/***************************************************************************** * Copyright (c) 2014-2019 OpenRCT2 developers * * For a complete list of all authors, please refer to contributors.md * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2 * * OpenRCT2 is licensed under the GNU General Public License version 3. *****************************************************************************/ #include "Sprite.h" #include "../Cheats.h" #include "../Game.h" #include "../OpenRCT2.h" #include "../audio/audio.h" #include "../core/Crypt.h" #include "../core/Guard.hpp" #include "../interface/Viewport.h" #include "../localisation/Date.h" #include "../localisation/Localisation.h" #include "../scenario/Scenario.h" #include "Fountain.h" #include #include #include uint16_t gSpriteListHead[SPRITE_LIST_COUNT]; uint16_t gSpriteListCount[SPRITE_LIST_COUNT]; static rct_sprite _spriteList[MAX_SPRITES]; static bool _spriteFlashingList[MAX_SPRITES]; #define SPATIAL_INDEX_LOCATION_NULL 0x10000 uint16_t 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(int32_t x, int32_t y); std::string rct_sprite_checksum::ToString() const { std::string result; result.reserve(raw.size() * 2); for (auto b : raw) { char buf[3]; snprintf(buf, 3, "%02x", b); result.append(buf); } return result; } 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) { if (sprite_idx == SPRITE_INDEX_NULL) { return nullptr; } openrct2_assert(sprite_idx < MAX_SPRITES, "Tried getting sprite %u", sprite_idx); return &_spriteList[sprite_idx]; } uint16_t sprite_get_first_in_quadrant(int32_t x, int32_t y) { int32_t offset = ((x & 0x1FE0) << 3) | (y >> 5); return gSpriteSpatialIndex[offset]; } static void invalidate_sprite_max_zoom(rct_sprite* sprite, int32_t maxZoom) { if (sprite->generic.sprite_left == LOCATION_NULL) return; for (int32_t 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->generic.sprite_left, sprite->generic.sprite_top, sprite->generic.sprite_right, sprite->generic.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; std::memset(_spriteList, 0, sizeof(_spriteList)); for (int32_t i = 0; i < SPRITE_LIST_COUNT; i++) { gSpriteListHead[i] = SPRITE_INDEX_NULL; gSpriteListCount[i] = 0; _spriteFlashingList[i] = false; } rct_sprite* previous_spr = (rct_sprite*)SPRITE_INDEX_NULL; for (int32_t i = 0; i < MAX_SPRITES; ++i) { rct_sprite* spr = get_sprite(i); spr->generic.sprite_identifier = SPRITE_IDENTIFIER_NULL; spr->generic.sprite_index = i; spr->generic.next = SPRITE_INDEX_NULL; spr->generic.linked_list_index = 0; if (previous_spr != (rct_sprite*)SPRITE_INDEX_NULL) { spr->generic.previous = previous_spr->generic.sprite_index; previous_spr->generic.next = i; } else { spr->generic.previous = SPRITE_INDEX_NULL; gSpriteListHead[SPRITE_LIST_FREE] = i; } _spriteFlashingList[i] = false; previous_spr = spr; } gSpriteListCount[SPRITE_LIST_FREE] = 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() { std::fill_n(gSpriteSpatialIndex, std::size(gSpriteSpatialIndex), SPRITE_INDEX_NULL); for (size_t i = 0; i < MAX_SPRITES; i++) { rct_sprite* spr = get_sprite(i); if (spr->generic.sprite_identifier != SPRITE_IDENTIFIER_NULL) { size_t index = GetSpatialIndexOffset(spr->generic.x, spr->generic.y); uint16_t nextSpriteId = gSpriteSpatialIndex[index]; gSpriteSpatialIndex[index] = spr->generic.sprite_index; spr->generic.next_in_quadrant = nextSpriteId; } } } static size_t GetSpatialIndexOffset(int32_t x, int32_t y) { size_t index = SPATIAL_INDEX_LOCATION_NULL; if (x != LOCATION_NULL) { x = std::clamp(x, 0, 0xFFFF); y = std::clamp(y, 0, 0xFFFF); int16_t flooredX = floor2(x, 32); uint8_t tileY = y >> 5; index = (flooredX << 3) | tileY; } openrct2_assert(index < sizeof(gSpriteSpatialIndex), "GetSpatialIndexOffset