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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-20 05:23:04 +01:00

Merge pull request #8902 from duncanspumpkin/land_smooth_ga

Land Smooth Game Action
This commit is contained in:
Duncan
2019-03-28 19:10:30 +00:00
committed by GitHub
9 changed files with 674 additions and 589 deletions

View File

@@ -29,6 +29,7 @@
#include <openrct2/actions/FootpathSceneryPlaceAction.hpp>
#include <openrct2/actions/LandLowerAction.hpp>
#include <openrct2/actions/LandRaiseAction.hpp>
#include <openrct2/actions/LandSmoothAction.hpp>
#include <openrct2/actions/LoadOrQuitAction.hpp>
#include <openrct2/actions/PauseToggleAction.hpp>
#include <openrct2/actions/SmallSceneryPlaceAction.hpp>
@@ -2892,13 +2893,15 @@ static money32 selection_raise_land(uint8_t flags)
centreX += 16;
centreY += 16;
uint32_t xBounds = (gMapSelectPositionA.x & 0xFFFF) | (gMapSelectPositionB.x << 16);
uint32_t yBounds = (gMapSelectPositionA.y & 0xFFFF) | (gMapSelectPositionB.y << 16);
gGameCommandErrorTitle = STR_CANT_RAISE_LAND_HERE;
if (gLandMountainMode)
{
return game_do_command(centreX, flags, centreY, xBounds, GAME_COMMAND_EDIT_LAND_SMOOTH, gMapSelectType, yBounds);
auto landSmoothAction = LandSmoothAction(
{ centreX, centreY },
{ gMapSelectPositionA.x, gMapSelectPositionA.y, gMapSelectPositionB.x, gMapSelectPositionB.y }, gMapSelectType,
false);
auto res = (flags & GAME_COMMAND_FLAG_APPLY) ? GameActions::Execute(&landSmoothAction)
: GameActions::Query(&landSmoothAction);
return res->Error == GA_ERROR::OK ? res->Cost : MONEY32_UNDEFINED;
}
else
{
@@ -2923,14 +2926,15 @@ static money32 selection_lower_land(uint8_t flags)
centreX += 16;
centreY += 16;
uint32_t xBounds = (gMapSelectPositionA.x & 0xFFFF) | (gMapSelectPositionB.x << 16);
uint32_t yBounds = (gMapSelectPositionA.y & 0xFFFF) | (gMapSelectPositionB.y << 16);
gGameCommandErrorTitle = STR_CANT_LOWER_LAND_HERE;
if (gLandMountainMode)
{
return game_do_command(
centreX, flags, centreY, xBounds, GAME_COMMAND_EDIT_LAND_SMOOTH, 0x8000 + gMapSelectType, yBounds);
auto landSmoothAction = LandSmoothAction(
{ centreX, centreY },
{ gMapSelectPositionA.x, gMapSelectPositionA.y, gMapSelectPositionB.x, gMapSelectPositionB.y }, gMapSelectType,
true);
auto res = (flags & GAME_COMMAND_FLAG_APPLY) ? GameActions::Execute(&landSmoothAction)
: GameActions::Query(&landSmoothAction);
return res->Error == GA_ERROR::OK ? res->Cost : MONEY32_UNDEFINED;
}
else
{

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@@ -1268,7 +1268,7 @@ GAME_COMMAND_POINTER* new_game_command_table[GAME_COMMAND_COUNT] = {
game_command_set_staff_name,
nullptr,
nullptr,
game_command_smooth_land,
nullptr,
nullptr,
nullptr,
nullptr,

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@@ -44,16 +44,16 @@ enum GAME_COMMAND
GAME_COMMAND_SET_STAFF_NAME, // GA
GAME_COMMAND_RAISE_LAND, // GA
GAME_COMMAND_LOWER_LAND, // GA
GAME_COMMAND_EDIT_LAND_SMOOTH,
GAME_COMMAND_RAISE_WATER, // GA
GAME_COMMAND_LOWER_WATER, // GA
GAME_COMMAND_SET_BRAKES_SPEED, // GA
GAME_COMMAND_HIRE_NEW_STAFF_MEMBER, // GA
GAME_COMMAND_SET_STAFF_PATROL, // GA
GAME_COMMAND_FIRE_STAFF_MEMBER, // GA
GAME_COMMAND_SET_STAFF_ORDERS, // GA
GAME_COMMAND_SET_PARK_NAME, // GA
GAME_COMMAND_SET_PARK_OPEN, // GA
GAME_COMMAND_EDIT_LAND_SMOOTH, // GA
GAME_COMMAND_RAISE_WATER, // GA
GAME_COMMAND_LOWER_WATER, // GA
GAME_COMMAND_SET_BRAKES_SPEED, // GA
GAME_COMMAND_HIRE_NEW_STAFF_MEMBER, // GA
GAME_COMMAND_SET_STAFF_PATROL, // GA
GAME_COMMAND_FIRE_STAFF_MEMBER, // GA
GAME_COMMAND_SET_STAFF_ORDERS, // GA
GAME_COMMAND_SET_PARK_NAME, // GA
GAME_COMMAND_SET_PARK_OPEN, // GA
GAME_COMMAND_BUY_LAND_RIGHTS,
GAME_COMMAND_PLACE_PARK_ENTRANCE, // GA
GAME_COMMAND_REMOVE_PARK_ENTRANCE, // GA

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@@ -21,6 +21,7 @@
#include "LandLowerAction.hpp"
#include "LandRaiseAction.hpp"
#include "LandSetHeightAction.hpp"
#include "LandSmoothAction.hpp"
#include "LargeSceneryRemoveAction.hpp"
#include "LoadOrQuitAction.hpp"
#include "MazeSetTrackAction.hpp"
@@ -115,6 +116,7 @@ namespace GameActions
Register<LandLowerAction>();
Register<LandRaiseAction>();
Register<LandSetHeightAction>();
Register<LandSmoothAction>();
Register<TrackPlaceAction>();
Register<TrackRemoveAction>();
Register<TrackSetBrakeSpeedAction>();

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@@ -0,0 +1,641 @@
/*****************************************************************************
* Copyright (c) 2014-2019 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#pragma once
#include "../Context.h"
#include "../OpenRCT2.h"
#include "../actions/LandLowerAction.hpp"
#include "../actions/LandRaiseAction.hpp"
#include "../actions/LandSetHeightAction.hpp"
#include "../audio/audio.h"
#include "../interface/Window.h"
#include "../localisation/Localisation.h"
#include "../localisation/StringIds.h"
#include "../management/Finance.h"
#include "../ride/RideData.h"
#include "../windows/Intent.h"
#include "../world/Park.h"
#include "../world/Scenery.h"
#include "../world/Sprite.h"
#include "../world/Surface.h"
#include "GameAction.h"
DEFINE_GAME_ACTION(LandSmoothAction, GAME_COMMAND_EDIT_LAND_SMOOTH, GameActionResult)
{
private:
CoordsXY _coords;
MapRange _range;
uint8_t _selectionType{ 0 };
bool _isLowering{ false };
constexpr static rct_string_id _ErrorTitles[] = { STR_CANT_LOWER_LAND_HERE, STR_CANT_RAISE_LAND_HERE };
public:
LandSmoothAction()
{
}
LandSmoothAction(CoordsXY coords, MapRange range, uint8_t selectionType, bool isLowering)
: _coords(coords)
, _range(range)
, _selectionType(selectionType)
, _isLowering(isLowering)
{
}
uint16_t GetActionFlags() const override
{
return GameAction::GetActionFlags();
}
void Serialise(DataSerialiser & stream) override
{
GameAction::Serialise(stream);
stream << DS_TAG(_coords) << DS_TAG(_range) << DS_TAG(_selectionType) << DS_TAG(_isLowering);
}
GameActionResult::Ptr Query() const override
{
return SmoothLand(false);
}
GameActionResult::Ptr Execute() const override
{
return SmoothLand(true);
}
private:
GameActionResult::Ptr SmoothLandTile(int32_t direction, bool isExecuting, int32_t x, int32_t y, TileElement* surfaceElement)
const
{
int32_t targetBaseZ = surfaceElement->base_height;
int32_t slope = surfaceElement->AsSurface()->GetSlope();
if (_isLowering)
{
slope = tile_element_lower_styles[direction][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ -= 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
else
{
slope = tile_element_raise_styles[direction][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ += 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
auto landSetHeightAction = LandSetHeightAction({ x, y }, targetBaseZ, slope);
landSetHeightAction.SetFlags(GetFlags());
auto res = isExecuting ? GameActions::ExecuteNested(&landSetHeightAction)
: GameActions::QueryNested(&landSetHeightAction);
return res;
}
money32 SmoothLandRowByEdge(
bool isExecuting, CoordsXY loc, int32_t expectedLandHeight1, int32_t expectedLandHeight2, int32_t stepX, int32_t stepY,
int32_t direction1, int32_t direction2, int32_t checkDirection1, int32_t checkDirection2) const
{
uint8_t shouldContinue = 0xF;
int32_t landChangePerTile = _isLowering ? 2 : -2;
money32 totalCost = 0;
// check if we need to start at all
if (!map_is_location_valid(loc) || !map_is_location_valid({ loc.x + stepX, loc.y + stepY }))
{
return 0;
}
auto surfaceElement = map_get_surface_element_at(loc);
auto nextSurfaceElement = map_get_surface_element_at({ loc.x + stepX, loc.y + stepY });
if (surfaceElement == nullptr || nextSurfaceElement == nullptr)
{
return 0;
}
if (tile_element_get_corner_height(surfaceElement, checkDirection1) != expectedLandHeight1 + landChangePerTile)
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(surfaceElement, checkDirection2) != expectedLandHeight2 + landChangePerTile)
{
shouldContinue &= ~0x2;
}
if (tile_element_get_corner_height(surfaceElement, checkDirection1)
!= tile_element_get_corner_height(nextSurfaceElement, direction1))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(surfaceElement, checkDirection2)
!= tile_element_get_corner_height(nextSurfaceElement, direction2))
{
shouldContinue &= ~0x2;
}
auto nextLoc = loc;
while ((shouldContinue & 0x3) != 0)
{
shouldContinue = ((shouldContinue << 2) | 0x3) & shouldContinue;
nextLoc.x += stepX;
nextLoc.y += stepY;
// check if we need to continue after raising the current tile
// this needs to be checked before the tile is changed
if (!map_is_location_valid({ nextLoc.x + stepX, nextLoc.y + stepY }))
{
shouldContinue &= ~0x3;
}
else
{
surfaceElement = nextSurfaceElement;
nextSurfaceElement = map_get_surface_element_at({ nextLoc.x + stepX, nextLoc.y + stepY });
if (nextSurfaceElement == nullptr)
{
shouldContinue &= ~0x3;
}
if (tile_element_get_corner_height(surfaceElement, direction1) + landChangePerTile
!= tile_element_get_corner_height(surfaceElement, checkDirection1))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(surfaceElement, direction2) + landChangePerTile
!= tile_element_get_corner_height(surfaceElement, checkDirection2))
{
shouldContinue &= ~0x2;
}
if ((shouldContinue & 0x1)
&& tile_element_get_corner_height(surfaceElement, checkDirection1)
!= tile_element_get_corner_height(nextSurfaceElement, direction1))
{
shouldContinue &= ~0x1;
}
if ((shouldContinue & 0x2)
&& tile_element_get_corner_height(surfaceElement, checkDirection2)
!= tile_element_get_corner_height(nextSurfaceElement, direction2))
{
shouldContinue &= ~0x2;
}
}
expectedLandHeight1 += landChangePerTile;
// change land of current tile
int32_t targetBaseZ = surfaceElement->base_height;
int32_t slope = surfaceElement->AsSurface()->GetSlope();
int32_t oldSlope = slope;
if (_isLowering)
{
if (shouldContinue & 0x4)
{
slope = tile_element_lower_styles[direction1][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ -= 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
if ((shouldContinue & 0x8)
&& map_get_corner_height(surfaceElement->base_height, oldSlope, direction2)
== map_get_corner_height(targetBaseZ, slope, direction2))
{
slope = tile_element_lower_styles[direction2][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ -= 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
}
else
{
if (shouldContinue & 0x4)
{
slope = tile_element_raise_styles[direction1][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ += 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
if ((shouldContinue & 0x8)
&& map_get_corner_height(surfaceElement->base_height, oldSlope, direction2)
== map_get_corner_height(targetBaseZ, slope, direction2))
{
slope = tile_element_raise_styles[direction2][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ += 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
}
auto landSetHeightAction = LandSetHeightAction(nextLoc, targetBaseZ, slope);
landSetHeightAction.SetFlags(GetFlags());
auto res = isExecuting ? GameActions::ExecuteNested(&landSetHeightAction)
: GameActions::QueryNested(&landSetHeightAction);
if (res->Error == GA_ERROR::OK)
{
totalCost += res->Cost;
}
}
return totalCost;
}
money32 SmoothLandRowByCorner(
bool isExecuting, CoordsXY loc, int32_t expectedLandHeight, int32_t stepX, int32_t stepY, int32_t direction,
int32_t checkDirection) const
{
bool shouldContinue = true;
money32 totalCost = 0;
int32_t landChangePerTile;
if (stepX == 0 || stepY == 0)
{
landChangePerTile = _isLowering ? 2 : -2;
}
else
{
landChangePerTile = _isLowering ? 4 : -4;
}
// check if we need to start at all
if (!map_is_location_valid(loc) || !map_is_location_valid({ loc.x + stepX, loc.y + stepY }))
{
return 0;
}
auto surfaceElement = map_get_surface_element_at(loc);
auto nextSurfaceElement = map_get_surface_element_at({ loc.x + stepX, loc.y + stepY });
if (surfaceElement == nullptr || nextSurfaceElement == nullptr)
{
return 0;
}
if (tile_element_get_corner_height(surfaceElement, checkDirection) != expectedLandHeight + (_isLowering ? 2 : -2))
{
return 0;
}
if (tile_element_get_corner_height(surfaceElement, checkDirection)
!= tile_element_get_corner_height(nextSurfaceElement, direction))
{
return 0;
}
auto nextLoc = loc;
while (shouldContinue)
{
nextLoc.x += stepX;
nextLoc.y += stepY;
// check if we need to continue after raising the current tile
// this needs to be checked before the tile is changed
if (!map_is_location_valid({ nextLoc.x + stepX, nextLoc.y + stepY }))
{
shouldContinue = false;
}
else
{
surfaceElement = nextSurfaceElement;
nextSurfaceElement = map_get_surface_element_at({ nextLoc.x + stepX, nextLoc.y + stepY });
if (nextSurfaceElement == nullptr)
{
shouldContinue = false;
}
if (tile_element_get_corner_height(surfaceElement, direction) + landChangePerTile
!= tile_element_get_corner_height(surfaceElement, checkDirection))
{
shouldContinue = false;
}
if (shouldContinue
&& tile_element_get_corner_height(surfaceElement, checkDirection)
!= tile_element_get_corner_height(nextSurfaceElement, direction))
{
shouldContinue = false;
}
}
if (stepX * stepY != 0)
{
totalCost += SmoothLandRowByCorner(
isExecuting, nextLoc, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction,
checkDirection ^ 3);
totalCost += SmoothLandRowByCorner(
isExecuting, nextLoc, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction,
checkDirection ^ 1);
}
expectedLandHeight += landChangePerTile;
// change land of current tile
auto result = SmoothLandTile(direction, isExecuting, nextLoc.x, nextLoc.y, surfaceElement);
if (result->Error == GA_ERROR::OK)
{
totalCost += result->Cost;
}
}
return totalCost;
}
GameActionResult::Ptr SmoothLand(bool isExecuting) const
{
const bool raiseLand = !_isLowering;
const int32_t selectionType = _selectionType;
const int32_t heightOffset = raiseLand ? 2 : -2;
auto normRange = _range.Normalise();
// Cap bounds to map
auto l = std::max(normRange.GetLeft(), 32);
auto t = std::max(normRange.GetTop(), 32);
