mirror of https://github.com/OpenRCT2/OpenRCT2.git
Merge pull request #13994 from ZehMatt/refactor/tileelementview-3
Make tile element insertion type explicit
This commit is contained in:
commit
c0ab9e8a3b
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@ -481,13 +481,12 @@ void game_fix_save_vars()
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if (surfaceElement == nullptr)
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{
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log_error("Null map element at x = %d and y = %d. Fixing...", x, y);
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auto tileElement = tile_element_insert(TileCoordsXYZ{ x, y, 14 }.ToCoordsXYZ(), 0b0000);
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if (tileElement == nullptr)
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surfaceElement = TileElementInsert<SurfaceElement>(TileCoordsXYZ{ x, y, 14 }.ToCoordsXYZ(), 0b0000);
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if (surfaceElement == nullptr)
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{
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log_error("Unable to fix: Map element limit reached.");
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return;
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}
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surfaceElement = tileElement->AsSurface();
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}
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// Fix the invisible border tiles.
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@ -140,26 +140,22 @@ GameActions::Result::Ptr BannerPlaceAction::Execute() const
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log_error("Banner index in use, bannerIndex = %u", _bannerIndex);
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return MakeResult(GameActions::Status::InvalidParameters, STR_CANT_POSITION_THIS_HERE);
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}
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TileElement* newTileElement = tile_element_insert({ _loc, _loc.z + (2 * COORDS_Z_STEP) }, 0b0000);
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assert(newTileElement != nullptr);
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banner->flags = 0;
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banner->text = {};
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banner->text_colour = 2;
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banner->type = _bannerType; // Banner must be deleted after this point in an early return
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banner->colour = _primaryColour;
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banner->position = TileCoordsXY(_loc);
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newTileElement->SetType(TILE_ELEMENT_TYPE_BANNER);
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BannerElement* bannerElement = newTileElement->AsBanner();
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auto* bannerElement = TileElementInsert<BannerElement>({ _loc, _loc.z + (2 * COORDS_Z_STEP) }, 0b0000);
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Guard::Assert(bannerElement != nullptr);
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bannerElement->SetClearanceZ(_loc.z + PATH_CLEARANCE);
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bannerElement->SetPosition(_loc.direction);
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bannerElement->ResetAllowedEdges();
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bannerElement->SetIndex(_bannerIndex);
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if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
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{
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bannerElement->SetGhost(true);
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}
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bannerElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
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map_invalidate_tile_full(_loc);
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map_animation_create(MAP_ANIMATION_TYPE_BANNER, CoordsXYZ{ _loc, bannerElement->GetBaseZ() });
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@ -340,34 +340,25 @@ GameActions::Result::Ptr FootpathPlaceAction::ElementInsertExecute(GameActions::
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}
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else
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{
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auto tileElement = tile_element_insert(_loc, 0b1111);
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assert(tileElement != nullptr);
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tileElement->SetType(TILE_ELEMENT_TYPE_PATH);
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PathElement* pathElement = tileElement->AsPath();
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auto* pathElement = TileElementInsert<PathElement>(_loc, 0b1111);
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Guard::Assert(pathElement != nullptr);
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pathElement->SetClearanceZ(zHigh);
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pathElement->SetSurfaceEntryIndex(_type & ~FOOTPATH_ELEMENT_INSERT_QUEUE);
