1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-21 05:53:02 +01:00

Create new GameState class for updating the game

This commit is contained in:
Ted John
2017-07-23 00:19:09 +01:00
committed by Aaron van Geffen
parent 2127a0170e
commit 4d4e7ba4b1
10 changed files with 335 additions and 244 deletions

View File

@@ -38,6 +38,7 @@
#include "drawing/IDrawingEngine.h"
#include "localisation/Localisation.h"
#include "FileClassifier.h"
#include "GameState.h"
#include "network/network.h"
#include "object/ObjectManager.h"
#include "object/ObjectRepository.h"
@@ -106,6 +107,7 @@ namespace OpenRCT2
// Game states
std::unique_ptr<TitleScreen> _titleScreen;
std::unique_ptr<Park> _park;
std::unique_ptr<GameState> _gameState;
sint32 _drawingEngineType = DRAWING_ENGINE_SOFTWARE;
std::unique_ptr<IDrawingEngine> _drawingEngine;
@@ -166,6 +168,11 @@ namespace OpenRCT2
return _uiContext;
}
GameState * GetGameState() override
{
return _gameState.get();
}
Park * GetPark() override
{
return _park.get();
@@ -450,7 +457,8 @@ namespace OpenRCT2
viewport_init_all();
game_init_all(150);
_titleScreen = std::make_unique<TitleScreen>();
_gameState = std::make_unique<GameState>();
_titleScreen = std::make_unique<TitleScreen>(_gameState.get());
_park = std::make_unique<Park>();
return true;
}
@@ -975,7 +983,7 @@ namespace OpenRCT2
}
else
{
game_update();
_gameState->Update();
}
#ifdef __ENABLE_DISCORD__

View File

@@ -71,6 +71,7 @@ enum
namespace OpenRCT2
{
interface IPlatformEnvironment;
class GameState;
class Park;
namespace Audio
@@ -102,6 +103,7 @@ namespace OpenRCT2
virtual std::shared_ptr<Audio::IAudioContext> GetAudioContext() abstract;
virtual std::shared_ptr<Ui::IUiContext> GetUiContext() abstract;
virtual GameState * GetGameState() abstract;
virtual Park * GetPark() abstract;
virtual std::shared_ptr<IPlatformEnvironment> GetPlatformEnvironment() abstract;
virtual Localisation::LocalisationService& GetLocalisationService() abstract;

