1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-15 11:03:00 +01:00

Refactor and clean up for CI's.

This commit is contained in:
duncanspumpkin
2019-05-18 09:23:33 +01:00
parent afca838f17
commit 96ec0123ca
6 changed files with 188 additions and 181 deletions

View File

@@ -14,8 +14,8 @@
#include <openrct2-ui/windows/Window.h>
#include <openrct2/Game.h>
#include <openrct2/Input.h>
#include <openrct2/common.h>
#include <openrct2/actions/TileModifyAction.hpp>
#include <openrct2/common.h>
#include <openrct2/core/Guard.hpp>
#include <openrct2/localisation/Localisation.h>
#include <openrct2/localisation/StringIds.h>

View File

@@ -542,13 +542,14 @@ namespace OpenRCT2
{
int32_t param1 = command.edx;
int32_t param2 = command.edi;
CoordsXY loc = { (command.ecx & 0xFF) * 32, ((command.ecx >> 8) & 0xFF) * 32 };
CoordsXY loc = { static_cast<int16_t>((command.ecx & 0xFF) * 32),
static_cast<int16_t>(((command.ecx >> 8) & 0xFF) * 32) };
TileModifyType type = static_cast<TileModifyType>(command.eax & 0xFF);
if (type == TileModifyType::AnyPaste)
{
TileElement copiedElement{};
int32_t data[2] = { command.edx, command.edi };
uint32_t data[2] = { command.edx, command.edi };
std::memcpy(&copiedElement, &data[0], 8);
result.action = std::make_unique<TileModifyAction>(loc, type, 0, 0, copiedElement);
}

View File

@@ -48,15 +48,14 @@ private:
uint8_t _setting{ 0 };
uint32_t _value1{ 0 };
uint32_t _value2{ 0 };
TileElement _pasteElement{ 0 };
TileElement _pasteElement{};
public:
TileModifyAction()
{
}
TileModifyAction(
CoordsXY loc, TileModifyType setting, uint32_t value1 = { 0 }, uint32_t value2 = { 0 },
TileElement pasteElement = { 0 })
CoordsXY loc, TileModifyType setting, uint32_t value1 = 0, uint32_t value2 = 0, TileElement pasteElement = {})
: _loc(loc)
, _setting(static_cast<uint8_t>(setting))
, _value1(value1)
@@ -74,8 +73,7 @@ public:
{
GameAction::Serialise(stream);
stream << DS_TAG(_loc) << DS_TAG(_setting) << DS_TAG(_value1) << DS_TAG(_value2)
<< DS_TAG(_pasteElement);
stream << DS_TAG(_loc) << DS_TAG(_setting) << DS_TAG(_value1) << DS_TAG(_value2) << DS_TAG(_pasteElement);
}
GameActionResult::Ptr Query() const override
@@ -97,156 +95,156 @@ private:
case TileModifyType::AnyRemove:
{
const auto elementIndex = _value1;
res = tile_inspector_remove_element_at(_loc.x, _loc.y, elementIndex, isExecuting);
res = tile_inspector_remove_element_at(_loc, elementIndex, isExecuting);
break;
}
case TileModifyType::AnySwap:
{
const auto firstIndex = _value1;
const auto secondIndex = _value2;
res = tile_inspector_swap_elements_at(_loc.x, _loc.y, firstIndex, secondIndex, isExecuting);
res = tile_inspector_swap_elements_at(_loc, firstIndex, secondIndex, isExecuting);
break;
}
case TileModifyType::AnyInsertCorrupt:
{
const auto elementIndex = _value1;
res = tile_inspector_insert_corrupt_at(_loc.x, _loc.y, elementIndex, isExecuting);
res = tile_inspector_insert_corrupt_at(_loc, elementIndex, isExecuting);
break;
}
case TileModifyType::AnyRotate:
{
const auto elementIndex = _value1;
res = tile_inspector_rotate_element_at(_loc.x, _loc.y, elementIndex, isExecuting);
res = tile_inspector_rotate_element_at(_loc, elementIndex, isExecuting);
break;
}
case TileModifyType::AnyPaste:
{
res = tile_inspector_paste_element_at(_loc.x, _loc.y, _pasteElement, isExecuting);
res = tile_inspector_paste_element_at(_loc, _pasteElement, isExecuting);
break;
}
case TileModifyType::AnySort:
{
res = tile_inspector_sort_elements_at(_loc.x, _loc.y, isExecuting);
res = tile_inspector_sort_elements_at(_loc, isExecuting);
break;
}
case TileModifyType::AnyBaseHeightOffset:
{
const auto elementIndex = _value1;
const auto heightOffset = _value2;
res = tile_inspector_any_base_height_offset(_loc.x, _loc.y, elementIndex, heightOffset, isExecuting);
res = tile_inspector_any_base_height_offset(_loc, elementIndex, heightOffset, isExecuting);
break;
}
case TileModifyType::SurfaceShowParkFences:
{
const bool showFences = _value1;
res = tile_inspector_surface_show_park_fences(_loc.x, _loc.y, showFences, isExecuting);
res = tile_inspector_surface_show_park_fences(_loc, showFences, isExecuting);
break;
}
case TileModifyType::SurfaceToggleCorner:
{
const auto cornerIndex = _value1;
res = tile_inspector_surface_toggle_corner(_loc.x, _loc.y, cornerIndex, isExecuting);
res = tile_inspector_surface_toggle_corner(_loc, cornerIndex, isExecuting);
break;
}
case TileModifyType::SurfaceToggleDiagonal:
{
res = tile_inspector_surface_toggle_diagonal(_loc.x, _loc.y, isExecuting);
res = tile_inspector_surface_toggle_diagonal(_loc, isExecuting);
break;
}
case TileModifyType::PathSetSlope:
{
const auto elementIndex = _value1;
const bool sloped = _value2;
res = tile_inspector_path_set_sloped(_loc.x, _loc.y, elementIndex, sloped, isExecuting);
res = tile_inspector_path_set_sloped(_loc, elementIndex, sloped, isExecuting);
break;
}
case TileModifyType::PathSetBroken:
{
const auto elementIndex = _value1;
const bool broken = _value2;
res = tile_inspector_path_set_broken(_loc.x, _loc.y, elementIndex, broken, isExecuting);
res = tile_inspector_path_set_broken(_loc, elementIndex, broken, isExecuting);
break;
}
case TileModifyType::PathToggleEdge:
{
const auto elementIndex = _value1;
const auto edgeIndex = _value2;
res = tile_inspector_path_toggle_edge(_loc.x, _loc.y, elementIndex, edgeIndex, isExecuting);
res = tile_inspector_path_toggle_edge(_loc, elementIndex, edgeIndex, isExecuting);
break;
}
case TileModifyType::EntranceMakeUsable:
{
const auto elementIndex = _value1;
res = tile_inspector_entrance_make_usable(_loc.x, _loc.y, elementIndex, isExecuting);
res = tile_inspector_entrance_make_usable(_loc, elementIndex, isExecuting);
break;
}
case TileModifyType::WallSetSlope:
{
const auto elementIndex = _value1;
const auto slopeValue = _value2;
res = tile_inspector_wall_set_slope(_loc.x, _loc.y, elementIndex, slopeValue, isExecuting);
res = tile_inspector_wall_set_slope(_loc, elementIndex, slopeValue, isExecuting);
break;
}
case TileModifyType::TrackBaseHeightOffset:
{
const auto elementIndex = _value1;
const auto heightOffset = _value2;
res = tile_inspector_track_base_height_offset(_loc.x, _loc.y, elementIndex, heightOffset, isExecuting);
res = tile_inspector_track_base_height_offset(_loc, elementIndex, heightOffset, isExecuting);
break;
}
case TileModifyType::TrackSetChainBlock:
{
const auto elementIndex = _value1;
const bool setChain = _value2;
res = tile_inspector_track_set_chain(_loc.x, _loc.y, elementIndex, true, setChain, isExecuting);
res = tile_inspector_track_set_chain(_loc, elementIndex, true, setChain, isExecuting);
break;
}
case TileModifyType::TrackSetChain:
{
const auto elementIndex = _value1;
const bool setChain = _value2;
res = tile_inspector_track_set_chain(_loc.x, _loc.y, elementIndex, false, setChain, isExecuting);
res = tile_inspector_track_set_chain(_loc, elementIndex, false, setChain, isExecuting);
break;
}
case TileModifyType::TrackSetBlockBrake:
{
const auto elementIndex = _value1;
const bool blockBrake = _value2;
res = tile_inspector_track_set_block_brake(_loc.x, _loc.y, elementIndex, blockBrake, isExecuting);
res = tile_inspector_track_set_block_brake(_loc, elementIndex, blockBrake, isExecuting);
break;
}
case TileModifyType::TrackSetIndestructible:
{
const auto elementIndex = _value1;
const bool isIndestructible = _value2;
res = tile_inspector_track_set_indestructible(_loc.x, _loc.y, elementIndex, isIndestructible, isExecuting);
res = tile_inspector_track_set_indestructible(_loc, elementIndex, isIndestructible, isExecuting);
break;
}
case TileModifyType::ScenerySetQuarterLocation:
{
const auto elementIndex = _value1;
const auto quarterIndex = _value2;
res = tile_inspector_scenery_set_quarter_location(_loc.x, _loc.y, elementIndex, quarterIndex, isExecuting);
res = tile_inspector_scenery_set_quarter_location(_loc, elementIndex, quarterIndex, isExecuting);
break;
}
case TileModifyType::ScenerySetQuarterCollision:
{
const auto elementIndex = _value1;
const auto quarterIndex = _value2;
res = tile_inspector_scenery_set_quarter_collision(_loc.x, _loc.y, elementIndex, quarterIndex, isExecuting);
res = tile_inspector_scenery_set_quarter_collision(_loc, elementIndex, quarterIndex, isExecuting);
break;
}
case TileModifyType::BannerToggleBlockingEdge:
{
const auto elementIndex = _value1;
const auto edgeIndex = _value2;
res = tile_inspector_banner_toggle_blocking_edge(_loc.x, _loc.y, elementIndex, edgeIndex, isExecuting);
res = tile_inspector_banner_toggle_blocking_edge(_loc, elementIndex, edgeIndex, isExecuting);
break;
}
case TileModifyType::CorruptClamp:
{
const auto elementIndex = _value1;
res = tile_inspector_corrupt_clamp(_loc.x, _loc.y, elementIndex, isExecuting);
res = tile_inspector_corrupt_clamp(_loc, elementIndex, isExecuting);
break;
}
default:

View File

@@ -409,7 +409,9 @@ template<> struct DataSerializerTraits<TileElement>
static void log(IStream* stream, const TileElement& tileElement)
{
char msg[128] = {};
snprintf(msg, sizeof(msg), "TileElement(type = %u, flags = %u, base_height = %u)", tileElement.type, tileElement.flags, tileElement.base_height);
snprintf(
msg, sizeof(msg), "TileElement(type = %u, flags = %u, base_height = %u)", tileElement.type, tileElement.flags,
tileElement.base_height);
stream->Write(msg, strlen(msg));
}
};

View File

@@ -11,8 +11,8 @@
#include "../Context.h"
#include "../Game.h"
#include "../common.h"
#include "../actions/GameAction.h"
#include "../common.h"
#include "../core/Guard.hpp"
#include "../interface/Window.h"
#include "../localisation/Localisation.h"
@@ -35,10 +35,10 @@ uint32_t windowTileInspectorTileY;
int32_t windowTileInspectorElementCount = 0;
int32_t windowTileInspectorSelectedIndex;
static bool map_swap_elements_at(int32_t x, int32_t y, int16_t first, int16_t second)
static bool map_swap_elements_at(CoordsXY loc, int16_t first, int16_t second)
{
TileElement* const firstElement = map_get_nth_element_at(x, y, first);
TileElement* const secondElement = map_get_nth_element_at(x, y, second);
TileElement* const firstElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, first);
TileElement* const secondElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, second);
if (firstElement == nullptr)
{
@@ -78,7 +78,7 @@ static bool map_swap_elements_at(int32_t x, int32_t y, int16_t first, int16_t se
* @param elementIndex The nth element on this tile
* Returns 0 on success, MONEY_UNDEFINED otherwise.
