -1255,8 +1252,7 @@ static bool RoadVehLeaveDepot(RoadVehicl
v->state = tdir;
v->frame = RVC_DEPOT_START_FRAME;
SetRoadVehPosition(v, x, y);
SetRoadVehPosition(v, x, y, true);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
@@ -1383,8 +1379,7 @@ static bool IndividualRoadVehicleControl
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Vehicle has just entered a bridge or tunnel */
SetRoadVehPosition(v, gp.x, gp.y);
SetRoadVehPosition(v, gp.x, gp.y, true);
return true;
@@ -1529,8 +1524,7 @@ again:
v->cur_speed -= v->cur_speed >> 2;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
@@ -1594,8 +1588,7 @@ again:
@@ -1634,8 +1627,7 @@ again:
v->cur_speed -= (v->cur_speed >> 2);
if (old_dir != v->state) {
/* The vehicle is in a road stop */
/* Note, return here means that the frame counter is not incremented
* for vehicles changing direction in a road stop. This causes frames to
* be repeated. (XXX) Is this intended? */
@@ -1682,7 +1674,7 @@ again:
v->slot_age = 14;
v->frame++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
@@ -1757,8 +1749,7 @@ again:
* in a depot or entered a tunnel/bridge */
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
@@ -1816,9 +1807,7 @@ static bool RoadVehController(RoadVehicl
for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
uint16 old_image = u->cur_image;
u->cur_image = u->GetImage(u->direction);
if (old_image != u->cur_image) VehicleMove(u, true);
u->UpdateViewport(false, false);
if (v->progress == 0) v->progress = j;
@@ -229,8 +229,7 @@ static void HandleBrokenShip(Vehicle *v)
void Ship::MarkDirty()
static void PlayShipSound(const Vehicle *v)
@@ -283,9 +282,7 @@ void Ship::UpdateDeltaXY(Direction direc
void RecalcShipStuff(Vehicle *v)
v->MarkDirty();
v->UpdateViewport(false, true);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
@@ -708,9 +705,7 @@ static void ShipController(Ship *v)
v->z_pos = GetSlopeZ(gp.x, gp.y);
getout:
v->UpdateDeltaXY(dir);
v->cur_image = v->GetImage(dir);
v->UpdateViewport(true, true);
return;
reverse_direction:
@@ -1620,13 +1620,6 @@ void Train::UpdateDeltaXY(Direction dire
this->z_extent = 6;
static void UpdateVarsAfterSwap(Train *v)
static inline void SetLastSpeed(Train *v, int spd)
int old = v->tcache.last_speed;
@@ -1714,15 +1707,15 @@ static void ReverseTrainSwapVeh(Train *v
SwapTrainFlags(&a->flags, &b->flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
a->UpdateViewport(true, true);
b->UpdateViewport(true, true);
/* call the proper EnterTile function unless we are in a wormhole */
if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
@@ -1948,7 +1941,7 @@ static void ReverseTrainDirection(Train
TrainConsistChanged(v, true);
/* update all images */
for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
/* update crossing we were approaching */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
@@ -3324,8 +3317,7 @@ void Train::MarkDirty()
Vehicle *v = this;
do {
/* need to update acceleration and cached values since the goods on the train changed. */
@@ -4450,9 +4442,7 @@ static bool TrainLocoHandler(Train *v, b
for (Train *u = v; u != NULL; u = u->Next()) {
if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
@@ -309,6 +309,21 @@ public:
virtual void OnNewDay() {};
/**
* Update vehicle sprite- and position caches
* @param moved Was the vehicle moved?
* @param turned Did the vehicle direction change?
*/
inline void UpdateViewport(bool moved, bool turned)
extern void VehicleMove(Vehicle *v, bool update_viewport);
if (turned) this->UpdateDeltaXY(this->direction);
SpriteID old_image = this->cur_image;
if (moved || this->cur_image != old_image) VehicleMove(this, true);
* Returns the Trackdir on which the vehicle is currently located.
* Works for trains and ships.
* Currently works only sortof for road vehicles, since they have a fuzzy
Status change: