Implement #6292: Allow building queue lines in the the Scenario Editor

Also format the file properly and do a bit of clean up.
It's now also possible to build queue lines for editor-only paths.
This commit is contained in:
Michael Steenbeek 2017-09-25 11:39:16 +02:00
parent 4e3a38b25d
commit 18db4a5274
2 changed files with 386 additions and 203 deletions

View File

@ -4,6 +4,7 @@
- Feature: [#6078] Game now converts mp.dat to SC21.SC4 (Mega Park) automatically.
- Feature: [#6181] Map generator now allows adjusting random terrain and tree placement in Simplex Noise tab.
- Feature: [#6235] Add drawing debug option for showing visuals when and where blocks of the screen are painted.
- Feature: [#6292] Allow building queue lines in the Scenario Editor.
- Fix: [#816] In the map window, there are more peeps flickering than there are selected (original bug).
- Fix: [#1833, #4937, #6138] 'Too low!' warning when building rides and shops on the lowest land level (original bug).
- Fix: [#4991] Inverted helices can be built on the Lay Down RC, but are not drawn

View File

@ -24,22 +24,26 @@
#include <openrct2/interface/viewport.h>
#include <openrct2/interface/widget.h>
#include <openrct2/localisation/localisation.h>
#include <openrct2/object_list.h>
#include <openrct2/sprites.h>
#include <openrct2/world/footpath.h>
#include <openrct2/windows/dropdown.h>
enum {
enum
{
PATH_CONSTRUCTION_MODE_LAND,
PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL_TOOL,
PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL
};
enum {
enum
{
SELECTED_PATH_TYPE_NORMAL,
SELECTED_PATH_TYPE_QUEUE
};
enum WINDOW_FOOTPATH_WIDGET_IDX {
enum WINDOW_FOOTPATH_WIDGET_IDX
{
WIDX_BACKGROUND,
WIDX_TITLE,
WIDX_CLOSE,
@ -98,15 +102,25 @@ static rct_widget window_footpath_widgets[] = {
};
static void window_footpath_close(rct_window * w);
static void window_footpath_mouseup(rct_window * w, rct_widgetindex widgetIndex);
static void window_footpath_mousedown(rct_window * w, rct_widgetindex widgetIndex, rct_widget * widget);
static void window_footpath_dropdown(rct_window * w, rct_widgetindex widgetIndex, sint32 dropdownIndex);
static void window_footpath_update(rct_window * w);
static void window_footpath_toolupdate(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y);
static void window_footpath_tooldown(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y);
static void window_footpath_tooldrag(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y);
static void window_footpath_toolup(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y);
static void window_footpath_invalidate(rct_window * w);
static void window_footpath_paint(rct_window * w, rct_drawpixelinfo * dpi);
static rct_window_event_list window_footpath_events = {
@ -196,16 +210,27 @@ static uint8 footpath_construction_preview_images[][4] = {
};
static void window_footpath_mousedown_direction(sint32 direction);
static void window_footpath_mousedown_slope(sint32 slope);
static void window_footpath_show_footpath_types_dialog(rct_window *w, rct_widget *widget, sint32 showQueues);
static void window_footpath_show_footpath_types_dialog(rct_window * w, rct_widget * widget, bool showQueues);
static void window_footpath_set_provisional_path_at_point(sint32 x, sint32 y);
static void window_footpath_set_selection_start_bridge_at_point(sint32 screenX, sint32 screenY);
static void window_footpath_place_path_at_point(sint32 x, sint32 y);
