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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-15 19:13:07 +01:00
Fix cases where land would not be smoothed properly
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@@ -2116,7 +2116,7 @@ static money32 smooth_land_tile(sint32 direction, uint8 flags, sint32 x, sint32
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static money32 smooth_land_row_by_edge(sint32 flags, sint32 x, sint32 y, sint32 expectedLandHeight1, sint32 expectedLandHeight2, sint32 stepX, sint32 stepY, sint32 direction1, sint32 direction2, sint32 checkDirection1, sint32 checkDirection2, bool raiseLand)
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{
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bool shouldContinue = true;
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uint8 shouldContinue = 0xF;
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sint32 landChangePerTile = raiseLand ? -2 : 2;
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rct_map_element *mapElement, *nextMapElement;
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money32 totalCost = 0;
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@@ -2132,77 +2132,90 @@ static money32 smooth_land_row_by_edge(sint32 flags, sint32 x, sint32 y, sint32
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return 0;
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}
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if (map_element_get_corner_height(mapElement, checkDirection1) != expectedLandHeight1 + (raiseLand ? -2 : 2)) {
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return 0;
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shouldContinue &= ~0x1;
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}
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if (map_element_get_corner_height(mapElement, checkDirection2) != expectedLandHeight2 + (raiseLand ? -2 : 2)) {
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return 0;
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shouldContinue &= ~0x2;
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}
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if (map_element_get_corner_height(mapElement, checkDirection1) != map_element_get_corner_height(nextMapElement, direction1)) {
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return 0;
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shouldContinue &= ~0x1;
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}
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if (map_element_get_corner_height(mapElement, checkDirection2) != map_element_get_corner_height(nextMapElement, direction2)) {
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return 0;
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shouldContinue &= ~0x2;
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}
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while (shouldContinue)
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while ((shouldContinue & 0x3) != 0)
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{
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shouldContinue = ((shouldContinue << 2) | 0x3) & shouldContinue;
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x += stepX;
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y += stepY;
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// check if we need to continue after raising the current tile
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// this needs to be checked before the tile is changed
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if (!map_is_location_valid(x + stepX, y + stepY)) {
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shouldContinue = false;
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shouldContinue &= ~0x3;
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}
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else
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{
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mapElement = nextMapElement;
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nextMapElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
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if (nextMapElement == NULL) {
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shouldContinue = false;
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shouldContinue &= ~0x3;
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}
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if (map_element_get_corner_height(mapElement, direction1) + landChangePerTile != map_element_get_corner_height(mapElement, checkDirection1)) {
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shouldContinue = false;
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shouldContinue &= ~0x1;
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}
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if (map_element_get_corner_height(mapElement, direction2) + landChangePerTile != map_element_get_corner_height(mapElement, checkDirection2)) {
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if (shouldContinue)
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{
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//totalCost += smooth_land_row_by_corner(flags, x, y, expectedLandHeight1, stepX, stepY, direction1, checkDirection1, raiseLand, landChangePerTile);
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}
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shouldContinue = false;
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shouldContinue &= ~0x2;
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}
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if (shouldContinue && map_element_get_corner_height(mapElement, checkDirection1) != map_element_get_corner_height(nextMapElement, direction1)) {
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shouldContinue = false;
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if ((shouldContinue & 0x1) && map_element_get_corner_height(mapElement, checkDirection1) != map_element_get_corner_height(nextMapElement, direction1)) {
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shouldContinue &= ~0x1;
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}
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if (shouldContinue && map_element_get_corner_height(mapElement, checkDirection2) != map_element_get_corner_height(nextMapElement, direction2)) {
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shouldContinue = false;
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if ((shouldContinue & 0x2) && map_element_get_corner_height(mapElement, checkDirection2) != map_element_get_corner_height(nextMapElement, direction2)) {
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shouldContinue &= ~0x2;
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}
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}
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expectedLandHeight1 += landChangePerTile;
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// change land of current tile
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sint32 targetBaseZ = mapElement->base_height;
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sint32 slope = mapElement->properties.surface.slope & MAP_ELEMENT_SLOPE_MASK;
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sint32 oldSlope = slope;
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if (raiseLand) {
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slope = map_element_raise_styles[direction1][slope];
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if (slope & 0x20) {
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targetBaseZ += 2;
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slope &= ~0x20;
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if (shouldContinue & 0x4) {
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slope = map_element_raise_styles[direction1][slope];
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if (slope & 0x20) {
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targetBaseZ += 2;
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slope &= ~0x20;
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}
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}
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slope = map_element_raise_styles[direction2][slope];
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if (slope & 0x20) {
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targetBaseZ += 2;
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slope &= ~0x20;
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if ((shouldContinue & 0x8) &&
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map_get_corner_height(mapElement->base_height, oldSlope, direction2) ==
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map_get_corner_height(targetBaseZ, slope, direction2))
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{
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slope = map_element_raise_styles[direction2][slope];
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if (slope & 0x20) {
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targetBaseZ += 2;
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slope &= ~0x20;
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}
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}
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}
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else
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{
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slope = map_element_lower_styles[direction1][slope];
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if (slope & 0x20) {
