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OpenRCT2/src/openrct2/world/Footpath.cpp
2025-12-11 00:18:27 +00:00

1973 lines
69 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2025 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.
*****************************************************************************/
#include "../Cheats.h"
#include "../Context.h"
#include "../Diagnostic.h"
#include "../Game.h"
#include "../GameState.h"
#include "../Identifiers.h"
#include "../OpenRCT2.h"
#include "../actions/FootpathPlaceAction.h"
#include "../actions/FootpathRemoveAction.h"
#include "../actions/LandSetRightsAction.h"
#include "../core/Guard.hpp"
#include "../entity/EntityList.h"
#include "../entity/EntityRegistry.h"
#include "../interface/Viewport.h"
#include "../interface/WindowBase.h"
#include "../object/FootpathObject.h"
#include "../object/FootpathRailingsObject.h"
#include "../object/FootpathSurfaceObject.h"
#include "../object/ObjectEntryManager.h"
#include "../object/ObjectLimits.h"
#include "../object/ObjectManager.h"
#include "../object/PathAdditionEntry.h"
#include "../paint/VirtualFloor.h"
#include "../ride/RideData.h"
#include "../ride/Track.h"
#include "../ride/TrackData.h"
#include "Location.hpp"
#include "Map.h"
#include "MapAnimation.h"
#include "Wall.h"
#include "tile_element/BannerElement.h"
#include "tile_element/EntranceElement.h"
#include "tile_element/PathElement.h"
#include "tile_element/Slope.h"
#include "tile_element/SurfaceElement.h"
#include "tile_element/TrackElement.h"
#include <bit>
#include <iterator>
using namespace OpenRCT2;
using namespace OpenRCT2::TrackMetaData;
using OpenRCT2::GameActions::CommandFlag;
using OpenRCT2::GameActions::CommandFlags;
void FootpathUpdateQueueEntranceBanner(const CoordsXY& footpathPos, TileElement* tileElement);
FootpathSelection gFootpathSelection;
uint8_t gFootpathGroundFlags;
static RideId* _footpathQueueChainNext;
static RideId _footpathQueueChain[64];
// This is the coordinates that a user of the bin should move to
// rct2: 0x00992A4C
const std::array<CoordsXY, kNumOrthogonalDirections> BinUseOffsets = {
CoordsXY{ 11, 16 },
{ 16, 21 },
{ 21, 16 },
{ 16, 11 },
};
// These are the offsets for bench positions on footpaths, 2 for each edge
// rct2: 0x00981F2C, 0x00981F2E
const std::array<CoordsXY, 2 * kNumOrthogonalDirections> BenchUseOffsets = {
CoordsXY{ 7, 12 }, { 12, 25 }, { 25, 20 }, { 20, 7 }, { 7, 20 }, { 20, 25 }, { 25, 12 }, { 12, 7 },
};
/** rct2: 0x00981D6C, 0x00981D6E */
const std::array<CoordsXY, kNumOrthogonalDirections> DirectionOffsets = {
CoordsXY{ -1, 0 },
{ 0, 1 },
{ 1, 0 },
{ 0, -1 },
};
/** rct2: 0x0098D7F0 */
static constexpr uint8_t connected_path_count[] = {
0, // 0b0000
1, // 0b0001
1, // 0b0010
2, // 0b0011
1, // 0b0100
2, // 0b0101
2, // 0b0110
3, // 0b0111
1, // 0b1000
2, // 0b1001
2, // 0b1010
3, // 0b1011
2, // 0b1100
3, // 0b1101
3, // 0b1110
4, // 0b1111
};
/** rct2: 0x0098D8B4 */
static constexpr FootpathSlope kDefaultPathSlope[] = {
{ FootpathSlopeType::flat }, { FootpathSlopeType::irregular }, { FootpathSlopeType::irregular },
{ FootpathSlopeType::sloped, 2 }, { FootpathSlopeType::irregular }, { FootpathSlopeType::irregular },
{ FootpathSlopeType::sloped, 3 }, { FootpathSlopeType::raise }, { FootpathSlopeType::irregular },
{ FootpathSlopeType::sloped, 1 }, { FootpathSlopeType::irregular }, { FootpathSlopeType::raise },
{ FootpathSlopeType::sloped, 0 }, { FootpathSlopeType::raise }, { FootpathSlopeType::raise },
{ FootpathSlopeType::irregular },
};
static bool entrance_has_direction(const EntranceElement& entranceElement, int32_t direction)
{
return entranceElement.GetDirections() & (1 << (direction & 3));
}
PathElement* MapGetFootpathElement(const CoordsXYZ& coords)
{
TileElement* tileElement = MapGetFirstElementAt(coords);
do
{
if (tileElement == nullptr)
break;
auto* pathElement = tileElement->AsPath();
if (pathElement != nullptr && pathElement->GetBaseZ() == coords.z)
return pathElement;
} while (!(tileElement++)->IsLastForTile());
return nullptr;
}
/**
*
* rct2: 0x00673883
*/
void FootpathRemoveLitter(const CoordsXYZ& footpathPos)
{
std::vector<Litter*> removals;
for (auto litter : EntityTileList<Litter>(footpathPos))
{
int32_t distanceZ = abs(litter->z - footpathPos.z);
if (distanceZ <= 32)
{
removals.push_back(litter);
}
}
for (auto* litter : removals)
{
litter->Invalidate();
getGameState().entities.EntityRemove(litter);
}
}
/**
*
* rct2: 0x0069A48B
*/
void FootpathInterruptPeeps(const CoordsXYZ& footpathPos)
{
auto quad = EntityTileList<Peep>(footpathPos);
for (auto peep : quad)
{
if (peep->State == PeepState::sitting || peep->State == PeepState::watching)
{
auto location = peep->GetLocation();
if (location.z == footpathPos.z)
{
auto destination = location.ToTileCentre();
peep->SetState(PeepState::walking);
peep->SetDestination(destination, 5);
peep->UpdateCurrentAnimationType();
}
}
}
}
static PathElement* FootpathConnectCornersGetNeighbour(const CoordsXYZ& footpathPos, int32_t requireEdges)
{
if (!MapIsLocationValid(footpathPos))
{
return nullptr;
}
TileElement* tileElement = MapGetFirstElementAt(footpathPos);
if (tileElement == nullptr)
return nullptr;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
auto pathElement = tileElement->AsPath();
if (pathElement->IsQueue())
continue;
if (tileElement->GetBaseZ() != footpathPos.z)
continue;
if (!(pathElement->GetEdgesAndCorners() & requireEdges))
continue;
return pathElement;
} while (!(tileElement++)->IsLastForTile());
return nullptr;
}
/**
* Sets the corner edges of four path tiles.
* The function will search for a path in the direction given, then check clockwise to see if it there is a path and again until
* it reaches the initial path. In other words, checks if there are four paths together so that it can set the inner corners of
* each one.
