OpenRCT2/src/openrct2/world/Sprite.cpp

1032 lines
31 KiB
C++

#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 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, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#include "../audio/audio.h"
#include "../Cheats.h"
#include "../core/Math.hpp"
#include "../Game.h"
#include "../interface/Viewport.h"
#include "../localisation/Date.h"
#include "../localisation/Localisation.h"
#include "../OpenRCT2.h"
#include "../scenario/Scenario.h"
#include "Fountain.h"
#include "Sprite.h"
uint16 gSpriteListHead[6];
uint16 gSpriteListCount[6];
static rct_sprite _spriteList[MAX_SPRITES];
static bool _spriteFlashingList[MAX_SPRITES];
#define SPATIAL_INDEX_LOCATION_NULL 0x10000
uint16 gSpriteSpatialIndex[0x10001];
const rct_string_id litterNames[12] = {
STR_LITTER_VOMIT,
STR_LITTER_VOMIT,
STR_SHOP_ITEM_SINGULAR_EMPTY_CAN,
STR_SHOP_ITEM_SINGULAR_RUBBISH,
STR_SHOP_ITEM_SINGULAR_EMPTY_BURGER_BOX,
STR_SHOP_ITEM_SINGULAR_EMPTY_CUP,
STR_SHOP_ITEM_SINGULAR_EMPTY_BOX,
STR_SHOP_ITEM_SINGULAR_EMPTY_BOTTLE,
STR_SHOP_ITEM_SINGULAR_EMPTY_BOWL_RED,
STR_SHOP_ITEM_SINGULAR_EMPTY_DRINK_CARTON,
STR_SHOP_ITEM_SINGULAR_EMPTY_JUICE_CUP,
STR_SHOP_ITEM_SINGULAR_EMPTY_BOWL_BLUE
};
static LocationXYZ16 _spritelocations1[MAX_SPRITES];
static LocationXYZ16 _spritelocations2[MAX_SPRITES];
static size_t GetSpatialIndexOffset(sint32 x, sint32 y);
rct_sprite *try_get_sprite(size_t spriteIndex)
{
rct_sprite * sprite = nullptr;
if (spriteIndex < MAX_SPRITES)
{
sprite = &_spriteList[spriteIndex];
}
return sprite;
}
rct_sprite *get_sprite(size_t sprite_idx)
{
openrct2_assert(sprite_idx < MAX_SPRITES, "Tried getting sprite %u", sprite_idx);
return &_spriteList[sprite_idx];
}
uint16 sprite_get_first_in_quadrant(sint32 x, sint32 y)
{
sint32 offset = ((x & 0x1FE0) << 3) | (y >> 5);
return gSpriteSpatialIndex[offset];
}
static void invalidate_sprite_max_zoom(rct_sprite *sprite, sint32 maxZoom)
{
if (sprite->unknown.sprite_left == LOCATION_NULL) return;
for (sint32 i = 0; i < MAX_VIEWPORT_COUNT; i++) {
rct_viewport *viewport = &g_viewport_list[i];
if (viewport->width != 0 && viewport->zoom <= maxZoom) {
viewport_invalidate(
viewport,
sprite->unknown.sprite_left,
sprite->unknown.sprite_top,
sprite->unknown.sprite_right,
sprite->unknown.sprite_bottom
);
}
}
}
/**
* Invalidate the sprite if at closest zoom.
* rct2: 0x006EC60B
*/
void invalidate_sprite_0(rct_sprite* sprite)
{
invalidate_sprite_max_zoom(sprite, 0);
}
/**
* Invalidate sprite if at closest zoom or next zoom up from closest.
* rct2: 0x006EC53F
*/
void invalidate_sprite_1(rct_sprite *sprite)
{
invalidate_sprite_max_zoom(sprite, 1);
}
/**
* Invalidate sprite if not at furthest zoom.