out of range"); return index; } #ifndef DISABLE_NETWORK rct_sprite_checksum sprite_checksum() { using namespace Crypt; // TODO Remove statics, should be one of these per sprite manager / OpenRCT2 context. // Alternatively, make a new class for this functionality. static std::unique_ptr> _spriteHashAlg; rct_sprite_checksum checksum; try { if (_spriteHashAlg == nullptr) { _spriteHashAlg = CreateSHA1(); } _spriteHashAlg->Clear(); for (size_t i = 0; i < MAX_SPRITES; i++) { auto sprite = get_sprite(i); if (sprite->generic.sprite_identifier != SPRITE_IDENTIFIER_NULL && sprite->generic.sprite_identifier != SPRITE_IDENTIFIER_MISC) { auto copy = *sprite; // Only required for rendering/invalidation, has no meaning to the game state. copy.generic.sprite_left = copy.generic.sprite_right = copy.generic.sprite_top = copy.generic.sprite_bottom = 0; copy.generic.sprite_width = copy.generic.sprite_height_negative = copy.generic.sprite_height_positive = 0; if (copy.generic.sprite_identifier == SPRITE_IDENTIFIER_PEEP) { // Name is pointer and will not be the same across clients copy.peep.name = {}; // 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; } _spriteHashAlg->Update(©, sizeof(copy)); } } checksum.raw = _spriteHashAlg->Finish(); } catch (std::exception& e) { log_error("sprite_checksum failed: %s", e.what()); throw; } return checksum; } #else rct_sprite_checksum sprite_checksum() { return rct_sprite_checksum{}; } #endif // DISABLE_NETWORK static void sprite_reset(rct_sprite_generic* sprite) { // Need to retain how the sprite is linked in lists uint8_t llto = sprite->linked_list_index; uint16_t next = sprite->next; uint16_t next_in_quadrant = sprite->next_in_quadrant; uint16_t prev = sprite->previous; uint16_t sprite_index = sprite->sprite_index; _spriteFlashingList[sprite_index] = false; std::memset(sprite, 0, sizeof(rct_sprite)); sprite->linked_list_index = 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_sprite_generic* sprite; uint16_t spriteIndex, nextSpriteIndex; spriteIndex = gSpriteListHead[SPRITE_LIST_FREE]; while (spriteIndex != SPRITE_INDEX_NULL) { sprite = &get_sprite(spriteIndex)->generic; nextSpriteIndex = sprite->next; sprite_reset(sprite); sprite->linked_list_index = SPRITE_LIST_FREE; // 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; } } static constexpr uint16_t MAX_MISC_SPRITES = 300; rct_sprite* create_sprite(SPRITE_IDENTIFIER spriteIdentifier) { if (gSpriteListCount[SPRITE_LIST_FREE] == 0) { // No free sprites. return nullptr; } SPRITE_LIST linkedListIndex; switch (spriteIdentifier) { case SPRITE_IDENTIFIER_VEHICLE: linkedListIndex = SPRITE_LIST_VEHICLE; break; case SPRITE_IDENTIFIER_PEEP: linkedListIndex = SPRITE_LIST_PEEP; break; case SPRITE_IDENTIFIER_MISC: linkedListIndex = SPRITE_LIST_MISC; break; case SPRITE_IDENTIFIER_LITTER: linkedListIndex = SPRITE_LIST_LITTER; break; default: Guard::Assert(false, "Invalid sprite identifier: 0x%02X", spriteIdentifier); return nullptr; } if (linkedListIndex == SPRITE_LIST_MISC) { // Misc sprites are commonly used for effects, if there are less than MAX_MISC_SPRITES // free it will fail to keep slots for more relevant sprites. // Also there can't be more than MAX_MISC_SPRITES sprites in this list. uint16_t miscSlotsRemaining = MAX_MISC_SPRITES - gSpriteListCount[SPRITE_LIST_MISC]; if (miscSlotsRemaining >= gSpriteListCount[SPRITE_LIST_FREE]) { return nullptr; } } rct_sprite_generic* sprite = &(get_sprite(gSpriteListHead[SPRITE_LIST_FREE]))->generic; move_sprite_to_list((rct_sprite*)sprite, linkedListIndex); // 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->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. * The game uses this list