*/
GameActionResult::Ptr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int16_t elementIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_insert_corrupt_at(CoordsXY loc, int16_t elementIndex, bool isExecuting)
{
// Make sure there is enough space for the new element
if (!map_check_free_elements_and_reorganise(1))
@@ -87,7 +87,8 @@ GameActionResult::Ptr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int
if (isExecuting)
{
// Create new corrupt element
TileElement* corruptElement = tile_element_insert(x, y, -1, 0); // Ugly hack: -1 guarantees this to be placed first
TileElement* corruptElement = tile_element_insert(
loc.x / 32, loc.y / 32, -1, 0); // Ugly hack: -1 guarantees this to be placed first
if (corruptElement == nullptr)
{
log_warning("Failed to insert corrupt element.");
@@ -96,7 +97,7 @@ GameActionResult::Ptr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int
corruptElement->SetType(TILE_ELEMENT_TYPE_CORRUPT);
// Set the base height to be the same as the selected element
TileElement* const selectedElement = map_get_nth_element_at(x, y, elementIndex + 1);
TileElement* const selectedElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex + 1);
if (!selectedElement)
{
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -107,7 +108,7 @@ GameActionResult::Ptr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int
// this way it's placed under the selected element, even when there are multiple elements with the same base height
for (int16_t i = 0; i < elementIndex; i++)
{
if (!map_swap_elements_at(x, y, i, i + 1))
if (!map_swap_elements_at(loc, i, i + 1))
{
// don't return error here, we've already inserted an element
// and moved it as far as we could, the only sensible thing left
@@ -116,12 +117,12 @@ GameActionResult::Ptr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int
}
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
// Update the tile inspector's list for everyone who has the tile selected
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
windowTileInspectorElementCount++;
@@ -145,23 +146,23 @@ GameActionResult::Ptr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int
* @param y The y coordinate of the tile
* @param elementIndex The nth element on this tile
*/
GameActionResult::Ptr tile_inspector_remove_element_at(int32_t x, int32_t y, int16_t elementIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_remove_element_at(CoordsXY loc, int16_t elementIndex, bool isExecuting)
{
if (isExecuting)
{
// Forcefully remove the element
TileElement* const tileElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const tileElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (!tileElement)
{
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
}
tile_element_remove(tileElement);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
// Update the window
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
windowTileInspectorElementCount--;
@@ -181,20 +182,20 @@ GameActionResult::Ptr tile_inspector_remove_element_at(int32_t x, int32_t y, int
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_swap_elements_at(int32_t x, int32_t y, int16_t first, int16_t second, bool isExecuting)
GameActionResult::Ptr tile_inspector_swap_elements_at(CoordsXY loc, int16_t first, int16_t second, bool isExecuting)
{
if (isExecuting)
{
if (!map_swap_elements_at(x, y, first, second))
if (!map_swap_elements_at(loc, first, second))
{
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
// Update the window
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
// If one of them was selected, update selected list item
if (windowTileInspectorSelectedIndex == first)
@@ -209,13 +210,13 @@ GameActionResult::Ptr tile_inspector_swap_elements_at(int32_t x, int32_t y, int1
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_rotate_element_at(int32_t x, int32_t y, int32_t elementIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_rotate_element_at(CoordsXY loc, int32_t elementIndex, bool isExecuting)
{
if (isExecuting)
{
uint8_t newRotation, pathEdges, pathCorners;
TileElement* const tileElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const tileElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (!tileElement)
{
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -248,11 +249,12 @@ GameActionResult::Ptr tile_inspector_rotate_element_at(int32_t x, int32_t y, int
uint8_t z = tileElement->base_height;
// Make sure this is the correct entrance or exit
if (entranceType == ENTRANCE_TYPE_RIDE_ENTRANCE && entrance.x == x && entrance.y == y && entrance.z == z)
if (entranceType == ENTRANCE_TYPE_RIDE_ENTRANCE && entrance.x == loc.x / 32 && entrance.y == loc.y / 32
&& entrance.z == z)
{
ride_set_entrance_location(ride, stationIndex, { entrance.x, entrance.y, entrance.z, newRotation });
}
else if (entranceType == ENTRANCE_TYPE_RIDE_EXIT && exit.x == x && exit.y == y && exit.z == z)
else if (entranceType == ENTRANCE_TYPE_RIDE_EXIT && exit.x == loc.x / 32 && exit.y == loc.y / 32 && exit.z == z)
{
ride_set_exit_location(ride, stationIndex, { exit.x, exit.y, exit.z, newRotation });
}
@@ -274,9 +276,9 @@ GameActionResult::Ptr tile_inspector_rotate_element_at(int32_t x, int32_t y, int
