Refactor and bug fix of scenery removal.

Looks like I might have introduced a bug during my last refactor due to using the same name for multiple variables.
This commit is contained in:
Duncan Frost 2015-05-19 22:08:51 +01:00
parent 5e1ec9134d
commit ebcb4ba480
1 changed files with 105 additions and 94 deletions

View File

@ -58,6 +58,28 @@ static void sub_6A87BB(int x, int y);
static void map_update_grass_length(int x, int y, rct_map_element *mapElement);
static void map_set_grass_length(int x, int y, rct_map_element *mapElement, int length);
void rotate_map_coordinates(sint16* x, sint16* y, uint8 rotation){
int temp;
switch (rotation){
case MAP_ELEMENT_DIRECTION_WEST:
break;
case MAP_ELEMENT_DIRECTION_NORTH:
temp = *x;
*x = *y;
*y = -temp;
break;
case MAP_ELEMENT_DIRECTION_EAST:
*x = -*x;
*y = -*y;
break;
case MAP_ELEMENT_DIRECTION_SOUTH:
temp = *y;
*y = *x;
*x = -temp;
break;
}
}
void map_element_iterator_begin(map_element_iterator *it)
{
it->x = 0;
@ -691,17 +713,30 @@ void game_command_remove_large_scenery(int* eax, int* ebx, int* ecx, int* edx, i
return;
}
uint8 element_found = 0;
rct_map_element* map_element = map_get_first_element_at(x / 32, y / 32);
while(map_element_get_type(map_element) != MAP_ELEMENT_TYPE_SCENERY_MULTIPLE ||
map_element->base_height != base_height ||
map_element->properties.scenerymultiple.type >> 10 != scenerymultiple_index ||
(map_element->type & MAP_ELEMENT_DIRECTION_MASK) != map_element_direction){
map_element++;
if((map_element - 1)->flags & MAP_ELEMENT_FLAG_LAST_TILE){
*ebx = 0;
return;
}
do {
if (map_element_get_type(map_element) != MAP_ELEMENT_TYPE_SCENERY_MULTIPLE)
continue;
if (map_element->base_height != base_height)
continue;
if ((map_element->properties.scenerymultiple.type >> 10) != scenerymultiple_index)
continue;
if ((map_element->type & MAP_ELEMENT_DIRECTION_MASK) != map_element_direction)
continue;
element_found = 1;
break;
} while (!map_element_is_last_for_tile(map_element++));
if (!element_found){
*ebx = 0;
return;
}
if((*ebx & 0x40) && !(map_element->flags & MAP_ELEMENT_FLAG_5)){
*ebx = 0;
return;
@ -718,99 +753,75 @@ void game_command_remove_large_scenery(int* eax, int* ebx, int* ecx, int* edx, i
user_string_free(gBanners[banner_num].string_idx);
}
}
int x2 = scenery_entry->large_scenery.tiles[ecx2].x_offset;
int y2 = scenery_entry->large_scenery.tiles[ecx2].y_offset;
int z2 = (base_height * 8) - scenery_entry->large_scenery.tiles[ecx2].z_offset;
switch(map_element->type & MAP_ELEMENT_DIRECTION_MASK){
case MAP_ELEMENT_DIRECTION_WEST:
break;
case MAP_ELEMENT_DIRECTION_NORTH:{
int temp = x2;
x2 = y2;
y2 = -temp;
}break;
case MAP_ELEMENT_DIRECTION_EAST:
x2 = -x2;
y2 = -y2;
break;
case MAP_ELEMENT_DIRECTION_SOUTH:{
int temp = y2;
y2 = x2;
x2 = -temp;
}break;
}
x2 = -x2 + x;
y2 = -y2 + y;
int i = 0;
while(1){
if(scenery_entry->large_scenery.tiles[i].x_offset == -1){
*ebx = scenery_entry->large_scenery.removal_price * 10;
if(RCT2_GLOBAL(RCT2_ADDRESS_PARK_FLAGS, uint32) & PARK_FLAGS_NO_MONEY){
*ebx = 0;
}
return;
}
int x3 = scenery_entry->large_scenery.tiles[i].x_offset;
int y3 = scenery_entry->large_scenery.tiles[i].y_offset;