to categorise sprites by type. */ void move_sprite_to_list(rct_sprite* sprite, SPRITE_LIST newListIndex) { rct_sprite_generic* unkSprite = &sprite->generic; int32_t oldListIndex = unkSprite->linked_list_index; // No need to move if the sprite is already in the desired list if (oldListIndex == newListIndex) { 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[oldListIndex] = unkSprite->next; } else { // Hook up sprite->previous->next to sprite->next, removing the sprite from its old list get_sprite(unkSprite->previous)->generic.next = unkSprite->next; } // Similarly, hook up sprite->next->previous to sprite->previous if (unkSprite->next != SPRITE_INDEX_NULL) { get_sprite(unkSprite->next)->generic.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_index = newListIndex; unkSprite->next = gSpriteListHead[newListIndex]; // This sprite's next sprite is the old head, since we're the new head gSpriteListHead[newListIndex] = 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)->generic.previous = unkSprite->sprite_index; } // These globals are probably counters for each sprite list? // Decrement old list counter, increment new list counter. gSpriteListCount[oldListIndex]--; gSpriteListCount[newListIndex]++; } /** * * 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(int32_t x, int32_t y, int32_t z) { rct_sprite_generic* sprite = &create_sprite(SPRITE_IDENTIFIER_MISC)->generic; 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->type = SPRITE_MISC_EXPLOSION_CLOUD; sprite->frame = 0; } } /** * * rct2: 0x00673385 */ static void sprite_misc_explosion_cloud_update(rct_sprite* sprite) { invalidate_sprite_2(sprite); sprite->generic.frame += 128; if (sprite->generic.frame >= (36 * 128)) { sprite_remove(sprite); } } /** * * rct2: 0x0067366B */ void sprite_misc_explosion_flare_create(int32_t x, int32_t y, int32_t z) { rct_sprite_generic* sprite = &create_sprite(SPRITE_IDENTIFIER_MISC)->generic; 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->type = SPRITE_MISC_EXPLOSION_FLARE; sprite->frame = 0; } } /** * * rct2: 0x006733B4 */ static void sprite_misc_explosion_flare_update(rct_sprite* sprite) { invalidate_sprite_2(sprite); sprite->generic.frame += 64; if (sprite->generic.frame >= (124 * 64)) { sprite_remove(sprite); } } /** * * rct2: 0x006731CD */ static void sprite_misc_update(rct_sprite* sprite) { switch (sprite->generic.type) { case SPRITE_MISC_STEAM_PARTICLE: sprite_steam_particle_update((rct_steam_particle*)sprite); break; case SPRITE_MISC_MONEY_EFFECT: sprite->money_effect.Update(); 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: sprite->jumping_fountain.Update(); 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_t spriteIndex; spriteIndex = gSpriteListHead[SPRITE_LIST_MISC]; while (spriteIndex != SPRITE_INDEX_NULL) { sprite = get_sprite(spriteIndex); spriteIndex = sprite->generic.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(int16_t x, int16_t y, int16_t 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->generic.x, sprite->generic.y); if (newIndex != currentIndex) { uint16_t* spriteIndex = &gSpriteSpatialIndex[currentIndex]; if (*spriteIndex != SPRITE_INDEX_NULL) { rct_sprite* sprite2 = get_sprite(*spriteIndex); while (sprite != sprite2) { spriteIndex = &sprite2->generic.next_in_quadrant; if (*spriteIndex == SPRITE_INDEX_NULL) { break; } sprite2 = get_sprite(*spriteIndex); } } *spriteIndex = sprite->generic.next_in_quadrant; int32_t tempSpriteIndex = gSpriteSpatialIndex[newIndex]; gSpriteSpatialIndex[newIndex] = sprite->generic.sprite_index; sprite->generic.next_in_quadrant = tempSpriteIndex; } if (x == LOCATION_NULL) { sprite->generic.sprite_left = LOCATION_NULL; sprite->generic.x = x; sprite->generic.y = y; sprite->generic.z = z; } else { sprite_set_coordinates(x, y, z, sprite); } } void sprite_set_coordinates(int16_t x, int16_t y, int16_t z, rct_sprite* sprite) { CoordsXYZ coords3d = { x, y, z }; CoordsXY newCoords = translate_3d_to_2d_with_z(get_current_rotation(), coords3d); sprite->generic.sprite_left = newCoords.x - sprite->generic.sprite_width; sprite->generic.sprite_right = newCoords.x + sprite->generic.sprite_width; sprite->generic.sprite_top = newCoords.y - sprite->generic.sprite_height_negative; sprite->generic.sprite_bottom = newCoords.y + sprite->generic.sprite_height_positive; sprite->generic.x = x; sprite->generic.y = y; sprite->generic.z = z; } /** * * rct2: 0x0069EDB6 */ void sprite_remove(rct_sprite* sprite) { auto peep = sprite->AsPeep(); if (peep != nullptr) { peep->SetName({}); } move_sprite_to_list(sprite, SPRITE_LIST_FREE); sprite->generic.sprite_identifier = SPRITE_IDENTIFIER_NULL; _spriteFlashingList[sprite->generic.sprite_index] = false; size_t quadrantIndex = GetSpatialIndexOffset(sprite->generic.x, sprite->generic.y); uint16_t* spriteIndex = &gSpriteSpatialIndex[quadrantIndex]; rct_sprite* quadrantSprite; while (*spriteIndex != SPRITE_INDEX_NULL && (quadrantSprite = get_sprite(*spriteIndex)) != sprite) { spriteIndex = &quadrantSprite->generic.next_in_quadrant; } *spriteIndex = sprite->generic.next_in_quadrant; } static bool litter_can_be_at(int32_t x, int32_t y, int32_t z) { TileElement* 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 (tileElement->GetType() != TILE_ELEMENT_TYPE_PATH) continue; int32_t pathZ = tileElement->base_height * 8; if (pathZ < z || pathZ >= z + 32) continue; return !tile_element_is_underground(tileElement); } while (!(tileElement++)->IsLastForTile()); return false; } /** * * rct2: 0x0067375D */ void litter_create(int32_t x, int32_t y, int32_t z, int32_t direction, int32_t type) { if (gCheatsDisableLittering) return; x += CoordsDirectionDelta[direction >> 3].x / 8; y += CoordsDirectionDelta[direction >> 3].y / 8; if (!litter_can_be_at(x, y, z)) return; if (gSpriteListCount[SPRITE_LIST_LITTER] >= 500) { rct_litter* newestLitter = nullptr; uint32_t newestLitterCreationTick = 0; for (uint16_t 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(SPRITE_IDENTIFIER_LITTER); if (litter == nullptr) return; 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(int32_t x, int32_t y, int32_t z) { uint16_t spriteIndex = sprite_get_first_in_quadrant(x, y); while (spriteIndex != SPRITE_INDEX_NULL) { rct_sprite* sprite = get_sprite(spriteIndex); uint16_t nextSpriteIndex = sprite->generic.next_in_quadrant; if (sprite->generic.linked_list_index == SPRITE_LIST_LITTER) { 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->generic.linked_list_index) { case SPRITE_LIST_PEEP: case SPRITE_LIST_VEHICLE_HEAD: case SPRITE_LIST_VEHICLE: return true; } return false; } static void store_sprite_locations(LocationXYZ16* sprite_locations) { for (uint16_t 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->generic.x; sprite_locations[i].y = sprite->generic.y; sprite_locations[i].z = sprite->generic.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_t 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( std::round(posB.x * alpha + posA.x * inv), std::round(posB.y * alpha + posA.y * inv), std::round(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_t 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_t i = 0; i < MAX_SPRITES; i++) { rct_sprite* sprite = get_sprite(i); _spritelocations1[i].x = _spritelocations2[i].x = sprite->generic.x; _spritelocations1[i].y = _spritelocations2[i].y = sprite->generic.y; _spritelocations1[i].z = _spritelocations2[i].z = sprite->generic.z; } } void