* rct2: 0x006EC473
*
* @param sprite (esi)
*/
void invalidate_sprite_2(rct_sprite *sprite)
{
invalidate_sprite_max_zoom(sprite, 2);
}
/**
*
* rct2: 0x0069EB13
*/
void reset_sprite_list()
{
gSavedAge = 0;
memset(_spriteList, 0, sizeof(rct_sprite) * MAX_SPRITES);
for (sint32 i = 0; i < NUM_SPRITE_LISTS; i++) {
gSpriteListHead[i] = SPRITE_INDEX_NULL;
gSpriteListCount[i] = 0;
_spriteFlashingList[i] = false;
}
rct_sprite* previous_spr = (rct_sprite*)SPRITE_INDEX_NULL;
for (sint32 i = 0; i < MAX_SPRITES; ++i){
rct_sprite *spr = get_sprite(i);
spr->unknown.sprite_identifier = SPRITE_IDENTIFIER_NULL;
spr->unknown.sprite_index = i;
spr->unknown.next = SPRITE_INDEX_NULL;
spr->unknown.linked_list_type_offset = 0;
if (previous_spr != (rct_sprite*)SPRITE_INDEX_NULL){
spr->unknown.previous = previous_spr->unknown.sprite_index;
previous_spr->unknown.next = i;
}
else{
spr->unknown.previous = SPRITE_INDEX_NULL;
gSpriteListHead[SPRITE_LIST_NULL] = i;
}
_spriteFlashingList[i] = false;
previous_spr = spr;
}
gSpriteListCount[SPRITE_LIST_NULL] = MAX_SPRITES;
reset_sprite_spatial_index();
}
/**
*
* rct2: 0x0069EBE4
* This function looks as though it sets some sort of order for sprites.
* Sprites can share their position if this is the case.
*/
void reset_sprite_spatial_index()
{
memset(gSpriteSpatialIndex, SPRITE_INDEX_NULL, sizeof(gSpriteSpatialIndex));
for (size_t i = 0; i < MAX_SPRITES; i++) {
rct_sprite *spr = get_sprite(i);
if (spr->unknown.sprite_identifier != SPRITE_IDENTIFIER_NULL) {
size_t index = GetSpatialIndexOffset(spr->unknown.x, spr->unknown.y);
uint16 nextSpriteId = gSpriteSpatialIndex[index];
gSpriteSpatialIndex[index] = spr->unknown.sprite_index;
spr->unknown.next_in_quadrant = nextSpriteId;
}
}
}
static size_t GetSpatialIndexOffset(sint32 x, sint32 y)
{
size_t index = SPATIAL_INDEX_LOCATION_NULL;
if (x != LOCATION_NULL) {
x = Math::Clamp(0, x, 0xFFFF);
y = Math::Clamp(0, y, 0xFFFF);
sint16 flooredX = floor2(x, 32);
uint8 tileY = y >> 5;
index = (flooredX << 3) | tileY;
}
openrct2_assert(index < sizeof(gSpriteSpatialIndex), "GetSpatialIndexOffset out of range");
return index;
}
#ifndef DISABLE_NETWORK
static uint8 _spriteChecksum[EVP_MAX_MD_SIZE + 1];
const char * sprite_checksum()
{
if (EVP_DigestInit_ex(gHashCTX, EVP_sha1(), NULL) <= 0)
{
openrct2_assert(false, "Failed to initialise SHA1 engine");
}
for (size_t i = 0; i < MAX_SPRITES; i++)
{
rct_sprite *sprite = get_sprite(i);
if (sprite->unknown.sprite_identifier != SPRITE_IDENTIFIER_NULL && sprite->unknown.sprite_identifier != SPRITE_IDENTIFIER_MISC)
{
rct_sprite copy = *sprite;
copy.unknown.sprite_left = copy.unknown.sprite_right = copy.unknown.sprite_top = copy.unknown.sprite_bottom = 0;
if (copy.unknown.sprite_identifier == SPRITE_IDENTIFIER_PEEP) {
// We set this to 0 because as soon the client selects a guest the window will remove the
// invalidation flags causing the sprite checksum to be different than on server, the flag does not affect game state.
