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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-20 13:33:02 +01:00

Start splitting Peep::Update into Staff::Update and Guest::Update

This commit is contained in:
ζeh Matt
2025-05-21 17:15:38 +03:00
parent 1cf3f50176
commit f475ef050f
6 changed files with 264 additions and 169 deletions

View File

@@ -5202,6 +5202,169 @@ void Guest::UpdateRideShopLeave()
}
}
/* From peep_update */
static void GuestUpdateThoughts(Guest* peep)
{
// Thoughts must always have a gap of at least
// 220 ticks in age between them. In order to
// allow this when a thought is new it enters
// a holding zone. Before it becomes fresh.
int32_t add_fresh = 1;
int32_t fresh_thought = -1;
for (int32_t i = 0; i < kPeepMaxThoughts; i++)
{
if (peep->Thoughts[i].type == PeepThoughtType::None)
break;
if (peep->Thoughts[i].freshness == 1)
{
add_fresh = 0;
// If thought is fresh we wait 220 ticks
// before allowing a new thought to become fresh.
if (++peep->Thoughts[i].fresh_timeout >= 220)
{
peep->Thoughts[i].fresh_timeout = 0;
// Thought is no longer fresh
peep->Thoughts[i].freshness++;
add_fresh = 1;
}
}
else if (peep->Thoughts[i].freshness > 1)
{
if (++peep->Thoughts[i].fresh_timeout == 0)
{
// When thought is older than ~6900 ticks remove it
if (++peep->Thoughts[i].freshness >= 28)
{
peep->WindowInvalidateFlags |= PEEP_INVALIDATE_PEEP_THOUGHTS;
// Clear top thought, push others up
if (i < kPeepMaxThoughts - 2)
{
memmove(&peep->Thoughts[i], &peep->Thoughts[i + 1], sizeof(PeepThought) * (kPeepMaxThoughts - i - 1));
}
peep->Thoughts[kPeepMaxThoughts - 1].type = PeepThoughtType::None;
}
}
}
else
{
fresh_thought = i;
}
}
// If there are no fresh thoughts
// a previously new thought can become
// fresh.
if (add_fresh && fresh_thought != -1)
{
peep->Thoughts[fresh_thought].freshness = 1;
peep->WindowInvalidateFlags |= PEEP_INVALIDATE_PEEP_THOUGHTS;
}
}
void Guest::Update()
{
if (PeepFlags & PEEP_FLAGS_POSITION_FROZEN)
{
if (!(PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN))
{
// This is circumventing other logic, so only update every few ticks
if ((getGameState().currentTicks & 3) == 0)
{
if (IsActionWalking())
UpdateWalkingAnimation();
else
UpdateActionAnimation();
Invalidate();
}
}
return;
}
else if (PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN)
{
// Animation is frozen while position is not. This allows a peep to walk
// around without its sprite being updated, which looks very glitchy.
// We'll just remove the flag and continue as normal, in this case.
PeepFlags &= ~PEEP_FLAGS_ANIMATION_FROZEN;
}
auto* guest = As<Guest>();
if (guest != nullptr)
{
if (!guest->PreviousRide.IsNull())
if (++guest->PreviousRideTimeOut >= 720)
guest->PreviousRide = RideId::GetNull();
GuestUpdateThoughts(guest);
}
// Walking speed logic
uint32_t stepsToTake = Energy;
if (stepsToTake < 95 && State == PeepState::Queuing)
stepsToTake = 95;
if ((PeepFlags & PEEP_FLAGS_SLOW_WALK) && State != PeepState::Queuing)
stepsToTake /= 2;
if (IsActionWalking() && GetNextIsSloped())
{
stepsToTake /= 2;
if (State == PeepState::Queuing)
stepsToTake += stepsToTake / 2;
}
// Ensure guests make it across a level crossing in time
constexpr auto minStepsForCrossing = 55;
if (stepsToTake < minStepsForCrossing && IsOnPathBlockedByVehicle())
stepsToTake = minStepsForCrossing;
uint32_t carryCheck = StepProgress + stepsToTake;
StepProgress = carryCheck;
if (carryCheck <= 255)
{
if (guest != nullptr)
{
guest->UpdateEasterEggInteractions();
}
}
else
{
// Loc68FD2F
switch (State)
{
case PeepState::Falling:
UpdateFalling();
break;
case PeepState::One:
Update1();
break;
case PeepState::OnRide:
// No action
break;
case PeepState::Picked:
UpdatePicked();
break;
default:
{
if (guest != nullptr)
{
guest->UpdateGuest();
}
else
{
auto* staff = As<Staff>();
if (staff != nullptr)
{
staff->UpdateStaff(stepsToTake);
}
else
{
assert(false);
}
}
break;
}
}
}
}
void Guest::UpdateGuest()
{
switch (State)