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pathElement->SetSlopeDirection(_slope & FOOTPATH_PROPERTIES_SLOPE_DIRECTION_MASK);
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if (_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED)
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{
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pathElement->SetSloped(true);
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}
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if (_type & FOOTPATH_ELEMENT_INSERT_QUEUE)
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{
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pathElement->SetIsQueue(true);
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}
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pathElement->SetSloped(_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED);
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pathElement->SetIsQueue(_type & FOOTPATH_ELEMENT_INSERT_QUEUE);
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pathElement->SetAddition(0);
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pathElement->SetRideIndex(RIDE_ID_NULL);
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pathElement->SetAdditionStatus(255);
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pathElement->SetIsBroken(false);
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if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
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{
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pathElement->SetGhost(true);
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}
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pathElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
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footpath_queue_chain_reset();
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if (!(GetFlags() & GAME_COMMAND_FLAG_PATH_SCENERY))
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{
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footpath_remove_edges_at(_loc, tileElement);
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footpath_remove_edges_at(_loc, pathElement->as<TileElement>());
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}
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if ((gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) && !(GetFlags() & GAME_COMMAND_FLAG_GHOST))
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{
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@ -230,31 +230,22 @@ GameActions::Result::Ptr FootpathPlaceFromTrackAction::ElementInsertExecute(Game
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}
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else
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{
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auto tileElement = tile_element_insert(_loc, 0b1111);
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assert(tileElement != nullptr);
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tileElement->SetType(TILE_ELEMENT_TYPE_PATH);
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PathElement* pathElement = tileElement->AsPath();
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auto* pathElement = TileElementInsert<PathElement>(_loc, 0b1111);
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Guard::Assert(pathElement != nullptr);
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pathElement->SetClearanceZ(zHigh);
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pathElement->SetSurfaceEntryIndex(_type & ~FOOTPATH_ELEMENT_INSERT_QUEUE);
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pathElement->SetSlopeDirection(_slope & FOOTPATH_PROPERTIES_SLOPE_DIRECTION_MASK);
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if (_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED)
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{
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pathElement->SetSloped(true);
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}
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if (_type & FOOTPATH_ELEMENT_INSERT_QUEUE)
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{
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pathElement->SetIsQueue(true);
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}
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pathElement->SetSloped(_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED);
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pathElement->SetIsQueue(_type & FOOTPATH_ELEMENT_INSERT_QUEUE);
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pathElement->SetAddition(0);
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pathElement->SetRideIndex(RIDE_ID_NULL);
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pathElement->SetAdditionStatus(255);
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pathElement->SetIsBroken(false);
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pathElement->SetEdges(_edges);
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pathElement->SetCorners(0);
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if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
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{
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pathElement->SetGhost(true);
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}
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pathElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
