mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-18 20:43:04 +01:00
Implement LandSmoothAction
This commit is contained in:
@@ -29,6 +29,7 @@
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#include <openrct2/actions/FootpathSceneryPlaceAction.hpp>
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#include <openrct2/actions/LandLowerAction.hpp>
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#include <openrct2/actions/LandRaiseAction.hpp>
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#include <openrct2/actions/LandSmoothAction.hpp>
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#include <openrct2/actions/LoadOrQuitAction.hpp>
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#include <openrct2/actions/PauseToggleAction.hpp>
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#include <openrct2/actions/SmallSceneryPlaceAction.hpp>
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@@ -2892,13 +2893,15 @@ static money32 selection_raise_land(uint8_t flags)
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centreX += 16;
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centreY += 16;
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uint32_t xBounds = (gMapSelectPositionA.x & 0xFFFF) | (gMapSelectPositionB.x << 16);
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uint32_t yBounds = (gMapSelectPositionA.y & 0xFFFF) | (gMapSelectPositionB.y << 16);
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gGameCommandErrorTitle = STR_CANT_RAISE_LAND_HERE;
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if (gLandMountainMode)
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{
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return game_do_command(centreX, flags, centreY, xBounds, GAME_COMMAND_EDIT_LAND_SMOOTH, gMapSelectType, yBounds);
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auto landSmoothAction = LandSmoothAction(
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{ centreX, centreY },
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{ gMapSelectPositionA.x, gMapSelectPositionA.y, gMapSelectPositionB.x, gMapSelectPositionB.y }, gMapSelectType,
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false);
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auto res = (flags & GAME_COMMAND_FLAG_APPLY) ? GameActions::Execute(&landSmoothAction)
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: GameActions::Query(&landSmoothAction);
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return res->Error == GA_ERROR::OK ? res->Cost : MONEY32_UNDEFINED;
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}
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else
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{
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@@ -2923,14 +2926,15 @@ static money32 selection_lower_land(uint8_t flags)
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centreX += 16;
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centreY += 16;
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uint32_t xBounds = (gMapSelectPositionA.x & 0xFFFF) | (gMapSelectPositionB.x << 16);
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uint32_t yBounds = (gMapSelectPositionA.y & 0xFFFF) | (gMapSelectPositionB.y << 16);
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gGameCommandErrorTitle = STR_CANT_LOWER_LAND_HERE;
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if (gLandMountainMode)
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{
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return game_do_command(
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centreX, flags, centreY, xBounds, GAME_COMMAND_EDIT_LAND_SMOOTH, 0x8000 + gMapSelectType, yBounds);
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auto landSmoothAction = LandSmoothAction(
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{ centreX, centreY },
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{ gMapSelectPositionA.x, gMapSelectPositionA.y, gMapSelectPositionB.x, gMapSelectPositionB.y }, gMapSelectType,
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true);
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auto res = (flags & GAME_COMMAND_FLAG_APPLY) ? GameActions::Execute(&landSmoothAction)
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: GameActions::Query(&landSmoothAction);
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return res->Error == GA_ERROR::OK ? res->Cost : MONEY32_UNDEFINED;
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}
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else
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{
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@@ -21,6 +21,7 @@
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#include "LandLowerAction.hpp"
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#include "LandRaiseAction.hpp"
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#include "LandSetHeightAction.hpp"
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#include "LandSmoothAction.hpp"
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#include "LargeSceneryRemoveAction.hpp"
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#include "LoadOrQuitAction.hpp"
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#include "MazeSetTrackAction.hpp"
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@@ -115,6 +116,7 @@ namespace GameActions
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Register<LandLowerAction>();
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Register<LandRaiseAction>();
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Register<LandSetHeightAction>();
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Register<LandSmoothAction>();
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Register<TrackPlaceAction>();
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Register<TrackRemoveAction>();
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Register<TrackSetBrakeSpeedAction>();
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628
src/openrct2/actions/LandSmoothAction.hpp
Normal file
628
src/openrct2/actions/LandSmoothAction.hpp
Normal file
@@ -0,0 +1,628 @@
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/*****************************************************************************
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* Copyright (c) 2014-2019 OpenRCT2 developers
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*
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* For a complete list of all authors, please refer to contributors.md
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* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is licensed under the GNU General Public License version 3.