sprite_set_flashing(rct_sprite* sprite, bool flashing) { assert(sprite->generic.sprite_index < MAX_SPRITES); _spriteFlashingList[sprite->generic.sprite_index] = flashing; } bool sprite_get_flashing(rct_sprite* sprite) { assert(sprite->generic.sprite_index < MAX_SPRITES); return _spriteFlashingList[sprite->generic.sprite_index]; } static rct_sprite* find_sprite_list_cycle(uint16_t 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->generic.sprite_index != SPRITE_INDEX_NULL) { // increment fast every time, unless reached the end if (fast->generic.next == SPRITE_INDEX_NULL) { break; } else { fast = get_sprite(fast->generic.next); } // increment slow only every second iteration if (increment_slow) { slow = get_sprite(slow->generic.next); } increment_slow = !increment_slow; if (fast == slow) { cycle_start = get_sprite(slow->generic.sprite_index); break; } } return cycle_start; } static rct_sprite* find_sprite_quadrant_cycle(uint16_t 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->generic.sprite_index != SPRITE_INDEX_NULL) { // increment fast every time, unless reached the end if (fast->generic.next_in_quadrant == SPRITE_INDEX_NULL) { break; } else { fast = get_sprite(fast->generic.next_in_quadrant); } // increment slow only every second iteration if (increment_slow) { slow = get_sprite(slow->generic.next_in_quadrant); } increment_slow = !increment_slow; if (fast == slow) { cycle_start = get_sprite(slow->generic.sprite_index); break; } } return cycle_start; } static bool index_is_in_list(uint16_t index, enum SPRITE_LIST sl) { uint16_t sprite_index = gSpriteListHead[sl]; while (sprite_index != SPRITE_INDEX_NULL) { if (sprite_index == index) { return true; } sprite_index = get_sprite(sprite_index)->generic.next; } return false; } int32_t check_for_sprite_list_cycles(bool fix) { for (int32_t i = 0; i < SPRITE_LIST_COUNT; 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])->generic.previous = SPRITE_INDEX_NULL; // Store the leftover part of cycle to be fixed uint16_t cycle_next = cycle_start->generic.next; // Break the cycle cycle_start->generic.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->generic.next = cycle_next; spr->generic.previous = cycle_start->generic.sprite_index; cycle_next = spr->generic.next; spr->generic.next = SPRITE_INDEX_NULL; cycle_start = spr; } } return i; } } return -1; } /** * Finds and fixes null sprites that are not reachable via SPRITE_LIST_FREE list. * * @return count of disjoint sprites found */ int32_t fix_disjoint_sprites() { // Find reachable sprites bool reachable[MAX_SPRITES] = { false }; uint16_t sprite_idx = gSpriteListHead[SPRITE_LIST_FREE]; 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->generic.next; } int32_t 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->generic.sprite_identifier == SPRITE_IDENTIFIER_NULL) { openrct2_assert(null_list_tail != nullptr, "Null list is empty, yet found null sprites"); spr->generic.sprite_index = sprite_idx; if (!reachable[sprite_idx]) { // Add the sprite directly to the list null_list_tail->generic.next = sprite_idx; spr->generic.next = SPRITE_INDEX_NULL; spr->generic.previous = null_list_tail->generic.sprite_index; null_list_tail = spr; count++; reachable[sprite_idx] = true; } } } return count; } int32_t check_for_spatial_index_cycles(bool fix) { for (int32_t 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_t cycle_next = cycle_start->generic.next_in_quadrant; // Break the cycle cycle_start->generic.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->generic.next_in_quadrant = cycle_next; cycle_next = spr->generic.next_in_quadrant; spr->generic.next_in_quadrant = SPRITE_INDEX_NULL; cycle_start = spr; } } return i; } } return -1; }