static void window_footpath_start_bridge_at_point(sint32 screenX, sint32 screenY);
static void window_footpath_construct();
static void window_footpath_remove();
static void window_footpath_set_enabled_and_pressed_widgets();
static void footpath_get_next_path_info(sint32 * type, sint32 * x, sint32 * y, sint32 * z, sint32 * slope);
static bool footpath_select_default();
/**
@ -216,13 +241,17 @@ rct_window * window_footpath_open()
{
// If a restricted path was selected when the game is no longer in Sandbox mode, reset it
rct_footpath_entry * pathEntry = get_footpath_entry(gFootpathSelectedId);
if (pathEntry != (rct_footpath_entry*)-1 && (pathEntry->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR) && !gCheatsSandboxMode) {
if (pathEntry != (rct_footpath_entry *) -1 &&
(pathEntry->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR) && !gCheatsSandboxMode)
{
pathEntry = (rct_footpath_entry *) -1;
}
// Select the default path if we don't have one
if (pathEntry == (rct_footpath_entry*)-1) {
if (!footpath_select_default()) {
if (pathEntry == (rct_footpath_entry *) -1)
{
if (!footpath_select_default())
{
// No path objects to select from, don't open window
return nullptr;
}
@ -231,7 +260,9 @@ rct_window * window_footpath_open()
// Check if window is already open
rct_window * window = window_bring_to_front_by_class(WC_FOOTPATH);
if (window != nullptr)
{
return window;
}
window = window_create(
0,
@ -293,7 +324,8 @@ static void window_footpath_close(rct_window *w)
*/
static void window_footpath_mouseup(rct_window * w, rct_widgetindex widgetIndex)
{
switch (widgetIndex) {
switch (widgetIndex)
{
case WIDX_CLOSE:
window_close(w);
break;
@ -305,7 +337,9 @@ static void window_footpath_mouseup(rct_window *w, rct_widgetindex widgetIndex)
break;
case WIDX_CONSTRUCT_ON_LAND:
if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_LAND)
{
break;
}
_window_footpath_cost = MONEY32_UNDEFINED;
tool_cancel();
@ -320,7 +354,9 @@ static void window_footpath_mouseup(rct_window *w, rct_widgetindex widgetIndex)
break;
case WIDX_CONSTRUCT_BRIDGE_OR_TUNNEL:
if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL_TOOL)
{
break;
}
_window_footpath_cost = MONEY32_UNDEFINED;
tool_cancel();
@ -342,12 +378,13 @@ static void window_footpath_mouseup(rct_window *w, rct_widgetindex widgetIndex)
*/
static void window_footpath_mousedown(rct_window * w, rct_widgetindex widgetIndex, rct_widget * widget)
{
switch (widgetIndex) {
switch (widgetIndex)
{
case WIDX_FOOTPATH_TYPE:
window_footpath_show_footpath_types_dialog(w, widget, 0);
window_footpath_show_footpath_types_dialog(w, widget, false);
break;
case WIDX_QUEUELINE_TYPE:
window_footpath_show_footpath_types_dialog(w, widget, 1);
window_footpath_show_footpath_types_dialog(w, widget, true);
break;
case WIDX_DIRECTION_NW:
window_footpath_mousedown_direction(0);
@ -380,34 +417,45 @@ static void window_footpath_mousedown(rct_window *w, rct_widgetindex widgetIndex
static void window_footpath_dropdown(rct_window * w, rct_widgetindex widgetIndex, sint32 dropdownIndex)
{
if (widgetIndex == WIDX_FOOTPATH_TYPE)
{
gFootpathSelectedType = SELECTED_PATH_TYPE_NORMAL;
}
else if (widgetIndex == WIDX_QUEUELINE_TYPE)
{
gFootpathSelectedType = SELECTED_PATH_TYPE_QUEUE;
}
else
{
return;
}
// Get path id
sint32 pathId = dropdownIndex;
if (pathId == -1) {
if (pathId == -1)
{
pathId = gFootpathSelectedId;
} else {
sint32 flags = 4;
if ((gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) || gCheatsSandboxMode)