int z3 = scenery_entry->large_scenery.tiles[i].z_offset;
switch(map_element->type & MAP_ELEMENT_DIRECTION_MASK){
case MAP_ELEMENT_DIRECTION_WEST:
break;
case MAP_ELEMENT_DIRECTION_NORTH:{
int temp = x3;
x3 = y3;
y3 = -temp;
}break;
case MAP_ELEMENT_DIRECTION_EAST:
x3 = -x3;
y3 = -y3;
break;
case MAP_ELEMENT_DIRECTION_SOUTH:{
int temp = y3;
y3 = x3;
x3 = -temp;
}break;
}
x3 += x2;
y3 += y2;
z3 += z2;
rct_xyz16 firstTile = {
.x = scenery_entry->large_scenery.tiles[ecx2].x_offset,
.y = scenery_entry->large_scenery.tiles[ecx2].y_offset,
.z = (base_height * 8) - scenery_entry->large_scenery.tiles[ecx2].z_offset
};
rotate_map_coordinates(&firstTile.x, &firstTile.y, map_element_direction);
firstTile.x = x - firstTile.x;
firstTile.y = y - firstTile.y;
for (int i = 0; scenery_entry->large_scenery.tiles[i].x_offset != -1; i++){
rct_xyz16 currentTile = {
.x = scenery_entry->large_scenery.tiles[i].x_offset,
.y = scenery_entry->large_scenery.tiles[i].y_offset,
.z = scenery_entry->large_scenery.tiles[i].z_offset
};
rotate_map_coordinates(&currentTile.x, &currentTile.y, map_element_direction);
currentTile.x += firstTile.x;
currentTile.y += firstTile.y;
currentTile.z += firstTile.z;
if (!(RCT2_GLOBAL(RCT2_ADDRESS_SCREEN_FLAGS, uint8) & SCREEN_FLAGS_SCENARIO_EDITOR)){
if (!map_is_location_owned(x3, y3, z3)){
if (!map_is_location_owned(currentTile.x, currentTile.y, currentTile.z)){
*ebx = MONEY32_UNDEFINED;
return;
}
}
if(*ebx & GAME_COMMAND_FLAG_APPLY){
rct_map_element* map_element = map_get_first_element_at(x3 / 32, y3 / 32);
uint8 tile_not_found = 1;
do
{
if (map_element_get_type(map_element) != MAP_ELEMENT_TYPE_SCENERY_MULTIPLE)
continue;
if ((map_element->type & MAP_ELEMENT_DIRECTION_MASK) != map_element_direction)
continue;
if ((map_element->properties.scenerymultiple.type >> 10) != i)
continue;
if (map_element->base_height != z3 / 8)
continue;
map_invalidate_tile_full(x3, y3);
map_element_remove(map_element);
tile_not_found = 0;
break;
} while (!map_element_is_last_for_tile(map_element++));
if (tile_not_found){
log_error("Tile not found when trying to remove element!");
}
}
// If not applying then no need to delete the actual element
if (!(*ebx & GAME_COMMAND_FLAG_APPLY))
continue;
i++;
rct_map_element* sceneryElement = map_get_first_element_at(currentTile.x / 32, currentTile.y / 32);
uint8 tile_not_found = 1;
do
{
if (map_element_get_type(sceneryElement) != MAP_ELEMENT_TYPE_SCENERY_MULTIPLE)
continue;
if ((sceneryElement->type & MAP_ELEMENT_DIRECTION_MASK) != map_element_direction)
continue;
if ((sceneryElement->properties.scenerymultiple.type >> 10) != i)
continue;
if (sceneryElement->base_height != currentTile.z / 8)
continue;
map_invalidate_tile_full(currentTile.x, currentTile.y);
map_element_remove(sceneryElement);
tile_not_found = 0;
break;
} while (!map_element_is_last_for_tile(sceneryElement++));
if (tile_not_found){
log_error("Tile not found when trying to remove element!");
}
}
*ebx = scenery_entry->large_scenery.removal_price * 10;
if (RCT2_GLOBAL(RCT2_ADDRESS_PARK_FLAGS, uint32) & PARK_FLAGS_NO_MONEY){
*ebx = 0;
}
return;
}
/**