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map_invalidate_tile_full(_loc);
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}
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@ -277,19 +277,17 @@ GameActions::Result::Ptr LargeSceneryPlaceAction::Execute() const
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}
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}
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TileElement* newTileElement = tile_element_insert(
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auto* newSceneryElement = TileElementInsert<LargeSceneryElement>(
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CoordsXYZ{ curTile.x, curTile.y, zLow }, quarterTile.GetBaseQuarterOccupied());
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Guard::Assert(newTileElement != nullptr);
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map_animation_create(MAP_ANIMATION_TYPE_LARGE_SCENERY, { curTile, zLow });
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newTileElement->SetType(TILE_ELEMENT_TYPE_LARGE_SCENERY);
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newTileElement->SetClearanceZ(zHigh);
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auto newSceneryElement = newTileElement->AsLargeScenery();
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Guard::Assert(newSceneryElement != nullptr);
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newSceneryElement->SetClearanceZ(zHigh);
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SetNewLargeSceneryElement(*newSceneryElement, tileNum);
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map_animation_create(MAP_ANIMATION_TYPE_LARGE_SCENERY, { curTile, zLow });
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if (tileNum == 0)
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{
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res->tileElement = newTileElement;
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res->tileElement = newSceneryElement->as<TileElement>();
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}
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map_invalidate_tile_full(curTile);
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}
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@ -168,25 +168,19 @@ GameActions::Result::Ptr MazePlaceTrackAction::Execute() const
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auto startLoc = _loc.ToTileStart();
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auto tileElement = tile_element_insert(_loc, 0b1111);
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assert(tileElement != nullptr);
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auto* trackElement = TileElementInsert<TrackElement>(_loc, 0b1111);
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Guard::Assert(trackElement != nullptr);
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tileElement->SetClearanceZ(clearanceHeight);
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tileElement->SetType(TILE_ELEMENT_TYPE_TRACK);
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tileElement->AsTrack()->SetTrackType(TrackElemType::Maze);
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tileElement->AsTrack()->SetRideIndex(_rideIndex);
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tileElement->AsTrack()->SetMazeEntry(_mazeEntry);
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if (flags & GAME_COMMAND_FLAG_GHOST)
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{
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tileElement->SetGhost(true);
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}
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trackElement->SetClearanceZ(clearanceHeight);
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trackElement->SetTrackType(TrackElemType::Maze);
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trackElement->SetRideIndex(_rideIndex);
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trackElement->SetMazeEntry(_mazeEntry);
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trackElement->SetGhost(flags & GAME_COMMAND_FLAG_GHOST);
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map_invalidate_tile_full(startLoc);
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ride->maze_tiles++;
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ride->stations[0].SetBaseZ(tileElement->GetBaseZ());
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ride->stations[0].SetBaseZ(trackElement->GetBaseZ());
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ride->stations[0].Start = { 0, 0 };
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if (ride->maze_tiles == 1)
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@ -181,20 +181,16 @@ GameActions::Result::Ptr MazeSetTrackAction::Execute() const
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auto startLoc = _loc.ToTileStart();
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tileElement = tile_element_insert(_loc, 0b1111);
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assert(tileElement != nullptr);
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auto* trackElement = TileElementInsert<TrackElement>(_loc, 0b1111);
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Guard::Assert(trackElement != nullptr);
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tileElement->SetClearanceZ(_loc.z + MAZE_CLEARANCE_HEIGHT);
