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OpenRCT2/src/openrct2/title/TitleSequencePlayer.cpp
2018-05-30 11:53:30 +02:00

626 lines
19 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 <memory>
#include "../common.h"
#include "../Context.h"
#include "../core/Console.hpp"
#include "../core/Guard.hpp"
#include "../core/Math.hpp"
#include "../core/Path.hpp"
#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"
#include "TitleScreen.h"
#include "TitleSequence.h"
#include "TitleSequenceManager.h"
#include "TitleSequencePlayer.h"
#include "../Game.h"
#include "../interface/Viewport.h"
#include "../interface/Window.h"
#include "../interface/Window_internal.h"
#include "../management/NewsItem.h"
#include "../windows/Intent.h"
#include "../world/Map.h"
#include "../world/Scenery.h"
#include "../world/Sprite.h"
using namespace OpenRCT2;
class TitleSequencePlayer final : public ITitleSequencePlayer
{
private:
static constexpr const char * SFMM_FILENAME = "Six Flags Magic Mountain.SC6";
IScenarioRepository * const _scenarioRepository;
GameState * const _gameState;
size_t _sequenceId = 0;
TitleSequence * _sequence = nullptr;
sint32 _position = 0;
sint32 _waitCounter = 0;
sint32 _lastScreenWidth = 0;
sint32 _lastScreenHeight = 0;
CoordsXY _viewCentreLocation = { 0 };
public:
explicit TitleSequencePlayer(IScenarioRepository * scenarioRepository, GameState * gameState)
: _scenarioRepository(scenarioRepository),
_gameState(gameState)
{
Guard::ArgumentNotNull(scenarioRepository);
Guard::ArgumentNotNull(gameState);
}
~TitleSequencePlayer() override
{
Eject();
}
sint32 GetCurrentPosition() const override
{
return _position;
}
void Eject() override
{
FreeTitleSequence(_sequence);
_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.c_str());
if (sequence == nullptr)
{
return false;
}
Eject();
_sequence = sequence;
_sequenceId = titleSequenceId;
Reset();
return true;
}
bool Update() override
{
sint32 entryPosition = _position;
FixViewLocation();
if (_sequence == nullptr)
{
SetViewLocation(75 * 32, 75 * 32);
return false;
}
// Check that position is valid
if (_position >= (sint32)_sequence->NumCommands)
{
_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 TitleCommand * command = &_sequence->Commands[_position];
if (command->Type == TITLE_SCRIPT_WAIT)
{
IncrementPosition();
}
}
}
else
{
while (true)
{
const TitleCommand * command = &_sequence->Commands[_position];
if (ExecuteCommand(command))
{
if (command->Type == TITLE_SCRIPT_WAIT)
{
break;
}
if (command->Type != TITLE_SCRIPT_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);
return false;
}
}
}
}
return true;
}
void Reset() override
{
_position = 0;
_waitCounter = 0;
}
void Seek(sint32 targetPosition) override
{
if (targetPosition < 0 || targetPosition >= (sint32)_sequence->NumCommands)
{
throw std::runtime_error("Invalid position.");
}
if (_position >= targetPosition)
{
Reset();
}
if (_sequence->Commands[targetPosition].Type == TITLE_SCRIPT_RESTART)
{
targetPosition = 0;
}
// Set position to the last LOAD command before target position
for (sint32 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 >= (sint32)_sequence->NumCommands)
{
_position = 0;
}
}
bool SkipToNextLoadCommand()
{
sint32 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 TITLE_SCRIPT_END:
_waitCounter = 1;
break;
case TITLE_SCRIPT_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 = Math::Max<sint32>(1, command->Milliseconds / (uint32)GAME_UPDATE_TIME_MS);
break;
case TITLE_SCRIPT_LOADMM:
{
const scenario_index_entry * entry = _scenarioRepository->GetByFilename(SFMM_FILENAME);
if (entry == nullptr)
{
Console::Error::WriteLine("%s not found.", SFMM_FILENAME);
return false;
}
const utf8 * path = entry->path;
if (!LoadParkFromFile(path))
{
Console::Error::WriteLine("Failed to load: \"%s\" for the title sequence.", path);
return false;
}
break;
}
case TITLE_SCRIPT_LOCATION:
{
sint32 x = command->X * 32 + 16;
sint32 y = command->Y * 32 + 16;
SetViewLocation(x, y);
break;
}
case TITLE_SCRIPT_ROTATE:
RotateView(command->Rotations);
break;
case TITLE_SCRIPT_ZOOM:
SetViewZoom(command->Zoom);
break;
case TITLE_SCRIPT_SPEED:
gGameSpeed = Math::Clamp<uint8>(1, command->Speed, 4);
break;
case TITLE_SCRIPT_FOLLOW:
FollowSprite(command->SpriteIndex);
break;
case TITLE_SCRIPT_RESTART:
Reset();
break;
case TITLE_SCRIPT_LOAD:
{
bool loadSuccess = false;
uint8 saveIndex = command->SaveIndex;
TitleSequenceParkHandle * parkHandle = TitleSequenceGetParkHandle(_sequence, saveIndex);
if (parkHandle != nullptr)
{
loadSuccess = LoadParkFromStream((IStream *)parkHandle->Stream, parkHandle->HintPath);
TitleSequenceCloseParkHandle(parkHandle);
}
if (!loadSuccess)
{
if (_sequence->NumSaves > saveIndex)
{
const utf8 * path = _sequence->Saves[saveIndex];
Console::Error::WriteLine("Failed to load: \"%s\" for the title sequence.", path);