auto r = std::clamp(normRange.GetRight(), 0, (MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);
auto b = std::clamp(normRange.GetBottom(), 0, (MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);
auto validRange = MapRange{ l, t, r, b };
int32_t centreZ = tile_element_height(_coords.x, _coords.y) & 0xFFFF;
auto res = MakeResult();
res->ErrorTitle = _ErrorTitles[_isLowering ? 0 : 1];
res->ExpenditureType = RCT_EXPENDITURE_TYPE_LANDSCAPING;
res->Position = { _coords.x, _coords.y, centreZ };
// Do the smoothing
switch (selectionType)
{
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
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 2), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, -32, 0, 2);
}
{ // bottom-left
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetBottom() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 3), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetBottom() }, z, -32, 32, 1, 3);
}
{ // bottom-right
auto surfaceElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetBottom() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 0), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetRight(), validRange.GetBottom() }, z, 32, 32, 2, 0);
}
{ // top-right
auto surfaceElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetTop() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 1), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetRight(), validRange.GetTop() }, z, 32, -32, 3, 1);
}
// Smooth the edges
TileElement* surfaceElement = nullptr;
int32_t z1, z2;
for (int32_t y = validRange.GetTop(); y <= validRange.GetBottom(); y += 32)
{
surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), y });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 3), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 2), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { validRange.GetLeft(), y }, z1, z2, -32, 0, 0, 1, 3, 2);
surfaceElement = map_get_surface_element_at({ validRange.GetRight(), y });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 1), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 0), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { validRange.GetRight(), y }, z1, z2, 32, 0, 2, 3, 1, 0);
}
for (int32_t x = validRange.GetLeft(); x <= validRange.GetRight(); x += 32)
{
surfaceElement = map_get_surface_element_at({ x, validRange.GetTop() });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 1), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 2), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { x, validRange.GetTop() }, z1, z2, 0, -32, 0, 3, 1, 2);
surfaceElement = map_get_surface_element_at({ x, validRange.GetBottom() });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 0), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 3), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(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:
{
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
uint8_t newBaseZ = surfaceElement->base_height;
uint8_t newSlope = surfaceElement->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 += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, -32, 0, 2);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += SmoothLandRowByCorner(isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 32, 2, 0);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 32, 1, 3);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += SmoothLandRowByCorner(
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 += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 3, 0);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, 32, 1, 0);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 0, 3);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += SmoothLandRowByCorner(
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 += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 2, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, -32, 0, 1);
z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 1, 2);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += SmoothLandRowByCorner(
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 += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 1, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, -32, 3, 2);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 2, 1);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += SmoothLandRowByCorner(
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 += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 0, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, 32, 2, 3);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 3, 0);