*
* rct2: 0x006A70EB
*/
static void FootpathConnectCorners(const CoordsXY& footpathPos, PathElement* initialTileElement)
{
using PathElementCoordsPair = std::pair<PathElement*, CoordsXY>;
std::array<PathElementCoordsPair, 4> tileElements;
if (initialTileElement->IsQueue())
return;
if (initialTileElement->IsSloped())
return;
std::get<0>(tileElements) = { initialTileElement, footpathPos };
int32_t z = initialTileElement->GetBaseZ();
for (int32_t initialDirection = 0; initialDirection < kNumOrthogonalDirections; initialDirection++)
{
int32_t direction = initialDirection;
auto currentPos = footpathPos + CoordsDirectionDelta[direction];
std::get<1>(tileElements) = { FootpathConnectCornersGetNeighbour({ currentPos, z }, (1 << DirectionReverse(direction))),
currentPos };
if (std::get<1>(tileElements).first == nullptr)
continue;
direction = DirectionNext(direction);
currentPos += CoordsDirectionDelta[direction];
std::get<2>(tileElements) = { FootpathConnectCornersGetNeighbour({ currentPos, z }, (1 << DirectionReverse(direction))),
currentPos };
if (std::get<2>(tileElements).first == nullptr)
continue;
direction = DirectionNext(direction);
currentPos += CoordsDirectionDelta[direction];
// First check link to previous tile
std::get<3>(tileElements) = { FootpathConnectCornersGetNeighbour({ currentPos, z }, (1 << DirectionReverse(direction))),
currentPos };
if (std::get<3>(tileElements).first == nullptr)
continue;
// Second check link to initial tile
std::get<3>(tileElements) = { FootpathConnectCornersGetNeighbour({ currentPos, z }, (1 << ((direction + 1) & 3))),
currentPos };
if (std::get<3>(tileElements).first == nullptr)
continue;
direction = DirectionNext(direction);
std::get<3>(tileElements).first->SetCorners(std::get<3>(tileElements).first->GetCorners() | (1 << (direction)));
MapInvalidateElement(std::get<3>(tileElements).second, reinterpret_cast<TileElement*>(std::get<3>(tileElements).first));
direction = DirectionPrev(direction);
std::get<2>(tileElements).first->SetCorners(std::get<2>(tileElements).first->GetCorners() | (1 << (direction)));
MapInvalidateElement(std::get<2>(tileElements).second, reinterpret_cast<TileElement*>(std::get<2>(tileElements).first));
direction = DirectionPrev(direction);
std::get<1>(tileElements).first->SetCorners(std::get<1>(tileElements).first->GetCorners() | (1 << (direction)));
MapInvalidateElement(std::get<1>(tileElements).second, reinterpret_cast<TileElement*>(std::get<1>(tileElements).first));
direction = initialDirection;
std::get<0>(tileElements).first->SetCorners(std::get<0>(tileElements).first->GetCorners() | (1 << (direction)));
MapInvalidateElement(std::get<0>(tileElements).second, reinterpret_cast<TileElement*>(std::get<0>(tileElements).first));
}
}
struct FootpathNeighbour
{
uint8_t order;
uint8_t direction;
RideId ride_index;
StationIndex entrance_index;
};
struct FootpathNeighbourList
{
FootpathNeighbour items[8];
size_t count;
};
static int32_t FootpathNeighbourCompare(const void* a, const void* b)
{
uint8_t va = (static_cast<const FootpathNeighbour*>(a))->order;
uint8_t vb = (static_cast<const FootpathNeighbour*>(b))->order;
if (va < vb)
return 1;
if (va > vb)
return -1;
uint8_t da = (static_cast<const FootpathNeighbour*>(a))->direction;
uint8_t db = (static_cast<const FootpathNeighbour*>(b))->direction;
if (da < db)
return -1;
if (da > db)
return 1;
return 0;
}
static void FootpathNeighbourListInit(FootpathNeighbourList* neighbourList)
{
neighbourList->count = 0;
}
static void FootpathNeighbourListPush(
FootpathNeighbourList* neighbourList, int32_t order, int32_t direction, RideId rideIndex, ::StationIndex entrance_index)
{
Guard::Assert(neighbourList->count < std::size(neighbourList->items));
neighbourList->items[neighbourList->count].order = order;
neighbourList->items[neighbourList->count].direction = direction;
neighbourList->items[neighbourList->count].ride_index = rideIndex;
neighbourList->items[neighbourList->count].entrance_index = entrance_index;
neighbourList->count++;
}
static bool FootpathNeighbourListPop(FootpathNeighbourList* neighbourList, FootpathNeighbour* outNeighbour)
{
if (neighbourList->count == 0)
return false;
*outNeighbour = neighbourList->items[0];
const size_t bytesToMove = (neighbourList->count - 1) * sizeof(neighbourList->items[0]);
memmove(&neighbourList->items[0], &neighbourList->items[1], bytesToMove);
neighbourList->count--;
return true;
}
static void FootpathNeighbourListRemove(FootpathNeighbourList* neighbourList, size_t index)
{
Guard::ArgumentInRange<size_t>(index, 0, neighbourList->count - 1);
int32_t itemsRemaining = static_cast<int32_t>(neighbourList->count - index) - 1;
if (itemsRemaining > 0)
{
memmove(&neighbourList->items[index], &neighbourList->items[index + 1], sizeof(FootpathNeighbour) * itemsRemaining);
}
neighbourList->count--;
}
static void FoopathNeighbourListSort(FootpathNeighbourList* neighbourList)
{
qsort(neighbourList->items, neighbourList->count, sizeof(FootpathNeighbour), FootpathNeighbourCompare);
}
static TileElement* FootpathGetElement(const CoordsXYRangedZ& footpathPos, int32_t direction)
{
TileElement* tileElement = MapGetFirstElementAt(footpathPos);
if (tileElement == nullptr)
return nullptr;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
if (footpathPos.clearanceZ == tileElement->GetBaseZ())
{
if (tileElement->AsPath()->IsSloped())
{
auto slope = tileElement->AsPath()->GetSlopeDirection();
if (slope != direction)
break;
}
return tileElement;
}
if (footpathPos.baseZ == tileElement->GetBaseZ())
{
if (!tileElement->AsPath()->IsSloped())
break;
auto slope = DirectionReverse(tileElement->AsPath()->GetSlopeDirection());
if (slope != direction)
break;
return tileElement;
}
} while (!(tileElement++)->IsLastForTile());
return nullptr;
}
/**
* Attempt to connect a newly disconnected queue tile to the specified path tile
*/
static bool FootpathReconnectQueueToPath(
const CoordsXY& footpathPos, TileElement* tileElement, int32_t action, int32_t direction)
{
if (((tileElement->AsPath()->GetEdges() & (1 << direction)) == 0) ^ (action < 0))
return false;
auto targetQueuePos = footpathPos + CoordsDirectionDelta[direction];
if (action < 0)
{
if (WallInTheWay({ footpathPos, tileElement->GetBaseZ(), tileElement->GetClearanceZ() }, direction))
return false;
if (WallInTheWay(
{ targetQueuePos, tileElement->GetBaseZ(), tileElement->GetClearanceZ() }, DirectionReverse(direction)))
return false;
}
int32_t z = tileElement->GetBaseZ();
TileElement* targetFootpathElement = FootpathGetElement({ targetQueuePos, z - kLandHeightStep, z }, direction);
if (targetFootpathElement != nullptr && !targetFootpathElement->AsPath()->IsQueue())
{
auto targetQueueElement = targetFootpathElement->AsPath();
