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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-17 20:13:07 +01:00

Close #22014: Change crossingMode to a strong enum (#22020)

This commit is contained in:
Michael Steenbeek
2024-05-12 08:46:32 +02:00
committed by GitHub
parent 57a6b0a00c
commit 5407ba2d55
9 changed files with 36 additions and 40 deletions

View File

@@ -154,8 +154,7 @@ GameActions::Result FootpathLayoutPlaceAction::ElementInsertQuery(GameActions::R
// Do not attempt to build a crossing with a queue or a sloped path.
auto isQueue = _constructFlags & PathConstructFlag::IsQueue;
uint8_t crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CREATE_CROSSING_MODE_NONE
: CREATE_CROSSING_MODE_PATH_OVER_TRACK;
auto crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CreateCrossingMode::none : CreateCrossingMode::pathOverTrack;
auto canBuild = MapCanConstructWithClearAt(
{ _loc, zLow, zHigh }, &MapPlaceNonSceneryClearFunc, quarterTile, GetFlags(), crossingMode);
if (!entrancePath && canBuild.Error != GameActions::Status::Ok)
@@ -225,8 +224,7 @@ GameActions::Result FootpathLayoutPlaceAction::ElementInsertExecute(GameActions:
// Do not attempt to build a crossing with a queue or a sloped path.
auto isQueue = _constructFlags & PathConstructFlag::IsQueue;
uint8_t crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CREATE_CROSSING_MODE_NONE
: CREATE_CROSSING_MODE_PATH_OVER_TRACK;
auto crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CreateCrossingMode::none : CreateCrossingMode::pathOverTrack;
auto canBuild = MapCanConstructWithClearAt(
{ _loc, zLow, zHigh }, &MapPlaceNonSceneryClearFunc, quarterTile, GAME_COMMAND_FLAG_APPLY | GetFlags(), crossingMode);
if (!entrancePath && canBuild.Error != GameActions::Status::Ok)

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@@ -303,8 +303,7 @@ GameActions::Result FootpathPlaceAction::ElementInsertQuery(GameActions::Result
// Do not attempt to build a crossing with a queue or a sloped path.
auto isQueue = _constructFlags & PathConstructFlag::IsQueue;
uint8_t crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CREATE_CROSSING_MODE_NONE
: CREATE_CROSSING_MODE_PATH_OVER_TRACK;
auto crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CreateCrossingMode::none : CreateCrossingMode::pathOverTrack;
auto canBuild = MapCanConstructWithClearAt(
{ _loc, zLow, zHigh }, &MapPlaceNonSceneryClearFunc, quarterTile, GetFlags(), crossingMode);
if (!entrancePath && canBuild.Error != GameActions::Status::Ok)
@@ -373,8 +372,7 @@ GameActions::Result FootpathPlaceAction::ElementInsertExecute(GameActions::Resul
// Do not attempt to build a crossing with a queue or a sloped.
auto isQueue = _constructFlags & PathConstructFlag::IsQueue;
uint8_t crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CREATE_CROSSING_MODE_NONE
: CREATE_CROSSING_MODE_PATH_OVER_TRACK;
auto crossingMode = isQueue || (_slope != kTileSlopeFlat) ? CreateCrossingMode::none : CreateCrossingMode::pathOverTrack;
auto canBuild = MapCanConstructWithClearAt(
{ _loc, zLow, zHigh }, &MapPlaceNonSceneryClearFunc, quarterTile, GAME_COMMAND_FLAG_APPLY | GetFlags(), crossingMode);
if (!entrancePath && canBuild.Error != GameActions::Status::Ok)

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@@ -139,7 +139,7 @@ GameActions::Result LandSetHeightAction::Query() const
auto clearResult = MapCanConstructWithClearAt(
{ _coords, _height * COORDS_Z_STEP, zCorner * COORDS_Z_STEP }, &MapSetLandHeightClearFunc, { 0b1111, 0 }, 0,
CREATE_CROSSING_MODE_NONE);
CreateCrossingMode::none);
if (clearResult.Error != GameActions::Status::Ok)
{
clearResult.Error = GameActions::Status::Disallowed;

