Simplify fountain code. Name sprite fields. Fix warning

Fountain jumping code has been sped up slightly so that the code can be simplified and not require rolling over a unsigned int. Also removed setting direction of the fountain as the field was not used.
This commit is contained in:
duncanspumpkin 2017-11-25 09:26:35 +00:00
parent 464f5e858a
commit b6ce5ce4a5
6 changed files with 22 additions and 27 deletions

View File

@ -121,7 +121,7 @@ void misc_paint(paint_session * session, rct_sprite *misc, sint32 imageDirection
}
uint32 baseImageId = (jumpingFountain.misc_identifier == SPRITE_MISC_JUMPING_FOUNTAIN_SNOW) ? 23037 : 22973;
uint32 imageId = baseImageId + ebx * 16 + jumpingFountain.var_26b;
uint32 imageId = baseImageId + ebx * 16 + jumpingFountain.frame;
if (al & 1) {
switch (ebx) {
case 0:

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@ -32,6 +32,7 @@ extern "C" {
void litter_paint(paint_session * session, rct_litter *litter, sint32 imageDirection);
void peep_paint(paint_session * session, rct_peep *peep, sint32 imageDirection);
extern const uint32 vehicle_particle_base_sprites[5];
#ifdef __cplusplus
}
#endif

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@ -1662,8 +1662,8 @@ private:
{
dst->fountain_flags = src->fountain_flags;
dst->iteration = src->iteration;
dst->var_26a = src->var_26a;
dst->var_26b = src->var_26b;
dst->num_ticks_alive = src->num_ticks_alive;
dst->frame = src->frame;
}
void ImportBalloon(rct_balloon * dst, rct_balloon * src)

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@ -183,7 +183,6 @@ extern "C"
if (jumpingFountain != nullptr)
{
jumpingFountain->iteration = iteration;
jumpingFountain->var_2E = direction;
jumpingFountain->fountain_flags = flags;
jumpingFountain->sprite_direction = direction << 3;
jumpingFountain->sprite_width = 33;
@ -194,42 +193,46 @@ extern "C"
jumpingFountain->misc_identifier = type == JUMPING_FOUNTAIN_TYPE_SNOW ?
SPRITE_MISC_JUMPING_FOUNTAIN_SNOW :
SPRITE_MISC_JUMPING_FOUNTAIN_WATER;
jumpingFountain->var_26 = 0;
jumpingFountain->num_ticks_alive = 0;
jumpingFountain->frame = 0;
}
}
void jumping_fountain_update(rct_jumping_fountain * jumpingFountain)
{
sint32 original_var_26a = jumpingFountain->var_26a;
jumpingFountain->var_26a += 160;
if (original_var_26a <= 255 - 160)
jumpingFountain->num_ticks_alive++;
// Originaly this would not update the frame on the following
// ticks: 1, 3, 6, 9, 11, 14, 17, 19, 22, 25
// This change was to simplefy the code base. There is a small increase
// in speed of the fountain jump because of this change.
if ((jumpingFountain->num_ticks_alive % 3) == 0)
{
return;
}
invalidate_sprite_0((rct_sprite *)jumpingFountain);
jumpingFountain->var_26b++;
jumpingFountain->frame++;
switch (jumpingFountain->misc_identifier) {
case SPRITE_MISC_JUMPING_FOUNTAIN_WATER:
if (jumpingFountain->var_26b == 11 && (jumpingFountain->fountain_flags & FOUNTAIN_FLAG::FAST))
if (jumpingFountain->frame == 11 && (jumpingFountain->fountain_flags & FOUNTAIN_FLAG::FAST))
{
jumping_fountain_continue(jumpingFountain);
}
if (jumpingFountain->var_26b == 16 && !(jumpingFountain->fountain_flags & FOUNTAIN_FLAG::FAST))
if (jumpingFountain->frame == 16 && !(jumpingFountain->fountain_flags & FOUNTAIN_FLAG::FAST))
{
jumping_fountain_continue(jumpingFountain);
}
break;
case SPRITE_MISC_JUMPING_FOUNTAIN_SNOW:
if (jumpingFountain->var_26b == 16)
if (jumpingFountain->frame == 16)
{
jumping_fountain_continue(jumpingFountain);
}
break;
}
if (jumpingFountain->var_26b == 16)
if (jumpingFountain->frame == 16)
{
sprite_remove((rct_sprite*)jumpingFountain);
}

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@ -17,12 +17,9 @@
#include "../audio/audio.h"
#include "../core/Util.hpp"
#include "../scenario/scenario.h"
#include "../paint/sprite/sprite.h"
#include "sprite.h"
extern "C" {
extern const uint32 vehicle_particle_base_sprites[5];
}
/**
*
* rct2: 0x006735A1

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@ -175,7 +175,7 @@ typedef struct rct_jumping_fountain {
uint8 linked_list_type_offset; // 0x08 Valid values are SPRITE_LINKEDLIST_OFFSET_...
uint8 sprite_height_negative;
uint16 sprite_index; // 0x0A
uint16 flags; // 0x0C
uint16 flags; // 0x0C
sint16 x; // 0x0E
sint16 y; // 0x10
sint16 z; // 0x12
@ -184,15 +184,9 @@ typedef struct rct_jumping_fountain {
uint8 pad_16[0x8];
uint8 sprite_direction; // 0x1E
uint8 pad_1F[0x7];
union {
uint16 var_26;
struct {
uint8 var_26a;
uint8 var_26b;
};
};
uint8 pad_28[0x6];
uint8 var_2E;
uint8 num_ticks_alive; // 0x26
uint8 frame; // 0x27
uint8 pad_28[0x7]; // 0x28 Originally var_2E was set to direction but it was unused.
uint8 fountain_flags; // 0x2F
sint16 target_x; // 0x30
sint16 target_y; // 0x32