}
return false;
}
break;
}
case TITLE_SCRIPT_LOADRCT1:
{
source_desc sourceDesc;
if (!ScenarioSources::TryGetById(command->SaveIndex, &sourceDesc) || sourceDesc.index == -1)
{
Console::Error::WriteLine("Invalid scenario id.");
return false;
}
const utf8 * path = nullptr;
size_t numScenarios = _scenarioRepository->GetCount();
for (size_t i = 0; i < numScenarios; i++)
{
const scenario_index_entry * scenario = _scenarioRepository->GetByIndex(i);
if (scenario && scenario->source_index == sourceDesc.index)
{
path = scenario->path;
break;
}
}
if (path == nullptr || !LoadParkFromFile(path))
{
return false;
}
break;
}
case TITLE_SCRIPT_LOADSC:
{
bool loadSuccess = false;
auto scenario = GetScenarioRepository()->GetByInternalName(command->Scenario);
if (scenario != nullptr)
{
loadSuccess = LoadParkFromFile(scenario->path);
}
if (!loadSuccess)
{
Console::Error::WriteLine("Failed to load: \"%s\" for the title sequence.", command->Scenario);
return false;
}
break;
}
}
return true;
}
void SetViewZoom(const uint32 &zoom)
{
rct_window * w = window_get_main();
if (w != nullptr && w->viewport != nullptr)
{
window_zoom_set(w, zoom, false);
}
}
void RotateView(uint32 count)
{
rct_window * w = window_get_main();
if (w != nullptr)
{
for (uint32 i = 0; i < count; i++)
{
window_rotate_camera(w, 1);
}
}
}
void FollowSprite(uint16 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.data(), result.RequiredObjects.size());
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 pathHint Hint path, the extension is grabbed to determine what importer to use.
*/
bool LoadParkFromStream(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
{
std::string extension = Path::GetExtension(hintPath);
bool isScenario = ParkImporter::ExtensionIsScenario(hintPath);
auto parkImporter = ParkImporter::Create(hintPath);
auto result = parkImporter->LoadFromStream(stream, isScenario);
auto objectManager = GetContext()->GetObjectManager();
objectManager->LoadObjects(result.RequiredObjects.data(), result.RequiredObjects.size());
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_EDTIOR_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()
{
rct_window * w = window_get_main();
if (w == nullptr)
{
return;
}
w->viewport_target_sprite = SPRITE_INDEX_NULL;
w->saved_view_x = gSavedViewX;
w->saved_view_y = gSavedViewY;
sint8 zoomDifference = gSavedViewZoom - w->viewport->zoom;
w->viewport->zoom = gSavedViewZoom;
gCurrentRotation = gSavedViewRotation;
if (zoomDifference != 0)
{
if (zoomDifference < 0)
{
zoomDifference = -zoomDifference;
w->viewport->view_width >>= zoomDifference;
w->viewport->view_height >>= zoomDifference;
}
else
{
w->viewport->view_width <<= zoomDifference;
w->viewport->view_height <<= zoomDifference;
}
}
w->saved_view_x -= w->viewport->view_width >> 1;
w->saved_view_y -= w->viewport->view_height >> 1;
window_invalidate(w);
reset_sprite_spatial_index();
reset_all_sprite_quadrant_placements();
auto intent = Intent(INTENT_ACTION_REFRESH_NEW_RIDES);
context_broadcast_intent(&intent);
scenery_set_default_placement_configuration();
news_item_init_queue();
load_palette();
gScreenAge = 0;
gGameSpeed = 1;
}
/**
* Sets the map location to the given tile coordinates. Z is automatic.
* @param x X position in map tiles.
* @param y Y position in map tiles.
*/
void SetViewLocation(sint32 x, sint32 y)
{
// Update viewport
rct_window * w = window_get_main();
if (w != nullptr)
{
sint32 z = tile_element_height(x, y);
// Prevent scroll adjustment due to window placement when in-game
auto oldScreenFlags = gScreenFlags;
gScreenFlags = SCREEN_FLAGS_TITLE_DEMO;
window_set_location(w, x, y, z);
gScreenFlags = oldScreenFlags;
viewport_update_position(w);
// Save known tile position in case of window resize
_lastScreenWidth = w->width;
_lastScreenHeight = w->height;
_viewCentreLocation.x = x;
_viewCentreLocation.y = y;
}
}
/**
* 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 == SPRITE_INDEX_NULL)
{
if (w->width != _lastScreenWidth ||
w->height != _lastScreenHeight)
{
SetViewLocation(_viewCentreLocation.x, _viewCentreLocation.y);
}
}
}
};
ITitleSequencePlayer * CreateTitleSequencePlayer(IScenarioRepository * scenarioRepository, GameState * gameState)
{
return new TitleSequencePlayer(scenarioRepository, gameState);
}
bool gPreviewingTitleSequenceInGame = false;
sint32 title_sequence_player_get_current_position(ITitleSequencePlayer * player)
{
return player->GetCurrentPosition();
}
bool title_sequence_player_begin(ITitleSequencePlayer * player, uint32 titleSequenceId)
{
return player->Begin(titleSequenceId);
}
void title_sequence_player_reset(ITitleSequencePlayer * player)
{
player->Reset();
}
bool title_sequence_player_update(ITitleSequencePlayer * player)
{
return player->Update();
}
void title_sequence_player_seek(ITitleSequencePlayer * player, uint32 position)
{
player->Seek(position);
}