View File

@@ -135,7 +135,7 @@ GameActions::Result LargeSceneryPlaceAction::Query() const
QuarterTile quarterTile = QuarterTile{ static_cast<uint8_t>(tile->flags >> 12), 0 }.Rotate(_loc.direction);
const auto isTree = (sceneryEntry->flags & LARGE_SCENERY_FLAG_IS_TREE) != 0;
auto canBuild = MapCanConstructWithClearAt(
{ curTile, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags(), CREATE_CROSSING_MODE_NONE, isTree);
{ curTile, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags(), CreateCrossingMode::none, isTree);
if (canBuild.Error != GameActions::Status::Ok)
{
canBuild.ErrorTitle = STR_CANT_POSITION_THIS_HERE;
@@ -273,7 +273,7 @@ GameActions::Result LargeSceneryPlaceAction::Execute() const
QuarterTile quarterTile = QuarterTile{ static_cast<uint8_t>(tile->flags >> 12), 0 }.Rotate(_loc.direction);
const auto isTree = (sceneryEntry->flags & LARGE_SCENERY_FLAG_IS_TREE) != 0;
auto canBuild = MapCanConstructWithClearAt(
{ curTile, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags(), CREATE_CROSSING_MODE_NONE, isTree);
{ curTile, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags(), CreateCrossingMode::none, isTree);
if (canBuild.Error != GameActions::Status::Ok)
{
if (banner != nullptr)

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@@ -271,7 +271,7 @@ GameActions::Result SmallSceneryPlaceAction::Query() const
QuarterTile quarterTile = QuarterTile{ collisionQuadrants, supports }.Rotate(quadRotation);
const auto isTree = sceneryEntry->HasFlag(SMALL_SCENERY_FLAG_IS_TREE);
auto canBuild = MapCanConstructWithClearAt(
{ _loc, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags(), CREATE_CROSSING_MODE_NONE, isTree);
{ _loc, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags(), CreateCrossingMode::none, isTree);
if (canBuild.Error != GameActions::Status::Ok)
{
canBuild.ErrorTitle = STR_CANT_POSITION_THIS_HERE;
@@ -411,7 +411,7 @@ GameActions::Result SmallSceneryPlaceAction::Execute() const
const auto isTree = sceneryEntry->HasFlag(SMALL_SCENERY_FLAG_IS_TREE);
auto canBuild = MapCanConstructWithClearAt(
{ _loc, zLow, zHigh }, &MapPlaceSceneryClearFunc, quarterTile, GetFlags() | GAME_COMMAND_FLAG_APPLY,
CREATE_CROSSING_MODE_NONE, isTree);
CreateCrossingMode::none, isTree);
if (canBuild.Error != GameActions::Status::Ok)
{
canBuild.ErrorTitle = STR_CANT_POSITION_THIS_HERE;

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@@ -261,10 +261,10 @@ GameActions::Result TrackPlaceAction::Query() const
GameActions::Status::InvalidParameters, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_TOO_HIGH);
}
uint8_t crossingMode = (ride->GetRideTypeDescriptor().HasFlag(RIDE_TYPE_FLAG_SUPPORTS_LEVEL_CROSSINGS)
&& _trackType == TrackElemType::Flat)
? CREATE_CROSSING_MODE_TRACK_OVER_PATH
: CREATE_CROSSING_MODE_NONE;
auto crossingMode = (ride->GetRideTypeDescriptor().HasFlag(RIDE_TYPE_FLAG_SUPPORTS_LEVEL_CROSSINGS)
&& _trackType == TrackElemType::Flat)
? CreateCrossingMode::trackOverPath
: CreateCrossingMode::none;
auto canBuild = MapCanConstructWithClearAt(
{ mapLoc, baseZ, clearanceZ }, &MapPlaceNonSceneryClearFunc, quarterTile, GetFlags(), crossingMode);
if (canBuild.Error != GameActions::Status::Ok)
@@ -477,10 +477,10 @@ GameActions::Result TrackPlaceAction::Execute() const
clearanceZ = Floor2(clearanceZ, COORDS_Z_STEP) + baseZ;
const auto mapLocWithClearance = CoordsXYRangedZ(mapLoc, baseZ, clearanceZ);
uint8_t crossingMode = (ride->GetRideTypeDescriptor().HasFlag(RIDE_TYPE_FLAG_SUPPORTS_LEVEL_CROSSINGS)
&& _trackType == TrackElemType::Flat)
? CREATE_CROSSING_MODE_TRACK_OVER_PATH
: CREATE_CROSSING_MODE_NONE;
auto crossingMode = (ride->GetRideTypeDescriptor().HasFlag(RIDE_TYPE_FLAG_SUPPORTS_LEVEL_CROSSINGS)
&& _trackType == TrackElemType::Flat)
? CreateCrossingMode::trackOverPath
: CreateCrossingMode::none;
auto canBuild = MapCanConstructWithClearAt(
mapLocWithClearance, &MapPlaceNonSceneryClearFunc, quarterTile, GetFlags() | GAME_COMMAND_FLAG_APPLY, crossingMode);
if (canBuild.Error != GameActions::Status::Ok)
@@ -491,7 +491,7 @@ GameActions::Result TrackPlaceAction::Execute() const
costs += canBuild.Cost;
// When building a level crossing, remove any pre-existing path furniture.
if (crossingMode == CREATE_CROSSING_MODE_TRACK_OVER_PATH && !(GetFlags() & GAME_COMMAND_FLAG_GHOST))
if (crossingMode == CreateCrossingMode::trackOverPath && !(GetFlags() & GAME_COMMAND_FLAG_GHOST))
{
auto footpathElement = MapGetFootpathElement(mapLoc);
if (footpathElement != nullptr && footpathElement->HasAddition())