tileElement->AsPath()->SetSlopeDirection(0);
if (action > 0)
{
tileElement->AsPath()->SetEdges(tileElement->AsPath()->GetEdges() & ~(1 << direction));
targetQueueElement->SetEdges(targetQueueElement->GetEdges() & ~(1 << (DirectionReverse(direction) & 3)));
if (action >= 2)
tileElement->AsPath()->SetSlopeDirection(direction);
}
else if (action < 0)
{
tileElement->AsPath()->SetEdges(tileElement->AsPath()->GetEdges() | (1 << direction));
targetQueueElement->SetEdges(targetQueueElement->GetEdges() | (1 << (DirectionReverse(direction) & 3)));
}
if (action != 0)
MapInvalidateTileFull(targetQueuePos);
return true;
}
return false;
}
static bool FootpathDisconnectQueueFromPath(const CoordsXY& footpathPos, TileElement* tileElement, int32_t action)
{
if (!tileElement->AsPath()->IsQueue())
return false;
if (tileElement->AsPath()->IsSloped())
return false;
uint8_t c = connected_path_count[tileElement->AsPath()->GetEdges()];
if ((action < 0) ? (c >= 2) : (c < 2))
return false;
if (action < 0)
{
uint8_t direction = tileElement->AsPath()->GetSlopeDirection();
if (FootpathReconnectQueueToPath(footpathPos, tileElement, action, direction))
return true;
}
for (Direction direction : kAllDirections)
{
if ((action < 0) && (direction == tileElement->AsPath()->GetSlopeDirection()))
continue;
if (FootpathReconnectQueueToPath(footpathPos, tileElement, action, direction))
return true;
}
return false;
}
/**
*
* rct2: 0x006A6D7E
*/
static void Loc6A6FD2(const CoordsXYZ& initialTileElementPos, int32_t direction, TileElement* initialTileElement, bool query)
{
if ((initialTileElement)->GetType() == TileElementType::Path)
{
if (!query)
{
initialTileElement->AsPath()->SetEdges(initialTileElement->AsPath()->GetEdges() | (1 << direction));
MapInvalidateElement(initialTileElementPos, initialTileElement);
}
}
}
static void Loc6A6F1F(
const CoordsXYZ& initialTileElementPos, int32_t direction, TileElement* tileElement, TileElement* initialTileElement,
const CoordsXY& targetPos, CommandFlags flags, bool query, FootpathNeighbourList* neighbourList)
{
if (query)
{
if (WallInTheWay({ targetPos, tileElement->GetBaseZ(), tileElement->GetClearanceZ() }, DirectionReverse(direction)))
{
return;
}
if (tileElement->AsPath()->IsQueue())
{
if (connected_path_count[tileElement->AsPath()->GetEdges()] < 2)
{
FootpathNeighbourListPush(
neighbourList, 4, direction, tileElement->AsPath()->GetRideIndex(),
tileElement->AsPath()->GetStationIndex());
}
else
{
if ((initialTileElement)->GetType() == TileElementType::Path && initialTileElement->AsPath()->IsQueue())
{
if (FootpathDisconnectQueueFromPath(targetPos, tileElement, 0))
{
FootpathNeighbourListPush(
neighbourList, 3, direction, tileElement->AsPath()->GetRideIndex(),
tileElement->AsPath()->GetStationIndex());
}
}
}
}
else
{
FootpathNeighbourListPush(neighbourList, 2, direction, RideId::GetNull(), StationIndex::GetNull());
}
}
else
{
const bool isGhost = flags.has(CommandFlag::ghost);
FootpathDisconnectQueueFromPath(targetPos, tileElement, isGhost ? 2 : 1);
tileElement->AsPath()->SetEdges(tileElement->AsPath()->GetEdges() | (1 << DirectionReverse(direction)));
if (tileElement->AsPath()->IsQueue())
{
FootpathQueueChainPush(tileElement->AsPath()->GetRideIndex());
}
}
if (!(flags.hasAny(CommandFlag::ghost, CommandFlag::allowDuringPaused)))
{
FootpathInterruptPeeps({ targetPos, tileElement->GetBaseZ() });
}
MapInvalidateElement(targetPos, tileElement);
Loc6A6FD2(initialTileElementPos, direction, initialTileElement, query);
}
static void Loc6A6D7E(
const CoordsXYZ& initialTileElementPos, int32_t direction, TileElement* initialTileElement, CommandFlags flags, bool query,
FootpathNeighbourList* neighbourList)
{
auto targetPos = CoordsXY{ initialTileElementPos } + CoordsDirectionDelta[direction];
if ((gLegacyScene == LegacyScene::scenarioEditor || getGameState().cheats.sandboxMode) && MapIsEdge(targetPos))
{
if (query)
{
FootpathNeighbourListPush(neighbourList, 7, direction, RideId::GetNull(), StationIndex::GetNull());
}
Loc6A6FD2(initialTileElementPos, direction, initialTileElement, query);
}
else
{
TileElement* tileElement = MapGetFirstElementAt(targetPos);
if (tileElement == nullptr)
return;
do
{
switch (tileElement->GetType())
{
case TileElementType::Path:
if (tileElement->GetBaseZ() == initialTileElementPos.z)
{
if (!tileElement->AsPath()->IsSloped() || tileElement->AsPath()->GetSlopeDirection() == direction)
{
Loc6A6F1F(
initialTileElementPos, direction, tileElement, initialTileElement, targetPos, flags, query,
neighbourList);
}
return;
}
if (tileElement->GetBaseZ() == initialTileElementPos.z - kLandHeightStep)
{
if (tileElement->AsPath()->IsSloped()
&& tileElement->AsPath()->GetSlopeDirection() == DirectionReverse(direction))
{
Loc6A6F1F(
initialTileElementPos, direction, tileElement, initialTileElement, targetPos, flags, query,
neighbourList);
}
return;
}
break;
case TileElementType::Track:
if (initialTileElementPos.z == tileElement->GetBaseZ())
{
auto ride = GetRide(tileElement->AsTrack()->GetRideIndex());
if (ride == nullptr)
{
continue;
}
if (!ride->getRideTypeDescriptor().HasFlag(RtdFlag::isFlatRide))
{
continue;
}
const auto trackType = tileElement->AsTrack()->GetTrackType();
const uint8_t trackSequence = tileElement->AsTrack()->GetSequenceIndex();
const auto& ted = GetTrackElementDescriptor(trackType);
if (!(ted.sequences[trackSequence].flags & TRACK_SEQUENCE_FLAG_CONNECTS_TO_PATH))
{
return;
}
uint16_t dx = DirectionReverse((direction - tileElement->GetDirection()) & kTileElementDirectionMask);
if (!(ted.sequences[trackSequence].flags & (1 << dx)))
{
return;
}
if (query)
{
FootpathNeighbourListPush(
neighbourList, 1, direction, tileElement->AsTrack()->GetRideIndex(), StationIndex::GetNull());
}
Loc6A6FD2(initialTileElementPos, direction, initialTileElement, query);
return;
}
break;
case TileElementType::Entrance:
if (initialTileElementPos.z == tileElement->GetBaseZ())
{
if (entrance_has_direction(
*(tileElement->AsEntrance()), DirectionReverse(direction - tileElement->GetDirection())))
{
if (query)
{
FootpathNeighbourListPush(
neighbourList, 8, direction, tileElement->AsEntrance()->GetRideIndex(),
tileElement->AsEntrance()->GetStationIndex());
}
else
{
if (tileElement->AsEntrance()->GetEntranceType() != ENTRANCE_TYPE_PARK_ENTRANCE)
{
FootpathQueueChainPush(tileElement->AsEntrance()->GetRideIndex());
}
}
Loc6A6FD2(initialTileElementPos, direction, initialTileElement, query);
return;
}
}
break;
default:
break;
}
} while (!(tileElement++)->IsLastForTile());
}
}
// TODO: Change this into a simple check that validates if the direction should be fully checked with Loc6A6D7E and move the
// calling of Loc6A6D7E into the parent function.