z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += SmoothLandRowByCorner(
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
auto 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 += SmoothLandRowByEdge(
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 += SmoothLandRowByEdge(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z3, z4, -stepOffsets[edge].x,
-stepOffsets[edge].y, c1, c2, c3, c4);
// Smooth corners
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z1, -stepOffsets[edge].y, stepOffsets[edge].x,
c2, c1);
res->Cost += SmoothLandRowByCorner(
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 += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, -32, 0, 2);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += SmoothLandRowByCorner(isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 32, 2, 0);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 32, 1, 3);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, -32, 3, 1);
break;
}
default:
log_error("Invalid map selection %u", _selectionType);
return MakeResult(GA_ERROR::INVALID_PARAMETERS, res->ErrorTitle);
} // 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 += result->Cost;
return res;
}
};

View File

@@ -31,7 +31,7 @@
// This string specifies which version of network stream current build uses.
// It is used for making sure only compatible builds get connected, even within
// single OpenRCT2 version.
#define NETWORK_STREAM_VERSION "12"
#define NETWORK_STREAM_VERSION "13"
#define NETWORK_STREAM_ID OPENRCT2_VERSION "-" NETWORK_STREAM_VERSION
static Peep* _pickup_peep = nullptr;

View File

@@ -1080,571 +1080,6 @@ uint8_t map_get_highest_land_height(int32_t xMin, int32_t xMax, int32_t yMin, in
return max_height;
}
static money32 smooth_land_tile(
int32_t direction, uint8_t flags, int32_t x, int32_t y, TileElement* tileElement, bool raiseLand)
{
int32_t targetBaseZ = tileElement->base_height;
int32_t slope = tileElement->AsSurface()->GetSlope();
if (raiseLand)
{
slope = tile_element_raise_styles[direction][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ += 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
else
{
slope = tile_element_lower_styles[direction][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ -= 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
auto landSetHeightAction = LandSetHeightAction({ x, y }, targetBaseZ, slope);
landSetHeightAction.SetFlags(flags);
auto res = (flags & GAME_COMMAND_FLAG_APPLY) ? GameActions::ExecuteNested(&landSetHeightAction)
: GameActions::QueryNested(&landSetHeightAction);
if (res->Error == GA_ERROR::OK)
{
return res->Cost;
}
else
{
return MONEY32_UNDEFINED;
}
}
static money32 smooth_land_row_by_edge(
int32_t flags, int32_t x, int32_t y, int32_t expectedLandHeight1, int32_t expectedLandHeight2, int32_t stepX, int32_t stepY,
int32_t direction1, int32_t direction2, int32_t checkDirection1, int32_t checkDirection2, bool raiseLand)
{
uint8_t shouldContinue = 0xF;
int32_t landChangePerTile = raiseLand ? -2 : 2;
TileElement *tileElement, *nextTileElement;
money32 totalCost = 0;
// check if we need to start at all
if (!map_is_location_valid({ x, y }) || !map_is_location_valid({ x + stepX, y + stepY }))
{
return 0;
}
tileElement = map_get_surface_element_at({ x, y });
nextTileElement = map_get_surface_element_at({ x + stepX, y + stepY });
if (tileElement == nullptr || nextTileElement == nullptr)
{
return 0;
}
if (tile_element_get_corner_height(tileElement, checkDirection1) != expectedLandHeight1 + (raiseLand ? -2 : 2))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(tileElement, checkDirection2) != expectedLandHeight2 + (raiseLand ? -2 : 2))
{
shouldContinue &= ~0x2;
}
if (tile_element_get_corner_height(tileElement, checkDirection1)
!= tile_element_get_corner_height(nextTileElement, direction1))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(tileElement, checkDirection2)
!= tile_element_get_corner_height(nextTileElement, direction2))
{
shouldContinue &= ~0x2;
}
while ((shouldContinue & 0x3) != 0)
{
shouldContinue = ((shouldContinue << 2) | 0x3) & shouldContinue;
x += stepX;
y += stepY;
// check if we need to continue after raising the current tile
// this needs to be checked before the tile is changed
if (!map_is_location_valid({ x + stepX, y + stepY }))
{
shouldContinue &= ~0x3;
}
else
{
tileElement = nextTileElement;
nextTileElement = map_get_surface_element_at({ x + stepX, y + stepY });
if (nextTileElement == nullptr)
{
shouldContinue &= ~0x3;
}
if (tile_element_get_corner_height(tileElement, direction1) + landChangePerTile
