1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-22 22:34:33 +01:00
Files
OpenRCT2/src/openrct2/actions/ScenerySetRestrictedAction.cpp
Aaron van Geffen 05e56517ab Adopt existing namespaces into OpenRCT2 namespace (#22368)
* Put all of TitleSequenceManager into the same namespace

* Move RideConstructionState into the OpenRCT2 namespace

* Adopt existing namespaces into OpenRCT2 namespace

This adds `using namespace OpenRCT2` to compilation units where appropriate,
as a means to get the codebase to compile until these units have been placed
in a namespace of their own.
2024-07-26 09:59:58 +02:00

59 lines
1.9 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 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 "ScenerySetRestrictedAction.h"
#include "../object/SceneryGroupObject.h"
#include "../world/Scenery.h"
using namespace OpenRCT2;
ScenerySetRestrictedAction::ScenerySetRestrictedAction(ObjectType objectType, ObjectEntryIndex entryIndex, bool isRestricted)
: _objectType(objectType)
, _objectIndex(entryIndex)
, _isRestricted(isRestricted)
{
}
void ScenerySetRestrictedAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_objectType) << DS_TAG(_objectIndex) << DS_TAG(_isRestricted);
}
uint16_t ScenerySetRestrictedAction::GetActionFlags() const
{
return GameAction::GetActionFlags() | GameActions::Flags::AllowWhilePaused;
}
GameActions::Result ScenerySetRestrictedAction::Query() const
{
if (!ObjectTypeCanBeRestricted(_objectType))
{
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_CANT_RESTRICT_OBJECT, STR_OBJECT_TYPE_CANNOT_BE_RESTRICTED);
}
const auto* loadedObject = ObjectEntryGetObject(_objectType, _objectIndex);
if (loadedObject == nullptr)
{
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_RESTRICT_OBJECT, STR_OBJECT_NOT_FOUND);
}
return GameActions::Result();
}
GameActions::Result ScenerySetRestrictedAction::Execute() const
{
auto sceneryType = GetSceneryTypeFromObjectType(_objectType);
SetSceneryItemRestricted({ sceneryType, _objectIndex }, _isRestricted);
return GameActions::Result();
}