View File

@@ -331,211 +331,6 @@ void update_palette_effects()
}
}
}
void game_update()
{
gInUpdateCode = true;
uint32 numUpdates;
// 0x006E3AEC // screen_game_process_mouse_input();
screenshot_check();
game_handle_keyboard_input();
if (game_is_not_paused() && gPreviewingTitleSequenceInGame)
{
title_sequence_player_update((ITitleSequencePlayer *) title_get_sequence_player());
}
// Determine how many times we need to update the game
if (gGameSpeed > 1)
{
numUpdates = 1 << (gGameSpeed - 1);
}
else
{
numUpdates = gTicksSinceLastUpdate / GAME_UPDATE_TIME_MS;
numUpdates = Math::Clamp(1u, numUpdates, (uint32) GAME_MAX_UPDATES);
}
if (network_get_mode() == NETWORK_MODE_CLIENT && network_get_status() == NETWORK_STATUS_CONNECTED && network_get_authstatus() == NETWORK_AUTH_OK)
{
if (network_get_server_tick() - gCurrentTicks >= 10)
{
// Make sure client doesn't fall behind the server too much
numUpdates += 10;
}
}
if (game_is_paused())
{
numUpdates = 0;
// Update the animation list. Note this does not
// increment the map animation.
map_animation_invalidate_all();
// Special case because we set numUpdates to 0, otherwise in game_logic_update.
network_update();
network_process_game_commands();
}
// Update the game one or more times
for (uint32 i = 0; i < numUpdates; i++)
{
game_logic_update();
if (gGameSpeed > 1)
continue;
if (input_get_state() == INPUT_STATE_RESET ||
input_get_state() == INPUT_STATE_NORMAL
)
{
if (input_test_flag(INPUT_FLAG_VIEWPORT_SCROLLING))
{
input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
break;
}
}
else
{
break;
}
}
if (!gOpenRCT2Headless)
{
input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
// the flickering frequency is reduced by 4, compared to the original
// it was done due to inability to reproduce original frequency
// and decision that the original one looks too fast
if (gCurrentTicks % 4 == 0)
gWindowMapFlashingFlags ^= (1 << 15);
// Handle guest map flashing
gWindowMapFlashingFlags &= ~(1 << 1);
if (gWindowMapFlashingFlags & (1 << 0))
gWindowMapFlashingFlags |= (1 << 1);
gWindowMapFlashingFlags &= ~(1 << 0);
// Handle staff map flashing
gWindowMapFlashingFlags &= ~(1 << 3);
if (gWindowMapFlashingFlags & (1 << 2))
gWindowMapFlashingFlags |= (1 << 3);
gWindowMapFlashingFlags &= ~(1 << 2);
context_update_map_tooltip();
// Input
gUnk141F568 = gUnk13CA740;
context_handle_input();
}
// Always perform autosave check, even when paused
if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) &&
!(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER) &&
!(gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER)
)
{
scenario_autosave_check();
}
window_dispatch_update_all();
gGameCommandNestLevel = 0;
gInUpdateCode = false;
}
void game_logic_update()
{
gScreenAge++;
if (gScreenAge == 0)
gScreenAge--;
network_update();
if (network_get_mode() == NETWORK_MODE_CLIENT && network_get_status() == NETWORK_STATUS_CONNECTED && network_get_authstatus() == NETWORK_AUTH_OK)
{
// Can't be in sync with server, round trips won't work if we are at same level.
if (gCurrentTicks >= network_get_server_tick())
{
// Don't run past the server
return;
}
}
if (network_get_mode() == NETWORK_MODE_SERVER)
{
// Send current tick out.
network_send_tick();
}
else if (network_get_mode() == NETWORK_MODE_CLIENT)
{
// Check desync.
network_check_desynchronization();
}
sub_68B089();
scenario_update();
climate_update();
map_update_tiles();
// Temporarily remove provisional paths to prevent peep from interacting with them
map_remove_provisional_elements();
map_update_path_wide_flags();
peep_update_all();
map_restore_provisional_elements();
vehicle_update_all();
sprite_misc_update_all();
ride_update_all();
GetContext()->GetPark()->Update();
research_update();
ride_ratings_update_all();
ride_measurements_update();
news_item_update_current();
map_animation_invalidate_all();
vehicle_sounds_update();
peep_update_crowd_noise();
climate_update_sound();
editor_open_windows_for_current_step();
// Update windows
//window_dispatch_update_all();
if (gErrorType != ERROR_TYPE_NONE)
{
rct_string_id title_text = STR_UNABLE_TO_LOAD_FILE;
rct_string_id body_text = gErrorStringId;
if (gErrorType == ERROR_TYPE_GENERIC)
{
title_text = gErrorStringId;
body_text = 0xFFFF;
}
gErrorType = ERROR_TYPE_NONE;
context_show_error(title_text, body_text);
}
// Start autosave timer after update
if (gLastAutoSaveUpdate == AUTOSAVE_PAUSE)
{
gLastAutoSaveUpdate = platform_get_ticks();
}
// Separated out processing commands in network_update which could call scenario_rand where gInUpdateCode is false.
// All commands that are received are first queued and then executed where gInUpdateCode is set to true.
network_process_game_commands();
network_flush();
gCurrentTicks++;
gScenarioTicks++;
gSavedAge++;
}
/**
*
* rct2: 0x0069C62C

View File

@@ -161,8 +161,6 @@ void game_increase_game_speed();
void game_reduce_game_speed();
void game_create_windows();
void game_update();
void game_logic_update();
void reset_all_sprite_quadrant_placements();
void update_palette_effects();