flags = 0;
}
else
{
bool showEditorPaths = ((gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) || gCheatsSandboxMode);
sint32 i = 0, j = 0;
for (; i < 16; i++) {
for (; i < MAX_PATH_OBJECTS; i++)
{
rct_footpath_entry * pathType = get_footpath_entry(i);
if (pathType == (rct_footpath_entry *) -1)
{
continue;
if (pathType->flags & flags)
continue;
// Skip queue lines of scenario editor-only paths (only applicable when the game is in sandbox mode)
if(widgetIndex == WIDX_QUEUELINE_TYPE && (pathType->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR))
}
if ((pathType->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR) && !showEditorPaths)
{
continue;
}
if (j == pathId)
{
break;
}
j++;
}
pathId = i;
@ -426,9 +474,12 @@ static void window_footpath_dropdown(rct_window *w, rct_widgetindex widgetIndex,
*/
static void window_footpath_toolupdate(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y)
{
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND) {
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND)
{
window_footpath_set_provisional_path_at_point(x, y);
} else if (widgetIndex == WIDX_CONSTRUCT_BRIDGE_OR_TUNNEL) {
}
else if (widgetIndex == WIDX_CONSTRUCT_BRIDGE_OR_TUNNEL)
{
window_footpath_set_selection_start_bridge_at_point(x, y);
}
}
@ -440,10 +491,14 @@ static void window_footpath_toolupdate(rct_window* w, rct_widgetindex widgetInde
static void window_footpath_tooldown(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y)
{
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND)
{
window_footpath_place_path_at_point(x, y);
}
else if (widgetIndex == WIDX_CONSTRUCT_BRIDGE_OR_TUNNEL)
{
window_footpath_start_bridge_at_point(x, y);
}
}
/**
*
@ -451,7 +506,8 @@ static void window_footpath_tooldown(rct_window* w, rct_widgetindex widgetIndex,
*/
static void window_footpath_tooldrag(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y)
{
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND) {
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND)
{
window_footpath_place_path_at_point(x, y);
}
}
@ -462,7 +518,8 @@ static void window_footpath_tooldrag(rct_window* w, rct_widgetindex widgetIndex,
*/
static void window_footpath_toolup(rct_window * w, rct_widgetindex widgetIndex, sint32 x, sint32 y)
{
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND) {
if (widgetIndex == WIDX_CONSTRUCT_ON_LAND)
{
_footpathErrorOccured = false;
}
}
@ -476,23 +533,28 @@ static void window_footpath_update_provisional_path_for_bridge_mode(rct_window *
sint32 type, x, y, z, slope;
if (gFootpathConstructionMode != PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL)
{
return;
}
// Recheck area for construction. Set by ride_construction window
if (gFootpathProvisionalFlags & PROVISIONAL_PATH_FLAG_2) {
if (gFootpathProvisionalFlags & PROVISIONAL_PATH_FLAG_2)
{
footpath_provisional_remove();
gFootpathProvisionalFlags &= ~PROVISIONAL_PATH_FLAG_2;
}
// Update provisional bridge mode path
if (!(gFootpathProvisionalFlags & PROVISIONAL_PATH_FLAG_1)) {
if (!(gFootpathProvisionalFlags & PROVISIONAL_PATH_FLAG_1))
{
footpath_get_next_path_info(&type, &x, &y, &z, &slope);
_window_footpath_cost = footpath_provisional_set(type, x, y, z, slope);
widget_invalidate(w, WIDX_CONSTRUCT);
}
// Update little directional arrow on provisional bridge mode path
if (--_window_footpath_provisional_path_arrow_timer < 0) {
if (--_window_footpath_provisional_path_arrow_timer < 0)