copy.peep.window_invalidate_flags = 0;
}
if (EVP_DigestUpdate(gHashCTX, &copy, sizeof(rct_sprite)) <= 0)
{
openrct2_assert(false, "Failed to update digest");
}
}
}
uint8 localhash[EVP_MAX_MD_SIZE + 1];
uint32 size = sizeof(localhash);
EVP_DigestFinal(gHashCTX, localhash, &size);
assert(size <= sizeof(localhash));
localhash[sizeof(localhash) - 1] = '\0';
char *x = (char *)_spriteChecksum;
for (uint32 i = 0; i < size; i++)
{
snprintf(x, EVP_MAX_MD_SIZE + 1, "%02x", localhash[i]);
x += 2;
}
*x = '\0';
return (char *)_spriteChecksum;
}
#else
const char * sprite_checksum()
{
return nullptr;
}
#endif // DISABLE_NETWORK
static void sprite_reset(rct_unk_sprite *sprite)
{
// Need to retain how the sprite is linked in lists
uint8 llto = sprite->linked_list_type_offset;
uint16 next = sprite->next;
uint16 next_in_quadrant = sprite->next_in_quadrant;
uint16 prev = sprite->previous;
uint16 sprite_index = sprite->sprite_index;
_spriteFlashingList[sprite_index] = false;
memset(sprite, 0, sizeof(rct_sprite));
sprite->linked_list_type_offset = llto;
sprite->next = next;
sprite->next_in_quadrant = next_in_quadrant;
sprite->previous = prev;
sprite->sprite_index = sprite_index;
sprite->sprite_identifier = SPRITE_IDENTIFIER_NULL;
}
/**
* Clears all the unused sprite memory to zero. Probably so that it can be compressed better when saving.
* rct2: 0x0069EBA4
*/
void sprite_clear_all_unused()
{
rct_unk_sprite *sprite;
uint16 spriteIndex, nextSpriteIndex;
spriteIndex = gSpriteListHead[SPRITE_LIST_NULL];
while (spriteIndex != SPRITE_INDEX_NULL) {
sprite = &get_sprite(spriteIndex)->unknown;
nextSpriteIndex = sprite->next;
sprite_reset(sprite);
sprite->linked_list_type_offset = SPRITE_LIST_NULL * 2;
// This shouldn't be necessary, as sprite_reset() preserves the index
// but it has been left in as a safety net in case the index isn't set correctly
sprite->sprite_index = spriteIndex;
// sprite->next_in_quadrant will only end up as zero owing to corruption
// most likely due to previous builds not preserving it when resetting sprites
// We reset it to SPRITE_INDEX_NULL to prevent cycles in the sprite lists
if (sprite->next_in_quadrant == 0) { sprite->next_in_quadrant = SPRITE_INDEX_NULL; }
_spriteFlashingList[spriteIndex] = false;
spriteIndex = nextSpriteIndex;
}
}
/*
* rct2: 0x0069EC6B
* bl: if bl & 2 > 0, the sprite ends up in the MISC linked list.
*/
rct_sprite *create_sprite(uint8 bl)
{
size_t linkedListTypeOffset = SPRITE_LIST_UNKNOWN * 2;
if ((bl & 2) != 0) {
// 69EC96;
uint16 cx = 0x12C - gSpriteListCount[SPRITE_LIST_MISC];
if (cx >= gSpriteListCount[SPRITE_LIST_NULL]) {
return nullptr;
}
linkedListTypeOffset = SPRITE_LIST_MISC * 2;
} else if (gSpriteListCount[SPRITE_LIST_NULL] == 0) {
return nullptr;
}
rct_unk_sprite *sprite = &(get_sprite(gSpriteListHead[SPRITE_LIST_NULL]))->unknown;
move_sprite_to_list((rct_sprite *)sprite, (uint8)linkedListTypeOffset);
// Need to reset all sprite data, as the uninitialised values
// may contain garbage and cause a desync later on.
sprite_reset(sprite);
sprite->x = LOCATION_NULL;
sprite->y = LOCATION_NULL;
sprite->z = 0;
sprite->name_string_idx = 0;
sprite->sprite_width = 0x10;
sprite->sprite_height_negative = 0x14;
sprite->sprite_height_positive = 0x8;
sprite->flags = 0;
sprite->sprite_left = LOCATION_NULL;
sprite->next_in_quadrant = gSpriteSpatialIndex[SPATIAL_INDEX_LOCATION_NULL];
gSpriteSpatialIndex[SPATIAL_INDEX_LOCATION_NULL] = sprite->sprite_index;
return (rct_sprite*)sprite;
}
/*
* rct2: 0x0069ED0B
* This function moves a sprite to the specified sprite linked list.