}
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
if ((uint32_t)x == windowTileInspectorTileX && (uint32_t)y == windowTileInspectorTileY)
if ((uint32_t)(loc.x / 32) == windowTileInspectorTileX && (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate_by_class(WC_TILE_INSPECTOR);
}
@@ -285,7 +287,7 @@ GameActionResult::Ptr tile_inspector_rotate_element_at(int32_t x, int32_t y, int
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_paste_element_at(int32_t x, int32_t y, TileElement element, bool isExecuting)
GameActionResult::Ptr tile_inspector_paste_element_at(CoordsXY loc, TileElement element, bool isExecuting)
{
// Make sure there is enough space for the new element
if (!map_check_free_elements_and_reorganise(1))
@@ -307,8 +309,8 @@ GameActionResult::Ptr tile_inspector_paste_element_at(int32_t x, int32_t y, Tile
}
rct_banner& newBanner = gBanners[newBannerIndex];
newBanner = gBanners[bannerIndex];
newBanner.x = x;
newBanner.y = y;
newBanner.x = loc.x / 32;
newBanner.y = loc.y / 32;
// Use the new banner index
tile_element_set_banner_index(&element, newBannerIndex);
@@ -328,7 +330,7 @@ GameActionResult::Ptr tile_inspector_paste_element_at(int32_t x, int32_t y, Tile
}
}
TileElement* const pastedElement = tile_element_insert(x, y, element.base_height, 0);
TileElement* const pastedElement = tile_element_insert(loc.x / 32, loc.y / 32, element.base_height, 0);
bool lastForTile = pastedElement->IsLastForTile();
*pastedElement = element;
@@ -338,16 +340,16 @@ GameActionResult::Ptr tile_inspector_paste_element_at(int32_t x, int32_t y, Tile
pastedElement->flags |= TILE_ELEMENT_FLAG_LAST_TILE;
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
windowTileInspectorElementCount++;
// Select new element if there was none selected already
int16_t newIndex = (int16_t)(pastedElement - map_get_first_element_at(x, y));
int16_t newIndex = (int16_t)(pastedElement - map_get_first_element_at(loc.x / 32, loc.y / 32));
if (windowTileInspectorSelectedIndex == -1)
windowTileInspectorSelectedIndex = newIndex;
else if (windowTileInspectorSelectedIndex >= newIndex)
@@ -360,11 +362,11 @@ GameActionResult::Ptr tile_inspector_paste_element_at(int32_t x, int32_t y, Tile
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_sort_elements_at(int32_t x, int32_t y, bool isExecuting)
GameActionResult::Ptr tile_inspector_sort_elements_at(CoordsXY loc, bool isExecuting)
{
if (isExecuting)
{
const TileElement* const firstElement = map_get_first_element_at(x, y);
const TileElement* const firstElement = map_get_first_element_at(loc.x / 32, loc.y / 32);
// Count elements on tile
int32_t numElement = 0;
@@ -388,7 +390,7 @@ GameActionResult::Ptr tile_inspector_sort_elements_at(int32_t x, int32_t y, bool
|| (otherElement->base_height == currentElement->base_height
&& otherElement->clearance_height > currentElement->clearance_height)))
{
if (!map_swap_elements_at(x, y, currentId - 1, currentId))
if (!map_swap_elements_at(loc, currentId - 1, currentId))
{
// don't return error here, we've already ran some actions
// and moved things as far as we could, the only sensible
@@ -402,12 +404,12 @@ GameActionResult::Ptr tile_inspector_sort_elements_at(int32_t x, int32_t y, bool
}
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
// Deselect tile for clients who had it selected
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
windowTileInspectorSelectedIndex = -1;
window_invalidate(tileInspectorWindow);
@@ -417,9 +419,10 @@ GameActionResult::Ptr tile_inspector_sort_elements_at(int32_t x, int32_t y, bool
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_any_base_height_offset(int32_t x, int32_t y, int16_t elementIndex, int8_t heightOffset, bool isExecuting)
GameActionResult::Ptr tile_inspector_any_base_height_offset(
CoordsXY loc, int16_t elementIndex, int8_t heightOffset, bool isExecuting)
{
TileElement* const tileElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const tileElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (tileElement == nullptr)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -445,10 +448,11 @@ GameActionResult::Ptr tile_inspector_any_base_height_offset(int32_t x, int32_t y
uint8_t z = tileElement->base_height;
// Make sure this is the correct entrance or exit
if (entranceType == ENTRANCE_TYPE_RIDE_ENTRANCE && entrance.x == x && entrance.y == y && entrance.z == z)
if (entranceType == ENTRANCE_TYPE_RIDE_ENTRANCE && entrance.x == loc.x / 32 && entrance.y == loc.y / 32
&& entrance.z == z)
ride_set_entrance_location(
ride, entranceIndex, { entrance.x, entrance.y, z + heightOffset, entrance.direction });
else if (entranceType == ENTRANCE_TYPE_RIDE_EXIT && exit.x == x && exit.y == y && exit.z == z)
else if (entranceType == ENTRANCE_TYPE_RIDE_EXIT && exit.x == loc.x / 32 && exit.y == loc.y / 32 && exit.z == z)
ride_set_exit_location(ride, entranceIndex, { exit.x, exit.y, z + heightOffset, exit.direction });
}
}
@@ -456,11 +460,11 @@ GameActionResult::Ptr tile_inspector_any_base_height_offset(int32_t x, int32_t y
tileElement->base_height += heightOffset;
tileElement->clearance_height += heightOffset;