{
_window_footpath_provisional_path_arrow_timer = 5;
gFootpathProvisionalFlags ^= PROVISIONAL_PATH_FLAG_SHOW_ARROW;
footpath_get_next_path_info(&type, &x, &y, &z, &slope);
@ -501,9 +563,13 @@ static void window_footpath_update_provisional_path_for_bridge_mode(rct_window *
gMapSelectArrowPosition.z = z * 8;
gMapSelectArrowDirection = gFootpathConstructDirection;
if (gFootpathProvisionalFlags & PROVISIONAL_PATH_FLAG_SHOW_ARROW)
{
gMapSelectFlags |= MAP_SELECT_FLAG_ENABLE_ARROW;
}
else
{
gMapSelectFlags &= ~MAP_SELECT_FLAG_ENABLE_ARROW;
}
map_invalidate_tile_full(x, y);
}
}
@ -519,28 +585,44 @@ static void window_footpath_update(rct_window *w)
// #2502: The camera might have changed rotation, so we need to update which directional buttons are pressed
uint8 currentRotation = get_current_rotation();
if (_lastUpdatedCameraRotation != currentRotation) {
if (_lastUpdatedCameraRotation != currentRotation)
{
_lastUpdatedCameraRotation = currentRotation;
window_footpath_set_enabled_and_pressed_widgets();
}
// Check tool
if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_LAND) {
if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_LAND)
{
if (!(input_test_flag(INPUT_FLAG_TOOL_ACTIVE)))
{
window_close(w);
}
else if (gCurrentToolWidget.window_classification != WC_FOOTPATH)
{
window_close(w);
}
else if (gCurrentToolWidget.widget_index != WIDX_CONSTRUCT_ON_LAND)
{
window_close(w);
} else if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL_TOOL) {
}
}
else if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL_TOOL)
{
if (!(input_test_flag(INPUT_FLAG_TOOL_ACTIVE)))
{
window_close(w);
}
else if (gCurrentToolWidget.window_classification != WC_FOOTPATH)
{
window_close(w);
}
else if (gCurrentToolWidget.widget_index != WIDX_CONSTRUCT_BRIDGE_OR_TUNNEL)
{
window_close(w);
}
}
}
/**
*
@ -569,19 +651,10 @@ static void window_footpath_invalidate(rct_window *w)
// TODO: Should probably add constants for object sprites
sint32 pathImage = 71 + pathType->image;
// Editor-only paths might lack a queue image
sint32 queueImage = (pathType->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR) ? pathImage : pathImage + 1;
window_footpath_widgets[WIDX_FOOTPATH_TYPE].image = pathImage;
// Disable queue line button when the path is scenario editor-only (and therefore usually shouldn't have one)
if(!(pathType->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR)) {
window_footpath_widgets[WIDX_QUEUELINE_TYPE].image = pathImage + 1;
window_footpath_widgets[WIDX_QUEUELINE_TYPE].type = WWT_FLATBTN;
} else {
window_footpath_widgets[WIDX_QUEUELINE_TYPE].type = WWT_EMPTY;
}
// Disable queue line button if in Scenario Editor
if (gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR)
window_footpath_widgets[WIDX_QUEUELINE_TYPE].type = WWT_EMPTY;
window_footpath_widgets[WIDX_QUEUELINE_TYPE].image = queueImage;
}
/**
@ -592,24 +665,32 @@ static void window_footpath_paint(rct_window *w, rct_drawpixelinfo *dpi)
{
window_draw_widgets(w, dpi);
if (!(w->disabled_widgets & (1 << WIDX_CONSTRUCT))) {
if (!(w->disabled_widgets & (1 << WIDX_CONSTRUCT)))
{
// Get construction image
uint8 direction = (gFootpathConstructDirection + get_current_rotation()) % 4;
uint8 slope = 0;
if (gFootpathConstructSlope == 2)
{
slope = 1;
}
else if (gFootpathConstructSlope == 6)
{
slope = 2;
}
sint32 image = footpath_construction_preview_images[slope][direction];
sint32 selectedPath = gFootpathSelectedId;