* There are 5/6 of those, and cl specifies a pointer offset
* of the desired linked list in a uint16 array. Known valid values are
* 2, 4, 6, 8 or 10 (SPRITE_LIST_... * 2)
*/
void move_sprite_to_list(rct_sprite *sprite, uint8 newListOffset)
{
rct_unk_sprite *unkSprite = &sprite->unknown;
uint8 oldListOffset = unkSprite->linked_list_type_offset;
sint32 oldList = oldListOffset >> 1;
sint32 newList = newListOffset >> 1;
// No need to move if the sprite is already in the desired list
if (oldListOffset == newListOffset) {
return;
}
// If the sprite is currently the head of the list, the
// sprite following this one becomes the new head of the list.
if (unkSprite->previous == SPRITE_INDEX_NULL) {
gSpriteListHead[oldList] = unkSprite->next;
} else {
// Hook up sprite->previous->next to sprite->next, removing the sprite from its old list
get_sprite(unkSprite->previous)->unknown.next = unkSprite->next;
}
// Similarly, hook up sprite->next->previous to sprite->previous
if (unkSprite->next != SPRITE_INDEX_NULL) {
get_sprite(unkSprite->next)->unknown.previous = unkSprite->previous;
}
unkSprite->previous = SPRITE_INDEX_NULL; // We become the new head of the target list, so there's no previous sprite
unkSprite->linked_list_type_offset = newListOffset;
unkSprite->next = gSpriteListHead[newList]; // This sprite's next sprite is the old head, since we're the new head
gSpriteListHead[newList] = unkSprite->sprite_index; // Store this sprite's index as head of its new list
if (unkSprite->next != SPRITE_INDEX_NULL)
{
// Fix the chain by settings sprite->next->previous to sprite_index
get_sprite(unkSprite->next)->unknown.previous = unkSprite->sprite_index;
}
// These globals are probably counters for each sprite list?
// Decrement old list counter, increment new list counter.
gSpriteListCount[oldList]--;
gSpriteListCount[newList]++;
}
/**
*
* rct2: 0x00673200
*/
static void sprite_steam_particle_update(rct_steam_particle *steam)
{
invalidate_sprite_2((rct_sprite*)steam);
// Move up 1 z every 3 ticks (Starts after 4 ticks)
steam->time_to_move++;
if (steam->time_to_move >= 4) {
steam->time_to_move = 1;
sprite_move(
steam->x,
steam->y,
steam->z + 1,
(rct_sprite*)steam
);
}
steam->frame += 64;
if (steam->frame >= (56 * 64)) {
sprite_remove((rct_sprite*)steam);
}
}
/**
*
* rct2: 0x0067363D
*/
void sprite_misc_explosion_cloud_create(sint32 x, sint32 y, sint32 z)
{
rct_unk_sprite *sprite = (rct_unk_sprite*)create_sprite(2);
if (sprite != nullptr) {
sprite->sprite_width = 44;
sprite->sprite_height_negative = 32;
sprite->sprite_height_positive = 34;
sprite->sprite_identifier = SPRITE_IDENTIFIER_MISC;
sprite_move(x, y, z + 4, (rct_sprite*)sprite);
sprite->misc_identifier = SPRITE_MISC_EXPLOSION_CLOUD;
sprite->frame = 0;
}
}
/**
*
* rct2: 0x00673385
*/
static void sprite_misc_explosion_cloud_update(rct_sprite * sprite)
{
invalidate_sprite_2(sprite);
sprite->unknown.frame += 128;
if (sprite->unknown.frame >= (36 * 128)) {
sprite_remove(sprite);
}
}
/**
*
* rct2: 0x0067366B
*/
void sprite_misc_explosion_flare_create(sint32 x, sint32 y, sint32 z)
{
rct_unk_sprite *sprite = (rct_unk_sprite*)create_sprite(2);
if (sprite != nullptr) {
sprite->sprite_width = 25;
sprite->sprite_height_negative = 85;
sprite->sprite_height_positive = 8;
sprite->sprite_identifier = SPRITE_IDENTIFIER_MISC;
sprite_move(x, y, z + 4, (rct_sprite*)sprite);
