1
0
Fork 0

(svn r11286) -Fix (r11228): NewGRF industries assume that the order of animation always stays the same. Patch by Csaboka.

release/0.6
rubidium 2007-10-17 16:09:04 +00:00
parent ad0574c226
commit 5e347f80e1
1 changed files with 19 additions and 4 deletions

View File

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