Exemple #1
0
/**
 * Add edges of the neighbouring path tiles.
 * @param xpos X coordinate of the central voxel with a path tile.
 * @param ypos Y coordinate of the central voxel with a path tile.
 * @param zpos Z coordinate of the central voxel with a path tile.
 * @param slope Imploded path slope of the central voxel.
 * @param dirs Edge directions to change (bitset of #TileEdge), usually #EDGE_ALL.
 * @param use_additions Use #_additions rather than #_world.
 * @param add_edges If set, add edges (else, remove them).
 * @return Updated (imploded) slope at the central voxel.
 */
uint8 AddRemovePathEdges(uint16 xpos, uint16 ypos, uint8 zpos, uint8 slope, uint8 dirs, bool use_additions, bool add_edges)
{
	for (TileEdge edge = EDGE_BEGIN; edge < EDGE_COUNT; edge++) {
		if ((dirs & (1 << edge)) == 0) continue; // Skip directions that should not be updated.
		int delta_z = 0;
		if (slope >= PATH_FLAT_COUNT) {
			if (_path_down_from_edge[edge] == slope) {
				delta_z = 1;
			} else if (_path_up_from_edge[edge] != slope) {
				continue;
			}
		}
		Point16 dxy = _tile_dxy[edge];
		if ((dxy.x < 0 && xpos == 0) || (dxy.x > 0 && xpos == _world.GetXSize() - 1)) continue;
		if ((dxy.y < 0 && ypos == 0) || (dxy.y > 0 && ypos == _world.GetYSize() - 1)) continue;

		TileEdge edge2 = (TileEdge)((edge + 2) % 4);
		bool modified = false;
		if (delta_z <= 0 || zpos < WORLD_Z_SIZE - 1) {
			Voxel *v;
			if (use_additions) {
				v = _additions.GetCreateVoxel(xpos + dxy.x, ypos + dxy.y, zpos + delta_z, false);
			} else {
				v = _world.GetCreateVoxel(xpos + dxy.x, ypos + dxy.y, zpos + delta_z, false);
			}
			if (v != nullptr) {
				uint16 number = v->GetInstance();
				if (number == SRI_PATH) { // Valid path.
					v->SetInstanceData(SetPathEdge(v->GetInstanceData(), edge2, add_edges));
					MarkVoxelDirty(xpos + dxy.x, ypos + dxy.y, zpos + delta_z);
					modified = true;
				} else if (number >= SRI_FULL_RIDES) { // A ride instance. Does it have an entrance here?
					if ((v->GetInstanceData() & (1 << edge2)) != 0) modified = true;
				}
			}
		}
		delta_z--;
		if (delta_z >= 0 || zpos > 0) {
			Voxel *v;
			if (use_additions) {
				v = _additions.GetCreateVoxel(xpos + dxy.x, ypos + dxy.y, zpos + delta_z, false);
			} else {
				v = _world.GetCreateVoxel(xpos + dxy.x, ypos + dxy.y, zpos + delta_z, false);
			}
			if (v != nullptr) {
				uint16 number = v->GetInstance();
				if (number == SRI_PATH) { // Valid path.
					v->SetInstanceData(SetPathEdge(v->GetInstanceData(), edge2, add_edges));
					MarkVoxelDirty(xpos + dxy.x, ypos + dxy.y, zpos + delta_z);
					modified = true;
				} else if (number >= SRI_FULL_RIDES) { // A ride instance. Does it have an entrance here?
					if ((v->GetInstanceData() & (1 << edge2)) != 0) modified = true;
				}
			}
		}
		if (modified && slope < PATH_FLAT_COUNT) slope = SetPathEdge(slope, edge, add_edges);
	}
	return slope;
}
Exemple #2
0
/**
 * Examine, and perhaps modify a neighbouring path edge or ride connection, to make it connect (or not if not \a add_edges)
 * to the centre examined tile.
 * @param voxel_pos Coordinate of the neighbouring voxel.
 * @param edge Edge to examine, and/or connected to.
 * @param add_edges If set, add edges (else, remove them).
 * @param at_bottom Whether a path connection is expected at the bottom (if \c false, it should be at the top).
 * @param dest_voxel [out] %Voxel containing the neighbouring path, or \c nullptr.
 * @param dest_inst_data [out] New instance of the voxel. Only valid if \a dest_voxel is not \c nullptr.
 * @param dest_status [out] Status of the neighbouring path.
 * @return Neighbouring voxel was (logically) connected to the centre tile.
 */
static bool ExamineNeighbourPathEdge(const XYZPoint16 &voxel_pos, TileEdge edge, bool add_edges, bool at_bottom,
		Voxel **dest_voxel, uint16 *dest_inst_data, PathStatus *dest_status)
{
	Voxel *v;

	*dest_voxel = nullptr;
	*dest_status = PAS_UNUSED;
	*dest_inst_data = PATH_INVALID;

	v = _world.GetCreateVoxel(voxel_pos, false);
	if (v == nullptr) return false;

	uint16 fences = v->GetFences();
	FenceType fence_type = GetFenceType(fences, edge);
	if (fence_type != FENCE_TYPE_INVALID) return false;

	uint16 number = v->GetInstance();
	if (number == SRI_PATH) {
		uint16 instance_data = v->GetInstanceData();
		if (!HasValidPath(instance_data)) return false;

		uint8 slope = GetImplodedPathSlope(instance_data);
		if (at_bottom) {
			if (slope >= PATH_FLAT_COUNT && slope != _path_up_from_edge[edge]) return false;
		} else {
			if (slope != _path_down_from_edge[edge]) return false;
		}