View File

@@ -320,6 +320,7 @@ public:
uint8_t FavouriteRideRating;
uint64_t ItemFlags;
void Update();
void UpdateGuest();
void Tick128UpdateGuest(uint32_t index);
uint64_t GetFoodOrDrinkFlags() const;

View File

@@ -928,173 +928,6 @@ void Peep::UpdatePicked()
}
}
/* From peep_update */
static void GuestUpdateThoughts(Guest* peep)
{
// Thoughts must always have a gap of at least
// 220 ticks in age between them. In order to
// allow this when a thought is new it enters
// a holding zone. Before it becomes fresh.
int32_t add_fresh = 1;
int32_t fresh_thought = -1;
for (int32_t i = 0; i < kPeepMaxThoughts; i++)
{
if (peep->Thoughts[i].type == PeepThoughtType::None)
break;
if (peep->Thoughts[i].freshness == 1)
{
add_fresh = 0;
// If thought is fresh we wait 220 ticks
// before allowing a new thought to become fresh.
if (++peep->Thoughts[i].fresh_timeout >= 220)
{
peep->Thoughts[i].fresh_timeout = 0;
// Thought is no longer fresh
peep->Thoughts[i].freshness++;
add_fresh = 1;
}
}
else if (peep->Thoughts[i].freshness > 1)
{
if (++peep->Thoughts[i].fresh_timeout == 0)
{
// When thought is older than ~6900 ticks remove it
if (++peep->Thoughts[i].freshness >= 28)
{
peep->WindowInvalidateFlags |= PEEP_INVALIDATE_PEEP_THOUGHTS;
// Clear top thought, push others up
if (i < kPeepMaxThoughts - 2)
{
memmove(&peep->Thoughts[i], &peep->Thoughts[i + 1], sizeof(PeepThought) * (kPeepMaxThoughts - i - 1));
}
peep->Thoughts[kPeepMaxThoughts - 1].type = PeepThoughtType::None;
}
}
}
else
{
fresh_thought = i;
}
}
// If there are no fresh thoughts
// a previously new thought can become
// fresh.
if (add_fresh && fresh_thought != -1)
{
peep->Thoughts[fresh_thought].freshness = 1;
peep->WindowInvalidateFlags |= PEEP_INVALIDATE_PEEP_THOUGHTS;
}
}
/**
*
* rct2: 0x0068FC1E
*/
void Peep::Update()
{
if (PeepFlags & PEEP_FLAGS_POSITION_FROZEN)
{
if (!(PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN))
{
// This is circumventing other logic, so only update every few ticks
if ((getGameState().currentTicks & 3) == 0)
{
if (IsActionWalking())
UpdateWalkingAnimation();
else
UpdateActionAnimation();
Invalidate();
}
}
return;
}
else if (PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN)
{
// Animation is frozen while position is not. This allows a peep to walk
// around without its sprite being updated, which looks very glitchy.
// We'll just remove the flag and continue as normal, in this case.
PeepFlags &= ~PEEP_FLAGS_ANIMATION_FROZEN;
}
auto* guest = As<Guest>();
if (guest != nullptr)
{
if (!guest->PreviousRide.IsNull())
if (++guest->PreviousRideTimeOut >= 720)
guest->PreviousRide = RideId::GetNull();
GuestUpdateThoughts(guest);
}
// Walking speed logic
uint32_t stepsToTake = Energy;
if (stepsToTake < 95 && State == PeepState::Queuing)
stepsToTake = 95;
if ((PeepFlags & PEEP_FLAGS_SLOW_WALK) && State != PeepState::Queuing)
stepsToTake /= 2;
if (IsActionWalking() && GetNextIsSloped())
{
stepsToTake /= 2;
if (State == PeepState::Queuing)
stepsToTake += stepsToTake / 2;
}
// Ensure guests make it across a level crossing in time
constexpr auto minStepsForCrossing = 55;
if (stepsToTake < minStepsForCrossing && IsOnPathBlockedByVehicle())
stepsToTake = minStepsForCrossing;
uint32_t carryCheck = StepProgress + stepsToTake;
StepProgress = carryCheck;
if (carryCheck <= 255)
{
if (guest != nullptr)
{
guest->UpdateEasterEggInteractions();
}
}
else
{
// Loc68FD2F
switch (State)
{
case PeepState::Falling:
UpdateFalling();
break;
case PeepState::One:
Update1();
break;
case PeepState::OnRide:
// No action
break;
case PeepState::Picked:
UpdatePicked();
break;
default:
{
if (guest != nullptr)
{
guest->UpdateGuest();
}
else
{
auto* staff = As<Staff>();
if (staff != nullptr)
{
staff->UpdateStaff(stepsToTake);
}
else
{
assert(false);
}
}
break;
}
}
}
}
/**
*
* rct2: 0x0069BF41