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tileElement->SetType(TILE_ELEMENT_TYPE_TRACK);
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trackElement->SetClearanceZ(_loc.z + MAZE_CLEARANCE_HEIGHT);
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trackElement->SetTrackType(TrackElemType::Maze);
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trackElement->SetRideIndex(_rideIndex);
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trackElement->SetMazeEntry(0xFFFF);
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trackElement->SetGhost(flags & GAME_COMMAND_FLAG_GHOST);
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tileElement->AsTrack()->SetTrackType(TrackElemType::Maze);
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tileElement->AsTrack()->SetRideIndex(_rideIndex);
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tileElement->AsTrack()->SetMazeEntry(0xFFFF);
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if (flags & GAME_COMMAND_FLAG_GHOST)
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{
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tileElement->SetGhost(true);
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}
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tileElement = trackElement->as<TileElement>();
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map_invalidate_tile_full(startLoc);
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@ -138,30 +138,19 @@ GameActions::Result::Ptr PlaceParkEntranceAction::Execute() const
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}
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}
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TileElement* newElement = tile_element_insert(CoordsXYZ{ entranceLoc, zLow }, 0b1111);
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Guard::Assert(newElement != nullptr);
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newElement->SetType(TILE_ELEMENT_TYPE_ENTRANCE);
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auto entranceElement = newElement->AsEntrance();
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if (entranceElement == nullptr)
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{
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Guard::Assert(false);
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return nullptr;
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}
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auto* entranceElement = TileElementInsert<EntranceElement>(CoordsXYZ{ entranceLoc, zLow }, 0b1111);
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Guard::Assert(entranceElement != nullptr);
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entranceElement->SetClearanceZ(zHigh);
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if (flags & GAME_COMMAND_FLAG_GHOST)
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{
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newElement->SetGhost(true);
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}
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entranceElement->SetGhost(flags & GAME_COMMAND_FLAG_GHOST);
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entranceElement->SetDirection(_loc.direction);
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entranceElement->SetSequenceIndex(index);
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entranceElement->SetEntranceType(ENTRANCE_TYPE_PARK_ENTRANCE);
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entranceElement->SetPathType(gFootpathSelectedId);
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if (!(flags & GAME_COMMAND_FLAG_GHOST))
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if (!entranceElement->IsGhost())
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{
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footpath_connect_edges(entranceLoc, newElement, GAME_COMMAND_FLAG_APPLY);
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footpath_connect_edges(entranceLoc, entranceElement->as<TileElement>(), GAME_COMMAND_FLAG_APPLY);
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}
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update_park_fences(entranceLoc);
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@ -170,7 +159,7 @@ GameActions::Result::Ptr PlaceParkEntranceAction::Execute() const
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update_park_fences({ entranceLoc.x, entranceLoc.y - COORDS_XY_STEP });
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update_park_fences({ entranceLoc.x, entranceLoc.y + COORDS_XY_STEP });
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map_invalidate_tile({ entranceLoc, newElement->GetBaseZ(), newElement->GetClearanceZ() });
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map_invalidate_tile({ entranceLoc, entranceElement->GetBaseZ(), entranceElement->GetClearanceZ() });
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if (index == 0)
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{
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@ -176,27 +176,23 @@ GameActions::Result::Ptr RideEntranceExitPlaceAction::Execute() const
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res->Position = { _loc.ToTileCentre(), z };
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res->Expenditure = ExpenditureType::RideConstruction;