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*****************************************************************************/
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#pragma once
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#include "../Context.h"
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#include "../OpenRCT2.h"
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#include "../actions/LandSetHeightAction.hpp"
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#include "../audio/audio.h"
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#include "../interface/Window.h"
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#include "../localisation/Localisation.h"
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#include "../localisation/StringIds.h"
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#include "../management/Finance.h"
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#include "../ride/RideData.h"
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#include "../windows/Intent.h"
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#include "../world/Park.h"
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#include "../world/Scenery.h"
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#include "../world/Sprite.h"
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#include "../world/Surface.h"
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#include "GameAction.h"
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DEFINE_GAME_ACTION(LandSmoothAction, GAME_COMMAND_EDIT_LAND_SMOOTH, GameActionResult)
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{
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private:
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CoordsXY _coords;
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MapRange _range;
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uint8_t _selectionType;
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bool _isLowering;
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constexpr static rct_string_id _ErrorTitles[] = { STR_CANT_LOWER_LAND_HERE, STR_CANT_RAISE_LAND_HERE };
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public:
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LandSmoothAction()
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{
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}
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LandSmoothAction(CoordsXY coords, MapRange range, uint8_t selectionType, bool isLowering)
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: _coords(coords)
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, _range(range)
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, _selectionType(selectionType)
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, _isLowering(isLowering)
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{
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}
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uint16_t GetActionFlags() const override
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{
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return GameAction::GetActionFlags();
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}
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void Serialise(DataSerialiser & stream) override
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{
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GameAction::Serialise(stream);
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stream << DS_TAG(_coords) << DS_TAG(_range) << DS_TAG(_selectionType) << DS_TAG(_isLowering);
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}
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GameActionResult::Ptr Query() const override
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{
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return smooth_land(false);
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}
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GameActionResult::Ptr Execute() const override
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{
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return smooth_land(true);
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}
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private:
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GameActionResult::Ptr QueryExecute(bool isExecuting) const
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{
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auto res = MakeResult();
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return res;
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}
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money32 smooth_land_tile(
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int32_t direction, bool isExecuting, int32_t x, int32_t y, TileElement * tileElement) const
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{
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int32_t targetBaseZ = tileElement->base_height;
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int32_t slope = tileElement->AsSurface()->GetSlope();
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if (_isLowering)
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{
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slope = tile_element_lower_styles[direction][slope];
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if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
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{
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targetBaseZ -= 2;
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slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
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}
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}
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else
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{
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slope = tile_element_raise_styles[direction][slope];
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if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
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{
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targetBaseZ += 2;
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slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
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}
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}
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auto landSetHeightAction = LandSetHeightAction({ x, y }, targetBaseZ, slope);
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landSetHeightAction.SetFlags(GetFlags());
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auto res = isExecuting ? GameActions::ExecuteNested(&landSetHeightAction)
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: GameActions::QueryNested(&landSetHeightAction);
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if (res->Error == GA_ERROR::OK)
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{
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return res->Cost;
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}
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else
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{
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return MONEY32_UNDEFINED;
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}