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -469,9 +473,9 @@ GameActionResult::Ptr tile_inspector_any_base_height_offset(int32_t x, int32_t y
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_surface_show_park_fences(int32_t x, int32_t y, bool showFences, bool isExecuting)
GameActionResult::Ptr tile_inspector_surface_show_park_fences(CoordsXY loc, bool showFences, bool isExecuting)
{
TileElement* const surfaceelement = map_get_surface_element_at(x, y);
TileElement* const surfaceelement = map_get_surface_element_at(loc);
// No surface element on tile
if (surfaceelement == nullptr)
@@ -482,13 +486,13 @@ GameActionResult::Ptr tile_inspector_surface_show_park_fences(int32_t x, int32_t
if (!showFences)
surfaceelement->AsSurface()->SetParkFences(0);
else
update_park_fences({ x << 5, y << 5 });
update_park_fences(loc);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -497,9 +501,9 @@ GameActionResult::Ptr tile_inspector_surface_show_park_fences(int32_t x, int32_t
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_surface_toggle_corner(int32_t x, int32_t y, int32_t cornerIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_surface_toggle_corner(CoordsXY loc, int32_t cornerIndex, bool isExecuting)
{
TileElement* const surfaceElement = map_get_surface_element_at(x, y);
TileElement* const surfaceElement = map_get_surface_element_at(loc);
// No surface element on tile
if (surfaceElement == nullptr)
@@ -551,11 +555,11 @@ GameActionResult::Ptr tile_inspector_surface_toggle_corner(int32_t x, int32_t y,
surfaceElement->clearance_height = surfaceElement->base_height + (diagonal ? 2 : 0);
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -564,9 +568,9 @@ GameActionResult::Ptr tile_inspector_surface_toggle_corner(int32_t x, int32_t y,
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_surface_toggle_diagonal(int32_t x, int32_t y, bool isExecuting)
GameActionResult::Ptr tile_inspector_surface_toggle_diagonal(CoordsXY loc, bool isExecuting)
{
TileElement* const surfaceElement = map_get_surface_element_at(x, y);
TileElement* const surfaceElement = map_get_surface_element_at(loc);
// No surface element on tile
if (surfaceElement == nullptr)
@@ -589,11 +593,11 @@ GameActionResult::Ptr tile_inspector_surface_toggle_diagonal(int32_t x, int32_t
surfaceElement->clearance_height = surfaceElement->base_height;
}
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -602,9 +606,9 @@ GameActionResult::Ptr tile_inspector_surface_toggle_diagonal(int32_t x, int32_t
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_path_set_sloped(int32_t x, int32_t y, int32_t elementIndex, bool sloped, bool isExecuting)
GameActionResult::Ptr tile_inspector_path_set_sloped(CoordsXY loc, int32_t elementIndex, bool sloped, bool isExecuting)
{
TileElement* const pathElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const pathElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (pathElement == nullptr || pathElement->GetType() != TILE_ELEMENT_TYPE_PATH)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -613,11 +617,11 @@ GameActionResult::Ptr tile_inspector_path_set_sloped(int32_t x, int32_t y, int32
{
pathElement->AsPath()->SetSloped(sloped);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -626,9 +630,9 @@ GameActionResult::Ptr tile_inspector_path_set_sloped(int32_t x, int32_t y, int32
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_path_set_broken(int32_t x, int32_t y, int32_t elementIndex, bool broken, bool isExecuting)
GameActionResult::Ptr tile_inspector_path_set_broken(CoordsXY loc, int32_t elementIndex, bool broken, bool isExecuting)
{
TileElement* const pathElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const pathElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (pathElement == nullptr || pathElement->GetType() != TILE_ELEMENT_TYPE_PATH)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -637,11 +641,11 @@ GameActionResult::Ptr tile_inspector_path_set_broken(int32_t x, int32_t y, int32
{
pathElement->AsPath()->SetIsBroken(broken);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -650,9 +654,9 @@ GameActionResult::Ptr tile_inspector_path_set_broken(int32_t x, int32_t y, int32
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_path_toggle_edge(int32_t x, int32_t y, int32_t elementIndex, int32_t edgeIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_path_toggle_edge(CoordsXY loc, int32_t elementIndex, int32_t edgeIndex, bool isExecuting)
{
TileElement* const pathElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const pathElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (pathElement == nullptr || pathElement->GetType() != TILE_ELEMENT_TYPE_PATH)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -662,11 +666,11 @@ GameActionResult::Ptr tile_inspector_path_toggle_edge(int32_t x, int32_t y, int3
uint8_t newEdges = pathElement->AsPath()->GetEdgesAndCorners() ^ (1 << edgeIndex);
pathElement->AsPath()->SetEdgesAndCorners(newEdges);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -675,9 +679,9 @@ GameActionResult::Ptr tile_inspector_path_toggle_edge(int32_t x, int32_t y, int3
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_entrance_make_usable(int32_t x, int32_t y, int32_t elementIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_entrance_make_usable(CoordsXY loc, int32_t elementIndex, bool isExecuting)