sprite->misc_identifier = SPRITE_MISC_EXPLOSION_FLARE;
sprite->frame = 0;
}
}
/**
*
* rct2: 0x006733B4
*/
static void sprite_misc_explosion_flare_update(rct_sprite * sprite)
{
invalidate_sprite_2(sprite);
sprite->unknown.frame += 64;
if (sprite->unknown.frame >= (124 * 64)) {
sprite_remove(sprite);
}
}
/**
*
* rct2: 0x006731CD
*/
static void sprite_misc_update(rct_sprite *sprite)
{
switch (sprite->unknown.misc_identifier) {
case SPRITE_MISC_STEAM_PARTICLE:
sprite_steam_particle_update((rct_steam_particle*)sprite);
break;
case SPRITE_MISC_MONEY_EFFECT:
money_effect_update(&sprite->money_effect);
break;
case SPRITE_MISC_CRASHED_VEHICLE_PARTICLE:
crashed_vehicle_particle_update((rct_crashed_vehicle_particle*)sprite);
break;
case SPRITE_MISC_EXPLOSION_CLOUD:
sprite_misc_explosion_cloud_update(sprite);
break;
case SPRITE_MISC_CRASH_SPLASH:
crash_splash_update((rct_crash_splash*)sprite);
break;
case SPRITE_MISC_EXPLOSION_FLARE:
sprite_misc_explosion_flare_update(sprite);
break;
case SPRITE_MISC_JUMPING_FOUNTAIN_WATER:
case SPRITE_MISC_JUMPING_FOUNTAIN_SNOW:
jumping_fountain_update(&sprite->jumping_fountain);
break;
case SPRITE_MISC_BALLOON:
balloon_update(&sprite->balloon);
break;
case SPRITE_MISC_DUCK:
duck_update(&sprite->duck);
break;
}
}
/**
*
* rct2: 0x00672AA4
*/
void sprite_misc_update_all()
{
rct_sprite *sprite;
uint16 spriteIndex;
spriteIndex = gSpriteListHead[SPRITE_LIST_MISC];
while (spriteIndex != SPRITE_INDEX_NULL) {
sprite = get_sprite(spriteIndex);
spriteIndex = sprite->unknown.next;
sprite_misc_update(sprite);
}
}
/**
* Moves a sprite to a new location.
* rct2: 0x0069E9D3
*
* @param x (ax)
* @param y (cx)
* @param z (dx)
* @param sprite (esi)
*/
void sprite_move(sint16 x, sint16 y, sint16 z, rct_sprite *sprite)
{
if (x < 0 || y < 0 || x > 0x1FFF || y > 0x1FFF) {
x = LOCATION_NULL;
}
size_t newIndex = GetSpatialIndexOffset(x, y);
size_t currentIndex = GetSpatialIndexOffset(sprite->unknown.x, sprite->unknown.y);
if (newIndex != currentIndex) {
uint16 *spriteIndex = &gSpriteSpatialIndex[currentIndex];
if (*spriteIndex != SPRITE_INDEX_NULL) {
rct_sprite *sprite2 = get_sprite(*spriteIndex);
while (sprite != sprite2) {
spriteIndex = &sprite2->unknown.next_in_quadrant;
if (*spriteIndex == SPRITE_INDEX_NULL) {
break;
}
sprite2 = get_sprite(*spriteIndex);
}
}
*spriteIndex = sprite->unknown.next_in_quadrant;
sint32 tempSpriteIndex = gSpriteSpatialIndex[newIndex];
gSpriteSpatialIndex[newIndex] = sprite->unknown.sprite_index;
sprite->unknown.next_in_quadrant = tempSpriteIndex;
}
if (x == LOCATION_NULL) {
sprite->unknown.sprite_left = LOCATION_NULL;
sprite->unknown.x = x;
sprite->unknown.y = y;
sprite->unknown.z = z;
} else {
sprite_set_coordinates(x, y, z, sprite);
}
}
void sprite_set_coordinates(sint16 x, sint16 y, sint16 z, rct_sprite *sprite){
sint16 new_x = x, new_y = y, start_x = x;
switch (get_current_rotation()){
case 0:
new_x = new_y - new_x;
new_y = (new_y + start_x) / 2 - z;
break;
case 1:
new_x = -new_y - new_x;
new_y = (new_y - start_x) / 2 - z;
break;
case 2:
new_x = -new_y + new_x;
new_y = (-new_y - start_x) / 2 - z;
break;
case 3:
new_x = new_y + new_x;
new_y = (-new_y + start_x) / 2 - z;
break;
}
sprite->unknown.sprite_left = new_x - sprite->unknown.sprite_width;
sprite->unknown.sprite_right = new_x + sprite->unknown.sprite_width;
sprite->unknown.sprite_top = new_y - sprite->unknown.sprite_height_negative;