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}
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money32 smooth_land_row_by_edge(
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bool isExecuting, int32_t x, int32_t y, int32_t expectedLandHeight1, int32_t expectedLandHeight2, int32_t stepX,
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int32_t stepY, int32_t direction1, int32_t direction2, int32_t checkDirection1, int32_t checkDirection2) const
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{
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uint8_t shouldContinue = 0xF;
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int32_t landChangePerTile = _isLowering ? 2 : -2;
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TileElement *tileElement, *nextTileElement;
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money32 totalCost = 0;
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// check if we need to start at all
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if (!map_is_location_valid({ x, y }) || !map_is_location_valid({ x + stepX, y + stepY }))
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{
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return 0;
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}
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tileElement = map_get_surface_element_at({ x, y });
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nextTileElement = map_get_surface_element_at({ x + stepX, y + stepY });
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if (tileElement == nullptr || nextTileElement == nullptr)
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{
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return 0;
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}
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if (tile_element_get_corner_height(tileElement, checkDirection1) != expectedLandHeight1 + landChangePerTile)
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{
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shouldContinue &= ~0x1;
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}
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if (tile_element_get_corner_height(tileElement, checkDirection2) != expectedLandHeight2 + landChangePerTile)
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{
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shouldContinue &= ~0x2;
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}
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if (tile_element_get_corner_height(tileElement, checkDirection1)
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!= tile_element_get_corner_height(nextTileElement, direction1))
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{
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shouldContinue &= ~0x1;
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}
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if (tile_element_get_corner_height(tileElement, checkDirection2)
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!= tile_element_get_corner_height(nextTileElement, direction2))
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{
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shouldContinue &= ~0x2;
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}
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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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{
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shouldContinue &= ~0x3;
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}
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else
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{
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tileElement = nextTileElement;
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nextTileElement = map_get_surface_element_at({ x + stepX, y + stepY });
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if (nextTileElement == nullptr)
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{
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shouldContinue &= ~0x3;
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}
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if (tile_element_get_corner_height(tileElement, direction1) + landChangePerTile
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!= tile_element_get_corner_height(tileElement, checkDirection1))
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{
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shouldContinue &= ~0x1;
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}
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if (tile_element_get_corner_height(tileElement, direction2) + landChangePerTile
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!= tile_element_get_corner_height(tileElement, checkDirection2))
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{
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shouldContinue &= ~0x2;
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}
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if ((shouldContinue & 0x1)
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&& tile_element_get_corner_height(tileElement, checkDirection1)
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!= tile_element_get_corner_height(nextTileElement, direction1))
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{
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shouldContinue &= ~0x1;
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}
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if ((shouldContinue & 0x2)
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&& tile_element_get_corner_height(tileElement, checkDirection2)
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!= tile_element_get_corner_height(nextTileElement, direction2))
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{
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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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int32_t targetBaseZ = tileElement->base_height;
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int32_t slope = tileElement->AsSurface()->GetSlope();
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int32_t oldSlope = slope;
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if (_isLowering)
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{
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if (shouldContinue & 0x4)
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{
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slope = tile_element_lower_styles[direction1][slope];
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if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
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{
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targetBaseZ -= 2;
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slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
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}
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}
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if ((shouldContinue & 0x8)
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&& map_get_corner_height(tileElement->base_height, oldSlope, direction2)
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== map_get_corner_height(targetBaseZ, slope, direction2))
