Files @ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/station_func.h

Patric Stout
Add: [Video] move GameLoop into its own thread

This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
/*
 * 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 station_func.h Functions related to stations. */

#ifndef STATION_FUNC_H
#define STATION_FUNC_H

#include "sprite.h"
#include "rail_type.h"
#include "road_type.h"
#include "vehicle_type.h"
#include "economy_func.h"
#include "rail.h"
#include "road.h"
#include "linkgraph/linkgraph_type.h"
#include "industry_type.h"

void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius);

void ShowStationViewWindow(StationID station);
void UpdateAllStationVirtCoords();
void ClearAllStationCachedNames();

CargoArray GetProductionAroundTiles(TileIndex tile, int w, int h, int rad);
CargoArray GetAcceptanceAroundTiles(TileIndex tile, int w, int h, int rad, CargoTypes *always_accepted = nullptr);

void UpdateStationAcceptance(Station *st, bool show_msg);

const DrawTileSprites *GetStationTileLayout(StationType st, byte gfx);
void StationPickerDrawSprite(int x, int y, StationType st, RailType railtype, RoadType roadtype, int image);

bool HasStationInUse(StationID station, bool include_company, CompanyID company);

void DeleteOilRig(TileIndex t);
void UpdateStationDockingTiles(Station *st);
void RemoveDockingTile(TileIndex t);
void ClearDockingTilesCheckingNeighbours(TileIndex tile);
bool IsValidDockingDirectionForDock(TileIndex t, DiagDirection d);

/* Check if a rail station tile is traversable. */
bool IsStationTileBlocked(TileIndex tile);

bool CanStationTileHavePylons(TileIndex tile);
bool CanStationTileHaveWires(TileIndex tile);

void UpdateAirportsNoise();

bool SplitGroundSpriteForOverlay(const TileInfo *ti, SpriteID *ground, RailTrackOffset *overlay_offset);

void IncreaseStats(Station *st, const Vehicle *v, StationID next_station_id);
void IncreaseStats(Station *st, CargoID cargo, StationID next_station_id, uint capacity, uint usage, EdgeUpdateMode mode);
void RerouteCargo(Station *st, CargoID c, StationID avoid, StationID avoid2);

/**
 * Calculates the maintenance cost of a number of station tiles.
 * @param num Number of station tiles.
 * @return Total cost.
 */
static inline Money StationMaintenanceCost(uint32 num)
{
	return (_price[PR_INFRASTRUCTURE_STATION] * num * (1 + IntSqrt(num))) >> 7; // 7 bits scaling.
}

Money AirportMaintenanceCost(Owner owner);

#endif /* STATION_FUNC_H */