rct_footpath_entry * pathType = get_footpath_entry(selectedPath);
image += pathType->image;
if (gFootpathSelectedType != SELECTED_PATH_TYPE_NORMAL)
{
image += 51;
}
// Draw construction image
sint32 x = w->x + (window_footpath_widgets[WIDX_CONSTRUCT].left + window_footpath_widgets[WIDX_CONSTRUCT].right) / 2;
sint32 x = w->x +
(window_footpath_widgets[WIDX_CONSTRUCT].left + window_footpath_widgets[WIDX_CONSTRUCT].right) / 2;
sint32 y = w->y + window_footpath_widgets[WIDX_CONSTRUCT].bottom - 60;
gfx_draw_sprite(dpi, image, x, y, 0);
@ -620,38 +701,49 @@ static void window_footpath_paint(rct_window *w, rct_drawpixelinfo *dpi)
}
// Draw cost
sint32 x = w->x + (window_footpath_widgets[WIDX_CONSTRUCT].left + window_footpath_widgets[WIDX_CONSTRUCT].right) / 2;
sint32 x = w->x +
(window_footpath_widgets[WIDX_CONSTRUCT].left + window_footpath_widgets[WIDX_CONSTRUCT].right) / 2;
sint32 y = w->y + window_footpath_widgets[WIDX_CONSTRUCT].bottom - 12;
if (_window_footpath_cost != MONEY32_UNDEFINED)
{
if (!(gParkFlags & PARK_FLAGS_NO_MONEY))
{
gfx_draw_string_centred(dpi, STR_COST_LABEL, x, y, COLOUR_BLACK, &_window_footpath_cost);
}
}
}
/**
*
* rct2: 0x006A7F88
*/
static void window_footpath_show_footpath_types_dialog(rct_window *w, rct_widget *widget, sint32 showQueues)
static void window_footpath_show_footpath_types_dialog(rct_window * w, rct_widget * widget, bool showQueues)
{
sint32 i, flags, numPathTypes, image;
sint32 i, numPathTypes, image;
rct_footpath_entry * pathType;
numPathTypes = 0;
flags = FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR;
// If the game is in sandbox mode, also show paths that are normally restricted to the scenario editor, but not their queues (since these usually shouldn't have one)
if ((gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) || (gCheatsSandboxMode && !showQueues))
flags = 0;
// If the game is in sandbox mode, also show paths that are normally restricted to the scenario editor
bool showEditorPaths = ((gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) || gCheatsSandboxMode);
for (i = 0; i < 16; i++) {
for (i = 0; i < MAX_PATH_OBJECTS; i++)
{
pathType = get_footpath_entry(i);
if (pathType == (rct_footpath_entry *) -1)
{
continue;
if (pathType->flags & flags)
}
if ((pathType->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR) && !showEditorPaths)
{
continue;
}
image = pathType->image + 71;
if (showQueues)
// Editor-only paths usually lack queue images. In this case, use the main path image
if (showQueues && !(pathType->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR))
{
image++;
}
gDropdownItemsFormat[numPathTypes] = -1;
gDropdownItemsArgs[numPathTypes] = image;
@ -705,21 +797,26 @@ static void window_footpath_set_provisional_path_at_point(sint32 x, sint32 y)
sint32 interactionType;
rct_map_element * mapElement;
rct_xy16 mapCoord = {0};
get_map_coordinates_from_pos(x, y, VIEWPORT_INTERACTION_MASK_FOOTPATH & VIEWPORT_INTERACTION_MASK_TERRAIN, &mapCoord.x, &mapCoord.y, &interactionType, &mapElement, nullptr);
get_map_coordinates_from_pos(x, y, VIEWPORT_INTERACTION_MASK_FOOTPATH & VIEWPORT_INTERACTION_MASK_TERRAIN,
&mapCoord.x, &mapCoord.y, &interactionType, &mapElement, nullptr);
x = mapCoord.x;
y = mapCoord.y;
if (interactionType == VIEWPORT_INTERACTION_ITEM_NONE) {
if (interactionType == VIEWPORT_INTERACTION_ITEM_NONE)
{
gMapSelectFlags &= ~MAP_SELECT_FLAG_ENABLE;
footpath_provisional_update();
} else {
}
else
{
// Check for change