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{
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slope = tile_element_lower_styles[direction2][slope];
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if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
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{
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targetBaseZ -= 2;
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slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
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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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if (shouldContinue & 0x4)
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{
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slope = tile_element_raise_styles[direction1][slope];
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if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
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{
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targetBaseZ += 2;
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slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
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}
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}
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if ((shouldContinue & 0x8)
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&& map_get_corner_height(tileElement->base_height, oldSlope, direction2)
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== map_get_corner_height(targetBaseZ, slope, direction2))
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{
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slope = tile_element_raise_styles[direction2][slope];
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if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
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{
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targetBaseZ += 2;
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slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
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}
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}
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}
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auto landSetHeightAction = LandSetHeightAction({ x, y }, targetBaseZ, slope);
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landSetHeightAction.SetFlags(GetFlags());
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auto res = isExecuting ? GameActions::ExecuteNested(&landSetHeightAction)
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: GameActions::QueryNested(&landSetHeightAction);
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if (res->Error == GA_ERROR::OK)
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{
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totalCost += res->Cost;
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}
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}
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return totalCost;
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}
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money32 smooth_land_row_by_corner(
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bool isExecuting, int32_t x, int32_t y, int32_t expectedLandHeight, int32_t stepX, int32_t stepY, int32_t direction,
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int32_t checkDirection) const
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{
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bool shouldContinue = true;
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TileElement *tileElement, *nextTileElement;
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money32 totalCost = 0;
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money32 result;
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int32_t landChangePerTile;
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if (stepX == 0 || stepY == 0)
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{
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landChangePerTile = _isLowering ? 2 : -2;
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}
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else
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{
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landChangePerTile = _isLowering ? 4 : -4;
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}
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// check if we need to start at all
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if (!map_is_location_valid({ x, y }) || !map_is_location_valid({ x + stepX, y + stepY }))
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{
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return 0;
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}
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tileElement = map_get_surface_element_at({ x, y });
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nextTileElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
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if (tileElement == nullptr || nextTileElement == nullptr)
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{
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return 0;
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}
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if (tile_element_get_corner_height(tileElement, checkDirection) != expectedLandHeight + (_isLowering ? 2 : -2))
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{
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return 0;
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}
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if (tile_element_get_corner_height(tileElement, checkDirection)
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!= tile_element_get_corner_height(nextTileElement, direction))
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{
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return 0;
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}
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while (shouldContinue)
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{
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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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{
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shouldContinue = false;
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}
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else
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{
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tileElement = nextTileElement;
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nextTileElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
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if (nextTileElement == nullptr)
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{
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shouldContinue = false;
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}
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if (tile_element_get_corner_height(tileElement, direction) + landChangePerTile
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!= tile_element_get_corner_height(tileElement, checkDirection))
