game_command_raise_water, game_command_lower_water, suggested changes

This commit is contained in:
zsilencer 2015-04-15 13:19:02 -06:00
parent af46537667
commit 9bd620cd99
4 changed files with 173 additions and 51 deletions

View File

@ -1427,13 +1427,8 @@ int sound_play_panned(int sound_id, int ebx, sint16 x, sint16 y, sint16 z)
RCT2_GLOBAL(0x00F438AD, uint8) = 0;
int volume = 0;
if (ebx == 0x8001) {
sint16 x2 = x & 0xFFE0; // round by 32
sint16 y2 = y & 0xFFE0;
if (x2 < 0x1FFF && y2 < 0x1FFF) {
rct_map_element* mapelement = RCT2_ADDRESS(RCT2_ADDRESS_TILE_MAP_ELEMENT_POINTERS, rct_map_element*)[((y2 * 256 + x2) & 0xFFFF) / 8];
while (map_element_get_type(mapelement) != MAP_ELEMENT_TYPE_SURFACE) {
mapelement++;
}
rct_map_element* mapelement = map_get_surface_element_at(x / 32, y / 32);
if (mapelement) {
if ((mapelement->base_height * 8) - 5 > z) {
RCT2_GLOBAL(0x00F438AD, uint8) = 10;
}

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@ -900,8 +900,8 @@ static uint32 game_do_command_table[58] = {
0,
0,
0x0068BC01,
0x006E66A0,
0x006E6878,
0,
0,
0x006C5AE9,
0, // use new_game_command_table, original: 0x006BEFA1, 29
0, // 30
@ -963,8 +963,8 @@ static GAME_COMMAND_POINTER* new_game_command_table[58] = {
game_command_raise_land,
game_command_lower_land,
game_command_emptysub,
game_command_emptysub,
game_command_emptysub,
game_command_raise_water,
game_command_lower_water,
game_command_emptysub,
game_command_hire_new_staff_member, //game_command_emptysub,
game_command_set_staff_patrol, // 30