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TileElement* tileElement = tile_element_insert(CoordsXYZ{ _loc, z }, 0b1111);
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assert(tileElement != nullptr);
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tileElement->SetType(TILE_ELEMENT_TYPE_ENTRANCE);
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tileElement->SetDirection(_direction);
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tileElement->SetClearanceZ(clear_z);
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tileElement->AsEntrance()->SetEntranceType(_isExit ? ENTRANCE_TYPE_RIDE_EXIT : ENTRANCE_TYPE_RIDE_ENTRANCE);
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tileElement->AsEntrance()->SetStationIndex(_stationNum);
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tileElement->AsEntrance()->SetRideIndex(_rideIndex);
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auto* entranceElement = TileElementInsert<EntranceElement>(CoordsXYZ{ _loc, z }, 0b1111);
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Guard::Assert(entranceElement != nullptr);
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if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
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{
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tileElement->SetGhost(true);
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}
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entranceElement->SetDirection(_direction);
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entranceElement->SetClearanceZ(clear_z);
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entranceElement->SetEntranceType(_isExit ? ENTRANCE_TYPE_RIDE_EXIT : ENTRANCE_TYPE_RIDE_ENTRANCE);
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entranceElement->SetStationIndex(_stationNum);
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entranceElement->SetRideIndex(_rideIndex);
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entranceElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
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if (_isExit)
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{
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ride_set_exit_location(ride, _stationNum, TileCoordsXYZD(CoordsXYZD{ _loc, z, tileElement->GetDirection() }));
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ride_set_exit_location(ride, _stationNum, TileCoordsXYZD(CoordsXYZD{ _loc, z, entranceElement->GetDirection() }));
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}
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else
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{
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ride_set_entrance_location(ride, _stationNum, TileCoordsXYZD(CoordsXYZD{ _loc, z, tileElement->GetDirection() }));
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ride_set_entrance_location(ride, _stationNum, TileCoordsXYZD(CoordsXYZD{ _loc, z, entranceElement->GetDirection() }));
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ride->stations[_stationNum].LastPeepInQueue = SPRITE_INDEX_NULL;
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ride->stations[_stationNum].QueueLength = 0;
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@ -207,10 +203,10 @@ GameActions::Result::Ptr RideEntranceExitPlaceAction::Execute() const
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if (!(GetFlags() & GAME_COMMAND_FLAG_GHOST))
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{
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maze_entrance_hedge_removal({ _loc, tileElement });
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maze_entrance_hedge_removal({ _loc, entranceElement->as<TileElement>() });
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}
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footpath_connect_edges(_loc, tileElement, GetFlags());
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footpath_connect_edges(_loc, entranceElement->as<TileElement>(), GetFlags());
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footpath_update_queue_chains();
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map_invalidate_tile_full(_loc);
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@ -430,28 +430,24 @@ GameActions::Result::Ptr SmallSceneryPlaceAction::Execute() const
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res->Expenditure = ExpenditureType::Landscaping;
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res->Cost = (sceneryEntry->small_scenery.price * 10) + clearCost;
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TileElement* newElement = tile_element_insert(CoordsXYZ{ _loc, zLow }, quarterTile.GetBaseQuarterOccupied());
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assert(newElement != nullptr);
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res->tileElement = newElement;
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newElement->SetType(TILE_ELEMENT_TYPE_SMALL_SCENERY);
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newElement->SetDirection(_loc.direction);
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SmallSceneryElement* sceneryElement = newElement->AsSmallScenery();
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auto* sceneryElement = TileElementInsert<SmallSceneryElement>(
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CoordsXYZ{ _loc, zLow }, quarterTile.GetBaseQuarterOccupied());
