mirror of https://github.com/OpenRCT2/OpenRCT2.git
Implement sprite cycle checking
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446796db4b
commit
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@ -152,6 +152,7 @@ void S6Exporter::Save(IStream * stream, bool isScenario)
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void S6Exporter::Export()
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{
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openrct2_assert(!(check_for_spatial_index_cycles(false) || check_for_sprite_list_cycles(false)), "A sprite cycle exists.");
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_s6.info = gS6Info;
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uint32 researchedTrackPiecesA[128];
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uint32 researchedTrackPiecesB[128];
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@ -449,7 +450,6 @@ extern "C"
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map_reorganise_elements();
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sprite_clear_all_unused();
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viewport_set_saved_view();
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bool result = false;
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@ -413,6 +413,10 @@ public:
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map_update_tile_pointers();
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game_convert_strings_to_utf8();
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map_count_remaining_land_rights();
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// We try to fix the cycles on import, hence the 'true' parameter
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check_for_sprite_list_cycles(true);
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check_for_spatial_index_cycles(true);
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}
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void Initialise()
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@ -267,6 +267,7 @@ void sprite_clear_all_unused()
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sprite->previous = previousSpriteIndex;
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sprite->linked_list_type_offset = SPRITE_LIST_NULL * 2;
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sprite->sprite_index = spriteIndex;
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sprite->next_in_quadrant = (sprite->next_in_quadrant == 0) ? SPRITE_INDEX_NULL : sprite->next_in_quadrant;
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_spriteFlashingList[spriteIndex] = false;
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spriteIndex = nextSpriteIndex;
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}
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@ -277,6 +278,7 @@ static void sprite_reset(rct_unk_sprite *sprite)
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// Need to retain how the sprite is linked in lists
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uint8 llto = sprite->linked_list_type_offset;
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uint16 next = sprite->next;
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uint16 next_in_quadrant = sprite->next_in_quadrant;
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uint16 prev = sprite->previous;
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uint16 sprite_index = sprite->sprite_index;
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_spriteFlashingList[sprite_index] = false;
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@ -285,6 +287,7 @@ static void sprite_reset(rct_unk_sprite *sprite)
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sprite->linked_list_type_offset = llto;
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sprite->next = next;
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sprite->next_in_quadrant = next_in_quadrant;
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sprite->previous = prev;
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sprite->sprite_index = sprite_index;
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}
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@ -823,3 +826,106 @@ bool sprite_get_flashing(rct_sprite *sprite)
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assert(sprite->unknown.sprite_index < MAX_SPRITES);
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return _spriteFlashingList[sprite->unknown.sprite_index];
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}
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static bool sprite_is_in_cycle(uint16 sprite_idx, bool fix)
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{
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if (sprite_idx == SPRITE_INDEX_NULL)
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{
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return false;
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}
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const rct_sprite * fast = get_sprite(sprite_idx);
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const rct_sprite * slow = fast;
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bool increment_slow = false;
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bool cycled = false;
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while (fast->unknown.sprite_index != SPRITE_INDEX_NULL)
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{
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// increment fast every time, unless reached the end
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if (fast->unknown.next == SPRITE_INDEX_NULL)
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{
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break;
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}
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else {
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fast = get_sprite(fast->unknown.next);
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}
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// increment slow only every second iteration
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if (increment_slow)
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{
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slow = get_sprite(slow->unknown.next);
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}
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increment_slow = !increment_slow;
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if (fast == slow)
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{
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cycled = true;
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if (fix)
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{
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rct_sprite * spr = get_sprite(sprite_idx);
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// There may be a better solution than simply setting this to 0xFFFF
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spr->unknown.next = SPRITE_INDEX_NULL;
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}
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break;
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}
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}
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return cycled;
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}
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static bool sprite_is_in_cycle_quadrant(uint16 sprite_idx, bool fix)
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{
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if (sprite_idx == SPRITE_INDEX_NULL)
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{
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return false;
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}
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const rct_sprite * fast = get_sprite(sprite_idx);
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const rct_sprite * slow = fast;
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bool increment_slow = false;
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bool cycled = false;
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while (fast->unknown.sprite_index != SPRITE_INDEX_NULL)
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{
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// increment fast every time, unless reached the end
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if (fast->unknown.next_in_quadrant == SPRITE_INDEX_NULL)
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{
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break;
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}
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else {
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fast = get_sprite(fast->unknown.next_in_quadrant);
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}
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// increment slow only every second iteration
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if (increment_slow)
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{
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slow = get_sprite(slow->unknown.next_in_quadrant);
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}
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increment_slow = !increment_slow;
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if (fast == slow)
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{
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cycled = true;
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if (fix)
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{
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rct_sprite * spr = get_sprite(sprite_idx);
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// There may be a better solution than simply setting this to 0xFFFF
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spr->unknown.next_in_quadrant = SPRITE_INDEX_NULL;
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}
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break;
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}
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}
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return cycled;
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}
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bool check_for_sprite_list_cycles(bool fix)
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{
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for (sint32 i = 0; i < 6; i++) {
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if (sprite_is_in_cycle(gSpriteListHead[i], fix)) {
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return true;
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}
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}
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return false;
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}
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bool check_for_spatial_index_cycles(bool fix)
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{
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for (size_t i = 0; i < 0x10000; i++) {
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if (sprite_is_in_cycle_quadrant(gSpriteSpatialIndex[i], fix)) {
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return true;
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}
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}
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return false;
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}
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@ -478,6 +478,7 @@ const char *sprite_checksum();
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void sprite_set_flashing(rct_sprite *sprite, bool flashing);
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bool sprite_get_flashing(rct_sprite *sprite);
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bool check_for_sprite_list_cycles(bool fix);
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bool check_for_spatial_index_cycles(bool fix);
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#endif
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