!= tile_element_get_corner_height(tileElement, checkDirection1))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(tileElement, direction2) + landChangePerTile
!= tile_element_get_corner_height(tileElement, checkDirection2))
{
shouldContinue &= ~0x2;
}
if ((shouldContinue & 0x1)
&& tile_element_get_corner_height(tileElement, checkDirection1)
!= tile_element_get_corner_height(nextTileElement, direction1))
{
shouldContinue &= ~0x1;
}
if ((shouldContinue & 0x2)
&& tile_element_get_corner_height(tileElement, checkDirection2)
!= tile_element_get_corner_height(nextTileElement, direction2))
{
shouldContinue &= ~0x2;
}
}
expectedLandHeight1 += landChangePerTile;
// change land of current tile
int32_t targetBaseZ = tileElement->base_height;
int32_t slope = tileElement->AsSurface()->GetSlope();
int32_t oldSlope = slope;
if (raiseLand)
{
if (shouldContinue & 0x4)
{
slope = tile_element_raise_styles[direction1][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ += 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
if ((shouldContinue & 0x8)
&& map_get_corner_height(tileElement->base_height, oldSlope, direction2)
== map_get_corner_height(targetBaseZ, slope, direction2))
{
slope = tile_element_raise_styles[direction2][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ += 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
}
else
{
if (shouldContinue & 0x4)
{
slope = tile_element_lower_styles[direction1][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ -= 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
if ((shouldContinue & 0x8)
&& map_get_corner_height(tileElement->base_height, oldSlope, direction2)
== map_get_corner_height(targetBaseZ, slope, direction2))
{
slope = tile_element_lower_styles[direction2][slope];
if (slope & SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT)
{
targetBaseZ -= 2;
slope &= ~SURFACE_STYLE_FLAG_RAISE_OR_LOWER_BASE_HEIGHT;
}
}
}
auto landSetHeightAction = LandSetHeightAction({ x, y }, targetBaseZ, slope);
landSetHeightAction.SetFlags(flags);
auto res = (flags & GAME_COMMAND_FLAG_APPLY) ? GameActions::ExecuteNested(&landSetHeightAction)
: GameActions::QueryNested(&landSetHeightAction);
if (res->Error == GA_ERROR::OK)
{
totalCost += res->Cost;
}
}
return totalCost;
}
static money32 smooth_land_row_by_corner(
int32_t flags, int32_t x, int32_t y, int32_t expectedLandHeight, int32_t stepX, int32_t stepY, int32_t direction,
int32_t checkDirection, bool raiseLand)
{
bool shouldContinue = true;
TileElement *tileElement, *nextTileElement;
money32 totalCost = 0;
money32 result;
int32_t landChangePerTile;
if (stepX == 0 || stepY == 0)
{
landChangePerTile = raiseLand ? -2 : 2;
}
else
{
landChangePerTile = raiseLand ? -4 : 4;
}
// check if we need to start at all
if (!map_is_location_valid({ x, y }) || !map_is_location_valid({ x + stepX, y + stepY }))
{
return 0;
}
tileElement = map_get_surface_element_at({ x, y });
nextTileElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
if (tileElement == nullptr || nextTileElement == nullptr)
{
return 0;
}
if (tile_element_get_corner_height(tileElement, checkDirection) != expectedLandHeight + (raiseLand ? -2 : 2))
{
return 0;
}
if (tile_element_get_corner_height(tileElement, checkDirection)
!= tile_element_get_corner_height(nextTileElement, direction))
{
return 0;
}
while (shouldContinue)
{
x += stepX;
y += stepY;
// check if we need to continue after raising the current tile
// this needs to be checked before the tile is changed
if (!map_is_location_valid({ x + stepX, y + stepY }))
{
shouldContinue = false;
}
else
{
tileElement = nextTileElement;
nextTileElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
if (nextTileElement == nullptr)
{
shouldContinue = false;
}
if (tile_element_get_corner_height(tileElement, direction) + landChangePerTile
!= tile_element_get_corner_height(tileElement, checkDirection))
{
shouldContinue = false;
}
if (shouldContinue
&& tile_element_get_corner_height(tileElement, checkDirection)
!= tile_element_get_corner_height(nextTileElement, direction))
{
shouldContinue = false;
}
}
if (stepX * stepY != 0)
{
totalCost += smooth_land_row_by_corner(
flags, x, y, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction, checkDirection ^ 3, raiseLand);
totalCost += smooth_land_row_by_corner(
flags, x, y, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction, checkDirection ^ 1, raiseLand);
}
expectedLandHeight += landChangePerTile;
// change land of current tile
result = smooth_land_tile(direction, flags, x, y, tileElement, raiseLand);
if (result != MONEY32_UNDEFINED)
{
totalCost += result;
}
}
return totalCost;
}
static money32 smooth_land(