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Guard::Assert(sceneryElement != nullptr);
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sceneryElement->SetDirection(_loc.direction);
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sceneryElement->SetSceneryQuadrant(quadrant);
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sceneryElement->SetEntryIndex(_sceneryType);
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sceneryElement->SetAge(0);
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sceneryElement->SetPrimaryColour(_primaryColour);
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sceneryElement->SetSecondaryColour(_secondaryColour);
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sceneryElement->SetClearanceZ(sceneryElement->GetBaseZ() + sceneryEntry->small_scenery.height + 7);
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sceneryElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
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if (supportsRequired)
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{
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sceneryElement->SetNeedsSupports();
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}
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if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
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{
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sceneryElement->SetGhost(true);
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}
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res->tileElement = sceneryElement->as<TileElement>();
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map_invalidate_tile_full(_loc);
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if (scenery_small_entry_has_flag(sceneryEntry, SMALL_SCENERY_FLAG_ANIMATED))
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@ -592,58 +592,51 @@ GameActions::Result::Ptr TrackPlaceAction::Execute() const
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ride->overall_view = mapLoc;
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}
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auto tileElement = tile_element_insert(mapLoc, quarterTile.GetBaseQuarterOccupied());
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assert(tileElement != nullptr);
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tileElement->SetClearanceZ(clearanceZ);
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tileElement->SetType(TILE_ELEMENT_TYPE_TRACK);
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tileElement->SetDirection(_origin.direction);
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if (_trackPlaceFlags & CONSTRUCTION_LIFT_HILL_SELECTED)
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{
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tileElement->AsTrack()->SetHasChain(true);
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}
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auto* trackElement = TileElementInsert<TrackElement>(mapLoc, quarterTile.GetBaseQuarterOccupied());
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Guard::Assert(trackElement != nullptr);
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tileElement->AsTrack()->SetSequenceIndex(trackBlock->index);
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tileElement->AsTrack()->SetRideIndex(_rideIndex);
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tileElement->AsTrack()->SetTrackType(_trackType);
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if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
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{
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tileElement->SetGhost(true);
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}
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trackElement->SetClearanceZ(clearanceZ);
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trackElement->SetDirection(_origin.direction);
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trackElement->SetHasChain(_trackPlaceFlags & CONSTRUCTION_LIFT_HILL_SELECTED);
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trackElement->SetSequenceIndex(trackBlock->index);
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trackElement->SetRideIndex(_rideIndex);
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trackElement->SetTrackType(_trackType);
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trackElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
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switch (_trackType)
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{
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case TrackElemType::Waterfall:
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map_animation_create(MAP_ANIMATION_TYPE_TRACK_WATERFALL, CoordsXYZ{ mapLoc, tileElement->GetBaseZ() });
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map_animation_create(MAP_ANIMATION_TYPE_TRACK_WATERFALL, CoordsXYZ{ mapLoc, trackElement->GetBaseZ() });
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break;
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case TrackElemType::Rapids:
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map_animation_create(MAP_ANIMATION_TYPE_TRACK_RAPIDS, CoordsXYZ{ mapLoc, tileElement->GetBaseZ() });
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map_animation_create(MAP_ANIMATION_TYPE_TRACK_RAPIDS, CoordsXYZ{ mapLoc, trackElement->GetBaseZ() });