if (
(gFootpathProvisionalFlags & PROVISIONAL_PATH_FLAG_1) &&
gFootpathProvisionalPosition.x == x &&
gFootpathProvisionalPosition.y == y &&
gFootpathProvisionalPosition.z == mapElement->base_height
) {
)
{
return;
}
@ -736,7 +833,9 @@ static void window_footpath_set_provisional_path_at_point(sint32 x, sint32 y)
// Set provisional path
sint32 slope = default_path_slope[mapElement->properties.surface.slope & 0x1F];
if (interactionType == VIEWPORT_INTERACTION_ITEM_FOOTPATH)
{
slope = mapElement->properties.surface.slope & 7;
}
sint32 pathType = (gFootpathSelectedType << 7) + (gFootpathSelectedId & 0xFF);
_window_footpath_cost = footpath_provisional_set(pathType, x, y, mapElement->base_height, slope);
@ -759,7 +858,9 @@ static void window_footpath_set_selection_start_bridge_at_point(sint32 screenX,
footpath_bridge_get_info_from_pos(screenX, screenY, &x, &y, &direction, &mapElement);
if (x == MAP_LOCATION_NULL)
{
return;
}
gMapSelectFlags |= MAP_SELECT_FLAG_ENABLE;
gMapSelectFlags |= MAP_SELECT_FLAG_ENABLE_ARROW;
@ -775,10 +876,13 @@ static void window_footpath_set_selection_start_bridge_at_point(sint32 screenX,
sint32 z = mapElement->base_height;
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_SURFACE) {
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_SURFACE)
{
uint8 slope = mapElement->properties.surface.slope;
if (slope & 0xf)
z += 2; // Add 2 for a slope
{
z += 2;
} // Add 2 for a slope
if (slope & 0x10)
z += 2; // Add another 2 for a steep slope
}
@ -798,22 +902,29 @@ static void window_footpath_place_path_at_point(sint32 x, sint32 y)
rct_map_element * mapElement;
if (_footpathErrorOccured)
{
return;
}
footpath_provisional_update();
rct_xy16 mapCoord = {0};
get_map_coordinates_from_pos(x, y, VIEWPORT_INTERACTION_MASK_FOOTPATH & VIEWPORT_INTERACTION_MASK_TERRAIN, &mapCoord.x, &mapCoord.y, &interactionType, &mapElement, nullptr);
get_map_coordinates_from_pos(x, y, VIEWPORT_INTERACTION_MASK_FOOTPATH & VIEWPORT_INTERACTION_MASK_TERRAIN,
&mapCoord.x, &mapCoord.y, &interactionType, &mapElement, nullptr);
x = mapCoord.x;
y = mapCoord.y;
if (interactionType == VIEWPORT_INTERACTION_ITEM_NONE)
{
return;
}
// Set path
presentType = default_path_slope[mapElement->properties.path.type & 0x1F];
if (interactionType == VIEWPORT_INTERACTION_ITEM_FOOTPATH)
{
presentType = mapElement->properties.path.type & 7;
}
z = mapElement->base_height;
selectedType = (gFootpathSelectedType << 7) + (gFootpathSelectedId & 0xFF);
@ -821,9 +932,12 @@ static void window_footpath_place_path_at_point(sint32 x, sint32 y)
gGameCommandErrorTitle = STR_CANT_BUILD_FOOTPATH_HERE;
cost = footpath_place(selectedType, x, y, z, presentType, GAME_COMMAND_FLAG_APPLY);
if (cost == MONEY32_UNDEFINED) {
if (cost == MONEY32_UNDEFINED)
{
_footpathErrorOccured = true;
} else if (gFootpathPrice != 0) {
}
else if (gFootpathPrice != 0)
{
// bp = RCT2_ADDRESS_COMMAND_MAP_Z
// dx = RCT2_ADDRESS_COMMAND_MAP_Y
// cx = RCT2_ADDRESS_COMMAND_MAP_X
@ -842,29 +956,41 @@ static void window_footpath_start_bridge_at_point(sint32 screenX, sint32 screenY
footpath_bridge_get_info_from_pos(screenX, screenY, &x, &y, &direction, &mapElement);
if (x == MAP_LOCATION_NULL)
{
return;
}
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_SURFACE) {
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_SURFACE)
{
// If we start the path on a slope, the arrow is slightly raised, so we
// expect the path to be slightly raised as well.
