1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-27 00:34:46 +01:00
Files
OpenRCT2/src/openrct2/GameState.cpp
2018-06-10 23:39:56 +01:00

294 lines
8.0 KiB
C++

#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 "localisation/Date.h"
#include "localisation/Localisation.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 "windows/Intent.h"
#include "world/Climate.h"
#include "world/MapAnimation.h"
#include "world/Park.h"
#include "world/Scenery.h"
#include "ui/UiContext.h"
using namespace OpenRCT2;
GameState::GameState()
{
_park = std::make_unique<Park>();
}
/**
* Initialises the map, park etc. basically all S6 data.
*/
void GameState::InitAll(sint32 mapSize)
{
gInMapInitCode = true;
map_init(mapSize);
_park->Initialise();
finance_init();
reset_park_entry();
banner_init();
ride_init_all();
reset_sprite_list();
staff_reset_modes();
date_reset();
climate_reset(CLIMATE_COOL_AND_WET);
news_item_init_queue();
user_string_clear_all();
gInMapInitCode = false;
gNextGuestNumber = 1;
context_init();
scenery_set_default_placement_configuration();
auto intent = Intent(INTENT_ACTION_CLEAR_TILE_INSPECTOR_CLIPBOARD);
context_broadcast_intent(&intent);
load_palette();
}
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)
{
auto player = GetContext()->GetUiContext()->GetTitleSequencePlayer();
if (player != nullptr)
{
player->Update();
}
}
// 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();
date_update();
_date = Date(gDateMonthTicks, gDateMonthTicks);
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();
if (!(gScreenFlags & (SCREEN_FLAGS_SCENARIO_EDITOR | SCREEN_FLAGS_TRACK_DESIGNER | SCREEN_FLAGS_TRACK_MANAGER)))
{
_park->Update(_date);
}
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++;
}