|
||||
break;
|
||||
case TrackElemType::Whirlpool:
|
||||
map_animation_create(MAP_ANIMATION_TYPE_TRACK_WHIRLPOOL, CoordsXYZ{ mapLoc, tileElement->GetBaseZ() });
|
||||
map_animation_create(MAP_ANIMATION_TYPE_TRACK_WHIRLPOOL, CoordsXYZ{ mapLoc, trackElement->GetBaseZ() });
|
||||
break;
|
||||
case TrackElemType::SpinningTunnel:
|
||||
map_animation_create(MAP_ANIMATION_TYPE_TRACK_SPINNINGTUNNEL, CoordsXYZ{ mapLoc, tileElement->GetBaseZ() });
|
||||
map_animation_create(MAP_ANIMATION_TYPE_TRACK_SPINNINGTUNNEL, CoordsXYZ{ mapLoc, trackElement->GetBaseZ() });
|
||||
break;
|
||||
}
|
||||
if (TrackTypeHasSpeedSetting(_trackType))
|
||||
{
|
||||
tileElement->AsTrack()->SetBrakeBoosterSpeed(_brakeSpeed);
|
||||
trackElement->SetBrakeBoosterSpeed(_brakeSpeed);
|
||||
}
|
||||
else if (ride->GetRideTypeDescriptor().HasFlag(RIDE_TYPE_FLAG_HAS_LANDSCAPE_DOORS))
|
||||
{
|
||||
tileElement->AsTrack()->SetDoorAState(LANDSCAPE_DOOR_CLOSED);
|
||||
tileElement->AsTrack()->SetDoorBState(LANDSCAPE_DOOR_CLOSED);
|
||||
trackElement->SetDoorAState(LANDSCAPE_DOOR_CLOSED);
|
||||
trackElement->SetDoorBState(LANDSCAPE_DOOR_CLOSED);
|
||||
}
|
||||
else
|
||||
{
|
||||
tileElement->AsTrack()->SetSeatRotation(_seatRotation);
|
||||
trackElement->SetSeatRotation(_seatRotation);
|
||||
}
|
||||
|
||||
if (_trackPlaceFlags & RIDE_TYPE_ALTERNATIVE_TRACK_TYPE)
|
||||
{
|
||||
tileElement->AsTrack()->SetInverted(true);
|
||||
trackElement->SetInverted(true);
|
||||
}
|
||||
tileElement->AsTrack()->SetColourScheme(_colour);
|
||||
trackElement->SetColourScheme(_colour);
|
||||
|
||||
if (ride_type_has_flag(ride->type, RIDE_TYPE_FLAG_FLAT_RIDE))
|
||||
{
|
||||
|
@ -689,13 +682,15 @@ GameActions::Result::Ptr TrackPlaceAction::Execute() const
|
|||
ride->UpdateMaxVehicles();
|
||||
}
|
||||
|
||||
auto* tileElement = trackElement->as<TileElement>();
|
||||
|
||||
if (rideTypeFlags & RIDE_TYPE_FLAG_TRACK_MUST_BE_ON_WATER)
|
||||
{
|
||||
auto* waterSurfaceElement = map_get_surface_element_at(mapLoc);
|
||||
if (waterSurfaceElement != nullptr)
|
||||
{
|
||||
waterSurfaceElement->SetHasTrackThatNeedsWater(true);
|
||||
tileElement = reinterpret_cast<TileElement*>(waterSurfaceElement);
|
||||
tileElement = waterSurfaceElement->as<TileElement>();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -397,24 +397,16 @@ GameActions::Result::Ptr WallPlaceAction::Execute() const
|
|||
}
|
||||
}
|
||||
|
||||
TileElement* tileElement = tile_element_insert(targetLoc, 0b0000);
|
||||
assert(tileElement != nullptr);
|
||||
auto* wallElement = TileElementInsert<WallElement>(targetLoc, 0b0000);
|
||||
Guard::Assert(wallElement != nullptr);
|
||||
|
||||
map_animation_create(MAP_ANIMATION_TYPE_WALL, targetLoc);
|
||||
|
||||
tileElement->SetType(TILE_ELEMENT_TYPE_WALL);
|
||||
WallElement* wallElement = tileElement->AsWall();
|
||||
wallElement->clearance_height = clearanceHeight;
|
||||
wallElement->SetDirection(_edge);
|
||||
wallElement->SetSlope(edgeSlope);
|
||||
|
||||
wallElement->SetPrimaryColour(_primaryColour);
|
||||
wallElement->SetSecondaryColour(_secondaryColour);
|
||||
|
||||
if (wallAcrossTrack)
|
||||
{
|
||||
wallElement->SetAcrossTrack(true);
|
||||
}
|
||||
wallElement->SetAcrossTrack(wallAcrossTrack);
|
||||
|
||||
wallElement->SetEntryIndex(_wallType);
|
||||
if (_bannerId != BANNER_INDEX_NULL)
|
||||
|
@ -427,12 +419,11 @@ GameActions::Result::Ptr WallPlaceAction::Execute() const
|
|||
wallElement->SetTertiaryColour(_tertiaryColour);
|
||||
}
|
||||
|
||||
if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
|
||||
{
|
||||
wallElement->SetGhost(true);
|
||||
}
|
||||
wallElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
|
||||
|
||||
res->tileElement = tileElement;
|
||||
res->tileElement = wallElement->as<TileElement>();
|
||||
|
||||
map_animation_create(MAP_ANIMATION_TYPE_WALL, targetLoc);
|
||||
map_invalidate_tile_zoom1({ _loc, wallElement->GetBaseZ(), wallElement->GetBaseZ() + 72 });
|
||||
|
||||
res->Cost = wallEntry->wall.price;
|
||||
|
|
|
@ -835,13 +835,13 @@ namespace OpenRCT2::Scripting
|
|||
|
||||
// Insert corrupt element at the end of the list for this tile
|
||||
// Note: Z = MAX_ELEMENT_HEIGHT to guarantee this
|
||||
TileElement* insertedElement = tile_element_insert({ _coords, MAX_ELEMENT_HEIGHT }, 0);
|
||||
TileElement* insertedElement = tile_element_insert(
|
||||
{ _coords, MAX_ELEMENT_HEIGHT }, 0, TileElementType::Corrupt);
|
||||
if (insertedElement == nullptr)
|
||||
{
|
||||
// TODO: Show error
|
||||
return;
|
||||
}
|
||||
insertedElement->SetType(TILE_ELEMENT_TYPE_CORRUPT);
|
||||
|
||||
// Since inserting a new element may move the tile elements in memory, we have to update the local pointer
|
||||
_element = map_get_first_element_at(_coords) + elementIndex;
|
||||
|
@ -1661,7 +1661,7 @@ namespace OpenRCT2::Scripting
|
|||
auto numToInsert = numElements - currentNumElements;
|
||||
for (size_t i = 0; i < numToInsert; i++)
|
||||
{
|
||||
tile_element_insert(pos, 0);
|
||||
tile_element_insert(pos, 0, TileElementType::Surface);
|
||||
}
|
||||
|
||||
// Copy data to element span
|
||||
|
@ -1706,7 +1706,7 @@ namespace OpenRCT2::Scripting
|
|||
std::vector<TileElement> data(first, first + origNumElements);
|
||||
|
||||
auto pos = TileCoordsXYZ(TileCoordsXY(_coords), 0).ToCoordsXYZ();
|
||||
auto newElement = tile_element_insert(pos, 0);
|
||||