{
TileElement* const entranceElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const entranceElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (entranceElement == nullptr || entranceElement->GetType() != TILE_ELEMENT_TYPE_ENTRANCE)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -695,17 +699,19 @@ GameActionResult::Ptr tile_inspector_entrance_make_usable(int32_t x, int32_t y,
{
case ENTRANCE_TYPE_RIDE_ENTRANCE:
ride_set_entrance_location(
ride, stationIndex, { x, y, entranceElement->base_height, (uint8_t)entranceElement->GetDirection() });
ride, stationIndex,
{ loc.x / 32, loc.y / 32, entranceElement->base_height, (uint8_t)entranceElement->GetDirection() });
break;
case ENTRANCE_TYPE_RIDE_EXIT:
ride_set_exit_location(
ride, stationIndex, { x, y, entranceElement->base_height, (uint8_t)entranceElement->GetDirection() });
ride, stationIndex,
{ loc.x / 32, loc.y / 32, entranceElement->base_height, (uint8_t)entranceElement->GetDirection() });
break;
}
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -714,9 +720,9 @@ GameActionResult::Ptr tile_inspector_entrance_make_usable(int32_t x, int32_t y,
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_wall_set_slope(int32_t x, int32_t y, int32_t elementIndex, int32_t slopeValue, bool isExecuting)
GameActionResult::Ptr tile_inspector_wall_set_slope(CoordsXY loc, int32_t elementIndex, int32_t slopeValue, bool isExecuting)
{
TileElement* const wallElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const wallElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (wallElement == nullptr || wallElement->GetType() != TILE_ELEMENT_TYPE_WALL)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -726,11 +732,11 @@ GameActionResult::Ptr tile_inspector_wall_set_slope(int32_t x, int32_t y, int32_
// Set new slope value
wallElement->AsWall()->SetSlope(slopeValue);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -741,9 +747,10 @@ GameActionResult::Ptr tile_inspector_wall_set_slope(int32_t x, int32_t y, int32_
// Changes the height of all track elements that belong to the same track piece
// Broxzier: Copied from track_remove and stripped of unneeded code, but I think this should be smaller
GameActionResult::Ptr tile_inspector_track_base_height_offset(int32_t x, int32_t y, int32_t elementIndex, int8_t offset, bool isExecuting)
GameActionResult::Ptr tile_inspector_track_base_height_offset(
CoordsXY loc, int32_t elementIndex, int8_t offset, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const trackElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (offset == 0)
return std::make_unique<GameActionResult>();
@@ -754,8 +761,8 @@ GameActionResult::Ptr tile_inspector_track_base_height_offset(int32_t x, int32_t
if (isExecuting)
{
uint8_t type = trackElement->AsTrack()->GetTrackType();
int16_t originX = x << 5;
int16_t originY = y << 5;
int16_t originX = loc.x;
int16_t originY = loc.y;
int16_t originZ = trackElement->base_height * 8;
uint8_t rotation = trackElement->GetDirection();
ride_id_t rideIndex = trackElement->AsTrack()->GetRideIndex();
@@ -834,9 +841,9 @@ GameActionResult::Ptr tile_inspector_track_base_height_offset(int32_t x, int32_t
// Sets chainlift, optionally for an entire track block
// Broxzier: Basically a copy of the above function, with just two different lines... should probably be combined somehow
GameActionResult::Ptr tile_inspector_track_set_chain(
int32_t x, int32_t y, int32_t elementIndex, bool entireTrackBlock, bool setChain, bool isExecuting)
CoordsXY loc, int32_t elementIndex, bool entireTrackBlock, bool setChain, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const trackElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -855,8 +862,8 @@ GameActionResult::Ptr tile_inspector_track_set_chain(
}
uint8_t type = trackElement->AsTrack()->GetTrackType();
int16_t originX = x << 5;
int16_t originY = y << 5;
int16_t originX = loc.x;
int16_t originY = loc.y;
int16_t originZ = trackElement->base_height * 8;
uint8_t rotation = trackElement->GetDirection();
ride_id_t rideIndex = trackElement->AsTrack()->GetRideIndex();
@@ -934,9 +941,10 @@ GameActionResult::Ptr tile_inspector_track_set_chain(
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_track_set_block_brake(int32_t x, int32_t y, int32_t elementIndex, bool blockBrake, bool isExecuting)
GameActionResult::Ptr tile_inspector_track_set_block_brake(
CoordsXY loc, int32_t elementIndex, bool blockBrake, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const trackElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -945,11 +953,11 @@ GameActionResult::Ptr tile_inspector_track_set_block_brake(int32_t x, int32_t y,
{
trackElement->AsTrack()->SetBlockBrakeClosed(blockBrake);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -959,9 +967,9 @@ GameActionResult::Ptr tile_inspector_track_set_block_brake(int32_t x, int32_t y,
}
GameActionResult::Ptr tile_inspector_track_set_indestructible(
int32_t x, int32_t y, int32_t elementIndex, bool isIndestructible, bool isExecuting)
