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OpenRCT2/src/openrct2-ui/title/TitleSequencePlayer.cpp

528 lines
16 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 "TitleSequencePlayer.h"
#include "../interface/Window.h"
#include <algorithm>
#include <memory>
#include <openrct2/Context.h>
#include <openrct2/Game.h>
#include <openrct2/GameState.h>
#include <openrct2/OpenRCT2.h>
#include <openrct2/ParkImporter.h>
#include <openrct2/common.h>
#include <openrct2/core/Console.hpp>
#include <openrct2/core/Guard.hpp>
#include <openrct2/core/Path.hpp>
#include <openrct2/core/String.hpp>
#include <openrct2/entity/EntityRegistry.h>
#include <openrct2/interface/Viewport.h>
#include <openrct2/interface/Window.h>
#include <openrct2/management/NewsItem.h>
#include <openrct2/object/ObjectManager.h>
#include <openrct2/scenario/ScenarioRepository.h>
#include <openrct2/scenario/ScenarioSources.h>
#include <openrct2/title/TitleScreen.h>
#include <openrct2/title/TitleSequence.h>
#include <openrct2/title/TitleSequenceManager.h>
#include <openrct2/title/TitleSequencePlayer.h>
#include <openrct2/ui/UiContext.h>
#include <openrct2/ui/WindowManager.h>
#include <openrct2/windows/Intent.h>
#include <openrct2/world/Map.h>
#include <openrct2/world/Scenery.h>
using namespace OpenRCT2;
class TitleSequencePlayer final : public ITitleSequencePlayer
{
private:
GameState& _gameState;
std::unique_ptr<TitleSequence> _sequence;
int32_t _position = 0;
int32_t _waitCounter = 0;
int32_t _lastScreenWidth = 0;
int32_t _lastScreenHeight = 0;
CoordsXY _viewCentreLocation = {};
public:
explicit TitleSequencePlayer(GameState& gameState)
: _gameState(gameState)
{
}
~TitleSequencePlayer() override
{
Eject();
}
int32_t GetCurrentPosition() const override
{
return _position;
}
void Eject() override
{
_sequence = nullptr;
}
bool Begin(size_t titleSequenceId) override
{
size_t numSequences = TitleSequenceManager::GetCount();
if (titleSequenceId >= numSequences)
{
return false;
}
auto seqItem = TitleSequenceManager::GetItem(titleSequenceId);
auto sequence = LoadTitleSequence(seqItem->Path);
if (sequence == nullptr)
{
return false;
}
Eject();
_sequence = std::move(sequence);
Reset();
return true;
}
bool Update() override
{
int32_t entryPosition = _position;
FixViewLocation();
if (_sequence == nullptr)
{
SetViewLocation(TileCoordsXY(75, 75).ToCoordsXY());
return false;
}
// Check that position is valid
if (_position >= static_cast<int32_t>(_sequence->Commands.size()))
{
_position = 0;
return false;
}
// Don't execute next command until we are done with the current wait command
if (_waitCounter != 0)
{
_waitCounter--;
if (_waitCounter == 0)
{
const auto& command = _sequence->Commands[_position];
if (command.Type == TitleScript::Wait)
{
IncrementPosition();
}
}
}
else
{
while (true)
{
const auto& command = _sequence->Commands[_position];
if (ExecuteCommand(command))
{
if (command.Type == TitleScript::Wait)
{
break;
}
if (command.Type != TitleScript::Restart)
{
IncrementPosition();
}
if (_position == entryPosition)
{
Console::Error::WriteLine("Infinite loop detected in title sequence.");
Console::Error::WriteLine(" A wait command may be missing.");
return false;
}
}
else
{
if (!SkipToNextLoadCommand() || _position == entryPosition)
{
Console::Error::WriteLine("Unable to load any parks from %s.", _sequence->Name.c_str());
return false;
}
}
}
}
return true;
}
void Reset() override
{
_position = 0;
_waitCounter = 0;
}
void Seek(int32_t targetPosition) override
{
if (targetPosition < 0 || targetPosition >= static_cast<int32_t>(_sequence->Commands.size()))
{
throw std::runtime_error("Invalid position.");
}
if (_position >= targetPosition)
{
Reset();
}
if (_sequence->Commands[targetPosition].Type == TitleScript::Restart)
{
targetPosition = 0;
}
// Set position to the last LOAD command before target position
for (int32_t i = targetPosition; i >= 0; i--)
{
const TitleCommand& command = _sequence->Commands[i];
if ((_position == i && _position != targetPosition) || TitleSequenceIsLoadCommand(command))
{