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{
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shouldContinue = false;
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}
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if (shouldContinue
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&& tile_element_get_corner_height(tileElement, checkDirection)
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!= tile_element_get_corner_height(nextTileElement, direction))
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{
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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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{
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totalCost += smooth_land_row_by_corner(
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isExecuting, x, y, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction, checkDirection ^ 3
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);
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totalCost += smooth_land_row_by_corner(
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isExecuting, x, y, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction, checkDirection ^ 1
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);
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}
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expectedLandHeight += landChangePerTile;
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// change land of current tile
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result = smooth_land_tile(direction, isExecuting, x, y, tileElement);
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if (result != MONEY32_UNDEFINED)
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{
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totalCost += result;
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}
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}
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return totalCost;
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}
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GameActionResult::Ptr smooth_land(bool isExecuting) const
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{
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// break up information in command
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const bool raiseLand = !_isLowering;
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const int32_t selectionType = _selectionType;
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const int32_t heightOffset = raiseLand ? 2 : -2;
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auto normRange = _range.Normalise();
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// Cap bounds to map
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auto l = std::max(normRange.GetLeft(), 32);
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auto t = std::max(normRange.GetTop(), 32);
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auto r = std::clamp(normRange.GetRight(), 0, (MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);
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auto b = std::clamp(normRange.GetBottom(), 0, (MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);
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auto validRange = MapRange{ l, t, r, b };
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// Play sound (only once)
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int32_t centreZ = tile_element_height(_coords.x, _coords.y) & 0xFFFF;
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auto res = MakeResult();
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res->ErrorTitle = _ErrorTitles[_isLowering ? 0 : 1];
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res->Position = { _coords.x, _coords.y, centreZ };
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// Do the smoothing
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switch (selectionType)
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{
|
||||
case MAP_SELECT_TYPE_FULL:
|
||||
{
|
||||
uint8_t minHeight = heightOffset + map_get_lowest_land_height(validRange.GetLeft(), validRange.GetRight(), validRange.GetTop(), validRange.GetBottom());
|
||||
uint8_t maxHeight = heightOffset
|
||||
+ map_get_highest_land_height(
|
||||
validRange.GetLeft(), validRange.GetRight(), validRange.GetTop(),
|
||||
validRange.GetBottom());
|
||||
|
||||
// Smooth the 4 corners
|
||||
{ // top-left
|
||||
TileElement* tileElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
|
||||
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_corner(
|
||||
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, -32, 0, 2);
|
||||
}
|
||||
{ // bottom-left
|
||||
TileElement* tileElement = map_get_surface_element_at(
|
||||
{ validRange.GetLeft(), validRange.GetBottom() });
|
||||
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetBottom(), z, -32, 32, 1, 3);
|
||||
}
|
||||
{ // bottom-right
|
||||
TileElement* tileElement = map_get_surface_element_at(
|
||||
{ validRange.GetRight(), validRange.GetBottom() } );
|
||||
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetRight(), validRange.GetBottom(), z, 32, 32, 2, 0);
|
||||
}
|
||||
{ // top-right
|
||||
TileElement* tileElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetTop() });
|
||||
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetRight(), validRange.GetTop(), z, 32, -32, 3, 1);
|
||||
}
|
||||
|
||||
// Smooth the edges
|
||||
TileElement* tileElement = nullptr;
|
||||
int32_t z1, z2;
|
||||
for (int32_t y = validRange.GetTop(); y <= validRange.GetBottom(); y += 32)
|
||||
{
|
||||
tileElement = map_get_surface_element_at({ validRange.GetLeft(), y });
|
||||
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
|
||||
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_edge(isExecuting, validRange.GetLeft(), y, z1, z2, -32, 0, 0, 1, 3, 2);
|
||||
|
||||
tileElement = map_get_surface_element_at({ validRange.GetRight(), y });
|
||||
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
|
||||
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_edge(isExecuting, validRange.GetRight(), y, z1, z2, 32, 0, 2, 3, 1, 0);
|
||||
}
|
||||
|
||||
for (int32_t x = validRange.GetLeft(); x <= validRange.GetRight(); x += 32)
|
||||
{
|
||||
tileElement = map_get_surface_element_at({ x, validRange.GetTop() });
|
||||
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
|
||||
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_edge(isExecuting, x, validRange.GetTop(), z1, z2, 0, -32, 0, 3, 1, 2);
|
||||
|
||||
tileElement = map_get_surface_element_at({ x, validRange.GetBottom() });
|
||||
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
|
||||
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
|
||||
res->Cost += smooth_land_row_by_edge(isExecuting, x, validRange.GetBottom(), z1, z2, 0, 32, 1, 2, 0, 3);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case MAP_SELECT_TYPE_CORNER_0:
|
||||
case MAP_SELECT_TYPE_CORNER_1:
|
||||
case MAP_SELECT_TYPE_CORNER_2:
|
||||
case MAP_SELECT_TYPE_CORNER_3:
|
||||
{
|
||||
TileElement* tileElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
|
||||
uint8_t newBaseZ = tileElement->base_height;
|
||||
uint8_t newSlope = tileElement->AsSurface()->GetSlope();
|
||||
|
||||
if (raiseLand)
|
||||
{
|
||||
newSlope = tile_element_raise_styles[selectionType][newSlope];
|
||||
}
|
||||
else
|
||||
{
|
||||