CoordsXY loc, int32_t elementIndex, bool isIndestructible, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const trackElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -970,11 +978,11 @@ GameActionResult::Ptr tile_inspector_track_set_indestructible(
{
trackElement->AsTrack()->SetIsIndestructible(isIndestructible);
map_invalidate_tile_full(x << 5, y << 5);
map_invalidate_tile_full(loc.x, loc.y);
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && (uint32_t)x == windowTileInspectorTileX
&& (uint32_t)y == windowTileInspectorTileY)
if (tileInspectorWindow != nullptr && (uint32_t)(loc.x / 32) == windowTileInspectorTileX
&& (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate(tileInspectorWindow);
}
@@ -984,9 +992,9 @@ GameActionResult::Ptr tile_inspector_track_set_indestructible(
}
GameActionResult::Ptr tile_inspector_scenery_set_quarter_location(
int32_t x, int32_t y, int32_t elementIndex, int32_t quarterIndex, bool isExecuting)
CoordsXY loc, int32_t elementIndex, int32_t quarterIndex, bool isExecuting)
{
TileElement* const tileElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const tileElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (tileElement == nullptr || tileElement->GetType() != TILE_ELEMENT_TYPE_SMALL_SCENERY)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -1000,8 +1008,8 @@ GameActionResult::Ptr tile_inspector_scenery_set_quarter_location(
tileElement->flags &= 0xF0;
tileElement->flags |= 1 << ((quarterIndex + 2) & 3);
map_invalidate_tile_full(x << 5, y << 5);
if ((uint32_t)x == windowTileInspectorTileX && (uint32_t)y == windowTileInspectorTileY)
map_invalidate_tile_full(loc.x, loc.y);
if ((uint32_t)(loc.x / 32) == windowTileInspectorTileX && (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate_by_class(WC_TILE_INSPECTOR);
}
@@ -1011,9 +1019,9 @@ GameActionResult::Ptr tile_inspector_scenery_set_quarter_location(
}
GameActionResult::Ptr tile_inspector_scenery_set_quarter_collision(
int32_t x, int32_t y, int32_t elementIndex, int32_t quarterIndex, bool isExecuting)
CoordsXY loc, int32_t elementIndex, int32_t quarterIndex, bool isExecuting)
{
TileElement* const tileElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const tileElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (tileElement == nullptr || tileElement->GetType() != TILE_ELEMENT_TYPE_SMALL_SCENERY)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -1022,8 +1030,8 @@ GameActionResult::Ptr tile_inspector_scenery_set_quarter_collision(
{
tileElement->flags ^= 1 << quarterIndex;
map_invalidate_tile_full(x << 5, y << 5);
if ((uint32_t)x == windowTileInspectorTileX && (uint32_t)y == windowTileInspectorTileY)
map_invalidate_tile_full(loc.x, loc.y);
if ((uint32_t)(loc.x / 32) == windowTileInspectorTileX && (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate_by_class(WC_TILE_INSPECTOR);
}
@@ -1032,9 +1040,10 @@ GameActionResult::Ptr tile_inspector_scenery_set_quarter_collision(
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_banner_toggle_blocking_edge(int32_t x, int32_t y, int32_t elementIndex, int32_t edgeIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_banner_toggle_blocking_edge(
CoordsXY loc, int32_t elementIndex, int32_t edgeIndex, bool isExecuting)
{
TileElement* const bannerElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const bannerElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (bannerElement == nullptr || bannerElement->GetType() != TILE_ELEMENT_TYPE_BANNER)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -1045,7 +1054,7 @@ GameActionResult::Ptr tile_inspector_banner_toggle_blocking_edge(int32_t x, int3
edges ^= (1 << edgeIndex);
bannerElement->AsBanner()->SetAllowedEdges(edges);
if ((uint32_t)x == windowTileInspectorTileX && (uint32_t)y == windowTileInspectorTileY)
if ((uint32_t)(loc.x / 32) == windowTileInspectorTileX && (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate_by_class(WC_TILE_INSPECTOR);
}
@@ -1054,9 +1063,9 @@ GameActionResult::Ptr tile_inspector_banner_toggle_blocking_edge(int32_t x, int3
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr tile_inspector_corrupt_clamp(int32_t x, int32_t y, int32_t elementIndex, bool isExecuting)
GameActionResult::Ptr tile_inspector_corrupt_clamp(CoordsXY loc, int32_t elementIndex, bool isExecuting)
{
TileElement* const corruptElement = map_get_nth_element_at(x, y, elementIndex);
TileElement* const corruptElement = map_get_nth_element_at(loc.x / 32, loc.y / 32, elementIndex);
if (corruptElement == nullptr || corruptElement->GetType() != TILE_ELEMENT_TYPE_CORRUPT)
return std::make_unique<GameActionResult>(GA_ERROR::UNKNOWN, STR_NONE);
@@ -1069,7 +1078,7 @@ GameActionResult::Ptr tile_inspector_corrupt_clamp(int32_t x, int32_t y, int32_t
TileElement* const nextElement = corruptElement + 1;
corruptElement->base_height = corruptElement->clearance_height = nextElement->base_height;
if ((uint32_t)x == windowTileInspectorTileX && (uint32_t)y == windowTileInspectorTileY)
if ((uint32_t)(loc.x / 32) == windowTileInspectorTileX && (uint32_t)(loc.y / 32) == windowTileInspectorTileY)
{
window_invalidate_by_class(WC_TILE_INSPECTOR);
}

View File

@@ -28,36 +28,33 @@ enum TILE_INSPECTOR_ELEMENT_TYPE
class GameActionResult;
using GameActionResultPtr = std::unique_ptr<GameActionResult>;