237
src/openrct2/GameState.cpp Normal file
View File

@@ -0,0 +1,237 @@
#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#include "GameState.h"
#include "Context.h"
#include "core/Math.hpp"
#include "Editor.h"
#include "Input.h"
#include "interface/Screenshot.h"
#include "management/NewsItem.h"
#include "network/network.h"
#include "OpenRCT2.h"
#include "platform/Platform2.h"
#include "scenario/Scenario.h"
#include "title/TitleScreen.h"
#include "title/TitleSequencePlayer.h"
#include "world/Climate.h"
#include "world/MapAnimation.h"
#include "world/Park.h"
using namespace OpenRCT2;
void GameState::Update()
{
gInUpdateCode = true;
uint32 numUpdates;
// 0x006E3AEC // screen_game_process_mouse_input();
screenshot_check();
game_handle_keyboard_input();
if (game_is_not_paused() && gPreviewingTitleSequenceInGame)
{
title_sequence_player_update((ITitleSequencePlayer *) title_get_sequence_player());
}
// Determine how many times we need to update the game
if (gGameSpeed > 1)
{
numUpdates = 1 << (gGameSpeed - 1);
}
else
{
numUpdates = gTicksSinceLastUpdate / GAME_UPDATE_TIME_MS;
numUpdates = Math::Clamp<uint32>(1, numUpdates, GAME_MAX_UPDATES);
}
if (network_get_mode() == NETWORK_MODE_CLIENT && network_get_status() == NETWORK_STATUS_CONNECTED && network_get_authstatus() == NETWORK_AUTH_OK)
{
if (network_get_server_tick() - gCurrentTicks >= 10)
{
// Make sure client doesn't fall behind the server too much
numUpdates += 10;
}
}
if (game_is_paused())
{
numUpdates = 0;
// Update the animation list. Note this does not
// increment the map animation.
map_animation_invalidate_all();
// Special case because we set numUpdates to 0, otherwise in game_logic_update.
network_update();
network_process_game_commands();
}
// Update the game one or more times
for (uint32 i = 0; i < numUpdates; i++)
{
UpdateLogic();
if (gGameSpeed == 1)
{
if (input_get_state() == INPUT_STATE_RESET ||
input_get_state() == INPUT_STATE_NORMAL)
{
if (input_test_flag(INPUT_FLAG_VIEWPORT_SCROLLING))
{
input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
break;
}
}
else
{
break;
}
}
}
if (!gOpenRCT2Headless)
{
input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
// the flickering frequency is reduced by 4, compared to the original
// it was done due to inability to reproduce original frequency
// and decision that the original one looks too fast
if (gCurrentTicks % 4 == 0)
gWindowMapFlashingFlags ^= (1 << 15);
// Handle guest map flashing
gWindowMapFlashingFlags &= ~(1 << 1);
if (gWindowMapFlashingFlags & (1 << 0))
gWindowMapFlashingFlags |= (1 << 1);
gWindowMapFlashingFlags &= ~(1 << 0);
// Handle staff map flashing
gWindowMapFlashingFlags &= ~(1 << 3);
if (gWindowMapFlashingFlags & (1 << 2))
gWindowMapFlashingFlags |= (1 << 3);
gWindowMapFlashingFlags &= ~(1 << 2);
context_update_map_tooltip();
// Input
gUnk141F568 = gUnk13CA740;
context_handle_input();
}
// Always perform autosave check, even when paused
if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) &&
!(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER) &&
!(gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER))
{
scenario_autosave_check();
}
window_dispatch_update_all();
gGameCommandNestLevel = 0;
gInUpdateCode = false;
}
void GameState::UpdateLogic()
{
gScreenAge++;
if (gScreenAge == 0)
gScreenAge--;
network_update();
if (network_get_mode() == NETWORK_MODE_CLIENT &&
network_get_status() == NETWORK_STATUS_CONNECTED &&
network_get_authstatus() == NETWORK_AUTH_OK)
{
// Can't be in sync with server, round trips won't work if we are at same level.
if (gCurrentTicks >= network_get_server_tick())
{
// Don't run past the server
return;
}
}
if (network_get_mode() == NETWORK_MODE_SERVER)
{
// Send current tick out.
network_send_tick();
}
else if (network_get_mode() == NETWORK_MODE_CLIENT)
{
// Check desync.
network_check_desynchronization();
}
sub_68B089();
scenario_update();
climate_update();
map_update_tiles();
// Temporarily remove provisional paths to prevent peep from interacting with them
map_remove_provisional_elements();
map_update_path_wide_flags();
peep_update_all();
map_restore_provisional_elements();
vehicle_update_all();
sprite_misc_update_all();
ride_update_all();
GetContext()->GetPark()->Update();
research_update();
ride_ratings_update_all();
ride_measurements_update();
news_item_update_current();
map_animation_invalidate_all();
vehicle_sounds_update();
peep_update_crowd_noise();
climate_update_sound();
editor_open_windows_for_current_step();
// Update windows
//window_dispatch_update_all();
if (gErrorType != ERROR_TYPE_NONE)
{
rct_string_id title_text = STR_UNABLE_TO_LOAD_FILE;
rct_string_id body_text = gErrorStringId;
if (gErrorType == ERROR_TYPE_GENERIC)
{
title_text = gErrorStringId;
body_text = 0xFFFF;
}
gErrorType = ERROR_TYPE_NONE;
context_show_error(title_text, body_text);
}
// Start autosave timer after update
if (gLastAutoSaveUpdate == AUTOSAVE_PAUSE)
{
gLastAutoSaveUpdate = Platform::GetTicks();
}
// Separated out processing commands in network_update which could call scenario_rand where gInUpdateCode is false.
// All commands that are received are first queued and then executed where gInUpdateCode is set to true.
network_process_game_commands();
network_flush();
gCurrentTicks++;
gScenarioTicks++;
gSavedAge++;
}