uint8 slope = mapElement->properties.surface.slope;
z = mapElement->base_height;
if (slope & 0x10) {
if (slope & 0x10)
{
// Steep diagonal slope
z += 4;
} else if (slope & 0x0f) {
}
else if (slope & 0x0f)
{
// Normal slope
z += 2;
}
} else {
}
else
{
z = mapElement->base_height;
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_PATH) {
if (mapElement->properties.path.type & 4) {
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_PATH)
{
if (mapElement->properties.path.type & 4)
{
if (direction == (mapElement->properties.path.type & 3))
{
z += 2;
}
}
}
}
tool_cancel();
gFootpathConstructFromPosition.x = x;
@ -892,9 +1018,11 @@ static void window_footpath_construct()
footpath_get_next_path_info(&type, &x, &y, &z, &slope);
gGameCommandErrorTitle = STR_CANT_BUILD_FOOTPATH_HERE;
money32 cost = footpath_place_remove_intersecting(type, x, y, z, slope, GAME_COMMAND_FLAG_APPLY, gFootpathConstructDirection);
money32 cost = footpath_place_remove_intersecting(type, x, y, z, slope, GAME_COMMAND_FLAG_APPLY,
gFootpathConstructDirection);
if (cost != MONEY32_UNDEFINED) {
if (cost != MONEY32_UNDEFINED)
{
audio_play_sound_at_location(
SOUND_PLACE_ITEM,
gFootpathConstructFromPosition.x,
@ -902,20 +1030,27 @@ static void window_footpath_construct()
gFootpathConstructFromPosition.z
);
if (gFootpathConstructSlope == 0) {
if (gFootpathConstructSlope == 0)
{
gFootpathConstructValidDirections = 0xFF;
} else {
}
else
{
gFootpathConstructValidDirections = gFootpathConstructDirection;
}
if (gFootpathGroundFlags & ELEMENT_IS_UNDERGROUND)
{
viewport_set_visibility(1);
}
// If we have just built an upwards slope, the next path to construct is
// a bit higher. Note that the z returned by footpath_get_next_path_info
// already is lowered if we are building a downwards slope.
if (gFootpathConstructSlope == 2)
{
z += 2;
}
gFootpathConstructFromPosition.x = x;
gFootpathConstructFromPosition.y = y;
@ -935,26 +1070,34 @@ static void footpath_remove_map_element(rct_map_element *mapElement)
z = mapElement->base_height;
sint32 pathType = mapElement->properties.path.type;
if (pathType & 4) {
if (pathType & 4)
{
pathType &= 3;
pathType ^= 2;
if (pathType == gFootpathConstructDirection)
{
z += 2;
}
}
// Find a connected edge
sint32 edge = gFootpathConstructDirection ^2;
if (!(mapElement->properties.path.edges & (1 << edge))) {
if (!(mapElement->properties.path.edges & (1 << edge)))
{
edge = (edge + 1) & 3;
if (!(mapElement->properties.path.edges & (1 << edge))) {
if (!(mapElement->properties.path.edges & (1 << edge)))
{
edge = (edge + 2) & 3;
if (!(mapElement->properties.path.edges & (1 << edge))) {
if (!(mapElement->properties.path.edges & (1 << edge)))
{
edge = (edge - 1) & 3;
if (!(mapElement->properties.path.edges & (1 << edge)))
{
edge ^= 2;
}
}
}
}
// Remove path
gGameCommandErrorTitle = STR_CANT_REMOVE_FOOTPATH_FROM_HERE;
@ -988,29 +1131,45 @@ static rct_map_element *footpath_get_map_element_to_remove()
x = gFootpathConstructFromPosition.x / 32;
y = gFootpathConstructFromPosition.y / 32;
if (x >= 256 || y >= 256)
{
return nullptr;
}
z = (gFootpathConstructFromPosition.z >> 3) & 0xFF;
zLow = z - 2;
mapElement = map_get_first_element_at(x, y);
do {
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_PATH) {
if (mapElement->base_height == z) {
do
{
if (map_element_get_type(mapElement) == MAP_ELEMENT_TYPE_PATH)
{
if (mapElement->base_height == z)
{
if (mapElement->properties.path.type & 4)
{
if (((mapElement->properties.path.type & 3) ^ 2) != gFootpathConstructDirection)
{
continue;
}
}
return mapElement;
} else if (mapElement->base_height == zLow) {
