mirror of https://github.com/OpenTTD/OpenTTD
(svn r11286) -Fix (r11228): NewGRF industries assume that the order of animation always stays the same. Patch by Csaboka.
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ad0574c226
commit
5e347f80e1
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@ -435,8 +435,11 @@ void DeleteAnimatedTile(TileIndex tile)
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{
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for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) {
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/* Remove the hole */
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*ti = _animated_tile_list[_animated_tile_count - 1];
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/* Remove the hole
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* The order of the remaining elements must stay the same, otherwise the animation loop
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* may miss a tile; that's why we must use memmove instead of just moving the last element.
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*/
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memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
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_animated_tile_count--;
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MarkTileDirtyByTile(tile);
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return;
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@ -472,8 +475,20 @@ void AddAnimatedTile(TileIndex tile)
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*/
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void AnimateAnimatedTiles()
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{
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for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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AnimateTile(*ti);
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const TileIndex *ti = _animated_tile_list;
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while (ti < _animated_tile_list + _animated_tile_count) {
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const TileIndex curr = *ti;
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AnimateTile(curr);
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/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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* deleting an element we've already processed and pushing the rest one
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* slot to the left. We can detect this by checking whether the index
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* in the current slot has changed - if it has, an element has been deleted,
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* and we should process the current slot again instead of going forward.
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* NOTE: this will still break if more than one animated tile is being
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* deleted during the same AnimateTile call, but no code seems to
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* be doing this anyway.
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*/
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if (*ti == curr) ++ti;
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}
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}
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