32
src/openrct2/GameState.h Normal file
View File

@@ -0,0 +1,32 @@
#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#pragma once
namespace OpenRCT2
{
/**
* Class to update the state of the map and park.
*/
class GameState
{
private:
public:
void Update();
void UpdateLogic();
};
}

View File

@@ -17,6 +17,7 @@
#include "../config/Config.h"
#include "../Context.h"
#include "../core/Console.hpp"
#include "../GameState.h"
#include "../interface/Screenshot.h"
#include "../network/network.h"
#include "../OpenRCT2.h"
@@ -35,10 +36,13 @@
#include "../interface/Window.h"
#include "../localisation/Localisation.h"
using namespace OpenRCT2;
// TODO Remove when no longer required.
static TitleScreen * _singleton = nullptr;
TitleScreen::TitleScreen()
TitleScreen::TitleScreen(GameState * gameState)
: _gameState(gameState)
{
_singleton = this;
}
@@ -170,7 +174,7 @@ void TitleScreen::Update()
}
for (sint32 i = 0; i < numUpdates; i++)
{
game_logic_update();
_gameState->UpdateLogic();
}
update_palette_effects();
// update_rain_animation();
@@ -224,7 +228,7 @@ void TitleScreen::TitleInitialise()
if (_sequencePlayer == nullptr)
{
IScenarioRepository * scenarioRepository = GetScenarioRepository();
_sequencePlayer = CreateTitleSequencePlayer(scenarioRepository);
_sequencePlayer = CreateTitleSequencePlayer(scenarioRepository, _gameState);
}
size_t seqId = title_get_config_sequence();
if (seqId == SIZE_MAX)