View File

@ -912,38 +912,30 @@ void game_command_raise_land(int* eax, int* ebx, int* ecx, int* edx, int* esi, i
sound_play_panned(SOUND_PLACE_ITEM, 0x8001, x, y, z);
}
uint8 dh = 0xFF;
uint8 min_height = 0xFF;
// find lowest map element in selection
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
int tile_idx = (((yi & 0x1FE0) * 256) + (xi & 0x1FE0)) / 32;
rct_map_element* map_element = RCT2_ADDRESS(RCT2_ADDRESS_TILE_MAP_ELEMENT_POINTERS, rct_map_element*)[tile_idx];
while(map_element->type & MAP_ELEMENT_TYPE_MASK){
map_element++;
}
if(dh > map_element->base_height){
dh = map_element->base_height;
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
if(min_height > map_element->base_height){
min_height = map_element->base_height;
}
}
}
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
int tile_idx = (((yi & 0x1FE0) * 256) + (xi & 0x1FE0)) / 32;
rct_map_element* map_element = RCT2_ADDRESS(RCT2_ADDRESS_TILE_MAP_ELEMENT_POINTERS, rct_map_element*)[tile_idx];
while(map_element->type & MAP_ELEMENT_TYPE_MASK){
map_element++;
}
uint8 dl = map_element->base_height;
if(dl <= dh){
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
uint8 height = map_element->base_height;
if(height <= min_height){
uint8 dh = RCT2_ADDRESS(0x00981A1E, uint8)[(selection_type * 32) + (map_element->properties.surface.slope & MAP_ELEMENT_SLOPE_MASK)]; // lookup table
if(dh & 0x20){ // needs to be raised, otherwise just the slope type changes
dl += 2;
height += 2;
dh &= ~0x20;
}
int ebx2 = *ebx;
int edx2 = (dh << 8) + dl;
int edx2 = (dh << 8) + height;
int edi2 = selection_type * 32;
RCT2_CALLFUNC_X(0x0066397F, &xi, &ebx2, &yi, &edx2, (int*)&map_element, &edi2, ebp); // actually apply the change
if(ebx2 != 0x80000000){
@ -984,52 +976,44 @@ void game_command_lower_land(int* eax, int* ebx, int* ecx, int* edx, int* esi, i
sound_play_panned(SOUND_PLACE_ITEM, 0x8001, x, y, z);
}
uint8 dh = 0;
uint8 max_height = 0;
// find highest map element in selection
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
int tile_idx = (((yi & 0x1FE0) * 256) + (xi & 0x1FE0)) / 32;
rct_map_element* map_element = RCT2_ADDRESS(RCT2_ADDRESS_TILE_MAP_ELEMENT_POINTERS, rct_map_element*)[tile_idx];
while(map_element->type & MAP_ELEMENT_TYPE_MASK){
map_element++;
}
uint8 dl = map_element->base_height;
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
uint8 base_height = map_element->base_height;
if(map_element->properties.surface.slope & 0xF){
dl += 2;
base_height += 2;
}
if(map_element->properties.surface.slope & 0x10){
dl += 2;
base_height += 2;
}
if(dh < dl){
dh = dl;
if(max_height < base_height){
max_height = base_height;
}
}
}
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
int tile_idx = (((yi & 0x1FE0) * 256) + (xi & 0x1FE0)) / 32;
rct_map_element* map_element = RCT2_ADDRESS(RCT2_ADDRESS_TILE_MAP_ELEMENT_POINTERS, rct_map_element*)[tile_idx];
while(map_element->type & MAP_ELEMENT_TYPE_MASK){
map_element++;
}
uint8 dl = map_element->base_height;
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
uint8 height = map_element->base_height;
if(map_element->properties.surface.slope & 0xF){
dl += 2;
height += 2;
}
if(map_element->properties.surface.slope & 0x10){
dl += 2;
height += 2;
}
if(dl >= dh){
dl = map_element->base_height;
if(height >= max_height){
height = map_element->base_height;
uint8 dh = RCT2_ADDRESS(0x00981ABE, uint8)[(selection_type * 32) + (map_element->properties.surface.slope & MAP_ELEMENT_SLOPE_MASK)]; // lookup table
if(dh & 0x20){ // needs to be lowered, otherwise just the slope type changes
dl -= 2;
height -= 2;
dh &= ~0x20;
}
int ebx2 = *ebx;
int edx2 = (dh << 8) + dl;
int edx2 = (dh << 8) + height;
int edi2 = selection_type * 32;
RCT2_CALLFUNC_X(0x0066397F, &xi, &ebx2, &yi, &edx2, (int*)&map_element, &edi2, ebp); // actually apply the change
if(ebx2 != 0x80000000){
@ -1049,6 +1033,147 @@ void game_command_lower_land(int* eax, int* ebx, int* ecx, int* edx, int* esi, i
*ebx = cost;
}
/**
*
* rct2: 0x006E66A0
*/
void game_command_raise_water(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp)
{
int ax = (uint16)*eax;
int ay = (uint16)*ecx;
int bx = (uint16)*edi;
int by = (uint16)*ebp;
int cost = 0;
uint8 max_height = 0xFF;
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
uint8 height = map_element->base_height;
if(map_element->properties.surface.terrain & 0x1F){
height = (map_element->properties.surface.terrain & 0x1F) * 2;
}
if(max_height > height){
max_height = height;
}
}
}
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
if(map_element->base_height <= max_height){
uint8 height = (map_element->properties.surface.terrain & 0x1F);
if(height){
height *= 2;
if(height > max_height){
continue;
}
height += 2;
}else{
height = map_element->base_height + 2;
}
int eax2 = xi, ebx2 = *ebx, ecx2 = yi, edx2 = (max_height << 8) + height, esi2, edi2, ebp2;
ebx2 = game_do_command_p(GAME_COMMAND_16, &eax2, &ebx2, &ecx2, &edx2, &esi2, &edi2, &ebp2);
if(ebx2 == 0x80000000){
*ebx = 0x80000000;
return;
}else{
cost += ebx2;
}
}
}
}
if(*ebx & GAME_COMMAND_FLAG_APPLY){
int x = ((ax + bx) / 2) + 16;
int y = ((ay + by) / 2) + 16;
int z = map_element_height(x, y);
sint16 water_height_z = z >> 16;
sint16 base_height_z = z;
z = water_height_z;
if(!z){
z = base_height_z;
}
RCT2_GLOBAL(0x009DEA5E, uint32) = x;
RCT2_GLOBAL(0x009DEA60, uint32) = y;
RCT2_GLOBAL(0x009DEA62, uint32) = z;
sound_play_panned(SOUND_LAYING_OUT_WATER, 0x8001, x, y, z);
}
*ebx = cost;
}
/**
*
* rct2: 0x006E6878
*/
void game_command_lower_water(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp)
{
int ax = (uint16)*eax;
int ay = (uint16)*ecx;
int bx = (uint16)*edi;
int by = (uint16)*ebp;
int cost = 0;
uint8 min_height = 0;
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
uint8 height = map_element->properties.surface.terrain & 0x1F;
if(height){
height *= 2;
if(height > min_height){
min_height = height;
}
}
}
}
for(int yi = ay; yi <= by; yi += 32){
for(int xi = ax; xi <= bx; xi += 32){
rct_map_element* map_element = map_get_surface_element_at(xi / 32, yi / 32);
uint8 height = (map_element->properties.surface.terrain & 0x1F);
if(height){
height *= 2;
if(height < min_height){
continue;
}
height -= 2;
int eax2 = xi, ebx2 = *ebx, ecx2 = yi, edx2 = (min_height << 8) + height, esi2, edi2, ebp2;
ebx2 = game_do_command_p(GAME_COMMAND_16, &eax2, &ebx2, &ecx2, &edx2, &esi2, &edi2, &ebp2);
if(ebx2 == 0x80000000){
*ebx = 0x80000000;
return;
}else{
cost += ebx2;
}
}
}
}
if(*ebx & GAME_COMMAND_FLAG_APPLY){
int x = ((ax + bx) / 2) + 16;
int y = ((ay + by) / 2) + 16;
int z = map_element_height(x, y);
sint16 water_height_z = z >> 16;
sint16 base_height_z = z;
z = water_height_z;
if(!z){
z = base_height_z;
}
RCT2_GLOBAL(0x009DEA5E, uint32) = x;
RCT2_GLOBAL(0x009DEA60, uint32) = y;
RCT2_GLOBAL(0x009DEA62, uint32) = z;
sound_play_panned(SOUND_LAYING_OUT_WATER, 0x8001, x, y, z);
}
*ebx = cost;
}
/**
*
* rct2: 0x006EC6D7

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@ -277,6 +277,8 @@ void game_command_clear_scenery(int* eax, int* ebx, int* ecx, int* edx, int* esi
void game_command_change_surface_style(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
void game_command_raise_land(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
void game_command_lower_land(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
void game_command_raise_water(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
void game_command_lower_water(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
#define GET_MAP_ELEMENT(x) (&(RCT2_ADDRESS(RCT2_ADDRESS_MAP_ELEMENTS, rct_map_element)[x]))
#define TILE_MAP_ELEMENT_POINTER(x) (RCT2_ADDRESS(RCT2_ADDRESS_TILE_MAP_ELEMENT_POINTERS, rct_map_element*)[x])