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OpenRCT2/src/openrct2/world/Fountain.cpp
2020-01-19 17:15:52 +00:00

385 lines
13 KiB
C++

/*****************************************************************************
* 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 "Fountain.h"
#include "../Game.h"
#include "../scenario/Scenario.h"
#include "Footpath.h"
#include "Map.h"
#include "Scenery.h"
#include "Sprite.h"
enum class PATTERN
{
CYCLIC_SQUARES,
CONTINUOUS_CHASERS,
BOUNCING_PAIRS,
SPROUTING_BLOOMS,
RACING_PAIRS,
SPLITTING_CHASERS,
DOPEY_JUMPERS,
FAST_RANDOM_CHASERS,
};
namespace FOUNTAIN_FLAG
{
const uint32_t FAST = 1 << 0;
const uint32_t GOTO_EDGE = 1 << 1;
const uint32_t SPLIT = 1 << 2;
const uint32_t TERMINATE = 1 << 3;
const uint32_t BOUNCE = 1 << 4;
const uint32_t DIRECTION = 1 << 7;
}; // namespace FOUNTAIN_FLAG
static constexpr const std::array<CoordsXY, 8> _fountainDirectionsNegative = {
CoordsXY{ -COORDS_XY_STEP, 0 },
CoordsXY{ -COORDS_XY_STEP, -COORDS_XY_STEP },
CoordsXY{ 0, 0 },
CoordsXY{ -COORDS_XY_STEP, 0 },
CoordsXY{ 0, 0 },
CoordsXY{ 0, -COORDS_XY_STEP },
CoordsXY{ 0, -COORDS_XY_STEP },
CoordsXY{ -COORDS_XY_STEP, -COORDS_XY_STEP },
};
static constexpr const std::array<CoordsXY, 8> _fountainDirectionsPositive = { CoordsXY{ COORDS_XY_STEP, 0 },
CoordsXY{ 0, 0 },
CoordsXY{ 0, COORDS_XY_STEP },
CoordsXY{ COORDS_XY_STEP, COORDS_XY_STEP },
CoordsXY{ COORDS_XY_STEP, COORDS_XY_STEP },
CoordsXY{ COORDS_XY_STEP, 0 },
CoordsXY{ 0, 0 },
CoordsXY{ 0, COORDS_XY_STEP } };
constexpr auto _FountainChanceOfStoppingEdgeMode = 0x3333; // 0.200
constexpr auto _FountainChanceOfStoppingRandomMode = 0x2000; // 0.125
// rct2: 0x0097F040
const uint8_t _fountainDirections[] = { 0, 1, 2, 3, 0, 1, 2, 3 };
// rct2: 0x0097F048
const uint8_t _fountainDirectionFlags[] = {
0, 0, FOUNTAIN_FLAG::DIRECTION, FOUNTAIN_FLAG::DIRECTION, FOUNTAIN_FLAG::DIRECTION, FOUNTAIN_FLAG::DIRECTION, 0, 0
};
// rct2: 0x0097F050
const uint8_t _fountainPatternFlags[] = {
FOUNTAIN_FLAG::TERMINATE, // CYCLIC_SQUARES
FOUNTAIN_FLAG::FAST | FOUNTAIN_FLAG::GOTO_EDGE, // CONTINUOUS_CHASERS
FOUNTAIN_FLAG::BOUNCE, // BOUNCING_PAIRS
FOUNTAIN_FLAG::FAST | FOUNTAIN_FLAG::SPLIT, // SPROUTING_BLOOMS
FOUNTAIN_FLAG::GOTO_EDGE, // RACING_PAIRS
FOUNTAIN_FLAG::FAST | FOUNTAIN_FLAG::GOTO_EDGE | FOUNTAIN_FLAG::SPLIT, // SPLITTING_CHASERS
0, // DOPEY_JUMPERS
FOUNTAIN_FLAG::FAST // FAST_RANDOM_CHASERS
};
void JumpingFountain::StartAnimation(const int32_t newType, const CoordsXY newLoc, const TileElement* tileElement)
{
int32_t randomIndex;
auto newZ = tileElement->GetBaseZ();
// Change pattern approximately every 51 seconds
uint32_t pattern = (gCurrentTicks >> 11) & 7;
switch (static_cast<PATTERN>(pattern))
{
case PATTERN::CYCLIC_SQUARES:
// 0, 1, 2, 3
for (int32_t i = 0; i < 4; i++)
{
JumpingFountain::Create(
newType, { newLoc + _fountainDirectionsPositive[i], newZ }, _fountainDirections[i],
_fountainDirectionFlags[i] | _fountainPatternFlags[pattern], 0);
}
break;
case PATTERN::BOUNCING_PAIRS:
// random [0, 2 or 1, 3]
randomIndex = scenario_rand() & 1;
for (int32_t i = randomIndex; i < 4; i += 2)
{
JumpingFountain::Create(
newType, { newLoc + _fountainDirectionsPositive[i], newZ }, _fountainDirections[i],
_fountainDirectionFlags[i] | _fountainPatternFlags[pattern], 0);
}
break;
case PATTERN::RACING_PAIRS:
// random [0 - 3 and 4 - 7]
randomIndex = scenario_rand() & 3;
