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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-16 03:23:15 +01:00

Clean up many other coordinates

This commit is contained in:
Gymnasiast
2020-03-13 12:03:43 +01:00
parent 3412c47a9e
commit bdf681f440
32 changed files with 132 additions and 172 deletions

View File

@@ -368,8 +368,8 @@ rct_string_id TrackDesign::CreateTrackDesignMaze(const Ride& ride)
TrackDesignMazeElement maze{};
maze.maze_entry = tileElement->AsTrack()->GetMazeEntry();
maze.x = (x - startLoc.x) / 32;
maze.y = (y - startLoc.y) / 32;
maze.x = (x - startLoc.x) / COORDS_XY_STEP;
maze.y = (y - startLoc.y) / COORDS_XY_STEP;
_saveDirection = tileElement->GetDirection();
maze_elements.push_back(maze);
@@ -542,8 +542,8 @@ rct_string_id TrackDesign::CreateTrackDesignScenery()
scenery.x = static_cast<int8_t>(sceneryTilePos.x);
scenery.y = static_cast<int8_t>(sceneryTilePos.y);
int32_t z = scenery.z * 8 - gTrackPreviewOrigin.z;
z /= 8;
int32_t z = scenery.z * COORDS_Z_STEP - gTrackPreviewOrigin.z;
z /= COORDS_Z_STEP;
if (z > 127 || z < -126)
{
return STR_TRACK_TOO_LARGE_OR_TOO_MUCH_SCENERY;
@@ -953,7 +953,7 @@ static bool TrackDesignPlaceSceneryElementRemoveGhost(
static bool TrackDesignPlaceSceneryElementGetPlaceZ(const TrackDesignSceneryElement& scenery)
{
int32_t z = scenery.z * 8 + _trackDesignPlaceZ;
int32_t z = scenery.z * COORDS_Z_STEP + _trackDesignPlaceZ;
if (z < _trackDesignPlaceSceneryZ)
{
_trackDesignPlaceSceneryZ = z;
@@ -1014,7 +1014,7 @@ static bool TrackDesignPlaceSceneryElement(
rotation += scenery.flags;
rotation &= 3;
z = scenery.z * 8 + originZ;
z = scenery.z * COORDS_Z_STEP + originZ;
quadrant = ((scenery.flags >> 2) + _currentTrackPieceDirection) & 3;
flags = GAME_COMMAND_FLAG_APPLY | GAME_COMMAND_FLAG_PATH_SCENERY;
@@ -1256,11 +1256,11 @@ static int32_t track_design_place_all_scenery(
for (const auto& scenery : sceneryList)
{
uint8_t rotation = _currentTrackPieceDirection;
TileCoordsXY tileCoords = { originX / 32, originY / 32 };
TileCoordsXY tileCoords = { originX / COORDS_XY_STEP, originY / COORDS_XY_STEP };
TileCoordsXY offsets = { scenery.x, scenery.y };
tileCoords += offsets.Rotate(rotation);
CoordsXY mapCoord = { tileCoords.x * 32, tileCoords.y * 32 };
CoordsXY mapCoord = tileCoords.ToCoordsXY();
track_design_update_max_min_coordinates(mapCoord.x, mapCoord.y, originZ);
if (!TrackDesignPlaceSceneryElement(mapCoord, mode, scenery, rotation, originZ))
@@ -1287,7 +1287,7 @@ static int32_t track_design_place_maze(TrackDesign* td6, int16_t x, int16_t y, i
for (const auto& maze_element : td6->maze_elements)
{
uint8_t rotation = _currentTrackPieceDirection & 3;
CoordsXY mazeMapPos{ maze_element.x * 32, maze_element.y * 32 };
CoordsXY mazeMapPos = TileCoordsXY(maze_element.x, maze_element.y).ToCoordsXY();
auto mapCoord = mazeMapPos.Rotate(rotation);
mapCoord.x += x;
mapCoord.y += y;
@@ -2102,7 +2102,7 @@ static void track_design_preview_clear_map()
{
// These values were previously allocated in backup map but
// it seems more fitting to place in this function
gMapSizeUnits = 255 * 32;
gMapSizeUnits = 255 * COORDS_XY_STEP;
gMapSizeMinus2 = (264 * 32) - 2;
gMapSize = 256;