GameActionResultPtr tile_inspector_insert_corrupt_at(int32_t x, int32_t y, int16_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_remove_element_at(int32_t x, int32_t y, int16_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_swap_elements_at(int32_t x, int32_t y, int16_t first, int16_t second, bool isExecuting);
GameActionResultPtr tile_inspector_rotate_element_at(int32_t x, int32_t y, int32_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_paste_element_at(int32_t x, int32_t y, TileElement element, bool isExecuting);
GameActionResultPtr tile_inspector_sort_elements_at(int32_t x, int32_t y, bool isExecuting);
GameActionResultPtr tile_inspector_insert_corrupt_at(CoordsXY loc, int16_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_remove_element_at(CoordsXY loc, int16_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_swap_elements_at(CoordsXY loc, int16_t first, int16_t second, bool isExecuting);
GameActionResultPtr tile_inspector_rotate_element_at(CoordsXY loc, int32_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_paste_element_at(CoordsXY loc, TileElement element, bool isExecuting);
GameActionResultPtr tile_inspector_sort_elements_at(CoordsXY loc, bool isExecuting);
GameActionResultPtr tile_inspector_any_base_height_offset(
int32_t x, int32_t y, int16_t elementIndex, int8_t heightOffset, bool isExecuting);
GameActionResultPtr tile_inspector_surface_show_park_fences(int32_t x, int32_t y, bool enabled, bool isExecuting);
GameActionResultPtr tile_inspector_surface_toggle_corner(int32_t x, int32_t y, int32_t cornerIndex, bool isExecuting);
GameActionResultPtr tile_inspector_surface_toggle_diagonal(int32_t x, int32_t y, bool isExecuting);
GameActionResultPtr tile_inspector_path_set_sloped(int32_t x, int32_t y, int32_t elementIndex, bool sloped, bool isExecuting);
GameActionResultPtr tile_inspector_path_set_broken(int32_t x, int32_t y, int32_t elementIndex, bool broken, bool isExecuting);
GameActionResultPtr tile_inspector_path_toggle_edge(
int32_t x, int32_t y, int32_t elementIndex, int32_t cornerIndex, bool isExecuting);
GameActionResultPtr tile_inspector_entrance_make_usable(int32_t x, int32_t y, int32_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_wall_set_slope(
int32_t x, int32_t y, int32_t elementIndex, int32_t slopeValue, bool isExecuting);
CoordsXY loc, int16_t elementIndex, int8_t heightOffset, bool isExecuting);
GameActionResultPtr tile_inspector_surface_show_park_fences(CoordsXY loc, bool enabled, bool isExecuting);
GameActionResultPtr tile_inspector_surface_toggle_corner(CoordsXY loc, int32_t cornerIndex, bool isExecuting);
GameActionResultPtr tile_inspector_surface_toggle_diagonal(CoordsXY loc, bool isExecuting);
GameActionResultPtr tile_inspector_path_set_sloped(CoordsXY loc, int32_t elementIndex, bool sloped, bool isExecuting);
GameActionResultPtr tile_inspector_path_set_broken(CoordsXY loc, int32_t elementIndex, bool broken, bool isExecuting);
GameActionResultPtr tile_inspector_path_toggle_edge(CoordsXY loc, int32_t elementIndex, int32_t cornerIndex, bool isExecuting);
GameActionResultPtr tile_inspector_entrance_make_usable(CoordsXY loc, int32_t elementIndex, bool isExecuting);
GameActionResultPtr tile_inspector_wall_set_slope(CoordsXY loc, int32_t elementIndex, int32_t slopeValue, bool isExecuting);
GameActionResultPtr tile_inspector_track_base_height_offset(
int32_t x, int32_t y, int32_t elementIndex, int8_t offset, bool isExecuting);
GameActionResultPtr tile_inspector_track_set_block_brake(
int32_t x, int32_t y, int32_t elementIndex, bool blockBrake, bool isExecuting);
CoordsXY loc, int32_t elementIndex, int8_t offset, bool isExecuting);
GameActionResultPtr tile_inspector_track_set_block_brake(CoordsXY loc, int32_t elementIndex, bool blockBrake, bool isExecuting);
GameActionResultPtr tile_inspector_track_set_indestructible(
int32_t x, int32_t y, int32_t elementIndex, bool isIndestructible, bool isExecuting);
CoordsXY loc, int32_t elementIndex, bool isIndestructible, bool isExecuting);
GameActionResultPtr tile_inspector_track_set_chain(
int32_t x, int32_t y, int32_t elementIndex, bool entireTrackBlock, bool setChain, bool isExecuting);
CoordsXY loc, int32_t elementIndex, bool entireTrackBlock, bool setChain, bool isExecuting);
GameActionResultPtr tile_inspector_scenery_set_quarter_location(
int32_t x, int32_t y, int32_t elementIndex, int32_t quarterIndex, bool isExecuting);
CoordsXY loc, int32_t elementIndex, int32_t quarterIndex, bool isExecuting);
GameActionResultPtr tile_inspector_scenery_set_quarter_collision(
int32_t x, int32_t y, int32_t elementIndex, int32_t quarterIndex, bool isExecuting);
CoordsXY loc, int32_t elementIndex, int32_t quarterIndex, bool isExecuting);
GameActionResultPtr tile_inspector_banner_toggle_blocking_edge(
int32_t x, int32_t y, int32_t elementIndex, int32_t edgeIndex, bool isExecuting);
GameActionResultPtr tile_inspector_corrupt_clamp(int32_t x, int32_t y, int32_t elementIndex, bool isExecuting);
CoordsXY loc, int32_t elementIndex, int32_t edgeIndex, bool isExecuting);
GameActionResultPtr tile_inspector_corrupt_clamp(CoordsXY loc, int32_t elementIndex, bool isExecuting);