// Break if we have a new load command or if we're already in the range of the correct load command
_position = i;
break;
}
}
// Keep updating until we reach target position
gInUpdateCode = true;
while (_position < targetPosition)
{
if (Update())
{
_gameState.UpdateLogic();
}
else
{
break;
}
}
gInUpdateCode = false;
_waitCounter = 0;
}
private:
void IncrementPosition()
{
_position++;
if (_position >= static_cast<int32_t>(_sequence->Commands.size()))
{
_position = 0;
}
}
bool SkipToNextLoadCommand()
{
int32_t entryPosition = _position;
const TitleCommand* command;
do
{
IncrementPosition();
command = &_sequence->Commands[_position];
} while (!TitleSequenceIsLoadCommand(*command) && _position != entryPosition);
return _position != entryPosition;
}
bool ExecuteCommand(const TitleCommand& command)
{
switch (command.Type)
{
case TitleScript::End:
_waitCounter = 1;
break;
case TitleScript::Wait:
// The waitCounter is measured in 25-ms game ticks. Previously it was seconds * 40 ticks/second, now it is ms /
// 25 ms/tick
_waitCounter = std::max<int32_t>(
1, command.Milliseconds / static_cast<uint32_t>(GAME_UPDATE_TIME_MS * 1000.0f));
break;
case TitleScript::Location:
{
auto loc = TileCoordsXY(command.Location.X, command.Location.Y).ToCoordsXY().ToTileCentre();
SetViewLocation(loc);
break;
}
case TitleScript::Undefined:
break;
case TitleScript::Loop:
break;
case TitleScript::EndLoop:
break;
case TitleScript::Rotate:
RotateView(command.Rotations);
break;
case TitleScript::Zoom:
SetViewZoom(ZoomLevel{ static_cast<int8_t>(command.Zoom) });
break;
case TitleScript::Speed:
gGameSpeed = std::clamp<uint8_t>(command.Speed, 1, 4);
break;
case TitleScript::Follow:
FollowSprite(command.Follow.SpriteIndex);
break;
case TitleScript::Restart:
Reset();
break;
case TitleScript::Load:
{
bool loadSuccess = false;
uint8_t saveIndex = command.SaveIndex;
auto parkHandle = TitleSequenceGetParkHandle(*_sequence, saveIndex);
if (parkHandle != nullptr)
{
game_notify_map_change();
loadSuccess = LoadParkFromStream(parkHandle->Stream.get(), parkHandle->HintPath);
}
if (loadSuccess)
{
game_notify_map_changed();
}
else
{
if (_sequence->Saves.size() > saveIndex)
{
const auto& path = _sequence->Saves[saveIndex];
Console::Error::WriteLine("Failed to load: \"%s\" for the title sequence.", path.c_str());
}
return false;
}
break;
}
case TitleScript::LoadSc:
{
bool loadSuccess = false;
auto scenario = GetScenarioRepository()->GetByInternalName(command.Scenario);
if (scenario != nullptr)
{
game_notify_map_change();
loadSuccess = LoadParkFromFile(scenario->path);
}
if (loadSuccess)
{
game_notify_map_changed();
}
else
{
Console::Error::WriteLine("Failed to load: \"%s\" for the title sequence.", command.Scenario);
return false;
}
break;
}
}
return true;
}
void SetViewZoom(ZoomLevel zoom)
{
rct_window* w = window_get_main();
if (w != nullptr && w->viewport != nullptr)
{
window_zoom_set(w, zoom, false);
}
}
void RotateView(uint32_t count)
{
rct_window* w = window_get_main();
if (w != nullptr)
{
for (uint32_t i = 0; i < count; i++)
{
window_rotate_camera(w, 1);
}
}
}
void FollowSprite(EntityId spriteIndex)
{
rct_window* w = window_get_main();
if (w != nullptr)
{
window_follow_sprite(w, spriteIndex);
}
}
void UnfollowSprite()
{
rct_window* w = window_get_main();
if (w != nullptr)
{
window_unfollow_sprite(w);
}
}
bool LoadParkFromFile(const utf8* path)
{
log_verbose("TitleSequencePlayer::LoadParkFromFile(%s)", path);
bool success = false;
try
{
if (gPreviewingTitleSequenceInGame)
{
gLoadKeepWindowsOpen = true;
CloseParkSpecificWindows();
context_load_park_from_file(path);
}
else
{
auto parkImporter = ParkImporter::Create(path);
auto result = parkImporter->Load(path);
auto& objectManager = GetContext()->GetObjectManager();
objectManager.LoadObjects(result.RequiredObjects);
parkImporter->Import();
}
PrepareParkForPlayback();
success = true;
}
catch (const std::exception&)
{
Console::Error::WriteLine("Unable to load park: %s", path);
}
gLoadKeepWindowsOpen = false;
return success;
}
/**
* @param stream The stream to read the park data from.