int32_t flags, int32_t centreX, int32_t centreY, int32_t mapLeft, int32_t mapTop, int32_t mapRight, int32_t mapBottom,
int32_t command)
{
// break up information in command
const bool raiseLand = command < 0x7FFF;
const int32_t selectionType = command & 0x7FFF;
const int32_t heightOffset = raiseLand ? 2 : -2;
// Cap bounds to map
mapLeft = std::max(mapLeft, 32);
mapTop = std::max(mapTop, 32);
mapRight = std::clamp(mapRight, 0, (MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);
mapBottom = std::clamp(mapBottom, 0, (MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);
// Play sound (only once)
int32_t centreZ = tile_element_height(centreX, centreY);
if ((flags & GAME_COMMAND_FLAG_APPLY) && gGameCommandNestLevel == 1)
{
audio_play_sound_at_location(SOUND_PLACE_ITEM, centreX, centreY, centreZ);
}
if (flags & GAME_COMMAND_FLAG_APPLY)
{
LocationXYZ16 coord;
coord.x = centreX + 16;
coord.y = centreY + 16;
coord.z = tile_element_height(coord.x, coord.y);
network_set_player_last_action_coord(network_get_player_index(game_command_playerid), coord);
}
// Do the smoothing
money32 totalCost = 0;
switch (selectionType)
{
case MAP_SELECT_TYPE_FULL:
{
uint8_t minHeight = heightOffset + map_get_lowest_land_height(mapLeft, mapRight, mapTop, mapBottom);
uint8_t maxHeight = heightOffset + map_get_highest_land_height(mapLeft, mapRight, mapTop, mapBottom);
// Smooth the 4 corners
{ // top-left
TileElement* tileElement = map_get_surface_element_at({ mapLeft, mapTop });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, -32, 0, 2, raiseLand);
}
{ // bottom-left
TileElement* tileElement = map_get_surface_element_at(mapLeft >> 5, mapBottom >> 5);
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapBottom, z, -32, 32, 1, 3, raiseLand);
}
{ // bottom-right
TileElement* tileElement = map_get_surface_element_at(mapRight >> 5, mapBottom >> 5);
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
totalCost += smooth_land_row_by_corner(flags, mapRight, mapBottom, z, 32, 32, 2, 0, raiseLand);
}
{ // top-right
TileElement* tileElement = map_get_surface_element_at(mapRight >> 5, mapTop >> 5);
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
totalCost += smooth_land_row_by_corner(flags, mapRight, mapTop, z, 32, -32, 3, 1, raiseLand);
}
// Smooth the edges
TileElement* tileElement = nullptr;
int32_t z1, z2;
for (int32_t y = mapTop; y <= mapBottom; y += 32)
{
tileElement = map_get_surface_element_at({ mapLeft, 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);
totalCost += smooth_land_row_by_edge(flags, mapLeft, y, z1, z2, -32, 0, 0, 1, 3, 2, raiseLand);
tileElement = map_get_surface_element_at({ mapRight, 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);
totalCost += smooth_land_row_by_edge(flags, mapRight, y, z1, z2, 32, 0, 2, 3, 1, 0, raiseLand);
}
for (int32_t x = mapLeft; x <= mapRight; x += 32)
{
tileElement = map_get_surface_element_at({ x, mapTop });
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);
totalCost += smooth_land_row_by_edge(flags, x, mapTop, z1, z2, 0, -32, 0, 3, 1, 2, raiseLand);
tileElement = map_get_surface_element_at({ x, mapBottom });
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);
totalCost += smooth_land_row_by_edge(flags, x, mapBottom, z1, z2, 0, 32, 1, 2, 0, 3, raiseLand);
}
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({ mapLeft, mapTop });
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);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, -32, 0, 2, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 0);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 32, 2, 0, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 3);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 32, 1, 3, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 1);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, -32, 3, 1, raiseLand);
// Smooth the edges
switch (selectionType)
{
case MAP_SELECT_TYPE_CORNER_0:
z = map_get_corner_height(newBaseZ, newSlope, 0);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 3, 0, raiseLand);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 1, 0, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 3);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 0, 3, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 1);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 0, 1, raiseLand);
break;
case MAP_SELECT_TYPE_CORNER_1:
z = map_get_corner_height(newBaseZ, newSlope, 1);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 2, 1, raiseLand);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 0, 1, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 2);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 1, 2, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 0);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 1, 0, raiseLand);