JumpingFountain::Create(
newType, { newLoc + _fountainDirectionsPositive[randomIndex], newZ }, _fountainDirections[randomIndex],
_fountainDirectionFlags[randomIndex] | _fountainPatternFlags[pattern], 0);
randomIndex += 4;
JumpingFountain::Create(
newType, { newLoc + _fountainDirectionsPositive[randomIndex], newZ }, _fountainDirections[randomIndex],
_fountainDirectionFlags[randomIndex] | _fountainPatternFlags[pattern], 0);
break;
default:
// random [0 - 7]
randomIndex = scenario_rand() & 7;
JumpingFountain::Create(
newType, { newLoc + _fountainDirectionsPositive[randomIndex], newZ }, _fountainDirections[randomIndex],
_fountainDirectionFlags[randomIndex] | _fountainPatternFlags[pattern], 0);
break;
}
}
void JumpingFountain::Create(
const int32_t newType, const CoordsXYZ newLoc, const int32_t direction, const int32_t newFlags, const int32_t iteration)
{
auto* jumpingFountain = reinterpret_cast<JumpingFountain*>(create_sprite(SPRITE_IDENTIFIER_MISC));
if (jumpingFountain != nullptr)
{
jumpingFountain->Iteration = iteration;
jumpingFountain->FountainFlags = newFlags;
jumpingFountain->sprite_direction = direction << 3;
jumpingFountain->sprite_width = 33;
jumpingFountain->sprite_height_negative = 36;
jumpingFountain->sprite_height_positive = 12;
jumpingFountain->sprite_identifier = SPRITE_IDENTIFIER_MISC;
sprite_move(newLoc.x, newLoc.y, newLoc.z, reinterpret_cast<rct_sprite*>(jumpingFountain));
jumpingFountain->type = newType == JUMPING_FOUNTAIN_TYPE_SNOW ? SPRITE_MISC_JUMPING_FOUNTAIN_SNOW
: SPRITE_MISC_JUMPING_FOUNTAIN_WATER;
jumpingFountain->NumTicksAlive = 0;
jumpingFountain->frame = 0;
}
}
void JumpingFountain::Update()
{
NumTicksAlive++;
// Originally this would not update the frame on the following
// ticks: 1, 3, 6, 9, 11, 14, 17, 19, 22, 25
// This change was to simplify the code base. There is a small increase
// in speed of the fountain jump because of this change.
if (NumTicksAlive % 3 == 0)
{
return;
}
invalidate_sprite_0(reinterpret_cast<rct_sprite*>(this));
frame++;
switch (type)
{
case SPRITE_MISC_JUMPING_FOUNTAIN_WATER:
if (frame == 11 && (FountainFlags & FOUNTAIN_FLAG::FAST))
{
AdvanceAnimation();
}
if (frame == 16 && !(FountainFlags & FOUNTAIN_FLAG::FAST))
{
AdvanceAnimation();
}
break;
case SPRITE_MISC_JUMPING_FOUNTAIN_SNOW:
if (frame == 16)
{
AdvanceAnimation();
}
break;
}
if (frame == 16)
{
sprite_remove(this);
}
}
int32_t JumpingFountain::GetType() const
{
const int32_t fountainType = type == SPRITE_MISC_JUMPING_FOUNTAIN_SNOW ? JUMPING_FOUNTAIN_TYPE_SNOW
: JUMPING_FOUNTAIN_TYPE_WATER;
return fountainType;
}
void JumpingFountain::AdvanceAnimation()
{
const int32_t newType = GetType();
const int32_t direction = (sprite_direction >> 3) & 7;
const CoordsXY newLoc = CoordsXY{ x, y } + CoordsDirectionDelta[direction];
int32_t availableDirections = 0;
for (uint32_t i = 0; i < _fountainDirectionsNegative.size(); i++)
{
if (IsJumpingFountain(newType, { newLoc + _fountainDirectionsNegative[i], z }))
{
availableDirections |= 1 << i;
}
}
if (availableDirections == 0)
{
return;
}
if (FountainFlags & FOUNTAIN_FLAG::TERMINATE)
{
return;
}
if (FountainFlags & FOUNTAIN_FLAG::GOTO_EDGE)
{
GoToEdge({ newLoc, z }, availableDirections);
return;
}
if (FountainFlags & FOUNTAIN_FLAG::BOUNCE)
{
Bounce({ newLoc, z }, availableDirections);
return;
}
if (FountainFlags & FOUNTAIN_FLAG::SPLIT)
{
Split({ newLoc, z }, availableDirections);