auto newElement = tile_element_insert(pos, 0, TileElementType::Surface);
|
||||
if (newElement == nullptr)
|
||||
{
|
||||
auto ctx = GetDukContext();
|
||||
|
|
|
@ -1108,7 +1108,7 @@ bool map_check_free_elements_and_reorganise(int32_t numElements)
|
|||
*
|
||||
* rct2: 0x0068B1F6
|
||||
*/
|
||||
TileElement* tile_element_insert(const CoordsXYZ& loc, int32_t occupiedQuadrants)
|
||||
TileElement* tile_element_insert(const CoordsXYZ& loc, int32_t occupiedQuadrants, TileElementType type)
|
||||
{
|
||||
const auto& tileLoc = TileCoordsXYZ(loc);
|
||||
TileElement *originalTileElement, *newTileElement, *insertedElement;
|
||||
|
@ -1154,6 +1154,7 @@ TileElement* tile_element_insert(const CoordsXYZ& loc, int32_t occupiedQuadrants
|
|||
// Insert new map element
|
||||
insertedElement = newTileElement;
|
||||
newTileElement->type = 0;
|
||||
newTileElement->SetType(static_cast<uint8_t>(type));
|
||||
newTileElement->SetBaseZ(loc.z);
|
||||
newTileElement->Flags = 0;
|
||||
newTileElement->SetLastForTile(isLastForTile);
|
||||
|
|
|
@ -213,7 +213,13 @@ void map_invalidate_map_selection_tiles();
|
|||
void map_invalidate_selection_rect();
|
||||
void map_reorganise_elements();
|
||||
bool map_check_free_elements_and_reorganise(int32_t num_elements);
|
||||
TileElement* tile_element_insert(const CoordsXYZ& loc, int32_t occupiedQuadrants);
|
||||
TileElement* tile_element_insert(const CoordsXYZ& loc, int32_t occupiedQuadrants, TileElementType type);
|
||||
|
||||
template<typename T> T* TileElementInsert(const CoordsXYZ& loc, int32_t occupiedQuadrants)
|
||||
{
|
||||
auto* element = tile_element_insert(loc, occupiedQuadrants, T::ElementType);
|
||||
return element->template as<T>();
|
||||
}
|
||||
|
||||
namespace GameActions
|
||||
{
|
||||
|
|
|
@ -240,12 +240,12 @@ static void mapgen_place_tree(int32_t type, const CoordsXY& loc)
|
|||
}
|
||||
|
||||
int32_t surfaceZ = tile_element_height(loc.ToTileCentre());
|
||||
TileElement* tileElement = tile_element_insert({ loc, surfaceZ }, 0b1111);
|
||||
assert(tileElement != nullptr);
|
||||
tileElement->SetClearanceZ(surfaceZ + sceneryEntry->small_scenery.height);
|
||||
tileElement->SetType(TILE_ELEMENT_TYPE_SMALL_SCENERY);
|
||||
tileElement->SetDirection(util_rand() & 3);
|
||||
SmallSceneryElement* sceneryElement = tileElement->AsSmallScenery();
|
||||
|
||||
auto* sceneryElement = TileElementInsert<SmallSceneryElement>({ loc, surfaceZ }, 0b1111);
|
||||
Guard::Assert(sceneryElement != nullptr);
|
||||
|
||||
sceneryElement->SetClearanceZ(surfaceZ + sceneryEntry->small_scenery.height);
|
||||
sceneryElement->SetDirection(util_rand() & 3);
|
||||
sceneryElement->SetEntryIndex(type);
|
||||
sceneryElement->SetAge(0);
|
||||
sceneryElement->SetPrimaryColour(COLOUR_YELLOW);
|
||||
|
|
|
@ -56,6 +56,7 @@ enum class TileElementType : uint8_t
|
|||
Corrupt = (8 << 2),
|
||||
};
|
||||
|
||||
struct TileElement;
|
||||
struct SurfaceElement;
|
||||
struct PathElement;
|
||||
struct TrackElement;
|
||||
|
@ -102,11 +103,19 @@ struct TileElementBase
|
|||
|
||||
template<typename TType> const TType* as() const
|
||||
{
|
||||
return static_cast<TileElementType>(GetType()) == TType::ElementType ? reinterpret_cast<const TType*>(this) : nullptr;
|
||||
if constexpr (std::is_same_v<TType, TileElement>)
|
||||
return reinterpret_cast<const TileElement*>(this);
|
||||
else
|
||||
return static_cast<TileElementType>(GetType()) == TType::ElementType ? reinterpret_cast<const TType*>(this)
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
template<typename TType> TType* as()
|
||||
{
|
||||
return static_cast<TileElementType>(GetType()) == TType::ElementType ? reinterpret_cast<TType*>(this) : nullptr;
|
||||
if constexpr (std::is_same_v<TType, TileElement>)
|
||||
return reinterpret_cast<TileElement*>(this);
|
||||
else
|
||||
return static_cast<TileElementType>(GetType()) == TType::ElementType ? reinterpret_cast<TType*>(this) : nullptr;
|
||||
}
|
||||
|
||||
const SurfaceElement* AsSurface() const
|
||||
|
|
|
@ -88,13 +88,13 @@ GameActionResultPtr tile_inspector_insert_corrupt_at(const CoordsXY& loc, int16_
|
|||
{
|
||||
// Create new corrupt element
|
||||
TileElement* corruptElement = tile_element_insert(
|
||||
{ loc, (-1 * COORDS_Z_STEP) }, 0b0000); // Ugly hack: -1 guarantees this to be placed first
|
||||
{ loc, (-1 * COORDS_Z_STEP) }, 0b0000,
|
||||
TileElementType::Corrupt); // Ugly hack: -1 guarantees this to be placed first
|
||||
if (corruptElement == nullptr)
|
||||
{
|
||||
log_warning("Failed to insert corrupt element.");
|
||||
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
|
||||
}
|
||||
corruptElement->SetType(TILE_ELEMENT_TYPE_CORRUPT);
|
||||
|
||||
// Set the base height to be the same as the selected element
|
||||
TileElement* const selectedElement = map_get_nth_element_at(loc, elementIndex + 1);
|
||||
|
@ -382,7 +382,7 @@ GameActionResultPtr tile_inspector_paste_element_at(const CoordsXY& loc, TileEle
|
|||
|
||||
// The occupiedQuadrants will be automatically set when the element is copied over, so it's not necessary to set them
|
||||
// correctly _here_.
|
||||
TileElement* const pastedElement = tile_element_insert({ loc, element.GetBaseZ() }, 0b0000);
|
||||
TileElement* const pastedElement = tile_element_insert({ loc, element.GetBaseZ() }, 0b0000, TileElementType::Surface);
|
||||
|
||||
bool lastForTile = pastedElement->IsLastForTile();
|
||||
*pastedElement = element;
|
||||
|
|
Loading…
Reference in New Issue