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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-24 15:24:30 +01:00

Change GameState_t members to lowerCamelCase

This commit is contained in:
Gymnasiast
2025-03-20 19:47:53 +01:00
parent eb30d3c054
commit 4badffcdb6
179 changed files with 2619 additions and 2619 deletions

View File

@@ -46,7 +46,7 @@ GameActions::Result ScenarioSetSettingAction::Query() const
GameActions::Result ScenarioSetSettingAction::Execute() const
{
auto& gameState = GetGameState();
auto& gameState = getGameState();
auto* windowMgr = Ui::GetWindowManager();
switch (_setting)
@@ -56,22 +56,22 @@ GameActions::Result ScenarioSetSettingAction::Execute() const
{
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_NO_MONEY;
gameState.park.Flags |= PARK_FLAGS_NO_MONEY;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_NO_MONEY;
gameState.park.Flags &= ~PARK_FLAGS_NO_MONEY;
}
}
else
{
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_NO_MONEY;
gameState.park.Flags |= PARK_FLAGS_NO_MONEY;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_NO_MONEY;
gameState.park.Flags &= ~PARK_FLAGS_NO_MONEY;
}
// Invalidate all windows that have anything to do with finance
windowMgr->InvalidateByClass(WindowClass::Ride);
@@ -83,168 +83,168 @@ GameActions::Result ScenarioSetSettingAction::Execute() const
}
break;
case ScenarioSetSetting::InitialCash:
gameState.InitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000000.00_GBP);
gameState.Cash = gameState.InitialCash;
gameState.initialCash = std::clamp<money64>(_value, 0.00_GBP, 1000000.00_GBP);
gameState.cash = gameState.initialCash;
windowMgr->InvalidateByClass(WindowClass::Finances);
windowMgr->InvalidateByClass(WindowClass::BottomToolbar);
break;
case ScenarioSetSetting::InitialLoan:
gameState.BankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
gameState.MaxBankLoan = std::max(gameState.BankLoan, gameState.MaxBankLoan);
gameState.bankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
gameState.maxBankLoan = std::max(gameState.bankLoan, gameState.maxBankLoan);
windowMgr->InvalidateByClass(WindowClass::Finances);
break;
case ScenarioSetSetting::MaximumLoanSize:
gameState.MaxBankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
gameState.BankLoan = std::min(gameState.BankLoan, gameState.MaxBankLoan);
gameState.maxBankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
gameState.bankLoan = std::min(gameState.bankLoan, gameState.maxBankLoan);
windowMgr->InvalidateByClass(WindowClass::Finances);
break;
case ScenarioSetSetting::AnnualInterestRate:
gameState.BankLoanInterestRate = std::clamp<uint8_t>(_value, 0, MaxBankLoanInterestRate);
gameState.bankLoanInterestRate = std::clamp<uint8_t>(_value, 0, MaxBankLoanInterestRate);
windowMgr->InvalidateByClass(WindowClass::Finances);
break;
case ScenarioSetSetting::ForbidMarketingCampaigns:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
gameState.park.Flags |= PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
gameState.park.Flags &= ~PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
}
break;
case ScenarioSetSetting::AverageCashPerGuest:
gameState.GuestInitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000.00_GBP);
gameState.guestInitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000.00_GBP);
break;
case ScenarioSetSetting::GuestInitialHappiness:
gameState.GuestInitialHappiness = std::clamp<uint8_t>(_value, 40, 250);
gameState.guestInitialHappiness = std::clamp<uint8_t>(_value, 40, 250);
break;
case ScenarioSetSetting::GuestInitialHunger:
gameState.GuestInitialHunger = std::clamp<uint8_t>(_value, 40, 250);
gameState.guestInitialHunger = std::clamp<uint8_t>(_value, 40, 250);
break;
case ScenarioSetSetting::GuestInitialThirst:
gameState.GuestInitialThirst = std::clamp<uint8_t>(_value, 40, 250);
gameState.guestInitialThirst = std::clamp<uint8_t>(_value, 40, 250);
break;
case ScenarioSetSetting::GuestsPreferLessIntenseRides:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
gameState.park.Flags |= PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
gameState.park.Flags &= ~PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
}
break;
case ScenarioSetSetting::GuestsPreferMoreIntenseRides:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
gameState.park.Flags |= PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
gameState.park.Flags &= ~PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
}
break;
case ScenarioSetSetting::CostToBuyLand:
gameState.LandPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
gameState.landPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
break;
case ScenarioSetSetting::CostToBuyConstructionRights:
gameState.ConstructionRightsPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
gameState.constructionRightsPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
break;
case ScenarioSetSetting::ParkChargeMethod:
if (gLegacyScene == LegacyScene::scenarioEditor)
{
if (_value == 0)
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.Park.EntranceFee = 0.00_GBP;
gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.park.EntranceFee = 0.00_GBP;
}
else if (_value == 1)
{
gameState.Park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.Park.EntranceFee = 10.00_GBP;
gameState.park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.park.EntranceFee = 10.00_GBP;
}
else
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.Park.EntranceFee = 10.00_GBP;
gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.park.EntranceFee = 10.00_GBP;
}
}
else
{
if (_value == 0)
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
}
else if (_value == 1)
{
gameState.Park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
}
else
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
}
windowMgr->InvalidateByClass(WindowClass::ParkInformation);
windowMgr->InvalidateByClass(WindowClass::Ride);
}
break;
case ScenarioSetSetting::ParkChargeEntryFee:
gameState.Park.EntranceFee = std::clamp<money64>(_value, 0.00_GBP, kMaxEntranceFee);
gameState.park.EntranceFee = std::clamp<money64>(_value, 0.00_GBP, kMaxEntranceFee);
windowMgr->InvalidateByClass(WindowClass::ParkInformation);
break;
case ScenarioSetSetting::ForbidTreeRemoval:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_TREE_REMOVAL;
gameState.park.Flags |= PARK_FLAGS_FORBID_TREE_REMOVAL;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_TREE_REMOVAL;
gameState.park.Flags &= ~PARK_FLAGS_FORBID_TREE_REMOVAL;
}
break;
case ScenarioSetSetting::ForbidLandscapeChanges:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
gameState.park.Flags |= PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
gameState.park.Flags &= ~PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
}
break;
case ScenarioSetSetting::ForbidHighConstruction:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
gameState.park.Flags |= PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
gameState.park.Flags &= ~PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
}
break;
case ScenarioSetSetting::ParkRatingHigherDifficultyLevel:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_DIFFICULT_PARK_RATING;
gameState.park.Flags |= PARK_FLAGS_DIFFICULT_PARK_RATING;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_DIFFICULT_PARK_RATING;
gameState.park.Flags &= ~PARK_FLAGS_DIFFICULT_PARK_RATING;
}
break;
case ScenarioSetSetting::GuestGenerationHigherDifficultyLevel:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
gameState.park.Flags |= PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
gameState.park.Flags &= ~PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
}
break;
case ScenarioSetSetting::AllowEarlyCompletion:
@@ -254,11 +254,11 @@ GameActions::Result ScenarioSetSettingAction::Execute() const
{
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_RCT1_INTEREST;
gameState.park.Flags |= PARK_FLAGS_RCT1_INTEREST;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_RCT1_INTEREST;
gameState.park.Flags &= ~PARK_FLAGS_RCT1_INTEREST;
}
break;
}