Merge pull request #4068 from gDanix/refactor-clear_elements_at

Refactor clear_elements_at()
This commit is contained in:
Ted John 2016-08-21 13:59:07 +01:00 committed by GitHub
commit 112b70c15b
1 changed files with 83 additions and 64 deletions

View File

@ -3873,11 +3873,16 @@ int map_get_station(rct_map_element *mapElement)
*/
void map_element_remove(rct_map_element *mapElement)
{
// Replace Nth element by (N+1)th element.
// This loop will make mapElement point to the old last element position,
// after copy it to it's new position
if (!map_element_is_last_for_tile(mapElement)){
do{
*mapElement = *(mapElement + 1);
} while (!map_element_is_last_for_tile(++mapElement));
}
// Mark the latest element with the last element flag.
(mapElement - 1)->flags |= MAP_ELEMENT_FLAG_LAST_TILE;
mapElement->base_height = 0xFF;
@ -4572,78 +4577,92 @@ void map_extend_boundary_surface()
}
}
/**
* Clears the provided element properly from a certain tile, and updates
* the pointer (when needed) passed to this function to point to the next element.
*/
static void clear_element_at(int x, int y, rct_map_element **elementPtr)
{
rct_map_element *element = *elementPtr;
switch (map_element_get_type(element)) {
case MAP_ELEMENT_TYPE_SURFACE:
element->base_height = 2;
element->clearance_height = 2;
element->properties.surface.slope = 0;
element->properties.surface.terrain = 0;
element->properties.surface.grass_length = 1;
element->properties.surface.ownership = 0;
// Because this element is not completely removed, the pointer must be updated muanually
// The rest of the elements are removed from the array, so the pointer doesn't need to be updated.
(*elementPtr)++;
break;
case MAP_ELEMENT_TYPE_ENTRANCE:
viewport_interaction_remove_park_entrance(element, x, y);
break;
case MAP_ELEMENT_TYPE_FENCE:
gGameCommandErrorTitle = STR_CANT_REMOVE_THIS;
game_do_command(
x,
GAME_COMMAND_FLAG_APPLY,
y,
(element->type & MAP_ELEMENT_DIRECTION_MASK) | (element->base_height << 8),
GAME_COMMAND_REMOVE_FENCE,
0,
0
);
break;
case MAP_ELEMENT_TYPE_SCENERY_MULTIPLE:
gGameCommandErrorTitle = STR_CANT_REMOVE_THIS;
game_do_command(
x,
(GAME_COMMAND_FLAG_APPLY) | ((element->type & MAP_ELEMENT_DIRECTION_MASK) << 8),
y,
(element->base_height) | (((element->properties.scenerymultiple.type >> 8) >> 2) << 8),
GAME_COMMAND_REMOVE_LARGE_SCENERY,
0,
0
);
break;
case MAP_ELEMENT_TYPE_BANNER:
gGameCommandErrorTitle = STR_CANT_REMOVE_THIS;
game_do_command(
x,
GAME_COMMAND_FLAG_APPLY,
y,
(element->base_height) | ((element->properties.banner.position & 3) << 8),
GAME_COMMAND_REMOVE_BANNER,
0,
0
);
break;
default:
map_element_remove(element);
break;
}
}
/**
* Clears all elements properly from a certain tile.
* rct2: 0x0068AE2A
*/
static void clear_elements_at(int x, int y)
{
for (;;) {
for (int i = 0; i < 2; i++) {
rct2_peep_spawn *peepSpawn = &gPeepSpawns[i];
if (floor2(peepSpawn->x, 32) == x && floor2(peepSpawn->y, 32) == y) {
peepSpawn->x = UINT16_MAX;
}
}
rct_map_element *mapElement = map_get_first_element_at(x >> 5, y >> 5);
next_element:
switch (map_element_get_type(mapElement)) {
case MAP_ELEMENT_TYPE_SURFACE:
mapElement->base_height = 2;
mapElement->clearance_height = 2;
mapElement->properties.surface.slope = 0;
mapElement->properties.surface.terrain = 0;
mapElement->properties.surface.grass_length = 1;
mapElement->properties.surface.ownership = 0;
if (!map_element_is_last_for_tile(mapElement++))
goto next_element;
return;
case MAP_ELEMENT_TYPE_ENTRANCE:
viewport_interaction_remove_park_entrance(mapElement, x, y);
break;
case MAP_ELEMENT_TYPE_FENCE:
gGameCommandErrorTitle = STR_CANT_REMOVE_THIS;
game_do_command(
x,
GAME_COMMAND_FLAG_APPLY,
y,
(mapElement->type & MAP_ELEMENT_DIRECTION_MASK) | (mapElement->base_height << 8),
GAME_COMMAND_REMOVE_FENCE,
0,
0
);
break;
case MAP_ELEMENT_TYPE_SCENERY_MULTIPLE:
gGameCommandErrorTitle = STR_CANT_REMOVE_THIS;
game_do_command(
x,
(GAME_COMMAND_FLAG_APPLY) | ((mapElement->type & MAP_ELEMENT_DIRECTION_MASK) << 8),
y,
(mapElement->base_height) | (((mapElement->properties.scenerymultiple.type >> 8) >> 2) << 8),
GAME_COMMAND_REMOVE_LARGE_SCENERY,
0,
0
);
break;
case MAP_ELEMENT_TYPE_BANNER:
gGameCommandErrorTitle = STR_CANT_REMOVE_THIS;
game_do_command(
x,
GAME_COMMAND_FLAG_APPLY,
y,
(mapElement->base_height) | ((mapElement->properties.banner.position & 3) << 8),
GAME_COMMAND_REMOVE_BANNER,
0,
0
);
break;
default:
map_element_remove(mapElement);
break;
// Remove the spawn point (if there is one in the current tile)
for (int i = 0; i < 2; i++) {
rct2_peep_spawn *peepSpawn = &gPeepSpawns[i];
if (floor2(peepSpawn->x, 32) == x && floor2(peepSpawn->y, 32) == y) {
peepSpawn->x = UINT16_MAX;
}
}
rct_map_element *mapElement = map_get_first_element_at(x >> 5, y >> 5);
// Remove all elements except the last one
while(!map_element_is_last_for_tile(mapElement))
clear_element_at(x, y, &mapElement);
// Remove the last element
clear_element_at(x, y, &mapElement);
}
int map_get_highest_z(int tileX, int tileY)