View File

@@ -22,35 +22,42 @@
interface ITitleSequencePlayer;
class TitleScreen final
namespace OpenRCT2
{
public:
ITitleSequencePlayer * GetSequencePlayer();
size_t GetCurrentSequence();
bool PreviewSequence(size_t value);
void StopPreviewingSequence();
bool IsPreviewingSequence();
bool ShouldHideVersionInfo();
void SetHideVersionInfo(bool value);
class GameState;
TitleScreen();
~TitleScreen();
class TitleScreen final
{
public:
TitleScreen(GameState * gameState);
~TitleScreen();
void Load();
void Update();
void CreateWindows();
void ChangePresetSequence(size_t preset);
ITitleSequencePlayer * GetSequencePlayer();
size_t GetCurrentSequence();
bool PreviewSequence(size_t value);
void StopPreviewingSequence();
bool IsPreviewingSequence();
bool ShouldHideVersionInfo();
void SetHideVersionInfo(bool value);
private:
ITitleSequencePlayer * _sequencePlayer = nullptr;
size_t _loadedTitleSequenceId = SIZE_MAX;
size_t _currentSequence = SIZE_MAX;
bool _hideVersionInfo = false;
bool _previewingSequence = false;
void Load();
void Update();
void CreateWindows();
void ChangePresetSequence(size_t preset);
void TitleInitialise();
bool TryLoadSequence(bool loadPreview = false);
};
private:
GameState * const _gameState;
ITitleSequencePlayer * _sequencePlayer = nullptr;
size_t _loadedTitleSequenceId = SIZE_MAX;
size_t _currentSequence = SIZE_MAX;
bool _hideVersionInfo = false;
bool _previewingSequence = false;
void TitleInitialise();
bool TryLoadSequence(bool loadPreview = false);
};
}
void title_load();
void title_create_windows();

View File

@@ -24,6 +24,7 @@
#include "../core/String.hpp"
#include "../object/ObjectManager.h"
#include "../OpenRCT2.h"
#include "../GameState.h"
#include "../ParkImporter.h"
#include "../scenario/ScenarioRepository.h"
#include "../scenario/ScenarioSources.h"
@@ -49,7 +50,8 @@ class TitleSequencePlayer final : public ITitleSequencePlayer
private:
static constexpr const char * SFMM_FILENAME = "Six Flags Magic Mountain.SC6";
IScenarioRepository * _scenarioRepository = nullptr;
IScenarioRepository * const _scenarioRepository;
GameState * const _gameState;
size_t _sequenceId = 0;
TitleSequence * _sequence = nullptr;
@@ -61,11 +63,12 @@ private:
CoordsXY _viewCentreLocation = { 0 };
public:
explicit TitleSequencePlayer(IScenarioRepository * scenarioRepository)
explicit TitleSequencePlayer(IScenarioRepository * scenarioRepository, GameState * gameState)
: _scenarioRepository(scenarioRepository),
_gameState(gameState)
{
Guard::ArgumentNotNull(scenarioRepository);
_scenarioRepository = scenarioRepository;
Guard::ArgumentNotNull(gameState);
}
~TitleSequencePlayer() override
@@ -213,7 +216,7 @@ public:
{
if (Update())
{
game_logic_update();
_gameState->UpdateLogic();
}
else
{
@@ -588,9 +591,9 @@ private:
}
};
ITitleSequencePlayer * CreateTitleSequencePlayer(IScenarioRepository * scenarioRepository)
ITitleSequencePlayer * CreateTitleSequencePlayer(IScenarioRepository * scenarioRepository, GameState * gameState)
{
return new TitleSequencePlayer(scenarioRepository);
return new TitleSequencePlayer(scenarioRepository, gameState);
}
bool gPreviewingTitleSequenceInGame = false;

View File

@@ -18,6 +18,11 @@
#include "../common.h"
namespace OpenRCT2
{
class GameState;
}
interface IScenarioRepository;
interface ITitleSequencePlayer
@@ -33,7 +38,7 @@ interface ITitleSequencePlayer
virtual void Eject() abstract;
};
ITitleSequencePlayer * CreateTitleSequencePlayer(IScenarioRepository * scenarioRepository);
ITitleSequencePlayer * CreateTitleSequencePlayer(IScenarioRepository * scenarioRepository, OpenRCT2::GameState * gameState);
// When testing title sequences within a normal game
extern bool gPreviewingTitleSequenceInGame;