static void Loc6A6C85(
const CoordsXYE& tileElementPos, int32_t direction, CommandFlags flags, bool query, FootpathNeighbourList* neighbourList)
{
if (query
&& WallInTheWay(
{ tileElementPos, tileElementPos.element->GetBaseZ(), tileElementPos.element->GetClearanceZ() }, direction))
return;
if (tileElementPos.element->GetType() == TileElementType::Entrance)
{
if (!entrance_has_direction(
*(tileElementPos.element->AsEntrance()), direction - tileElementPos.element->GetDirection()))
{
return;
}
}
if (tileElementPos.element->GetType() == TileElementType::Track)
{
auto ride = GetRide(tileElementPos.element->AsTrack()->GetRideIndex());
if (ride == nullptr)
{
return;
}
if (!ride->getRideTypeDescriptor().HasFlag(RtdFlag::isFlatRide))
{
return;
}
const auto trackType = tileElementPos.element->AsTrack()->GetTrackType();
const uint8_t trackSequence = tileElementPos.element->AsTrack()->GetSequenceIndex();
const auto& ted = GetTrackElementDescriptor(trackType);
if (!(ted.sequences[trackSequence].flags & TRACK_SEQUENCE_FLAG_CONNECTS_TO_PATH))
{
return;
}
uint16_t dx = (direction - tileElementPos.element->GetDirection()) & kTileElementDirectionMask;
if (!(ted.sequences[trackSequence].flags & (1 << dx)))
{
return;
}
}
auto pos = CoordsXYZ{ tileElementPos, tileElementPos.element->GetBaseZ() };
if (tileElementPos.element->GetType() == TileElementType::Path)
{
if (tileElementPos.element->AsPath()->IsSloped())
{
if ((tileElementPos.element->AsPath()->GetSlopeDirection() - direction) & 1)
{
return;
}
if (tileElementPos.element->AsPath()->GetSlopeDirection() == direction)
{
pos.z += kLandHeightStep;
}
}
}
Loc6A6D7E(pos, direction, tileElementPos.element, flags, query, neighbourList);
}
/**
*
* rct2: 0x006A6C66
*/
void FootpathConnectEdges(const CoordsXY& footpathPos, TileElement* tileElement, CommandFlags flags)
{
FootpathNeighbourList neighbourList;
FootpathNeighbour neighbour;
FootpathUpdateQueueChains();
FootpathNeighbourListInit(&neighbourList);
FootpathUpdateQueueEntranceBanner(footpathPos, tileElement);
for (Direction direction : kAllDirections)
{
Loc6A6C85({ footpathPos, tileElement }, direction, flags, true, &neighbourList);
}
FoopathNeighbourListSort(&neighbourList);
if (tileElement->GetType() == TileElementType::Path && tileElement->AsPath()->IsQueue())
{
RideId rideIndex = RideId::GetNull();
StationIndex entranceIndex = StationIndex::GetNull();
for (size_t i = 0; i < neighbourList.count; i++)
{
if (!neighbourList.items[i].ride_index.IsNull())
{
if (rideIndex.IsNull())
{
rideIndex = neighbourList.items[i].ride_index;
entranceIndex = neighbourList.items[i].entrance_index;
}
else if (rideIndex != neighbourList.items[i].ride_index)
{
FootpathNeighbourListRemove(&neighbourList, i);
}
else if (
rideIndex == neighbourList.items[i].ride_index && entranceIndex != neighbourList.items[i].entrance_index
&& !neighbourList.items[i].entrance_index.IsNull())
{
FootpathNeighbourListRemove(&neighbourList, i);
}
}
}
neighbourList.count = std::min<size_t>(neighbourList.count, 2);
}
while (FootpathNeighbourListPop(&neighbourList, &neighbour))
{
Loc6A6C85({ footpathPos, tileElement }, neighbour.direction, flags, false, nullptr);
}
if (tileElement->GetType() == TileElementType::Path)
{
FootpathConnectCorners(footpathPos, tileElement->AsPath());
}
}
/**
*
* rct2: 0x006A742F
*/
void FootpathChainRideQueue(
RideId rideIndex, StationIndex entranceIndex, const CoordsXY& initialFootpathPos, TileElement* const initialTileElement,
int32_t direction)
{
TileElement *lastPathElement, *lastQueuePathElement;
auto tileElement = initialTileElement;
auto curQueuePos = initialFootpathPos;
auto lastPath = curQueuePos;
int32_t baseZ = tileElement->GetBaseZ();
int32_t lastPathDirection = direction;
lastPathElement = nullptr;
lastQueuePathElement = nullptr;
for (;;)
{
if (tileElement->GetType() == TileElementType::Path)
{
lastPathElement = tileElement;
lastPath = curQueuePos;
lastPathDirection = direction;
if (tileElement->AsPath()->IsSloped())
{
if (tileElement->AsPath()->GetSlopeDirection() == direction)
{
baseZ += kLandHeightStep;
}
}
}
auto targetQueuePos = curQueuePos + CoordsDirectionDelta[direction];
tileElement = MapGetFirstElementAt(targetQueuePos);
bool foundQueue = false;
if (tileElement != nullptr)
{
do
{
if (lastQueuePathElement == tileElement)
continue;
if (tileElement->GetType() != TileElementType::Path)
continue;
if (tileElement->GetBaseZ() == baseZ)
{
if (tileElement->AsPath()->IsSloped())
{
if (tileElement->AsPath()->GetSlopeDirection() != direction)
break;
}
foundQueue = true;
break;
}
if (tileElement->GetBaseZ() == baseZ - kLandHeightStep)
{
if (!tileElement->AsPath()->IsSloped())
break;
if (DirectionReverse(tileElement->AsPath()->GetSlopeDirection()) != direction)
break;
baseZ -= kLandHeightStep;
foundQueue = true;
break;
}
} while (!(tileElement++)->IsLastForTile());
}
if (!foundQueue)
break;
if (tileElement->AsPath()->IsQueue())
{
// Fix #2051: Stop queue paths that are already connected to two other tiles
// from connecting to the tile we are coming from.
uint32_t edges = tileElement->AsPath()->GetEdges();
uint32_t numEdges = std::popcount(edges);
if (numEdges >= 2)
{
int32_t requiredEdgeMask = 1 << DirectionReverse(direction);
if (!(edges & requiredEdgeMask))
{
break;
}
}
tileElement->AsPath()->SetHasQueueBanner(false);
tileElement->AsPath()->SetEdges(tileElement->AsPath()->GetEdges() | (1 << DirectionReverse(direction)));
tileElement->AsPath()->SetRideIndex(rideIndex);
tileElement->AsPath()->SetStationIndex(entranceIndex);
curQueuePos = targetQueuePos;
MapInvalidateElement(targetQueuePos, tileElement);
if (lastQueuePathElement == nullptr)
{
lastQueuePathElement = tileElement;
}
if (tileElement->AsPath()->GetEdges() & (1 << direction))
continue;
direction = (direction + 1) & 3;
if (tileElement->AsPath()->GetEdges() & (1 << direction))
continue;
direction = DirectionReverse(direction);
if (tileElement->AsPath()->GetEdges() & (1 << direction))
continue;
}
break;
}
if (!rideIndex.IsNull() && lastPathElement != nullptr)
{
if (lastPathElement->AsPath()->IsQueue())
{
lastPathElement->AsPath()->SetHasQueueBanner(true);
lastPathElement->AsPath()->SetQueueBannerDirection(lastPathDirection); // set the ride sign direction
MapAnimations::MarkTileForInvalidation(TileCoordsXY(lastPath));
}
}
}
void FootpathQueueChainReset()
{
_footpathQueueChainNext = _footpathQueueChain;
}
/**
*
* rct2: 0x006A76E9
*/
void FootpathQueueChainPush(RideId rideIndex)
{
if (!rideIndex.IsNull())
{
auto* lastSlot = _footpathQueueChain + std::size(_footpathQueueChain) - 1;
if (_footpathQueueChainNext <= lastSlot)
{
*_footpathQueueChainNext++ = rideIndex;
}
}
}
/**
*
* rct2: 0x006A759F
*/
void FootpathUpdateQueueChains()
{
for (auto* queueChainPtr = _footpathQueueChain; queueChainPtr < _footpathQueueChainNext; queueChainPtr++)
{
RideId rideIndex = *queueChainPtr;
auto ride = GetRide(rideIndex);
if (ride == nullptr)
continue;
for (const auto& station : ride->getStations())
{
if (station.Entrance.IsNull())
continue;
TileElement* tileElement = MapGetFirstElementAt(station.Entrance);
if (tileElement != nullptr)
{
do
{
if (tileElement->GetType() != TileElementType::Entrance)
continue;
if (tileElement->AsEntrance()->GetEntranceType() != ENTRANCE_TYPE_RIDE_ENTRANCE)
continue;
if (tileElement->AsEntrance()->GetRideIndex() != rideIndex)
continue;
Direction direction = DirectionReverse(tileElement->GetDirection());
FootpathChainRideQueue(
rideIndex, ride->getStationIndex(&station), station.Entrance.ToCoordsXY(), tileElement, direction);
} while (!(tileElement++)->IsLastForTile());
}
}
}
}
int32_t FootpathQueueCountConnections(const CoordsXY& position, const PathElement& pathElement)
{
int32_t connectionCount = 0;
for (const Direction direction : kAllDirections)
{
const uint8_t edge = 1 << direction;
if (pathElement.GetEdges() & edge)
{
const CoordsXY adjacentPathPosition = position + CoordsDirectionDelta[direction];
const int32_t z = pathElement.GetBaseZ();
const TileElement* tileElement = FootpathGetElement({ adjacentPathPosition, z, z + kLandHeightStep }, direction);
if (tileElement == nullptr)
{
tileElement = FootpathGetElement({ adjacentPathPosition, z - kLandHeightStep, z }, direction);
if (tileElement == nullptr)
{
const EntranceElement* entrance = MapGetRideEntranceElementAt(CoordsXYZ{ adjacentPathPosition, z }, true);
if (entrance == nullptr)
{
entrance = MapGetRideEntranceElementAt(CoordsXYZ{ adjacentPathPosition, z + kLandHeightStep }, true);
if (entrance == nullptr)
continue;
}
if (entrance_has_direction(*entrance, direction + entrance->GetDirection()))
{
connectionCount++;
}
continue;
}
}
const PathElement& adjacentPath = *tileElement->AsPath();
if (adjacentPath.GetEdges() & Numerics::rol4(edge, 2))
{
connectionCount++;
}
}
}
return connectionCount;
}
/**
*
* rct2: 0x0069ADBD
*/
static void FootpathFixOwnership(const CoordsXY& mapPos)
{
const auto* surfaceElement = MapGetSurfaceElementAt(mapPos);
uint16_t ownership;
// Unlikely to be NULL unless deliberate.
if (surfaceElement != nullptr)
{
// If the tile is not safe to own construction rights of, erase them.
if (CheckMaxAllowableLandRightsForTile({ mapPos, surfaceElement->BaseHeight << 3 }) == OWNERSHIP_UNOWNED)
{
ownership = OWNERSHIP_UNOWNED;
}
// If the tile is safe to own construction rights of, do not erase construction rights.
else
{
ownership = surfaceElement->GetOwnership();
// You can't own the entrance path.
if (ownership == OWNERSHIP_OWNED || ownership == OWNERSHIP_AVAILABLE)
{
ownership = OWNERSHIP_CONSTRUCTION_RIGHTS_OWNED;
}
}
}
else
{
ownership = OWNERSHIP_UNOWNED;
}
auto landSetRightsAction = GameActions::LandSetRightsAction(
mapPos, GameActions::LandSetRightSetting::SetOwnershipWithChecks, ownership);
landSetRightsAction.SetFlags({ CommandFlag::noSpend });
GameActions::Execute(&landSetRightsAction, getGameState());
}
static bool GetNextDirection(uint32_t edges, int32_t* direction)
{
int32_t index = Numerics::bitScanForward(edges);
if (index == -1)
return false;
*direction = index;
return true;
}
/**
*
* rct2: 0x0069AC1A
* @param flags (1 << 0): Ignore queues
* (1 << 5): Unown
* (1 << 7): Ignore no entry signs
*/
static int32_t FootpathIsConnectedToMapEdgeHelper(CoordsXYZ footpathPos, int32_t direction, int32_t flags)
{
int32_t returnVal = FOOTPATH_SEARCH_INCOMPLETE;
struct TileState
{
bool processed = false;
CoordsXYZ footpathPos;
int32_t direction;
int32_t level;
int32_t distanceFromJunction;
int32_t junctionTolerance;
};
// Vector of all of the child tile elements for us to explore
std::vector<TileState> tiles;
TileElement* tileElement = nullptr;
int numPendingTiles = 0;
TileState currentTile = { false, footpathPos, direction, 0, 0, 16 };
// Captures the current state of the variables and stores them in tiles vector for iteration later
auto CaptureCurrentTileState = [&tiles, &numPendingTiles](TileState t_currentTile) -> void {
// Search for an entry of this tile in our list already
for (const TileState& tile : tiles)
{
if (tile.footpathPos == t_currentTile.footpathPos && tile.direction == t_currentTile.direction)
return;
}
// If we get here we did not find it, so insert the tile into our list
tiles.push_back(t_currentTile);
++numPendingTiles;
};
// Loads the next tile to visit into our variables
auto LoadNextTileElement = [&tiles, &numPendingTiles](TileState& t_currentTile) -> void {
// Do not continue if there are no tiles in the list
if (tiles.size() == 0)
return;
// Find the next unprocessed tile
for (size_t tileIndex = tiles.size() - 1; tileIndex > 0; --tileIndex)
{
if (tiles[tileIndex].processed)
continue;
--numPendingTiles;
t_currentTile = tiles[tileIndex];
tiles[tileIndex].processed = true;
return;
}
// Default to tile 0
--numPendingTiles;
t_currentTile = tiles[0];
tiles[0].processed = true;
};
// Encapsulate the tile skipping logic to make do-while more readable
auto SkipTileElement = [](int32_t ste_flags, TileElement* ste_tileElement, int32_t& ste_slopeDirection,
int32_t ste_direction, const CoordsXYZ& ste_targetPos) {
if (ste_tileElement->GetType() != TileElementType::Path)
return true;
if (ste_tileElement->AsPath()->IsSloped()
&& (ste_slopeDirection = ste_tileElement->AsPath()->GetSlopeDirection()) != ste_direction)
{
if (DirectionReverse(ste_slopeDirection) != ste_direction)
return true;
if (ste_tileElement->GetBaseZ() + kPathHeightStep != ste_targetPos.z)
return true;
}
else if (ste_tileElement->GetBaseZ() != ste_targetPos.z)
return true;
if (!(ste_flags & FOOTPATH_CONNECTED_MAP_EDGE_IGNORE_QUEUES))
if (ste_tileElement->AsPath()->IsQueue())
return true;
return false;
};
int32_t edges, slopeDirection;
// Capture the current tile state to begin the loop
CaptureCurrentTileState(currentTile);
// Loop on this until all tiles are processed or we return
while (numPendingTiles > 0)
{
LoadNextTileElement(currentTile);
CoordsXYZ targetPos = CoordsXYZ{ CoordsXY{ currentTile.footpathPos } + CoordsDirectionDelta[currentTile.direction],
currentTile.footpathPos.z };
if (++currentTile.level > 250)
return FOOTPATH_SEARCH_TOO_COMPLEX;
// Return immediately if we are at the edge of the map and not unowning
// Or if we are unowning and have no tiles left
if ((MapIsEdge(targetPos) && !(flags & FOOTPATH_CONNECTED_MAP_EDGE_UNOWN)))
{
return FOOTPATH_SEARCH_SUCCESS;
}
tileElement = MapGetFirstElementAt(targetPos);
if (tileElement == nullptr)
return currentTile.level == 1 ? FOOTPATH_SEARCH_NOT_FOUND : FOOTPATH_SEARCH_INCOMPLETE;
// Loop while there are unvisited TileElements at targetPos
do
{
if (SkipTileElement(flags, tileElement, slopeDirection, currentTile.direction, targetPos))
continue;
// Unown the footpath if needed
if (flags & FOOTPATH_CONNECTED_MAP_EDGE_UNOWN)
FootpathFixOwnership(targetPos);
edges = tileElement->AsPath()->GetEdges();
currentTile.direction = DirectionReverse(currentTile.direction);
if (!tileElement->IsLastForTile() && !(flags & FOOTPATH_CONNECTED_MAP_EDGE_IGNORE_NO_ENTRY))
{
int elementIndex = 1;
// Loop over all elements and cull appropriate edges
do
{
if (tileElement[elementIndex].GetType() == TileElementType::Path)
break;
if (tileElement[elementIndex].GetType() != TileElementType::Banner)
{
continue;
}
edges &= tileElement[elementIndex].AsBanner()->GetAllowedEdges();
} while (!tileElement[elementIndex++].IsLastForTile());
}
// Exclude the direction we came from
targetPos.z = tileElement->GetBaseZ();
edges &= ~(1 << currentTile.direction);
if (!GetNextDirection(edges, &currentTile.direction))
break;
edges &= ~(1 << currentTile.direction);
if (edges == 0)
{
// Only possible direction to go
if (tileElement->AsPath()->IsSloped() && tileElement->AsPath()->GetSlopeDirection() == currentTile.direction)
targetPos.z += kPathHeightStep;
// Prepare the next iteration
currentTile.footpathPos = targetPos;
++currentTile.distanceFromJunction;
CaptureCurrentTileState(currentTile);
}
else
{
// We have reached a junction
--currentTile.junctionTolerance;
if (currentTile.distanceFromJunction != 0)
{
--currentTile.junctionTolerance;
}
if (currentTile.junctionTolerance < 0 && !(flags & FOOTPATH_CONNECTED_MAP_EDGE_UNOWN))
{
returnVal = FOOTPATH_SEARCH_TOO_COMPLEX;
break;
}
// Loop until there are no more directions we can go
do
{
edges &= ~(1 << currentTile.direction);
if (tileElement->AsPath()->IsSloped()
&& tileElement->AsPath()->GetSlopeDirection() == currentTile.direction)
{
targetPos.z += kPathHeightStep;
}
// Add each possible path to the list of pending tiles
currentTile.footpathPos = targetPos;
currentTile.distanceFromJunction = 0;
CaptureCurrentTileState(currentTile);
} while (GetNextDirection(edges, &currentTile.direction));
}
break;
} while (!(tileElement++)->IsLastForTile());
// Return success if we have unowned all tiles in our pending list
if ((flags & FOOTPATH_CONNECTED_MAP_EDGE_UNOWN) && numPendingTiles <= 0)
{
return FOOTPATH_SEARCH_SUCCESS;
}
}
return currentTile.level == 1 ? FOOTPATH_SEARCH_NOT_FOUND : returnVal;
}
// TODO: Use GAME_COMMAND_FLAGS
int32_t FootpathIsConnectedToMapEdge(const CoordsXYZ& footpathPos, int32_t direction, int32_t flags)
{
flags |= FOOTPATH_CONNECTED_MAP_EDGE_IGNORE_QUEUES;
return FootpathIsConnectedToMapEdgeHelper(footpathPos, direction, flags);
}
/**
*
* rct2: 0x006A8B12
* clears the wide footpath flag for all footpaths
* at location
*/
static void FootpathClearWide(const CoordsXY& footpathPos)
{
TileElement* tileElement = MapGetFirstElementAt(footpathPos);
if (tileElement == nullptr)
return;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
tileElement->AsPath()->SetWide(false);
} while (!(tileElement++)->IsLastForTile());
}
/**
*
* rct2: 0x006A8ACF
* returns footpath element if it can be made wide
* returns NULL if it can not be made wide
*/
static TileElement* FootpathCanBeWide(const CoordsXYZ& footpathPos)
{
TileElement* tileElement = MapGetFirstElementAt(footpathPos);
if (tileElement == nullptr)
return nullptr;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
if (footpathPos.z != tileElement->GetBaseZ())
continue;
if (tileElement->AsPath()->IsQueue())
continue;
if (tileElement->AsPath()->IsSloped())
continue;
return tileElement;
} while (!(tileElement++)->IsLastForTile());
return nullptr;
}
/**
*
* rct2: 0x006A87BB
*/
void FootpathUpdatePathWideFlags(const CoordsXY& footpathPos)
{
if (MapIsEdge(footpathPos))
return;
FootpathClearWide(footpathPos);
/* Rather than clearing the wide flag of the following tiles and
* checking the state of them later, leave them intact and assume
* they were cleared. Consequently only the wide flag for this single
* tile is modified by this update.
* This is important for avoiding glitches in pathfinding that occurs
* between the batches of updates to the path wide flags.
* Corresponding pathList[] indexes for the following tiles
* are: 2, 3, 4, 5.
* Note: indexes 3, 4, 5 are reset in the current call;
* index 2 is reset in the previous call. */
// x += 0x20;
// FootpathClearWide(x, y);
// y += 0x20;
// FootpathClearWide(x, y);
// x -= 0x20;
// FootpathClearWide(x, y);
// y -= 0x20;
// Only consider approx. 1/8 of tiles for wide path status
// (NB: the other 7/8 do get cleared above!)
if (!(footpathPos.x & 0xE0) || (!(footpathPos.y & 0xE0)))
return;
TileElement* tileElement = MapGetFirstElementAt(footpathPos);
if (tileElement == nullptr)
return;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
if (tileElement->AsPath()->IsQueue())
continue;
if (tileElement->AsPath()->IsSloped())
continue;
if (tileElement->AsPath()->GetEdges() == 0)
continue;
auto height = tileElement->GetBaseZ();
// pathList is a list of elements, set by Sub6A8ACF adjacent to x,y
// Spanned from 0x00F3EFA8 to 0x00F3EFC7 (8 elements) in the original
std::array<TileElement*, 8> pathList;
for (std::size_t direction = 0; direction < pathList.size(); ++direction)
{
auto footpathLoc = CoordsXYZ(footpathPos + CoordsDirectionDelta[direction], height);
pathList[direction] = FootpathCanBeWide(footpathLoc);
}
uint8_t pathConnections = 0;
if (tileElement->AsPath()->GetEdges() & EDGE_NW)
{
pathConnections |= FOOTPATH_CONNECTION_NW;
const auto* pathElement = std::get<3>(pathList);
if (pathElement != nullptr && pathElement->AsPath()->IsWide())
{
pathConnections &= ~FOOTPATH_CONNECTION_NW;
}
}
if (tileElement->AsPath()->GetEdges() & EDGE_NE)
{
pathConnections |= FOOTPATH_CONNECTION_NE;
const auto* pathElement = std::get<0>(pathList);
if (pathElement != nullptr && pathElement->AsPath()->IsWide())
{
pathConnections &= ~FOOTPATH_CONNECTION_NE;
}
}
if (tileElement->AsPath()->GetEdges() & EDGE_SE)
{
pathConnections |= FOOTPATH_CONNECTION_SE;
/* In the following:
* footpath_element_is_wide(pathList[1])
* is always false due to the tile update order
* in combination with reset tiles.
* Commented out since it will never occur. */
// if (pathList[1] != nullptr) {
// if (footpath_element_is_wide(pathList[1])) {
// pathConnections &= ~FOOTPATH_CONNECTION_SE;
// }
//}
}
if (tileElement->AsPath()->GetEdges() & EDGE_SW)
{
pathConnections |= FOOTPATH_CONNECTION_SW;
/* In the following:
* footpath_element_is_wide(pathList[2])
* is always false due to the tile update order
* in combination with reset tiles.
* Commented out since it will never occur. */
// if (pathList[2] != nullptr) {
// if (footpath_element_is_wide(pathList[2])) {
// pathConnections &= ~FOOTPATH_CONNECTION_SW;
// }
//}
}
if ((pathConnections & FOOTPATH_CONNECTION_NW) && std::get<3>(pathList) != nullptr
&& !std::get<3>(pathList)->AsPath()->IsWide())
{
constexpr uint8_t edgeMask1 = EDGE_SE | EDGE_SW;
const auto* pathElement0 = std::get<0>(pathList);
const auto* pathElement7 = std::get<7>(pathList);
if ((pathConnections & FOOTPATH_CONNECTION_NE) && pathElement7 != nullptr && !pathElement7->AsPath()->IsWide()
&& (pathElement7->AsPath()->GetEdges() & edgeMask1) == edgeMask1 && pathElement0 != nullptr
&& !pathElement0->AsPath()->IsWide())
{
pathConnections |= FOOTPATH_CONNECTION_S;
}
/* In the following:
* footpath_element_is_wide(pathList[2])
* is always false due to the tile update order
* in combination with reset tiles.
* Short circuit the logic appropriately. */
constexpr uint8_t edgeMask2 = EDGE_NE | EDGE_SE;
const auto* pathElement2 = std::get<2>(pathList);
const auto* pathElement6 = std::get<6>(pathList);
if ((pathConnections & FOOTPATH_CONNECTION_SW) && pathElement6 != nullptr && !(pathElement6)->AsPath()->IsWide()
&& (pathElement6->AsPath()->GetEdges() & edgeMask2) == edgeMask2 && pathElement2 != nullptr)
{
pathConnections |= FOOTPATH_CONNECTION_E;
}
}
/* In the following:
* footpath_element_is_wide(pathList[4])
* footpath_element_is_wide(pathList[1])
* are always false due to the tile update order
* in combination with reset tiles.
* Short circuit the logic appropriately. */
if ((pathConnections & FOOTPATH_CONNECTION_SE) && std::get<1>(pathList) != nullptr)
{
constexpr uint8_t edgeMask1 = EDGE_SW | EDGE_NW;
const auto* pathElement0 = std::get<0>(pathList);
const auto* pathElement4 = std::get<4>(pathList);
if ((pathConnections & FOOTPATH_CONNECTION_NE) && (pathElement4 != nullptr)
&& (pathElement4->AsPath()->GetEdges() & edgeMask1) == edgeMask1 && pathElement0 != nullptr
&& !pathElement0->AsPath()->IsWide())
{
pathConnections |= FOOTPATH_CONNECTION_W;
}
/* In the following:
* footpath_element_is_wide(pathList[5])
* footpath_element_is_wide(pathList[2])
* are always false due to the tile update order
* in combination with reset tiles.
* Short circuit the logic appropriately. */
constexpr uint8_t edgeMask2 = EDGE_NE | EDGE_NW;
const auto* pathElement2 = std::get<2>(pathList);
const auto* pathElement5 = std::get<5>(pathList);
if ((pathConnections & FOOTPATH_CONNECTION_SW) && pathElement5 != nullptr
&& (pathElement5->AsPath()->GetEdges() & edgeMask2) == edgeMask2 && pathElement2 != nullptr)
{
pathConnections |= FOOTPATH_CONNECTION_N;
}
}
if ((pathConnections & FOOTPATH_CONNECTION_NW) && (pathConnections & (FOOTPATH_CONNECTION_E | FOOTPATH_CONNECTION_S)))
{
pathConnections &= ~FOOTPATH_CONNECTION_NW;
}
if ((pathConnections & FOOTPATH_CONNECTION_NE) && (pathConnections & (FOOTPATH_CONNECTION_W | FOOTPATH_CONNECTION_S)))
{
pathConnections &= ~FOOTPATH_CONNECTION_NE;
}
if ((pathConnections & FOOTPATH_CONNECTION_SE) && (pathConnections & (FOOTPATH_CONNECTION_N | FOOTPATH_CONNECTION_W)))
{
pathConnections &= ~FOOTPATH_CONNECTION_SE;
}
if ((pathConnections & FOOTPATH_CONNECTION_SW) && (pathConnections & (FOOTPATH_CONNECTION_E | FOOTPATH_CONNECTION_N)))
{
pathConnections &= ~FOOTPATH_CONNECTION_SW;
}
if (!(pathConnections
& (FOOTPATH_CONNECTION_NE | FOOTPATH_CONNECTION_SE | FOOTPATH_CONNECTION_SW | FOOTPATH_CONNECTION_NW)))
{
uint8_t e = tileElement->AsPath()->GetEdgesAndCorners();
if ((e != 0b10101111) && (e != 0b01011111) && (e != 0b11101111))
tileElement->AsPath()->SetWide(true);
}
} while (!(tileElement++)->IsLastForTile());
}
bool FootpathIsBlockedByVehicle(const TileCoordsXYZ& position)
{
auto pathElement = MapGetFirstTileElementWithBaseHeightBetween<PathElement>({ position, position.z + kPathHeightStep });
return pathElement != nullptr && pathElement->IsBlockedByVehicle();
}
/**
*
* rct2: 0x006A7642
*/
void FootpathUpdateQueueEntranceBanner(const CoordsXY& footpathPos, TileElement* tileElement)
{
const auto elementType = tileElement->GetType();
if (elementType == TileElementType::Path)
{
if (tileElement->AsPath()->IsQueue())
{
FootpathQueueChainPush(tileElement->AsPath()->GetRideIndex());
for (int32_t direction = 0; direction < kNumOrthogonalDirections; direction++)
{
if (tileElement->AsPath()->GetEdges() & (1 << direction))
{
FootpathChainRideQueue(
RideId::GetNull(), StationIndex::FromUnderlying(0), footpathPos, tileElement, direction);
}
}
tileElement->AsPath()->SetRideIndex(RideId::GetNull());
}
}
else if (elementType == TileElementType::Entrance)
{
if (tileElement->AsEntrance()->GetEntranceType() == ENTRANCE_TYPE_RIDE_ENTRANCE)
{
FootpathQueueChainPush(tileElement->AsEntrance()->GetRideIndex());
FootpathChainRideQueue(
RideId::GetNull(), StationIndex::FromUnderlying(0), footpathPos, tileElement,
DirectionReverse(tileElement->GetDirection()));
}
}
}
/**
*
* rct2: 0x006A6B7F
*/
static void FootpathRemoveEdgesTowardsHere(
const CoordsXYZ& footpathPos, int32_t direction, TileElement* tileElement, bool isQueue)
{
if (tileElement->AsPath()->IsQueue())
{
FootpathQueueChainPush(tileElement->AsPath()->GetRideIndex());
}
auto d = DirectionReverse(direction);
tileElement->AsPath()->SetEdges(tileElement->AsPath()->GetEdges() & ~(1 << d));
int32_t cd = ((d - 1) & 3);
tileElement->AsPath()->SetCorners(tileElement->AsPath()->GetCorners() & ~(1 << cd));
cd = ((cd + 1) & 3);
tileElement->AsPath()->SetCorners(tileElement->AsPath()->GetCorners() & ~(1 << cd));
MapInvalidateTile({ footpathPos, tileElement->GetBaseZ(), tileElement->GetClearanceZ() });
if (isQueue)
FootpathDisconnectQueueFromPath(footpathPos, tileElement, -1);
Direction shiftedDirection = (direction + 1) & 3;
auto targetFootPathPos = CoordsXYZ{ CoordsXY{ footpathPos } + CoordsDirectionDelta[shiftedDirection], footpathPos.z };
tileElement = MapGetFirstElementAt(targetFootPathPos);
if (tileElement == nullptr)
return;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
if (tileElement->GetBaseZ() != targetFootPathPos.z)
continue;
if (tileElement->AsPath()->IsSloped())
break;
cd = ((shiftedDirection + 1) & 3);
tileElement->AsPath()->SetCorners(tileElement->AsPath()->GetCorners() & ~(1 << cd));
MapInvalidateTile({ targetFootPathPos, tileElement->GetBaseZ(), tileElement->GetClearanceZ() });
break;
} while (!(tileElement++)->IsLastForTile());
}
/**
*
* rct2: 0x006A6B14
*/
static void FootpathRemoveEdgesTowards(const CoordsXYRangedZ& footPathPos, int32_t direction, bool isQueue)
{
if (!MapIsLocationValid(footPathPos))
{
return;
}
TileElement* tileElement = MapGetFirstElementAt(footPathPos);
if (tileElement == nullptr)
return;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
if (footPathPos.clearanceZ == tileElement->GetBaseZ())
{
if (tileElement->AsPath()->IsSloped())
{
uint8_t slope = tileElement->AsPath()->GetSlopeDirection();
if (slope != direction)
break;
}
FootpathRemoveEdgesTowardsHere({ footPathPos, footPathPos.clearanceZ }, direction, tileElement, isQueue);
break;
}
if (footPathPos.baseZ == tileElement->GetBaseZ())
{
if (!tileElement->AsPath()->IsSloped())
break;
uint8_t slope = DirectionReverse(tileElement->AsPath()->GetSlopeDirection());
if (slope != direction)
break;
FootpathRemoveEdgesTowardsHere({ footPathPos, footPathPos.clearanceZ }, direction, tileElement, isQueue);
break;
}
} while (!(tileElement++)->IsLastForTile());
}
// Returns true when there is an element at the given coordinates that want to connect to a path with the given direction (ride
// entrances and exits, shops, paths).
bool TileElementWantsPathConnectionTowards(const TileCoordsXYZD& coords, const TileElement* const elementToBeRemoved)
{
TileElement* tileElement = MapGetFirstElementAt(coords);
if (tileElement == nullptr)
return false;
do
{
// Don't check the element that gets removed
if (tileElement == elementToBeRemoved)
continue;
switch (tileElement->GetType())
{
case TileElementType::Path:
if (tileElement->BaseHeight == coords.z)
{
if (!tileElement->AsPath()->IsSloped())
// The footpath is flat, it can be connected to from any direction
return true;
if (tileElement->AsPath()->GetSlopeDirection() == DirectionReverse(coords.direction))
// The footpath is sloped and its lowest point matches the edge connection
return true;
}
else if (tileElement->BaseHeight + 2 == coords.z)
{
if (tileElement->AsPath()->IsSloped() && tileElement->AsPath()->GetSlopeDirection() == coords.direction)
// The footpath is sloped and its higher point matches the edge connection
return true;
}
break;
case TileElementType::Track:
if (tileElement->BaseHeight == coords.z)
{
auto ride = GetRide(tileElement->AsTrack()->GetRideIndex());
if (ride == nullptr)
continue;
if (!ride->getRideTypeDescriptor().HasFlag(RtdFlag::isFlatRide))
break;
const auto trackType = tileElement->AsTrack()->GetTrackType();
const uint8_t trackSequence = tileElement->AsTrack()->GetSequenceIndex();
const auto& ted = GetTrackElementDescriptor(trackType);
if (ted.sequences[trackSequence].flags & TRACK_SEQUENCE_FLAG_CONNECTS_TO_PATH)
{
uint16_t dx = ((coords.direction - tileElement->GetDirection()) & kTileElementDirectionMask);
if (ted.sequences[trackSequence].flags & (1 << dx))
{
// Track element has the flags required for the given direction
return true;
}
}
}
break;
case TileElementType::Entrance:
if (tileElement->BaseHeight == coords.z)
{
if (entrance_has_direction(*(tileElement->AsEntrance()), coords.direction - tileElement->GetDirection()))
{
// Entrance wants to be connected towards the given direction
return true;
}
}
break;
default:
break;
}
} while (!(tileElement++)->IsLastForTile());
return false;
}
// fix up the corners around the given path element that gets removed
static void FootpathFixCornersAround(const TileCoordsXY& footpathPos, TileElement* pathElement)
{
// A mask for the paths' corners of each possible neighbour
static constexpr uint8_t cornersTouchingTile[3][3] = {
{ 0b0010, 0b0011, 0b0001 },
{ 0b0110, 0b0000, 0b1001 },
{ 0b0100, 0b1100, 0b1000 },
};
// Sloped paths don't create filled corners, so no need to remove any
if (pathElement->GetType() == TileElementType::Path && pathElement->AsPath()->IsSloped())
return;
for (int32_t xOffset = -1; xOffset <= 1; xOffset++)
{
for (int32_t yOffset = -1; yOffset <= 1; yOffset++)
{
// Skip self
if (xOffset == 0 && yOffset == 0)
continue;
TileElement* tileElement = MapGetFirstElementAt(
TileCoordsXY{ footpathPos.x + xOffset, footpathPos.y + yOffset }.ToCoordsXY());
if (tileElement == nullptr)
continue;
do
{
if (tileElement->GetType() != TileElementType::Path)
continue;
if (tileElement->AsPath()->IsSloped())
continue;
if (tileElement->BaseHeight != pathElement->BaseHeight)
continue;
const int32_t ix = xOffset + 1;
const int32_t iy = yOffset + 1;
tileElement->AsPath()->SetCorners(tileElement->AsPath()->GetCorners() & ~(cornersTouchingTile[iy][ix]));
} while (!(tileElement++)->IsLastForTile());
}
}
}
/**
*
* rct2: 0x006A6AA7
* @param x x-coordinate in units (not tiles)
* @param y y-coordinate in units (not tiles)
*/
void FootpathRemoveEdgesAt(const CoordsXY& footpathPos, TileElement* tileElement)
{
if (tileElement->GetType() == TileElementType::Track)
{
auto rideIndex = tileElement->AsTrack()->GetRideIndex();
auto ride = GetRide(rideIndex);
if (ride == nullptr)
return;
if (!ride->getRideTypeDescriptor().HasFlag(RtdFlag::isFlatRide))
return;
}
FootpathUpdateQueueEntranceBanner(footpathPos, tileElement);
bool fixCorners = false;
for (uint8_t direction = 0; direction < kNumOrthogonalDirections; direction++)
{
int32_t z1 = tileElement->BaseHeight;
if (tileElement->GetType() == TileElementType::Path)
{
if (tileElement->AsPath()->IsSloped())
{
int32_t slope = tileElement->AsPath()->GetSlopeDirection();
// Sloped footpaths don't connect sideways
if ((slope - direction) & 1)
continue;
// When a path is sloped, the higher point of the path is 2 units higher
z1 += (slope == direction) ? 2 : 0;
}
}
// When clearance checks were disabled a neighbouring path can be connected to both the path-ghost and to something
// else, so before removing edges from neighbouring paths we have to make sure there is nothing else they are connected
// to.
if (!TileElementWantsPathConnectionTowards({ TileCoordsXY{ footpathPos }, z1, direction }, tileElement))
{
bool isQueue = tileElement->GetType() == TileElementType::Path ? tileElement->AsPath()->IsQueue() : false;
int32_t z0 = z1 - 2;
FootpathRemoveEdgesTowards(
{ footpathPos + CoordsDirectionDelta[direction], z0 * kCoordsZStep, z1 * kCoordsZStep }, direction, isQueue);
}
else
{
// A footpath may stay connected, but its edges must be fixed later on when another edge does get removed.
fixCorners = true;
}
}
// Only fix corners when needed, to avoid changing corners that have been set for its looks.
if (fixCorners && tileElement->IsGhost())
{
auto tileFootpathPos = TileCoordsXY{ footpathPos };
FootpathFixCornersAround(tileFootpathPos, tileElement);
}
if (tileElement->GetType() == TileElementType::Path)
tileElement->AsPath()->SetEdgesAndCorners(0);
}
const FootpathObject* GetLegacyFootpathEntry(ObjectEntryIndex entryIndex)
{
auto& objMgr = OpenRCT2::GetContext()->GetObjectManager();
return objMgr.GetLoadedObject<FootpathObject>(entryIndex);
}
const FootpathSurfaceObject* GetPathSurfaceEntry(ObjectEntryIndex entryIndex)
{
auto& objMgr = OpenRCT2::GetContext()->GetObjectManager();
return objMgr.GetLoadedObject<FootpathSurfaceObject>(entryIndex);
}
const FootpathRailingsObject* GetPathRailingsEntry(ObjectEntryIndex entryIndex)
{
auto& objMgr = OpenRCT2::GetContext()->GetObjectManager();
return objMgr.GetLoadedObject<FootpathRailingsObject>(entryIndex);
}
RideId PathElement::GetRideIndex() const
{
return rideIndex;
}
void PathElement::SetRideIndex(RideId newRideIndex)
{
rideIndex = newRideIndex;
}
uint8_t PathElement::GetAdditionStatus() const
{
return AdditionStatus;
}
void PathElement::SetAdditionStatus(uint8_t newStatus)
{
AdditionStatus = newStatus;
}
uint8_t PathElement::GetEdges() const
{
return EdgesAndCorners & FOOTPATH_PROPERTIES_EDGES_EDGES_MASK;
}
void PathElement::SetEdges(uint8_t newEdges)
{
EdgesAndCorners &= ~FOOTPATH_PROPERTIES_EDGES_EDGES_MASK;
EdgesAndCorners |= (newEdges & FOOTPATH_PROPERTIES_EDGES_EDGES_MASK);
}
uint8_t PathElement::GetCorners() const
{
return EdgesAndCorners >> 4;
}
void PathElement::SetCorners(uint8_t newCorners)
{
EdgesAndCorners &= ~FOOTPATH_PROPERTIES_EDGES_CORNERS_MASK;
EdgesAndCorners |= (newCorners << 4);
}
uint8_t PathElement::GetEdgesAndCorners() const
{
return EdgesAndCorners;
}
void PathElement::SetEdgesAndCorners(uint8_t newEdgesAndCorners)
{
EdgesAndCorners = newEdgesAndCorners;
}
bool PathElement::IsLevelCrossing(const CoordsXY& coords) const
{
auto trackElement = MapGetTrackElementAt({ coords, GetBaseZ() });
if (trackElement == nullptr)
{
return false;
}
if (trackElement->GetTrackType() != TrackElemType::Flat)
{
return false;
}
auto ride = GetRide(trackElement->GetRideIndex());
if (ride == nullptr)
{
return false;
}
return ride->getRideTypeDescriptor().HasFlag(RtdFlag::supportsLevelCrossings);
}
bool FootpathIsZAndDirectionValid(const PathElement& pathElement, int32_t currentZ, int32_t currentDirection)
{
if (pathElement.IsSloped())
{
int32_t slopeDirection = pathElement.GetSlopeDirection();
if (slopeDirection == currentDirection)
{
if (currentZ != pathElement.BaseHeight)
return false;
}
else
{
slopeDirection = DirectionReverse(slopeDirection);
if (slopeDirection != currentDirection)
return false;
if (currentZ != pathElement.BaseHeight + 2)
return false;
}
}
else
{
if (currentZ != pathElement.BaseHeight)
return false;
}
return true;
}
FootpathPlacementResult FootpathGetOnTerrainPlacement(const TileCoordsXY& location)
{
auto* surfaceElement = MapGetSurfaceElementAt(location);
if (surfaceElement == nullptr)
return {};
return FootpathGetOnTerrainPlacement(*surfaceElement);
}
FootpathPlacementResult FootpathGetOnTerrainPlacement(const SurfaceElement& surfaceElement)
{
int32_t baseZ = surfaceElement.GetBaseZ();
auto slope = kDefaultPathSlope[surfaceElement.GetSlope() & kTileSlopeRaisedCornersMask];
if (slope.type == FootpathSlopeType::raise)
{
slope.type = FootpathSlopeType::flat;
baseZ += kPathHeightStep;
}
return { baseZ, slope };
}