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@@ -80,7 +80,7 @@ int32_t MapPlaceNonSceneryClearFunc(TileElement** tile_element, const CoordsXY&
static bool MapLoc68BABCShouldContinue(
TileElement** tileElementPtr, const CoordsXYRangedZ& pos, CLEAR_FUNC clearFunc, uint8_t flags, money64& price,
uint8_t crossingMode, bool canBuildCrossing)
CreateCrossingMode crossingMode, bool canBuildCrossing)
{
if (clearFunc != nullptr)
{
@@ -90,17 +90,16 @@ static bool MapLoc68BABCShouldContinue(
}
}
// Crossing mode 1: building track over path
auto tileElement = *tileElementPtr;
if (crossingMode == 1 && canBuildCrossing && tileElement->GetType() == TileElementType::Path
if (crossingMode == CreateCrossingMode::trackOverPath && canBuildCrossing && tileElement->GetType() == TileElementType::Path
&& tileElement->GetBaseZ() == pos.baseZ && !tileElement->AsPath()->IsQueue() && !tileElement->AsPath()->IsSloped())
{
return true;
}
// Crossing mode 2: building path over track
else if (
crossingMode == 2 && canBuildCrossing && tileElement->GetType() == TileElementType::Track
&& tileElement->GetBaseZ() == pos.baseZ && tileElement->AsTrack()->GetTrackType() == TrackElemType::Flat)
crossingMode == CreateCrossingMode::pathOverTrack && canBuildCrossing
&& tileElement->GetType() == TileElementType::Track && tileElement->GetBaseZ() == pos.baseZ
&& tileElement->AsTrack()->GetTrackType() == TrackElemType::Flat)
{
auto ride = GetRide(tileElement->AsTrack()->GetRideIndex());
if (ride != nullptr && ride->GetRideTypeDescriptor().HasFlag(RIDE_TYPE_FLAG_SUPPORTS_LEVEL_CROSSINGS))
@@ -123,7 +122,8 @@ static bool MapLoc68BABCShouldContinue(
* bl = bl
*/
GameActions::Result MapCanConstructWithClearAt(
const CoordsXYRangedZ& pos, CLEAR_FUNC clearFunc, QuarterTile quarterTile, uint8_t flags, uint8_t crossingMode, bool isTree)
const CoordsXYRangedZ& pos, CLEAR_FUNC clearFunc, QuarterTile quarterTile, uint8_t flags, CreateCrossingMode crossingMode,
bool isTree)
{
auto res = GameActions::Result();

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@@ -22,6 +22,16 @@ class QuarterTile;
using CLEAR_FUNC = int32_t (*)(TileElement** tile_element, const CoordsXY& coords, uint8_t flags, money64* price);
// Used when calling MapCanConstructWithClearAt();
// This assumes that the caller has already done the check on the element it wants to place,
// as this function can only check the element the player wants to build through.
enum class CreateCrossingMode
{
none,
trackOverPath,
pathOverTrack,
};
int32_t MapPlaceNonSceneryClearFunc(TileElement** tile_element, const CoordsXY& coords, uint8_t flags, money64* price);
int32_t MapPlaceSceneryClearFunc(TileElement** tile_element, const CoordsXY& coords, uint8_t flags, money64* price);
@@ -32,7 +42,7 @@ struct ConstructClearResult
[[nodiscard]] GameActions::Result MapCanConstructWithClearAt(
const CoordsXYRangedZ& pos, CLEAR_FUNC clearFunc, QuarterTile quarterTile, uint8_t flags,
uint8_t crossingMode = CREATE_CROSSING_MODE_NONE, bool isTree = false);
CreateCrossingMode crossingMode = CreateCrossingMode::none, bool isTree = false);
[[nodiscard]] GameActions::Result MapCanConstructAt(const CoordsXYRangedZ& pos, QuarterTile bl);

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@@ -91,16 +91,6 @@ enum
MAP_SELECT_TYPE_EDGE_3,
};
// Used when calling MapCanConstructWithClearAt();
// This assumes that the caller has already done the check on the element it wants to place,
// as this function can only check the element the player wants to build through.
enum
{
CREATE_CROSSING_MODE_NONE,
CREATE_CROSSING_MODE_TRACK_OVER_PATH,
CREATE_CROSSING_MODE_PATH_OVER_TRACK,
};
extern const std::array<CoordsXY, 8> CoordsDirectionDelta;
extern const TileCoordsXY TileDirectionDelta[];