sprite->unknown.sprite_bottom = new_y + sprite->unknown.sprite_height_positive;
sprite->unknown.x = x;
sprite->unknown.y = y;
sprite->unknown.z = z;
}
/**
*
* rct2: 0x0069EDB6
*/
void sprite_remove(rct_sprite *sprite)
{
move_sprite_to_list(sprite, SPRITE_LIST_NULL * 2);
user_string_free(sprite->unknown.name_string_idx);
sprite->unknown.sprite_identifier = SPRITE_IDENTIFIER_NULL;
_spriteFlashingList[sprite->unknown.sprite_index] = false;
size_t quadrantIndex = GetSpatialIndexOffset(sprite->unknown.x, sprite->unknown.y);
uint16 *spriteIndex = &gSpriteSpatialIndex[quadrantIndex];
rct_sprite *quadrantSprite;
while ((quadrantSprite = get_sprite(*spriteIndex)) != sprite) {
spriteIndex = &quadrantSprite->unknown.next_in_quadrant;
}
*spriteIndex = sprite->unknown.next_in_quadrant;
}
static bool litter_can_be_at(sint32 x, sint32 y, sint32 z)
{
rct_tile_element *tileElement;
if (!map_is_location_owned(x & 0xFFE0, y & 0xFFE0, z))
return false;
tileElement = map_get_first_element_at(x >> 5, y >> 5);
do {
if (tile_element_get_type(tileElement) != TILE_ELEMENT_TYPE_PATH)
continue;
sint32 pathZ = tileElement->base_height * 8;
if (pathZ < z || pathZ >= z + 32)
continue;
if (tile_element_is_underground(tileElement))
return false;
return true;
} while (!tile_element_is_last_for_tile(tileElement++));
return false;
}
/**
*
* rct2: 0x0067375D
*/
void litter_create(sint32 x, sint32 y, sint32 z, sint32 direction, sint32 type)
{
if (gCheatsDisableLittering)
return;
x += TileDirectionDelta[direction >> 3].x / 8;
y += TileDirectionDelta[direction >> 3].y / 8;
if (!litter_can_be_at(x, y, z))
return;
if (gSpriteListCount[SPRITE_LIST_LITTER] >= 500) {
rct_litter *newestLitter = nullptr;
uint32 newestLitterCreationTick = 0;
for (uint16 nextSpriteIndex, spriteIndex = gSpriteListHead[SPRITE_LIST_LITTER]; spriteIndex != SPRITE_INDEX_NULL; spriteIndex = nextSpriteIndex) {
rct_litter *litter = &get_sprite(spriteIndex)->litter;
nextSpriteIndex = litter->next;
if (newestLitterCreationTick <= litter->creationTick) {
newestLitterCreationTick = litter->creationTick;
newestLitter = litter;
}
}
if (newestLitter != nullptr) {
invalidate_sprite_0((rct_sprite*)newestLitter);
sprite_remove((rct_sprite*)newestLitter);
}
}
rct_litter *litter = (rct_litter*)create_sprite(1);
if (litter == nullptr)
return;
move_sprite_to_list((rct_sprite*)litter, SPRITE_LIST_LITTER * 2);
litter->sprite_direction = direction;
litter->sprite_width = 6;
litter->sprite_height_negative = 6;
litter->sprite_height_positive = 3;
litter->sprite_identifier = SPRITE_IDENTIFIER_LITTER;
litter->type = type;
sprite_move(x, y, z, (rct_sprite*)litter);
invalidate_sprite_0((rct_sprite*)litter);
litter->creationTick = gScenarioTicks;
}
/**
*
* rct2: 0x006738E1
*/
void litter_remove_at(sint32 x, sint32 y, sint32 z)
{
uint16 spriteIndex = sprite_get_first_in_quadrant(x, y);
while (spriteIndex != SPRITE_INDEX_NULL) {
rct_sprite *sprite = get_sprite(spriteIndex);
uint16 nextSpriteIndex = sprite->unknown.next_in_quadrant;
if (sprite->unknown.linked_list_type_offset == SPRITE_LIST_LITTER * 2) {
rct_litter *litter = &sprite->litter;
if (abs(litter->z - z) <= 16) {
if (abs(litter->x - x) <= 8 && abs(litter->y - y) <= 8) {
invalidate_sprite_0(sprite);
sprite_remove(sprite);
}
}
}
spriteIndex = nextSpriteIndex;
}
}
/**
* Determines whether it's worth tweening a sprite or not when frame smoothing is on.
