Merge pull request #12171 from heliobatimarqui/develop

Close #12165: Use Coords for Vehicle functions
This commit is contained in:
Tulio Leao 2020-07-09 15:14:22 -03:00 committed by GitHub
commit ccd5cab390
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 19 additions and 18 deletions

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@ -88,6 +88,7 @@ The following people are not part of the development team, but have been contrib
* Peter Ryszkiewicz (pRizz) - Added horizontal grid lines to finance charts.
* Hudson Oliveira (hdpoliveira) - Misc.
* Jim Verheijde (Jimver) - Make handymen less likely to get stuck in queue lines, misc.
* Helio Batimarqui (batimarqui) - Misc.
## Bug fixes
* (halfbro)

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@ -2690,15 +2690,15 @@ static rct_synchronised_vehicle* _lastSynchronisedVehicle = nullptr;
* to synchronise to the vehicle synchronisation list.
* rct2: 0x006DE1A4
*/
static bool try_add_synchronised_station(int32_t x, int32_t y, int32_t z)
static bool try_add_synchronised_station(const CoordsXYZ& coords)
{
// make sure we are in map bounds
if (!map_is_location_valid({ x, y }))
if (!map_is_location_valid(coords))
{
return false;
}
TileElement* tileElement = get_station_platform(x, y, z, 2);
TileElement* tileElement = get_station_platform(coords.x, coords.y, coords.z, 2);
if (tileElement == nullptr)
{
/* No station platform element found,
@ -2819,7 +2819,7 @@ static bool ride_station_can_depart_synchronised(const Ride& ride, StationIndex
{
x += CoordsDirectionDelta[direction].x;
y += CoordsDirectionDelta[direction].y;
if (try_add_synchronised_station(x, y, z))
if (try_add_synchronised_station({ x, y, z }))
{
spaceBetween = maxCheckDistance;
continue;
@ -2841,7 +2841,7 @@ static bool ride_station_can_depart_synchronised(const Ride& ride, StationIndex
{
x += CoordsDirectionDelta[direction].x;
y += CoordsDirectionDelta[direction].y;
if (try_add_synchronised_station(x, y, z))
if (try_add_synchronised_station({ x, y, z }))
{
spaceBetween = maxCheckDistance;
continue;
@ -5130,34 +5130,34 @@ void Vehicle::UpdateDoingCircusShow()
* rct2: 0x0068B8BD
* @returns the map element that the vehicle will collide with or NULL if no collisions.
*/
static TileElement* vehicle_check_collision(int16_t x, int16_t y, int16_t z)
static TileElement* vehicle_check_collision(const CoordsXYZ& vehiclePosition)
{
TileElement* tileElement = map_get_first_element_at({ x, y });
TileElement* tileElement = map_get_first_element_at(vehiclePosition);
if (tileElement == nullptr)
{
return nullptr;
}
uint8_t quadrant;
if ((x & 0x1F) >= 16)
if ((vehiclePosition.x & 0x1F) >= 16)
{
quadrant = 1;
if ((y & 0x1F) < 16)
if ((vehiclePosition.y & 0x1F) < 16)
quadrant = 2;
}
else
{
quadrant = 4;
if ((y & 0x1F) >= 16)
if ((vehiclePosition.y & 0x1F) >= 16)
quadrant = 8;
}
do
{
if (z < tileElement->GetBaseZ())
if (vehiclePosition.z < tileElement->GetBaseZ())
continue;
if (z >= tileElement->GetClearanceZ())
if (vehiclePosition.z >= tileElement->GetClearanceZ())
continue;
if (tileElement->GetOccupiedQuadrants() & quadrant)
@ -5398,7 +5398,7 @@ void Vehicle::UpdateCrash()
continue;
}
TileElement* collideElement = vehicle_check_collision(curVehicle->x, curVehicle->y, curVehicle->z);
TileElement* collideElement = vehicle_check_collision({ curVehicle->x, curVehicle->y, curVehicle->z });
if (collideElement == nullptr)
{
curVehicle->sub_state = 1;
@ -7173,10 +7173,10 @@ void Vehicle::UpdateSpinningCar()
*
* rct2: 0x006734B2
*/
static void steam_particle_create(int16_t x, int16_t y, int16_t z)
static void steam_particle_create(const CoordsXYZ& coords)
{
auto surfaceElement = map_get_surface_element_at(CoordsXY{ x, y });
if (surfaceElement != nullptr && z > surfaceElement->GetBaseZ())
auto surfaceElement = map_get_surface_element_at(coords);
if (surfaceElement != nullptr && coords.z > surfaceElement->GetBaseZ())
{
SteamParticle* steam = &create_sprite(SPRITE_IDENTIFIER_MISC)->steam_particle;
if (steam == nullptr)
@ -7189,7 +7189,7 @@ static void steam_particle_create(int16_t x, int16_t y, int16_t z)
steam->type = SPRITE_MISC_STEAM_PARTICLE;
steam->frame = 256;
steam->time_to_move = 0;
steam->MoveTo({ x, y, z });
steam->MoveTo(coords);
}
}
@ -7243,7 +7243,7 @@ void Vehicle::UpdateAdditionalAnimation()
}();
int32_t directionIndex = sprite_direction >> 1;
auto offset = SteamParticleOffsets[typeIndex][directionIndex];
steam_particle_create(x + offset.x, y + offset.y, z + offset.z);
steam_particle_create({ x + offset.x, y + offset.y, z + offset.z });
}
}
}