Files @ r25827:5a9ded1a0c1a
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Location: cpp/openttd-patchpack/source/src/animated_tile.cpp

Patric Stout
Feature: allow the use of STUN to connect client and server together

This method doesn't require port-forwarding to be used, and works for
most common NAT routers in home setups. But, for sure it doesn't work
for all setups, and not everyone will be able to use this.
/*
 * 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 animated_tile.cpp Everything related to animated tiles. */

#include "stdafx.h"
#include "core/alloc_func.hpp"
#include "core/smallvec_type.hpp"
#include "tile_cmd.h"
#include "viewport_func.h"
#include "framerate_type.h"

#include "safeguards.h"

/** The table/list with animated tiles. */
std::vector<TileIndex> _animated_tiles;

/**
 * Removes the given tile from the animated tile table.
 * @param tile the tile to remove
 */
void DeleteAnimatedTile(TileIndex tile)
{
	auto to_remove = std::find(_animated_tiles.begin(), _animated_tiles.end(), 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.erase(to_remove);
		MarkTileDirtyByTile(tile);
	}
}

/**
 * Add the given tile to the animated tile table (if it does not exist
 * on that table yet). Also increases the size of the table if necessary.
 * @param tile the tile to make animated
 */
void AddAnimatedTile(TileIndex tile)
{
	MarkTileDirtyByTile(tile);
	include(_animated_tiles, tile);
}

/**
 * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
 */
void AnimateAnimatedTiles()
{
	PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);

	const TileIndex *ti = _animated_tiles.data();
	while (ti < _animated_tiles.data() + _animated_tiles.size()) {
		const TileIndex curr = *ti;
		AnimateTile(curr);
		/* During the AnimateTile call, DeleteAnimatedTile could have been called,
		 * deleting an element we've already processed and pushing the rest one
		 * slot to the left. We can detect this by checking whether the index
		 * in the current slot has changed - if it has, an element has been deleted,
		 * and we should process the current slot again instead of going forward.
		 * NOTE: this will still break if more than one animated tile is being
		 *       deleted during the same AnimateTile call, but no code seems to
		 *       be doing this anyway.
		 */
		if (*ti == curr) ++ti;
	}
}

/**
 * Initialize all animated tile variables to some known begin point
 */
void InitializeAnimatedTiles()
{
	_animated_tiles.clear();
}