View File

@@ -356,7 +356,6 @@ struct Peep : EntityBase
uint32_t PeepFlags;
public: // Peep
void Update();
std::optional<CoordsXY> UpdateAction(int16_t& xy_distance);
std::optional<CoordsXY> UpdateAction();
bool UpdateActionAnimation();
@@ -408,7 +407,7 @@ public: // Peep
void SwitchNextAnimationType();
[[nodiscard]] PeepAnimationType GetAnimationType();
private:
protected:
void UpdateFalling();
void Update1();
void UpdatePicked();

View File

@@ -1680,6 +1680,104 @@ bool Staff::IsMechanic() const
return AssignedStaffType == StaffType::Mechanic;
}
void Staff::Update()
{
if (PeepFlags & PEEP_FLAGS_POSITION_FROZEN)
{
if (!(PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN))
{
// This is circumventing other logic, so only update every few ticks
if ((getGameState().currentTicks & 3) == 0)
{
if (IsActionWalking())
UpdateWalkingAnimation();
else
UpdateActionAnimation();
Invalidate();
}
}
return;
}
else if (PeepFlags & PEEP_FLAGS_ANIMATION_FROZEN)
{
// Animation is frozen while position is not. This allows a peep to walk
// around without its sprite being updated, which looks very glitchy.
// We'll just remove the flag and continue as normal, in this case.
PeepFlags &= ~PEEP_FLAGS_ANIMATION_FROZEN;
}
auto* guest = As<Guest>();
if (guest != nullptr)
{
}
// Walking speed logic
uint32_t stepsToTake = Energy;
if (stepsToTake < 95 && State == PeepState::Queuing)
stepsToTake = 95;
if ((PeepFlags & PEEP_FLAGS_SLOW_WALK) && State != PeepState::Queuing)
stepsToTake /= 2;
if (IsActionWalking() && GetNextIsSloped())
{
stepsToTake /= 2;
if (State == PeepState::Queuing)
stepsToTake += stepsToTake / 2;
}
// Ensure guests make it across a level crossing in time
constexpr auto minStepsForCrossing = 55;
if (stepsToTake < minStepsForCrossing && IsOnPathBlockedByVehicle())
stepsToTake = minStepsForCrossing;
uint32_t carryCheck = StepProgress + stepsToTake;
StepProgress = carryCheck;
if (carryCheck <= 255)
{
if (guest != nullptr)
{
guest->UpdateEasterEggInteractions();
}
}
else
{
// Loc68FD2F
switch (State)
{
case PeepState::Falling:
UpdateFalling();
break;
case PeepState::One:
Update1();
break;
case PeepState::OnRide:
// No action
break;
case PeepState::Picked:
UpdatePicked();
break;
default:
{
if (guest != nullptr)
{
guest->UpdateGuest();
}
else
{
auto* staff = As<Staff>();
if (staff != nullptr)
{
staff->UpdateStaff(stepsToTake);
}
else
{
assert(false);
}
}
break;
}
}
}
}
void Staff::UpdateStaff(uint32_t stepsToTake)
{
switch (State)

View File

@@ -59,6 +59,7 @@ public:
};
uint32_t StaffBinsEmptied;
void Update();
void UpdateStaff(uint32_t stepsToTake);
void Tick128UpdateStaff();
bool IsMechanic() const;