*/
static bool sprite_should_tween(rct_sprite *sprite)
{
switch (sprite->unknown.linked_list_type_offset >> 1) {
case SPRITE_LIST_TRAIN:
case SPRITE_LIST_PEEP:
case SPRITE_LIST_UNKNOWN:
return true;
}
return false;
}
static void store_sprite_locations(LocationXYZ16 * sprite_locations)
{
for (uint16 i = 0; i < MAX_SPRITES; i++) {
// skip going through `get_sprite` to not get stalled on assert,
// this can get very expensive for busy parks with uncap FPS option on
const rct_sprite *sprite = &_spriteList[i];
sprite_locations[i].x = sprite->unknown.x;
sprite_locations[i].y = sprite->unknown.y;
sprite_locations[i].z = sprite->unknown.z;
}
}
void sprite_position_tween_store_a()
{
store_sprite_locations(_spritelocations1);
}
void sprite_position_tween_store_b()
{
store_sprite_locations(_spritelocations2);
}
void sprite_position_tween_all(float alpha)
{
const float inv = (1.0f - alpha);
for (uint16 i = 0; i < MAX_SPRITES; i++) {
rct_sprite * sprite = get_sprite(i);
if (sprite_should_tween(sprite)) {
LocationXYZ16 posA = _spritelocations1[i];
LocationXYZ16 posB = _spritelocations2[i];
if (posA.x == posB.x && posA.y == posB.y && posA.z == posB.z) {
continue;
}
sprite_set_coordinates(
posB.x * alpha + posA.x * inv,
posB.y * alpha + posA.y * inv,
posB.z * alpha + posA.z * inv,
sprite
);
invalidate_sprite_2(sprite);
}
}
}
/**
* Restore the real positions of the sprites so they aren't left at the mid-tween positions
*/
void sprite_position_tween_restore()
{
for (uint16 i = 0; i < MAX_SPRITES; i++) {
rct_sprite * sprite = get_sprite(i);
if (sprite_should_tween(sprite)) {
invalidate_sprite_2(sprite);
LocationXYZ16 pos = _spritelocations2[i];
sprite_set_coordinates(pos.x, pos.y, pos.z, sprite);
}
}
}
void sprite_position_tween_reset()
{
for (uint16 i = 0; i < MAX_SPRITES; i++) {
rct_sprite * sprite = get_sprite(i);
_spritelocations1[i].x =
_spritelocations2[i].x = sprite->unknown.x;
_spritelocations1[i].y =
_spritelocations2[i].y = sprite->unknown.y;
_spritelocations1[i].z =
_spritelocations2[i].z = sprite->unknown.z;
}
}
void sprite_set_flashing(rct_sprite *sprite, bool flashing)
{
assert(sprite->unknown.sprite_index < MAX_SPRITES);
_spriteFlashingList[sprite->unknown.sprite_index] = flashing;
}
bool sprite_get_flashing(rct_sprite *sprite)
{
assert(sprite->unknown.sprite_index < MAX_SPRITES);
return _spriteFlashingList[sprite->unknown.sprite_index];
}
static rct_sprite * find_sprite_list_cycle(uint16 sprite_idx)
{
if (sprite_idx == SPRITE_INDEX_NULL)
{
return nullptr;
}
const rct_sprite * fast = get_sprite(sprite_idx);
const rct_sprite * slow = fast;
bool increment_slow = false;
rct_sprite * cycle_start = nullptr;
while (fast->unknown.sprite_index != SPRITE_INDEX_NULL)
{
// increment fast every time, unless reached the end
if (fast->unknown.next == SPRITE_INDEX_NULL)
{
break;
}
else {
fast = get_sprite(fast->unknown.next);
}
// increment slow only every second iteration
if (increment_slow)
{
slow = get_sprite(slow->unknown.next);
}
increment_slow = !increment_slow;
if (fast == slow)
{
cycle_start = get_sprite(slow->unknown.sprite_index);
break;
}
}
return cycle_start;
}
static rct_sprite * find_sprite_quadrant_cycle(uint16 sprite_idx)
{
if (sprite_idx == SPRITE_INDEX_NULL)
{
return nullptr;
}
const rct_sprite * fast = get_sprite(sprite_idx);
const rct_sprite * slow = fast;
bool increment_slow = false;
rct_sprite * cycle_start = nullptr;
while (fast->unknown.sprite_index != SPRITE_INDEX_NULL)
{
// increment fast every time, unless reached the end
if (fast->unknown.next_in_quadrant == SPRITE_INDEX_NULL)
{
break;
}
else {
fast = get_sprite(fast->unknown.next_in_quadrant);
}
// increment slow only every second iteration
if (increment_slow)
{
slow = get_sprite(slow->unknown.next_in_quadrant);
}
increment_slow = !increment_slow;
if (fast == slow)
{
cycle_start = get_sprite(slow->unknown.sprite_index);
break;
}
}
return cycle_start;
}
static bool index_is_in_list(uint16 index, enum SPRITE_LIST sl)
{
uint16 sprite_index = gSpriteListHead[sl];
while (sprite_index != SPRITE_INDEX_NULL)
{
if (sprite_index == index)
{
return true;
}
sprite_index = get_sprite(sprite_index)->unknown.next;
}
return false;
}
sint32 check_for_sprite_list_cycles(bool fix)
{
for (sint32 i = 0; i < NUM_SPRITE_LISTS; i++) {
rct_sprite * cycle_start = find_sprite_list_cycle(gSpriteListHead[i]);
if (cycle_start != nullptr)
{
if (fix)
{
// Fix head list, but only in reverse order
// This is likely not needed, but just in case
get_sprite(gSpriteListHead[i])->unknown.previous = SPRITE_INDEX_NULL;
// Store the leftover part of cycle to be fixed
uint16 cycle_next = cycle_start->unknown.next;
// Break the cycle
cycle_start->unknown.next = SPRITE_INDEX_NULL;
// Now re-add remainder of the cycle back to list, safely.