		PathStatus status = _sprite_manager.GetPathStatus(GetPathType(instance_data));
		if (add_edges && status == PAS_QUEUE_PATH) { // Only try to connect to queue paths if they are not yet connected to 2 (or more) neighbours.
			if (GetQuePathEdgeConnectCount(slope) > 1) return false;
		}

		slope = SetPathEdge(slope, edge, add_edges);
		*dest_status = status;
		*dest_voxel = v;
		*dest_inst_data = SetImplodedPathSlope(instance_data, slope);
		return true;

	} else if (number >= SRI_FULL_RIDES) { // A ride instance. Does it have an entrance here?
		if ((v->GetInstanceData() & (1 << edge)) != 0) {
			*dest_status = PAS_QUEUE_PATH;
			return true;
		}
	}
	return false;
}
Exemple #3
0
/**
 * Add edges of the neighbouring path tiles.
 * @param voxel_pos Coordinate of the central voxel with a path tile.
 * @param slope Imploded path slope of the central voxel.
 * @param dirs Edge directions to change (bitset of #TileEdge), usually #EDGE_ALL.
 * @param status Status of the path. #PAS_UNUSED means to remove the edges.
 * @return Updated (imploded) slope at the central voxel.
 */
uint8 AddRemovePathEdges(const XYZPoint16 &voxel_pos, uint8 slope, uint8 dirs, PathStatus status)
{
	PathStatus ngb_status[4];    // Neighbour path status, #PAS_UNUSED means do not connect.
	Voxel *ngb_voxel[4];         // Neighbour voxels with path, may be null if it doesn't need changing.
	uint16 ngb_instance_data[4]; // New instance data, if the voxel exists.
	XYZPoint16 ngb_pos[4];       // Coordinate of the neighbouring voxel.

	Voxel *v = _world.GetCreateVoxel(voxel_pos, false);
	uint16 fences = v->GetFences();

	std::fill_n(ngb_status, lengthof(ngb_status), PAS_UNUSED); // Clear path all statuses to prevent connecting to it if an edge is skipped.
	for (TileEdge edge = EDGE_BEGIN; edge < EDGE_COUNT; edge++) {
		if ((dirs & (1 << edge)) == 0) continue; // Skip directions that should not be updated.
		int delta_z = 0;
		if (slope >= PATH_FLAT_COUNT) {
			if (_path_down_from_edge[edge] == slope) {
				delta_z = 1;
			} else if (_path_up_from_edge[edge] != slope) {
				continue;
			}
		}
		Point16 dxy = _tile_dxy[edge];
		ngb_pos[edge].x = voxel_pos.x + dxy.x;
		ngb_pos[edge].y = voxel_pos.y + dxy.y;
		if (!IsVoxelstackInsideWorld(ngb_pos[edge].x, ngb_pos[edge].y)) continue;

		FenceType fence_type = GetFenceType(fences, edge);
		if (fence_type != FENCE_TYPE_INVALID) continue;

		TileEdge edge2 = (TileEdge)((edge + 2) % 4);
		bool modified = false;
		if (delta_z <= 0 || voxel_pos.z < WORLD_Z_SIZE - 1) {
			ngb_pos[edge].z = voxel_pos.z + delta_z;
			modified = ExamineNeighbourPathEdge(ngb_pos[edge], edge2, status != PAS_UNUSED, true,
					&ngb_voxel[edge], &ngb_instance_data[edge], &ngb_status[edge]);
		}
		delta_z--;
		if (!modified && (delta_z >= 0 || voxel_pos.z > 0)) {
			ngb_pos[edge].z = voxel_pos.z + delta_z;
			ExamineNeighbourPathEdge(ngb_pos[edge], edge2, status != PAS_UNUSED, false,
					&ngb_voxel[edge], &ngb_instance_data[edge], &ngb_status[edge]);
		}
	}

	switch (status) {
		case PAS_UNUSED: // All edges get removed.
		case PAS_NORMAL_PATH: // All edges get added.
			for (TileEdge edge = EDGE_BEGIN; edge < EDGE_COUNT; edge++) {
				if (ngb_status[edge] != PAS_UNUSED) {
					if (slope < PATH_FLAT_COUNT) slope = SetPathEdge(slope, edge, status != PAS_UNUSED);
					if (ngb_voxel[edge] != nullptr) {
						ngb_voxel[edge]->SetInstanceData(ngb_instance_data[edge]);
						MarkVoxelDirty(ngb_pos[edge]);
					}
				}
			}
			return slope;

		case PAS_QUEUE_PATH:
			/* Pass 1: Try to add other queue paths. */
			for (TileEdge edge = EDGE_BEGIN; edge < EDGE_COUNT; edge++) {
				if (ngb_status[edge] == PAS_QUEUE_PATH) {
					if (GetQuePathEdgeConnectCount(slope) > 1) break;

					if (slope < PATH_FLAT_COUNT) slope = SetPathEdge(slope, edge, true);
					if (ngb_voxel[edge] != nullptr) {
						ngb_voxel[edge]->SetInstanceData(ngb_instance_data[edge]);
						MarkVoxelDirty(ngb_pos[edge]);
					}
				}
			}
			/* Pass 2: Add normal paths. */
			for (TileEdge edge = EDGE_BEGIN; edge < EDGE_COUNT; edge++) {
				if (ngb_status[edge] == PAS_NORMAL_PATH) {
					if (GetQuePathEdgeConnectCount(slope) > 1) break;

					if (slope < PATH_FLAT_COUNT) slope = SetPathEdge(slope, edge, true);
					if (ngb_voxel[edge] != nullptr) {
						ngb_voxel[edge]->SetInstanceData(ngb_instance_data[edge]);
						MarkVoxelDirty(ngb_pos[edge]);
					}
				}
			}
			return slope;

		default: NOT_REACHED();
	}
}