* @param hintPath Hint path, the extension is grabbed to determine what importer to use.
*/
bool LoadParkFromStream(OpenRCT2::IStream* stream, const std::string& hintPath)
{
log_verbose("TitleSequencePlayer::LoadParkFromStream(%s)", hintPath.c_str());
bool success = false;
try
{
if (gPreviewingTitleSequenceInGame)
{
gLoadKeepWindowsOpen = true;
CloseParkSpecificWindows();
context_load_park_from_stream(stream);
}
else
{
bool isScenario = ParkImporter::ExtensionIsScenario(hintPath);
auto parkImporter = ParkImporter::Create(hintPath);
auto result = parkImporter->LoadFromStream(stream, isScenario);
auto& objectManager = GetContext()->GetObjectManager();
objectManager.LoadObjects(result.RequiredObjects);
parkImporter->Import();
}
PrepareParkForPlayback();
success = true;
}
catch (const std::exception&)
{
Console::Error::WriteLine("Unable to load park: %s", hintPath.c_str());
}
gLoadKeepWindowsOpen = false;
return success;
}
void CloseParkSpecificWindows()
{
window_close_by_class(WC_CONSTRUCT_RIDE);
window_close_by_class(WC_DEMOLISH_RIDE_PROMPT);
window_close_by_class(WC_EDITOR_INVENTION_LIST_DRAG);
window_close_by_class(WC_EDITOR_INVENTION_LIST);
window_close_by_class(WC_EDITOR_OBJECT_SELECTION);
window_close_by_class(WC_EDITOR_OBJECTIVE_OPTIONS);
window_close_by_class(WC_EDITOR_SCENARIO_OPTIONS);
window_close_by_class(WC_FINANCES);
window_close_by_class(WC_FIRE_PROMPT);
window_close_by_class(WC_GUEST_LIST);
window_close_by_class(WC_INSTALL_TRACK);
window_close_by_class(WC_PEEP);
window_close_by_class(WC_RIDE);
window_close_by_class(WC_RIDE_CONSTRUCTION);
window_close_by_class(WC_RIDE_LIST);
window_close_by_class(WC_SCENERY);
window_close_by_class(WC_STAFF);
window_close_by_class(WC_TRACK_DELETE_PROMPT);
window_close_by_class(WC_TRACK_DESIGN_LIST);
window_close_by_class(WC_TRACK_DESIGN_PLACE);
}
void PrepareParkForPlayback()
{
auto windowManager = GetContext()->GetUiContext()->GetWindowManager();
windowManager->SetMainView(gSavedView, gSavedViewZoom, gSavedViewRotation);
ResetEntitySpatialIndices();
reset_all_sprite_quadrant_placements();
auto intent = Intent(INTENT_ACTION_REFRESH_NEW_RIDES);
context_broadcast_intent(&intent);
scenery_set_default_placement_configuration();
News::InitQueue();
load_palette();
gScreenAge = 0;
gGamePaused = false;
gGameSpeed = 1;
}
/**
* Sets the map location to the given (big) coordinates. Z is automatic.
* @param loc X and Y position in big coordinates.
*/
void SetViewLocation(const CoordsXY& loc)
{
// Update viewport
rct_window* w = window_get_main();
if (w != nullptr)
{
int32_t z = tile_element_height(loc);
// Prevent scroll adjustment due to window placement when in-game
auto oldScreenFlags = gScreenFlags;
gScreenFlags = SCREEN_FLAGS_TITLE_DEMO;
w->SetLocation({ loc, z });
gScreenFlags = oldScreenFlags;
viewport_update_position(w);
// Save known tile position in case of window resize
_lastScreenWidth = w->width;
_lastScreenHeight = w->height;
_viewCentreLocation = loc;
}
}
/**
* Fixes the view location for when the game window has changed size.
*/
void FixViewLocation()
{
rct_window* w = window_get_main();
if (w != nullptr && w->viewport_smart_follow_sprite.IsNull())
{
if (w->width != _lastScreenWidth || w->height != _lastScreenHeight)
{
SetViewLocation(_viewCentreLocation);
}
}
}
};
std::unique_ptr<ITitleSequencePlayer> CreateTitleSequencePlayer(GameState& gameState)
{
return std::make_unique<TitleSequencePlayer>(gameState);
}