break;
case MAP_SELECT_TYPE_CORNER_2:
z = map_get_corner_height(newBaseZ, newSlope, 2);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 1, 2, raiseLand);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 3, 2, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 1);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 2, 1, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 3);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 2, 3, raiseLand);
break;
case MAP_SELECT_TYPE_CORNER_3:
z = map_get_corner_height(newBaseZ, newSlope, 3);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 0, 0, 3, raiseLand);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, 32, 2, 3, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 0);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 0, 3, 0, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 2);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 0, -32, 3, 2, raiseLand);
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({ mapLeft, mapTop });
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
totalCost += smooth_land_row_by_edge(
flags, mapLeft, mapTop, z1, z2, stepOffsets[edge].x, stepOffsets[edge].y, c3, c4, c1, c2, raiseLand);
// Smooth the edge at the bottom of the new slope
totalCost += smooth_land_row_by_edge(
flags, mapLeft, mapTop, z3, z4, -stepOffsets[edge].x, -stepOffsets[edge].y, c1, c2, c3, c4, raiseLand);
// Smooth corners
totalCost += smooth_land_row_by_corner(
flags, mapLeft, mapTop, z1, -stepOffsets[edge].y, stepOffsets[edge].x, c2, c1, raiseLand);
totalCost += smooth_land_row_by_corner(
flags, mapLeft, mapTop, z2, stepOffsets[edge].y, -stepOffsets[edge].x, c1, c2, raiseLand);
int32_t z = map_get_corner_height(newBaseZ, newSlope, 2);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, -32, 0, 2, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 0);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, 32, 2, 0, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 3);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, -32, 32, 1, 3, raiseLand);
z = map_get_corner_height(newBaseZ, newSlope, 1);
totalCost += smooth_land_row_by_corner(flags, mapLeft, mapTop, z, 32, -32, 3, 1, raiseLand);
break;
}
} // switch selectionType
// Raise / lower the land tool selection area
GameActionResult::Ptr res;
if (raiseLand)
{
auto raiseLandAction = LandRaiseAction({ centreX, centreY }, { mapLeft, mapTop, mapRight, mapBottom }, selectionType);
raiseLandAction.SetFlags(flags);
res = flags & GAME_COMMAND_FLAG_APPLY ? GameActions::ExecuteNested(&raiseLandAction)
: GameActions::QueryNested(&raiseLandAction);
}
else
{
auto lowerLandAction = LandLowerAction({ centreX, centreY }, { mapLeft, mapTop, mapRight, mapBottom }, selectionType);
lowerLandAction.SetFlags(flags);
res = flags & GAME_COMMAND_FLAG_APPLY ? GameActions::ExecuteNested(&lowerLandAction)
: GameActions::QueryNested(&lowerLandAction);
}
if (res->Error != GA_ERROR::OK)
{
return MONEY32_UNDEFINED;
}
totalCost += res->Cost;
gCommandExpenditureType = RCT_EXPENDITURE_TYPE_LANDSCAPING;
gCommandPosition.x = centreX;
gCommandPosition.y = centreY;
gCommandPosition.z = centreZ;
return totalCost;
}
/**
*
* rct2: 0x0068BC01
*/
void game_command_smooth_land(
int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, [[maybe_unused]] int32_t* esi, int32_t* edi, int32_t* ebp)
{
int32_t flags = *ebx & 0xFF;
int32_t centreX = *eax & 0xFFFF;
int32_t centreY = *ecx & 0xFFFF;
int32_t mapLeft = (int16_t)(*edx & 0xFFFF);
int32_t mapTop = (int16_t)(*ebp & 0xFFFF);
int32_t mapRight = (int16_t)(*edx >> 16);
int32_t mapBottom = (int16_t)(*ebp >> 16);
int32_t command = *edi;
*ebx = smooth_land(flags, centreX, centreY, mapLeft, mapTop, mapRight, mapBottom, command);
}
bool map_is_location_at_edge(int32_t x, int32_t y)
{
return x < 32 || y < 32 || x >= ((MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32) || y >= ((MAXIMUM_MAP_SIZE_TECHNICAL - 1) * 32);

View File

@@ -202,7 +202,6 @@ void game_command_set_large_scenery_colour(
int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp);
void game_command_set_banner_colour(
int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp);
void game_command_smooth_land(int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp);
void game_command_place_banner(
int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp);
void game_command_place_wall(int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp);