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Files
OpenRCT2/src/openrct2/world/TileInspector.cpp
2021-02-19 18:39:08 +02:00

1062 lines
42 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2020 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 "TileInspector.h"
#include "../Context.h"
#include "../Game.h"
#include "../actions/GameAction.h"
#include "../common.h"
#include "../core/Guard.hpp"
#include "../interface/Window.h"
#include "../interface/Window_internal.h"
#include "../localisation/Localisation.h"
#include "../ride/Station.h"
#include "../ride/Track.h"
#include "../ride/TrackData.h"
#include "../windows/Intent.h"
#include "../windows/tile_inspector.h"
#include "Banner.h"
#include "Footpath.h"
#include "LargeScenery.h"
#include "Map.h"
#include "Park.h"
#include "Scenery.h"
#include "Surface.h"
#include <algorithm>
#include <optional>
TileCoordsXY windowTileInspectorTile;
int32_t windowTileInspectorElementCount = 0;
int32_t windowTileInspectorSelectedIndex;
namespace OpenRCT2::TileInspector
{
static bool SwapTileElements(const CoordsXY& loc, int16_t first, int16_t second)
{
TileElement* const firstElement = map_get_nth_element_at(loc, first);
TileElement* const secondElement = map_get_nth_element_at(loc, second);
if (firstElement == nullptr)
{
log_error("First element is out of range for the tile");
return false;
}
if (secondElement == nullptr)
{
log_error("Second element is out of range for the tile");
return false;
}
if (firstElement == secondElement)
{
log_error("Can't swap the element with itself");
return false;
}
// Swap their memory
std::swap(*firstElement, *secondElement);
// Swap the 'last map element for tile' flag if either one of them was last
if ((firstElement)->IsLastForTile() || (secondElement)->IsLastForTile())
{
firstElement->SetLastForTile(!firstElement->IsLastForTile());
secondElement->SetLastForTile(!secondElement->IsLastForTile());
}
return true;
}
static void InvalidateTileInspector(const CoordsXY& loc)
{
// Update the tile inspector's list for everyone who has the tile selected
rct_window* const tileInspectorWindow = window_find_by_class(WC_TILE_INSPECTOR);
if (tileInspectorWindow != nullptr && loc == windowTileInspectorTile.ToCoordsXY())
{
tileInspectorWindow->Invalidate();
}
}
/**
* Inserts a corrupt element under a given element on a given tile
* @param x The x coordinate of the tile
* @param y The y coordinate of the tile
* @param elementIndex The nth element on this tile
* Returns 0 on success, MONEY_UNDEFINED otherwise.
*/
GameActionResultPtr InsertCorruptElementAt(const CoordsXY& loc, int16_t elementIndex, bool isExecuting)
{
// Make sure there is enough space for the new element
if (!map_check_free_elements_and_reorganise(1))
return std::make_unique<GameActions::Result>(GameActions::Status::NoFreeElements, STR_NONE);
if (isExecuting)
{
// Create new corrupt element
TileElement* corruptElement = tile_element_insert(
{ loc, (-1 * COORDS_Z_STEP) }, 0b0000,
TileElementType::Corrupt); // Ugly hack: -1 guarantees this to be placed first
if (corruptElement == nullptr)
{
log_warning("Failed to insert corrupt element.");
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
// Set the base height to be the same as the selected element
TileElement* const selectedElement = map_get_nth_element_at(loc, elementIndex + 1);
if (selectedElement == nullptr)
{
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
corruptElement->base_height = corruptElement->clearance_height = selectedElement->base_height;
// Move the corrupt element up until the selected list item is reached
// this way it's placed under the selected element, even when there are multiple elements with the same base height
for (int16_t i = 0; i < elementIndex; i++)
{
if (!SwapTileElements(loc, i, i + 1))
{
// don't return error here, we've already inserted an element
// and moved it as far as we could, the only sensible thing left
// to do is to invalidate the window.
break;
}
}
map_invalidate_tile_full(loc);
windowTileInspectorElementCount++;
if (windowTileInspectorSelectedIndex > elementIndex)
{
windowTileInspectorSelectedIndex++;
}
InvalidateTileInspector(loc);
}
// Nothing went wrong
return std::make_unique<GameActions::Result>();
}
static int32_t numLargeScenerySequences(const CoordsXY& loc, const LargeSceneryElement* const largeScenery)
{
const rct_scenery_entry* const largeEntry = largeScenery->GetEntry();
const auto* const tiles = largeEntry->large_scenery.tiles;
const auto direction = largeScenery->GetDirection();
const auto rotatedFirstTile = CoordsXYZ{ CoordsXY{ tiles[largeScenery->GetSequenceIndex()].x_offset,
tiles[largeScenery->GetSequenceIndex()].y_offset }
.Rotate(direction),
tiles[largeScenery->GetSequenceIndex()].z_offset };
const auto firstTile = CoordsXYZ{ loc, largeScenery->GetBaseZ() } - rotatedFirstTile;
auto numFoundElements = 0;
for (int32_t i = 0; tiles[i].x_offset != -1; i++)
{
const auto rotatedCurrentTile = CoordsXYZ{ CoordsXY{ tiles[i].x_offset, tiles[i].y_offset }.Rotate(direction),
tiles[i].z_offset };
const auto currentTile = firstTile + rotatedCurrentTile;
const TileElement* tileElement = map_get_first_element_at(currentTile);
if (tileElement != nullptr)
{
do
{
if (tileElement->GetType() != TILE_ELEMENT_TYPE_LARGE_SCENERY)
continue;
if (tileElement->GetDirection() != direction)
continue;
if (tileElement->AsLargeScenery()->GetSequenceIndex() != i)
continue;
if (tileElement->GetBaseZ() != currentTile.z)
continue;
numFoundElements++;
break;
} while (!(tileElement++)->IsLastForTile());
}
}
return numFoundElements;
}
/**
* Forcefully removes an element for a given tile
* @param x The x coordinate of the tile
* @param y The y coordinate of the tile
* @param elementIndex The nth element on this tile
*/
GameActionResultPtr RemoveElementAt(const CoordsXY& loc, int16_t elementIndex, bool isExecuting)
{
if (isExecuting)
{
// Forcefully remove the element
TileElement* const tileElement = map_get_nth_element_at(loc, elementIndex);
if (tileElement == nullptr)
{
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
auto largeScenery = tileElement->AsLargeScenery();
if (largeScenery)
{
// Only delete the banner entry if there are no other parts of the large scenery to delete
if (numLargeScenerySequences(loc, largeScenery) == 1)
{
tileElement->RemoveBannerEntry();
}
}
else
{
// Removes any potential banners from the entry
tileElement->RemoveBannerEntry();
}
tile_element_remove(tileElement);
map_invalidate_tile_full(loc);
// Update the window
windowTileInspectorElementCount--;
if (windowTileInspectorSelectedIndex > elementIndex)
{
windowTileInspectorSelectedIndex--;
}
else if (windowTileInspectorSelectedIndex == elementIndex)
{
windowTileInspectorSelectedIndex = -1;
}
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr SwapElementsAt(const CoordsXY& loc, int16_t first, int16_t second, bool isExecuting)
{
if (isExecuting)
{
if (!SwapTileElements(loc, first, second))
{
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
map_invalidate_tile_full(loc);
// If one of them was selected, update selected list item
if (windowTileInspectorSelectedIndex == first)
windowTileInspectorSelectedIndex = second;
else if (windowTileInspectorSelectedIndex == second)
windowTileInspectorSelectedIndex = first;
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr RotateElementAt(const CoordsXY& loc, int32_t elementIndex, bool isExecuting)
{
if (isExecuting)
{
uint8_t newRotation, pathEdges, pathCorners;
TileElement* const tileElement = map_get_nth_element_at(loc, elementIndex);
if (tileElement == nullptr)
{
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
switch (tileElement->GetType())
{
case TILE_ELEMENT_TYPE_PATH:
if (tileElement->AsPath()->IsSloped())
{
newRotation = (tileElement->AsPath()->GetSlopeDirection() + 1) & TILE_ELEMENT_DIRECTION_MASK;
tileElement->AsPath()->SetSlopeDirection(newRotation);
}
pathEdges = tileElement->AsPath()->GetEdges();
pathCorners = tileElement->AsPath()->GetCorners();
tileElement->AsPath()->SetEdges((pathEdges << 1) | (pathEdges >> 3));
tileElement->AsPath()->SetCorners((pathCorners << 1) | (pathCorners >> 3));
break;
case TILE_ELEMENT_TYPE_ENTRANCE:
{
// Update element rotation
newRotation = tileElement->GetDirectionWithOffset(1);
tileElement->SetDirection(newRotation);
// Update ride's known entrance/exit rotation
auto ride = get_ride(tileElement->AsEntrance()->GetRideIndex());
if (ride != nullptr)
{
auto stationIndex = tileElement->AsEntrance()->GetStationIndex();
auto entrance = ride_get_entrance_location(ride, stationIndex);
auto exit = ride_get_exit_location(ride, stationIndex);
uint8_t entranceType = tileElement->AsEntrance()->GetEntranceType();
uint8_t z = tileElement->base_height;
// Make sure this is the correct entrance or exit
if (entranceType == ENTRANCE_TYPE_RIDE_ENTRANCE && entrance.x == loc.x / 32 && entrance.y == loc.y / 32
&& entrance.z == z)
{
ride_set_entrance_location(ride, stationIndex, { entrance.x, entrance.y, entrance.z, newRotation });
}
else if (
entranceType == ENTRANCE_TYPE_RIDE_EXIT && exit.x == loc.x / 32 && exit.y == loc.y / 32
&& exit.z == z)
{
ride_set_exit_location(ride, stationIndex, { exit.x, exit.y, exit.z, newRotation });
}
}
break;
}
case TILE_ELEMENT_TYPE_TRACK:
case TILE_ELEMENT_TYPE_SMALL_SCENERY:
case TILE_ELEMENT_TYPE_WALL:
newRotation = tileElement->GetDirectionWithOffset(1);
tileElement->SetDirection(newRotation);
break;
case TILE_ELEMENT_TYPE_BANNER:
{
uint8_t unblockedEdges = tileElement->AsBanner()->GetAllowedEdges();
unblockedEdges = (unblockedEdges << 1 | unblockedEdges >> 3) & 0xF;
tileElement->AsBanner()->SetAllowedEdges(unblockedEdges);
tileElement->AsBanner()->SetPosition((tileElement->AsBanner()->GetPosition() + 1) & 3);
break;
}
}
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr PasteElementAt(const CoordsXY& loc, TileElement element, bool isExecuting)
{
// Make sure there is enough space for the new element
if (!map_check_free_elements_and_reorganise(1))
{
return std::make_unique<GameActions::Result>(GameActions::Status::NoFreeElements, STR_NONE);
}
auto tileLoc = TileCoordsXY(loc);
if (isExecuting)
{
// Check if the element to be pasted refers to a banner index
auto bannerIndex = element.GetBannerIndex();
if (bannerIndex != BANNER_INDEX_NULL)
{
// The element to be pasted refers to a banner index - make a copy of it
auto newBannerIndex = create_new_banner(GAME_COMMAND_FLAG_APPLY);
if (newBannerIndex == BANNER_INDEX_NULL)
{
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
auto& newBanner = *GetBanner(newBannerIndex);
newBanner = *GetBanner(bannerIndex);
newBanner.position = tileLoc;
// Use the new banner index
element.SetBannerIndex(newBannerIndex);
}
// The occupiedQuadrants will be automatically set when the element is copied over, so it's not necessary to set
// them correctly _here_.
TileElement* const pastedElement = tile_element_insert(
{ loc, element.GetBaseZ() }, 0b0000, TileElementType::Surface);
bool lastForTile = pastedElement->IsLastForTile();
*pastedElement = element;
pastedElement->SetLastForTile(lastForTile);
map_invalidate_tile_full(loc);
windowTileInspectorElementCount++;
// Select new element if there was none selected already
int16_t newIndex = static_cast<int16_t>((pastedElement - map_get_first_element_at(loc)));
if (windowTileInspectorSelectedIndex == -1)
windowTileInspectorSelectedIndex = newIndex;
else if (windowTileInspectorSelectedIndex >= newIndex)
windowTileInspectorSelectedIndex++;
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr SortElementsAt(const CoordsXY& loc, bool isExecuting)
{
if (isExecuting)
{
const TileElement* const firstElement = map_get_first_element_at(loc);
if (firstElement == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
// Count elements on tile
int32_t numElement = 0;
const TileElement* elementIterator = firstElement;
do
{
numElement++;
} while (!(elementIterator++)->IsLastForTile());
// Bubble sort
for (int32_t loopStart = 1; loopStart < numElement; loopStart++)
{
int32_t currentId = loopStart;
const TileElement* currentElement = firstElement + currentId;
const TileElement* otherElement = currentElement - 1;
// While current element's base height is lower, or (when their baseheight is the same) the other map element's
// clearance height is lower...
while (currentId > 0
&& (otherElement->base_height > currentElement->base_height
|| (otherElement->base_height == currentElement->base_height
&& otherElement->clearance_height > currentElement->clearance_height)))
{
if (!SwapTileElements(loc, currentId - 1, currentId))
{
// don't return error here, we've already ran some actions
// and moved things as far as we could, the only sensible
// thing left to do is to invalidate the window.
loopStart = numElement;
break;
}
currentId--;
currentElement--;
otherElement--;
}
}
map_invalidate_tile_full(loc);
// Deselect tile for clients who had it selected
windowTileInspectorSelectedIndex = -1;
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
static GameActionResultPtr ValidateTileHeight(TileElement* const tileElement, int8_t heightOffset)
{
int16_t newBaseHeight = static_cast<int16_t>(tileElement->base_height + heightOffset);
int16_t newClearanceHeight = static_cast<int16_t>(tileElement->clearance_height + heightOffset);
if (newBaseHeight < 0)
{
return std::make_unique<GameActions::Result>(GameActions::Status::TooLow, STR_CANT_LOWER_ELEMENT_HERE, STR_TOO_LOW);
}
else if (newBaseHeight > MAX_ELEMENT_HEIGHT)
{
return std::make_unique<GameActions::Result>(
GameActions::Status::TooHigh, STR_CANT_RAISE_ELEMENT_HERE, STR_TOO_HIGH);
}
else if (newClearanceHeight < 0)
{
return std::make_unique<GameActions::Result>(
GameActions::Status::NoClearance, STR_CANT_LOWER_ELEMENT_HERE, STR_NO_CLEARANCE);
}
else if (newClearanceHeight > MAX_ELEMENT_HEIGHT)
{
return std::make_unique<GameActions::Result>(
GameActions::Status::NoClearance, STR_CANT_RAISE_ELEMENT_HERE, STR_NO_CLEARANCE);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr AnyBaseHeightOffset(const CoordsXY& loc, int16_t elementIndex, int8_t heightOffset, bool isExecuting)
{
TileElement* const tileElement = map_get_nth_element_at(loc, elementIndex);
if (tileElement == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
auto heightValidationResult = ValidateTileHeight(tileElement, heightOffset);
if (heightValidationResult->Error != GameActions::Status::Ok)
return heightValidationResult;
if (isExecuting)
{
if (tileElement->GetType() == TILE_ELEMENT_TYPE_ENTRANCE)
{
uint8_t entranceType = tileElement->AsEntrance()->GetEntranceType();
if (entranceType != ENTRANCE_TYPE_PARK_ENTRANCE)
{
// Update the ride's known entrance or exit height
auto ride = get_ride(tileElement->AsEntrance()->GetRideIndex());
if (ride != nullptr)
{
auto entranceIndex = tileElement->AsEntrance()->GetStationIndex();
auto entrance = ride_get_entrance_location(ride, entranceIndex);
auto exit = ride_get_exit_location(ride, entranceIndex);
uint8_t z = tileElement->base_height;
// Make sure this is the correct entrance or exit
if (entranceType == ENTRANCE_TYPE_RIDE_ENTRANCE && entrance == TileCoordsXYZ{ loc, z })
ride_set_entrance_location(
ride, entranceIndex, { entrance.x, entrance.y, z + heightOffset, entrance.direction });
else if (entranceType == ENTRANCE_TYPE_RIDE_EXIT && exit == TileCoordsXYZ{ loc, z })
ride_set_exit_location(ride, entranceIndex, { exit.x, exit.y, z + heightOffset, exit.direction });
}
}
}
tileElement->base_height += heightOffset;
tileElement->clearance_height += heightOffset;
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr SurfaceShowParkFences(const CoordsXY& loc, bool showFences, bool isExecuting)
{
auto* const surfaceelement = map_get_surface_element_at(loc);
// No surface element on tile
if (surfaceelement == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
if (!showFences)
surfaceelement->SetParkFences(0);
else
update_park_fences(loc);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr SurfaceToggleCorner(const CoordsXY& loc, int32_t cornerIndex, bool isExecuting)
{
auto* const surfaceElement = map_get_surface_element_at(loc);
// No surface element on tile
if (surfaceElement == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
const uint8_t originalSlope = surfaceElement->GetSlope();
const bool diagonal = (originalSlope & TILE_ELEMENT_SLOPE_DOUBLE_HEIGHT) >> 4;
uint8_t newSlope = surfaceElement->GetSlope() ^ (1 << cornerIndex);
surfaceElement->SetSlope(newSlope);
if (surfaceElement->GetSlope() & TILE_ELEMENT_SLOPE_ALL_CORNERS_UP)
{
surfaceElement->clearance_height = surfaceElement->base_height + 2;
}
else
{
surfaceElement->clearance_height = surfaceElement->base_height;
}
// All corners are raised
if ((surfaceElement->GetSlope() & TILE_ELEMENT_SLOPE_ALL_CORNERS_UP) == TILE_ELEMENT_SLOPE_ALL_CORNERS_UP)
{
uint8_t slope = TILE_ELEMENT_SLOPE_FLAT;
if (diagonal)
{
switch (originalSlope & TILE_ELEMENT_SLOPE_ALL_CORNERS_UP)
{
case TILE_ELEMENT_SLOPE_S_CORNER_DN:
slope |= TILE_ELEMENT_SLOPE_N_CORNER_UP;
break;
case TILE_ELEMENT_SLOPE_W_CORNER_DN:
slope |= TILE_ELEMENT_SLOPE_E_CORNER_UP;
break;
case TILE_ELEMENT_SLOPE_N_CORNER_DN:
slope |= TILE_ELEMENT_SLOPE_S_CORNER_UP;
break;
case TILE_ELEMENT_SLOPE_E_CORNER_DN:
slope |= TILE_ELEMENT_SLOPE_W_CORNER_UP;
break;
}
}
surfaceElement->SetSlope(slope);
// Update base and clearance heights
surfaceElement->base_height += 2;
surfaceElement->clearance_height = surfaceElement->base_height + (diagonal ? 2 : 0);
}
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr SurfaceToggleDiagonal(const CoordsXY& loc, bool isExecuting)
{
auto* const surfaceElement = map_get_surface_element_at(loc);
// No surface element on tile
if (surfaceElement == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
uint8_t newSlope = surfaceElement->GetSlope() ^ TILE_ELEMENT_SLOPE_DOUBLE_HEIGHT;
surfaceElement->SetSlope(newSlope);
if (surfaceElement->GetSlope() & TILE_ELEMENT_SLOPE_DOUBLE_HEIGHT)
{
surfaceElement->clearance_height = surfaceElement->base_height + 4;
}
else if (surfaceElement->GetSlope() & TILE_ELEMENT_SLOPE_ALL_CORNERS_UP)
{
surfaceElement->clearance_height = surfaceElement->base_height + 2;
}
else
{
surfaceElement->clearance_height = surfaceElement->base_height;
}
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr PathSetSloped(const CoordsXY& loc, int32_t elementIndex, bool sloped, bool isExecuting)
{
TileElement* const pathElement = map_get_nth_element_at(loc, elementIndex);
if (pathElement == nullptr || pathElement->GetType() != TILE_ELEMENT_TYPE_PATH)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
pathElement->AsPath()->SetSloped(sloped);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr PathSetBroken(const CoordsXY& loc, int32_t elementIndex, bool broken, bool isExecuting)
{
TileElement* const pathElement = map_get_nth_element_at(loc, elementIndex);
if (pathElement == nullptr || pathElement->GetType() != TILE_ELEMENT_TYPE_PATH)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
pathElement->AsPath()->SetIsBroken(broken);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr PathToggleEdge(const CoordsXY& loc, int32_t elementIndex, int32_t edgeIndex, bool isExecuting)
{
TileElement* const pathElement = map_get_nth_element_at(loc, elementIndex);
if (pathElement == nullptr || pathElement->GetType() != TILE_ELEMENT_TYPE_PATH)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
uint8_t newEdges = pathElement->AsPath()->GetEdgesAndCorners() ^ (1 << edgeIndex);
pathElement->AsPath()->SetEdgesAndCorners(newEdges);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr EntranceMakeUsable(const CoordsXY& loc, int32_t elementIndex, bool isExecuting)
{
TileElement* const entranceElement = map_get_nth_element_at(loc, elementIndex);
if (entranceElement == nullptr || entranceElement->GetType() != TILE_ELEMENT_TYPE_ENTRANCE)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
auto ride = get_ride(entranceElement->AsEntrance()->GetRideIndex());
if (ride == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
auto stationIndex = entranceElement->AsEntrance()->GetStationIndex();
switch (entranceElement->AsEntrance()->GetEntranceType())
{
case ENTRANCE_TYPE_RIDE_ENTRANCE:
ride_set_entrance_location(
ride, stationIndex,
{ loc.x / 32, loc.y / 32, entranceElement->base_height,
static_cast<uint8_t>(entranceElement->GetDirection()) });
break;
case ENTRANCE_TYPE_RIDE_EXIT:
ride_set_exit_location(
ride, stationIndex,
{ loc.x / 32, loc.y / 32, entranceElement->base_height,
static_cast<uint8_t>(entranceElement->GetDirection()) });
break;
}
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr WallSetSlope(const CoordsXY& loc, int32_t elementIndex, int32_t slopeValue, bool isExecuting)
{
TileElement* const wallElement = map_get_nth_element_at(loc, elementIndex);
if (wallElement == nullptr || wallElement->GetType() != TILE_ELEMENT_TYPE_WALL)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
// Set new slope value
wallElement->AsWall()->SetSlope(slopeValue);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr WallAnimationFrameOffset(
const CoordsXY& loc, int16_t elementIndex, int8_t animationFrameOffset, bool isExecuting)
{
TileElement* const wallElement = map_get_nth_element_at(loc, elementIndex);
if (wallElement == nullptr || wallElement->GetType() != TILE_ELEMENT_TYPE_WALL)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
uint8_t animationFrame = wallElement->AsWall()->GetAnimationFrame();
wallElement->AsWall()->SetAnimationFrame(animationFrame + animationFrameOffset);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
// Changes the height of all track elements that belong to the same track piece
// Broxzier: Copied from track_remove and stripped of unneeded code, but I think this should be smaller
GameActionResultPtr TrackBaseHeightOffset(const CoordsXY& loc, int32_t elementIndex, int8_t offset, bool isExecuting)
{
if (offset == 0)
return std::make_unique<GameActions::Result>();
TileElement* const trackElement = map_get_nth_element_at(loc, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
auto type = trackElement->AsTrack()->GetTrackType();
int16_t originX = loc.x;
int16_t originY = loc.y;
int16_t originZ = trackElement->GetBaseZ();
uint8_t rotation = trackElement->GetDirection();
auto rideIndex = trackElement->AsTrack()->GetRideIndex();
auto ride = get_ride(rideIndex);
if (ride == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
auto trackBlock = TrackBlocks[type];
trackBlock += trackElement->AsTrack()->GetSequenceIndex();
uint8_t originDirection = trackElement->GetDirection();
CoordsXY offsets = { trackBlock->x, trackBlock->y };
CoordsXY coords = { originX, originY };
coords += offsets.Rotate(direction_reverse(originDirection));
originX = static_cast<int16_t>(coords.x);
originY = static_cast<int16_t>(coords.y);
originZ -= trackBlock->z;
trackBlock = TrackBlocks[type];
for (; trackBlock->index != 255; trackBlock++)
{
CoordsXYZD elem = { originX, originY, originZ + trackBlock->z, rotation };
offsets.x = trackBlock->x;
offsets.y = trackBlock->y;
elem += offsets.Rotate(originDirection);
TrackElement* tileElement = map_get_track_element_at_of_type_seq(elem, type, trackBlock->index);
if (tileElement == nullptr)
{
log_error("Track map element part not found!");
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
// track_remove returns here on failure, not sure when this would ever be hit. Only thing I can think of is
// for when you decrease the map size.
openrct2_assert(map_get_surface_element_at(elem) != nullptr, "No surface at %d,%d", elem.x >> 5, elem.y >> 5);
map_invalidate_tile_full(elem);
// Keep?
// invalidate_test_results(ride);
tileElement->base_height += offset;
tileElement->clearance_height += offset;
}
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
// Sets chainlift, optionally for an entire track block
// Broxzier: Basically a copy of the above function, with just two different lines... should probably be combined
// somehow
GameActionResultPtr TrackSetChain(
const CoordsXY& loc, int32_t elementIndex, bool entireTrackBlock, bool setChain, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(loc, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
if (!entireTrackBlock)
{
// Set chain for only the selected piece
if (trackElement->AsTrack()->HasChain() != setChain)
{
trackElement->AsTrack()->SetHasChain(setChain);
}
return std::make_unique<GameActions::Result>();
}
auto type = trackElement->AsTrack()->GetTrackType();
int16_t originX = loc.x;
int16_t originY = loc.y;
int16_t originZ = trackElement->GetBaseZ();
uint8_t rotation = trackElement->GetDirection();
auto rideIndex = trackElement->AsTrack()->GetRideIndex();
auto ride = get_ride(rideIndex);
if (ride == nullptr)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
auto trackBlock = TrackBlocks[type];
trackBlock += trackElement->AsTrack()->GetSequenceIndex();
uint8_t originDirection = trackElement->GetDirection();
CoordsXY offsets = { trackBlock->x, trackBlock->y };
CoordsXY coords = { originX, originY };
coords += offsets.Rotate(direction_reverse(originDirection));
originX = static_cast<int16_t>(coords.x);
originY = static_cast<int16_t>(coords.y);
originZ -= trackBlock->z;
trackBlock = TrackBlocks[type];
for (; trackBlock->index != 255; trackBlock++)
{
CoordsXYZD elem = { originX, originY, originZ + trackBlock->z, rotation };
offsets.x = trackBlock->x;
offsets.y = trackBlock->y;
elem += offsets.Rotate(originDirection);
TrackElement* tileElement = map_get_track_element_at_of_type_seq(elem, type, trackBlock->index);
if (tileElement == nullptr)
{
log_error("Track map element part not found!");
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
}
// track_remove returns here on failure, not sure when this would ever be hit. Only thing I can think of is
// for when you decrease the map size.
openrct2_assert(map_get_surface_element_at(elem) != nullptr, "No surface at %d,%d", elem.x >> 5, elem.y >> 5);
map_invalidate_tile_full(elem);
// Keep?
// invalidate_test_results(ride);
if (tileElement->AsTrack()->HasChain() != setChain)
{
tileElement->AsTrack()->SetHasChain(setChain);
}
}
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr TrackSetBlockBrake(const CoordsXY& loc, int32_t elementIndex, bool blockBrake, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(loc, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
trackElement->AsTrack()->SetBlockBrakeClosed(blockBrake);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr TrackSetIndestructible(
const CoordsXY& loc, int32_t elementIndex, bool isIndestructible, bool isExecuting)
{
TileElement* const trackElement = map_get_nth_element_at(loc, elementIndex);
if (trackElement == nullptr || trackElement->GetType() != TILE_ELEMENT_TYPE_TRACK)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
trackElement->AsTrack()->SetIsIndestructible(isIndestructible);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr ScenerySetQuarterLocation(
const CoordsXY& loc, int32_t elementIndex, int32_t quarterIndex, bool isExecuting)
{
TileElement* const tileElement = map_get_nth_element_at(loc, elementIndex);
if (tileElement == nullptr || tileElement->GetType() != TILE_ELEMENT_TYPE_SMALL_SCENERY)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
// Set quadrant index
tileElement->AsSmallScenery()->SetSceneryQuadrant(quarterIndex);
// Update collision
tileElement->SetOccupiedQuadrants(1 << ((quarterIndex + 2) & 3));
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr ScenerySetQuarterCollision(
const CoordsXY& loc, int32_t elementIndex, int32_t quarterIndex, bool isExecuting)
{
TileElement* const tileElement = map_get_nth_element_at(loc, elementIndex);
if (tileElement == nullptr || tileElement->GetType() != TILE_ELEMENT_TYPE_SMALL_SCENERY)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
auto occupiedQuadrants = tileElement->GetOccupiedQuadrants();
occupiedQuadrants ^= 1 << quarterIndex;
tileElement->SetOccupiedQuadrants(occupiedQuadrants);
map_invalidate_tile_full(loc);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr BannerToggleBlockingEdge(const CoordsXY& loc, int32_t elementIndex, int32_t edgeIndex, bool isExecuting)
{
TileElement* const bannerElement = map_get_nth_element_at(loc, elementIndex);
if (bannerElement == nullptr || bannerElement->GetType() != TILE_ELEMENT_TYPE_BANNER)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
uint8_t edges = bannerElement->AsBanner()->GetAllowedEdges();
edges ^= (1 << edgeIndex);
bannerElement->AsBanner()->SetAllowedEdges(edges);
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
GameActionResultPtr CorruptClamp(const CoordsXY& loc, int32_t elementIndex, bool isExecuting)
{
TileElement* const corruptElement = map_get_nth_element_at(loc, elementIndex);
if (corruptElement == nullptr || corruptElement->GetType() != TILE_ELEMENT_TYPE_CORRUPT)
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (corruptElement->IsLastForTile())
return std::make_unique<GameActions::Result>(GameActions::Status::Unknown, STR_NONE);
if (isExecuting)
{
TileElement* const nextElement = corruptElement + 1;
corruptElement->base_height = corruptElement->clearance_height = nextElement->base_height;
InvalidateTileInspector(loc);
}
return std::make_unique<GameActions::Result>();
}
} // namespace OpenRCT2::TileInspector