Fix #10490: Allow ships to exit depots if another is not moving at the exit point...
[openttd-github.git] / src / animated_tile.cpp
blob0b5401564ce1358b03d555178edb4cfd6d4da151
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file animated_tile.cpp Everything related to animated tiles. */
10 #include "stdafx.h"
11 #include "core/container_func.hpp"
12 #include "tile_cmd.h"
13 #include "viewport_func.h"
14 #include "framerate_type.h"
16 #include "safeguards.h"
18 /** The table/list with animated tiles. */
19 std::vector<TileIndex> _animated_tiles;
21 /**
22 * Removes the given tile from the animated tile table.
23 * @param tile the tile to remove
25 void DeleteAnimatedTile(TileIndex tile)
27 auto to_remove = std::find(_animated_tiles.begin(), _animated_tiles.end(), tile);
28 if (to_remove != _animated_tiles.end()) {
29 /* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
30 _animated_tiles.erase(to_remove);
31 MarkTileDirtyByTile(tile);
35 /**
36 * Add the given tile to the animated tile table (if it does not exist
37 * on that table yet). Also increases the size of the table if necessary.
38 * @param tile the tile to make animated
40 void AddAnimatedTile(TileIndex tile)
42 MarkTileDirtyByTile(tile);
43 include(_animated_tiles, tile);
46 /**
47 * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
49 void AnimateAnimatedTiles()
51 PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
53 const TileIndex *ti = _animated_tiles.data();
54 while (ti < _animated_tiles.data() + _animated_tiles.size()) {
55 const TileIndex curr = *ti;
56 AnimateTile(curr);
57 /* During the AnimateTile call, DeleteAnimatedTile could have been called,
58 * deleting an element we've already processed and pushing the rest one
59 * slot to the left. We can detect this by checking whether the index
60 * in the current slot has changed - if it has, an element has been deleted,
61 * and we should process the current slot again instead of going forward.
62 * NOTE: this will still break if more than one animated tile is being
63 * deleted during the same AnimateTile call, but no code seems to
64 * be doing this anyway.
66 if (*ti == curr) ++ti;
70 /**
71 * Initialize all animated tile variables to some known begin point
73 void InitializeAnimatedTiles()
75 _animated_tiles.clear();