// Add each sprite to the list until we encounter one that is already part of the list.
while (!index_is_in_list(cycle_next, (SPRITE_LIST)i))
{
rct_sprite * spr = get_sprite(cycle_next);
cycle_start->unknown.next = cycle_next;
spr->unknown.previous = cycle_start->unknown.sprite_index;
cycle_next = spr->unknown.next;
spr->unknown.next = SPRITE_INDEX_NULL;
cycle_start = spr;
}
}
return i;
}
}
return -1;
}
/**
* Finds and fixes null sprites that are not reachable via SPRITE_LIST_NULL list.
*
* @return count of disjoint sprites found
*/
sint32 fix_disjoint_sprites()
{
// Find reachable sprites
bool reachable[MAX_SPRITES] = { false };
uint16 sprite_idx = gSpriteListHead[SPRITE_LIST_NULL];
rct_sprite * null_list_tail = nullptr;
while (sprite_idx != SPRITE_INDEX_NULL)
{
reachable[sprite_idx] = true;
// cache the tail, so we don't have to walk the list twice
null_list_tail = get_sprite(sprite_idx);
sprite_idx = null_list_tail->unknown.next;
}
sint32 count = 0;
// Find all null sprites
for (sprite_idx = 0; sprite_idx < MAX_SPRITES; sprite_idx++)
{
rct_sprite * spr = get_sprite(sprite_idx);
if (spr->unknown.sprite_identifier == SPRITE_IDENTIFIER_NULL)
{
openrct2_assert(null_list_tail != nullptr, "Null list is empty, yet found null sprites");
spr->unknown.sprite_index = sprite_idx;
if (!reachable[sprite_idx])
{
// Add the sprite directly to the list
null_list_tail->unknown.next = sprite_idx;
spr->unknown.next = SPRITE_INDEX_NULL;
spr->unknown.previous = null_list_tail->unknown.sprite_index;
null_list_tail = spr;
count++;
reachable[sprite_idx] = true;
}
}
}
return count;
}
sint32 check_for_spatial_index_cycles(bool fix)
{
for (sint32 i = 0; i < SPATIAL_INDEX_LOCATION_NULL; i++) {
rct_sprite * cycle_start = find_sprite_quadrant_cycle(gSpriteSpatialIndex[i]);
if (cycle_start != nullptr)
{
if (fix)
{
// Store the leftover part of cycle to be fixed
uint16 cycle_next = cycle_start->unknown.next_in_quadrant;
// Break the cycle
cycle_start->unknown.next_in_quadrant = SPRITE_INDEX_NULL;
// Now re-add remainder of the cycle back to list, safely.
// Add each sprite to the list until we encounter one that is already part of the list.
while (!index_is_in_list(cycle_next, (SPRITE_LIST)i))
{
rct_sprite * spr = get_sprite(cycle_next);
cycle_start->unknown.next_in_quadrant = cycle_next;
cycle_next = spr->unknown.next_in_quadrant;
spr->unknown.next_in_quadrant = SPRITE_INDEX_NULL;
cycle_start = spr;
}
}
return i;
}
}
return -1;
}