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targetBaseZ -= 2;
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slope &= ~0x20;
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if (shouldContinue & 0x4) {
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slope = map_element_lower_styles[direction1][slope];
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if (slope & 0x20) {
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targetBaseZ -= 2;
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slope &= ~0x20;
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}
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}
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slope = map_element_lower_styles[direction2][slope];
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if (slope & 0x20) {
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targetBaseZ -= 2;
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slope &= ~0x20;
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if ((shouldContinue & 0x8) &&
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map_get_corner_height(mapElement->base_height, oldSlope, direction2) ==
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map_get_corner_height(targetBaseZ, slope, direction2))
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{
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slope = map_element_lower_styles[direction2][slope];
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if (slope & 0x20) {
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targetBaseZ -= 2;
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slope &= ~0x20;
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}
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}
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}
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result = game_do_command(x, flags, y, targetBaseZ | (slope << 8), GAME_COMMAND_SET_LAND_HEIGHT, 0, 0);
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@@ -2267,9 +2280,10 @@ static money32 smooth_land_row_by_corner(sint32 flags, sint32 x, sint32 y, sint3
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shouldContinue = false;
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}
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}
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if (stepX*stepY != 0) {
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totalCost += smooth_land_row_by_corner(flags, x, y, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction, (checkDirection + 1)%4, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, x, y, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction, (checkDirection + 3)%4, raiseLand);
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if (stepX*stepY != 0)
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{
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totalCost += smooth_land_row_by_corner(flags, x, y, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction, checkDirection ^ 3, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, x, y, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction, checkDirection ^ 1, raiseLand);
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}
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expectedLandHeight += landChangePerTile;
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// change land of current tile
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@@ -2362,6 +2376,7 @@ static money32 smooth_land(sint32 flags, sint32 centreX, sint32 centreY, sint32
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// Then do the smoothing
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if (fullTile) {
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// Smooth the corners
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sint32 z = clamp(minHeight, map_element_get_corner_height(mapElement, 2), maxHeight);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, -32, 0, 2, raiseLand);
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mapElement = map_get_surface_element_at(mapLeft >> 5, mapBottom >> 5);
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@@ -2374,6 +2389,7 @@ static money32 smooth_land(sint32 flags, sint32 centreX, sint32 centreY, sint32
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z = clamp(minHeight, map_element_get_corner_height(mapElement, 1), maxHeight);
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totalCost += smooth_land_row_by_corner(flags, mapRight, mapTop, z, 32, -32, 3, 1, raiseLand);
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// Smooth the edges
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sint32 x = mapLeft;
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sint32 y, z2;
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for (y = mapTop; y <= mapBottom; y += 32)
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@@ -2408,8 +2424,10 @@ static money32 smooth_land(sint32 flags, sint32 centreX, sint32 centreY, sint32
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totalCost += smooth_land_row_by_edge(flags, x, y, z, z2, 0, 32, 1, 2, 0, 3, raiseLand);
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}
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}
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else // fullTile
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else
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{
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// One corner tile selected
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// Smooth the corners
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sint32 z = map_get_corner_height(newBaseZ, newSlope, 2);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, -32, 0, 2, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 0);
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@@ -2419,42 +2437,43 @@ static money32 smooth_land(sint32 flags, sint32 centreX, sint32 centreY, sint32
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z = map_get_corner_height(newBaseZ, newSlope, 1);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, -32, 3, 1, raiseLand);
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// Smooth the edges
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switch (command & 0x7FFF) {
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case MAP_SELECT_TYPE_CORNER_0:
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z = map_get_corner_height(newBaseZ, newSlope, 0);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 3, 0, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 1, 0, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 1);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 0, 1, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 3);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 0, 3, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 0, 3, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 1);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 0, 1, raiseLand);
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break;
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case MAP_SELECT_TYPE_CORNER_1:
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z = map_get_corner_height(newBaseZ, newSlope, 1);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 2, 1, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 0, 1, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 0);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 1, 0, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 2);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 1, 2, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 1, 2, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 0);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 1, 0, raiseLand);
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break;
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case MAP_SELECT_TYPE_CORNER_2:
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z = map_get_corner_height(newBaseZ, newSlope, 2);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 1, 2, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 3, 2, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 3);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 2, 3, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 1);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 2, 1, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 2, 1, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 3);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 2, 3, raiseLand);
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break;
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case MAP_SELECT_TYPE_CORNER_3:
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z = map_get_corner_height(newBaseZ, newSlope, 3);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 0, 3, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 2, 3, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 2);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 3, 2, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 0);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 3, 0, raiseLand);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 3, 0, raiseLand);
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z = map_get_corner_height(newBaseZ, newSlope, 2);
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totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 3, 2, raiseLand);
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break;
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}
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}
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