return;
}
Random({ newLoc, z }, availableDirections);
}
bool JumpingFountain::IsJumpingFountain(const int32_t newType, const CoordsXYZ newLoc)
{
const int32_t pathBitFlagMask = newType == JUMPING_FOUNTAIN_TYPE_SNOW ? PATH_BIT_FLAG_JUMPING_FOUNTAIN_SNOW
: PATH_BIT_FLAG_JUMPING_FOUNTAIN_WATER;
TileElement* tileElement = map_get_first_element_at(newLoc);
if (tileElement == nullptr)
return false;
do
{
if (tileElement->GetType() != TILE_ELEMENT_TYPE_PATH)
continue;
if (tileElement->GetBaseZ() != newLoc.z)
continue;
if (tileElement->AsPath()->AdditionIsGhost())
continue;
if (!tileElement->AsPath()->HasAddition())
continue;
const uint8_t additionIndex = tileElement->AsPath()->GetAdditionEntryIndex();
rct_scenery_entry* sceneryEntry = get_footpath_item_entry(additionIndex);
if (sceneryEntry != nullptr && sceneryEntry->path_bit.flags & pathBitFlagMask)
{
return true;
}
} while (!(tileElement++)->IsLastForTile());
return false;
}
void JumpingFountain::GoToEdge(const CoordsXYZ newLoc, const int32_t availableDirections) const
{
int32_t direction = (sprite_direction >> 3) << 1;
if (availableDirections & (1 << direction))
{
CreateNext(newLoc, direction);
return;
}
direction++;
if (availableDirections & (1 << direction))
{
CreateNext(newLoc, direction);
return;
}
const uint32_t randomIndex = scenario_rand();
if ((randomIndex & 0xFFFF) < _FountainChanceOfStoppingEdgeMode)
{
return;
}
if (FountainFlags & FOUNTAIN_FLAG::SPLIT)
{
Split(newLoc, availableDirections);
return;
}
direction = randomIndex & 7;
while (!(availableDirections & (1 << direction)))
{
direction = (direction + 1) & 7;
}
CreateNext(newLoc, direction);
}
void JumpingFountain::Bounce(const CoordsXYZ newLoc, const int32_t availableDirections)
{
Iteration++;
if (Iteration < 8)
{
int32_t direction = ((sprite_direction >> 3) ^ 2) << 1;
if (availableDirections & (1 << direction))
{
CreateNext(newLoc, direction);
}
else
{
direction++;
if (availableDirections & (1 << direction))
{
CreateNext(newLoc, direction);
}
}
}
}
void JumpingFountain::Split(const CoordsXYZ newLoc, int32_t availableDirections) const
{
if (Iteration < 3)
{
const int32_t newType = GetType();
int32_t direction = ((sprite_direction >> 3) ^ 2) << 1;
availableDirections &= ~(1 << direction);
availableDirections &= ~(1 << (direction + 1));
for (direction = 0; direction < 8; direction++)
{
if (availableDirections & (1 << direction))
{
JumpingFountain::Create(
newType, newLoc, direction >> 1, FountainFlags & ~FOUNTAIN_FLAG::DIRECTION, Iteration + 1);
}
direction++;
if (availableDirections & (1 << direction))
{
JumpingFountain::Create(
newType, newLoc, direction >> 1, FountainFlags | FOUNTAIN_FLAG::DIRECTION, Iteration + 1);
}
}
}
}
void JumpingFountain::Random(const CoordsXYZ newLoc, int32_t availableDirections) const
{
const uint32_t randomIndex = scenario_rand();
if ((randomIndex & 0xFFFF) >= _FountainChanceOfStoppingRandomMode)
{
int32_t direction = randomIndex & 7;
while (!(availableDirections & (1 << direction)))
{
direction = (direction + 1) & 7;
}
CreateNext(newLoc, direction);
}
}
void JumpingFountain::CreateNext(const CoordsXYZ newLoc, int32_t direction) const
{
const int32_t newType = GetType();
int32_t newFlags = FountainFlags & ~FOUNTAIN_FLAG::DIRECTION;
if (direction & 1)
{
newFlags |= FOUNTAIN_FLAG::DIRECTION;
}
JumpingFountain::Create(newType, newLoc, direction >> 1, newFlags, Iteration);
}