}
else if (mapElement->base_height == zLow)
{
if (!(mapElement->properties.path.type & 4))
{
if ((mapElement->properties.path.type & 3) == gFootpathConstructDirection)
{
continue;
}
}
return mapElement;
}
}
} while (!map_element_is_last_for_tile(mapElement++));
}
while (!map_element_is_last_for_tile(mapElement++));
return nullptr;
}
@ -1028,7 +1187,9 @@ static void window_footpath_remove()
mapElement = footpath_get_map_element_to_remove();
if (mapElement != nullptr)
{
footpath_remove_map_element(mapElement);
}
window_footpath_set_enabled_and_pressed_widgets();
}
@ -1041,9 +1202,12 @@ static void window_footpath_set_enabled_and_pressed_widgets()
{
rct_window * w = window_find_by_class(WC_FOOTPATH);
if (w == nullptr)
{
return;
}
if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL) {
if (gFootpathConstructionMode == PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL)
{
map_invalidate_map_selection_tiles();
gMapSelectFlags |= MAP_SELECT_FLAG_ENABLE_CONSTRUCT;
gMapSelectFlags |= MAP_SELECT_FLAG_GREEN;
@ -1066,7 +1230,8 @@ static void window_footpath_set_enabled_and_pressed_widgets()
);
uint64 disabledWidgets = 0;
sint32 currentRotation = get_current_rotation();
if (gFootpathConstructionMode >= PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL) {
if (gFootpathConstructionMode >= PATH_CONSTRUCTION_MODE_BRIDGE_OR_TUNNEL)
{
// Set pressed directional widget
sint32 direction = (gFootpathConstructDirection + currentRotation) & 3;
pressedWidgets |= (1LL << (WIDX_DIRECTION_NW + direction));
@ -1074,15 +1239,22 @@ static void window_footpath_set_enabled_and_pressed_widgets()
// Set pressed slope widget
sint32 slope = gFootpathConstructSlope;
if (slope == 6)
{
pressedWidgets |= (1 << WIDX_SLOPEDOWN);
}
else if (slope == 0)
{
pressedWidgets |= (1 << WIDX_LEVEL);
}
else
{
pressedWidgets |= (1 << WIDX_SLOPEUP);
}
// Enable / disable directional widgets
direction = gFootpathConstructValidDirections;
if (direction != 255) {
if (direction != 255)
{
disabledWidgets |=
(1 << WIDX_DIRECTION_NW) |
(1 << WIDX_DIRECTION_NE) |
@ -1092,7 +1264,9 @@ static void window_footpath_set_enabled_and_pressed_widgets()
direction = (direction + currentRotation) & 3;
disabledWidgets &= ~(1 << (WIDX_DIRECTION_NW + direction));
}
} else {
}
else
{
// Disable all bridge mode widgets
disabledWidgets |=
(1 << WIDX_DIRECTION_GROUP) |
@ -1127,9 +1301,11 @@ static void footpath_get_next_path_info(sint32 *type, sint32 *x, sint32 *y, sint
*z = gFootpathConstructFromPosition.z / 8;
*type = (gFootpathSelectedType << 7) + (gFootpathSelectedId & 0xFF);
*slope = 0;
if (gFootpathConstructSlope != 0) {
if (gFootpathConstructSlope != 0)
{
*slope = gFootpathConstructDirection | 4;
if (gFootpathConstructSlope != 2) {
if (gFootpathConstructSlope != 2)
{
*z -= 2;
*slope ^= 2;
}
@ -1140,20 +1316,26 @@ static bool footpath_select_default()
{
// Select first available footpath
sint32 footpathId = -1;
for (sint32 i = 0; i < object_entry_group_counts[OBJECT_TYPE_PATHS]; i++) {
for (sint32 i = 0; i < object_entry_group_counts[OBJECT_TYPE_PATHS]; i++)
{
rct_footpath_entry * pathEntry = get_footpath_entry(i);
if (pathEntry != (rct_footpath_entry*)-1) {
if (pathEntry != (rct_footpath_entry *) -1)
{
footpathId = i;
// Prioritise non-restricted path
if (!(pathEntry->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR)) {
if (!(pathEntry->flags & FOOTPATH_ENTRY_FLAG_SHOW_ONLY_IN_SCENARIO_EDITOR))
{
break;
}
}
}
if (footpathId == -1) {
if (footpathId == -1)
{
return false;
} else {
}
else
{
gFootpathSelectedId = footpathId;
return true;
}