newSlope = tile_element_lower_styles[selectionType][newSlope];
|
||||
}
|
||||
|
||||
if (newSlope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
|
||||
{
|
||||
newBaseZ += heightOffset;
|
||||
newSlope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
|
||||
}
|
||||
|
||||
// Smooth the corners
|
||||
int32_t z = map_get_corner_height(newBaseZ, newSlope, 2);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, -32, 0, 2);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 0);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 32, 2, 0);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 3);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 32, 1, 3);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 1);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, -32, 3, 1);
|
||||
|
||||
// Smooth the edges
|
||||
switch (selectionType)
|
||||
{
|
||||
case MAP_SELECT_TYPE_CORNER_0:
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 0);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 3, 0);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 1, 0);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 3);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 0, 3);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 1);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 0, 1);
|
||||
break;
|
||||
case MAP_SELECT_TYPE_CORNER_1:
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 1);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 2, 1);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 0, 1);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 2);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 1, 2);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 0);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 1, 0);
|
||||
break;
|
||||
case MAP_SELECT_TYPE_CORNER_2:
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 2);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 1, 2);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 3, 2);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 1);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 2, 1);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 3);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 2, 3);
|
||||
break;
|
||||
case MAP_SELECT_TYPE_CORNER_3:
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 3);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 0, 3);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 2, 3);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 0);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 3, 0);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 2);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 3, 2);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case MAP_SELECT_TYPE_EDGE_0:
|
||||
case MAP_SELECT_TYPE_EDGE_1:
|
||||
case MAP_SELECT_TYPE_EDGE_2:
|
||||
case MAP_SELECT_TYPE_EDGE_3:
|
||||
{
|
||||
// TODO: Handle smoothing by edge
|
||||
// Get the two corners to raise
|
||||
TileElement* surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
|
||||
uint8_t newBaseZ = surfaceElement->base_height;
|
||||
uint8_t oldSlope = surfaceElement->AsSurface()->GetSlope();
|
||||
uint8_t newSlope = oldSlope;
|
||||
int32_t rowIndex = selectionType - (MAP_SELECT_TYPE_EDGE_0 - MAP_SELECT_TYPE_FULL - 1);
|
||||
|
||||
if (raiseLand)
|
||||
{
|
||||
newSlope = tile_element_raise_styles[rowIndex][oldSlope];
|
||||
}
|
||||
else
|
||||
{
|
||||
newSlope = tile_element_lower_styles[rowIndex][oldSlope];
|
||||
}
|
||||
|
||||
const bool changeBaseHeight = newSlope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
|
||||
if (changeBaseHeight)
|
||||
{
|
||||
newBaseZ += heightOffset;
|
||||
newSlope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
|
||||
}
|
||||
|
||||
const uint8_t edge = selectionType - MAP_SELECT_TYPE_EDGE_0;
|
||||
|
||||
// Table with corners for each edge selection. The first two are the selected corners, the latter two are the
|
||||
// opposites
|
||||
static constexpr uint8_t cornerIndices[][4] = {
|
||||
{ 2, 3, 1, 0 }, // MAP_SELECT_TYPE_EDGE_0
|
||||
{ 3, 0, 2, 1 }, // MAP_SELECT_TYPE_EDGE_1
|
||||
{ 0, 1, 3, 2 }, // MAP_SELECT_TYPE_EDGE_2
|
||||
{ 1, 2, 0, 3 }, // MAP_SELECT_TYPE_EDGE_3
|
||||
};
|
||||
// Big coordinate offsets for the neigbouring tile for the given edge selection
|
||||
static constexpr sLocationXY8 stepOffsets[] = {
|
||||
{ -32, 0 },
|
||||
{ 0, 32 },
|
||||
{ 32, 0 },
|
||||
{ 0, -32 },
|
||||
};
|
||||
|
||||
// Smooth higher and lower edges
|
||||
uint8_t c1 = cornerIndices[edge][0];
|
||||
uint8_t c2 = cornerIndices[edge][1];
|
||||
uint8_t c3 = cornerIndices[edge][2];
|
||||
uint8_t c4 = cornerIndices[edge][3];
|
||||
uint8_t z1 = map_get_corner_height(newBaseZ, newSlope, c1);
|
||||
uint8_t z2 = map_get_corner_height(newBaseZ, newSlope, c2);
|
||||
uint8_t z3 = map_get_corner_height(newBaseZ, newSlope, c3);
|
||||
uint8_t z4 = map_get_corner_height(newBaseZ, newSlope, c4);
|
||||
// Smooth the edge at the top of the new slope
|
||||
res->Cost += smooth_land_row_by_edge(
|
||||
isExecuting, validRange.GetLeft(), validRange.GetTop(), z1, z2, stepOffsets[edge].x, stepOffsets[edge].y, c3, c4, c1, c2);
|
||||
// Smooth the edge at the bottom of the new slope
|
||||
res->Cost += smooth_land_row_by_edge(
|
||||
isExecuting, validRange.GetLeft(), validRange.GetTop(), z3, z4, -stepOffsets[edge].x, -stepOffsets[edge].y, c1, c2, c3, c4);
|
||||
|
||||
// Smooth corners
|
||||
res->Cost += smooth_land_row_by_corner(
|
||||
isExecuting, validRange.GetLeft(), validRange.GetTop(), z1, -stepOffsets[edge].y, stepOffsets[edge].x, c2, c1);
|
||||
res->Cost += smooth_land_row_by_corner(
|
||||
isExecuting, validRange.GetLeft(), validRange.GetTop(), z2, stepOffsets[edge].y, -stepOffsets[edge].x, c1, c2);
|
||||
int32_t z = map_get_corner_height(newBaseZ, newSlope, 2);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, -32, 0, 2);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 0);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 32, 2, 0);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 3);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 32, 1, 3);
|
||||
z = map_get_corner_height(newBaseZ, newSlope, 1);
|
||||
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, -32, 3, 1);
|
||||
break;
|
||||
}
|
||||
} // switch selectionType
|
||||
|
||||
// Raise / lower the land tool selection area
|
||||
GameActionResult::Ptr result;
|
||||
if (raiseLand)
|
||||
{
|
||||
auto raiseLandAction = LandRaiseAction(
|
||||
{ _coords.x, _coords.y }, validRange, selectionType);
|
||||
raiseLandAction.SetFlags(GetFlags());
|
||||
result = isExecuting ? GameActions::ExecuteNested(&raiseLandAction)
|
||||
: GameActions::QueryNested(&raiseLandAction);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto lowerLandAction = LandLowerAction({ _coords.x, _coords.y }, validRange, selectionType);
|
||||
lowerLandAction.SetFlags(GetFlags());
|
||||
result = isExecuting ? GameActions::ExecuteNested(&lowerLandAction)
|
||||
: GameActions::QueryNested(&lowerLandAction);
|
||||
}
|
||||
if (result->Error != GA_ERROR::OK)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
if (isExecuting)
|
||||
{
|
||||
audio_play_sound_at_location(SOUND_PLACE_ITEM, _coords.x, _coords.y, centreZ);
|
||||
}
|
||||
res->Cost += res->Cost;
|
||||
|
||||
res->ExpenditureType = RCT_EXPENDITURE_TYPE_LANDSCAPING;
|
||||
|
||||
return res;
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user