mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-19 21:13:05 +01:00
234 lines
7.4 KiB
C++
234 lines
7.4 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014-2018 OpenRCT2 developers
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*
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* For a complete list of all authors, please refer to contributors.md
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* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is licensed under the GNU General Public License version 3.
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*****************************************************************************/
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#include "GameAction.h"
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#include "../Context.h"
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#include "../core/Guard.hpp"
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#include "../core/Memory.hpp"
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#include "../core/MemoryStream.h"
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#include "../core/Util.hpp"
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#include "../localisation/Localisation.h"
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#include "../network/network.h"
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#include "../platform/platform.h"
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#include "../scenario/Scenario.h"
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#include "../world/Park.h"
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#include <algorithm>
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GameActionResult::GameActionResult(GA_ERROR error, rct_string_id message)
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{
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Error = error;
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ErrorMessage = message;
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}
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GameActionResult::GameActionResult(GA_ERROR error, rct_string_id title, rct_string_id message)
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{
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Error = error;
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ErrorTitle = title;
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ErrorMessage = message;
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}
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GameActionResult::GameActionResult(GA_ERROR error, rct_string_id title, rct_string_id message, uint8_t* args)
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{
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Error = error;
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ErrorTitle = title;
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ErrorMessage = message;
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std::copy_n(args, ErrorMessageArgs.size(), ErrorMessageArgs.begin());
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}
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namespace GameActions
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{
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static GameActionFactory _actions[GAME_COMMAND_COUNT];
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GameActionFactory Register(uint32_t id, GameActionFactory factory)
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{
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Guard::Assert(id < Util::CountOf(_actions));
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Guard::ArgumentNotNull(factory);
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_actions[id] = factory;
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return factory;
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}
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void Initialize()
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{
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static bool initialized = false;
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if (initialized)
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return;
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Register();
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initialized = true;
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}
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std::unique_ptr<GameAction> Create(uint32_t id)
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{
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Initialize();
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GameAction* result = nullptr;
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if (id < Util::CountOf(_actions))
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{
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GameActionFactory factory = _actions[id];
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if (factory != nullptr)
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{
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result = factory();
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}
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}
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Guard::ArgumentNotNull(result, "Attempting to create unregistered gameaction: %u", id);
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return std::unique_ptr<GameAction>(result);
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}
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static bool CheckActionInPausedMode(uint32_t actionFlags)
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{
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if (gGamePaused == 0)
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return true;
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if (gCheatsBuildInPauseMode)
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return true;
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if (actionFlags & GA_FLAGS::ALLOW_WHILE_PAUSED)
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return true;
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return false;
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}
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static bool CheckActionAffordability(const GameActionResult* result)
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{
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if (gParkFlags & PARK_FLAGS_NO_MONEY)
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return true;
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if (result->Cost <= 0)
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return true;
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if (result->Cost <= gCash)
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return true;
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return false;
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}
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GameActionResult::Ptr Query(const GameAction* action)
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{
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Guard::ArgumentNotNull(action);
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uint16_t actionFlags = action->GetActionFlags();
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if (!CheckActionInPausedMode(actionFlags))
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{
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GameActionResult::Ptr result = std::make_unique<GameActionResult>();
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result->Error = GA_ERROR::GAME_PAUSED;
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result->ErrorTitle = STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE;
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result->ErrorMessage = STR_CONSTRUCTION_NOT_POSSIBLE_WHILE_GAME_IS_PAUSED;
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return result;
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}
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auto result = action->Query();
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gCommandPosition.x = result->Position.x;
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gCommandPosition.y = result->Position.y;
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gCommandPosition.z = result->Position.z;
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if (result->Error == GA_ERROR::OK)
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{
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if (!CheckActionAffordability(result.get()))
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{
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result->Error = GA_ERROR::INSUFFICIENT_FUNDS;
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result->ErrorMessage = STR_NOT_ENOUGH_CASH_REQUIRES;
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set_format_arg_on(result->ErrorMessageArgs.data(), 0, uint32_t, result->Cost);
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}
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}
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return result;
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}
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GameActionResult::Ptr Execute(const GameAction* action)
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{
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Guard::ArgumentNotNull(action);
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uint16_t actionFlags = action->GetActionFlags();
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uint32_t flags = action->GetFlags();
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GameActionResult::Ptr result = Query(action);
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if (result->Error == GA_ERROR::OK)
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{
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// Networked games send actions to the server to be run
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if (network_get_mode() == NETWORK_MODE_CLIENT)
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{
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// As a client we have to wait or send it first.
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if (!(actionFlags & GA_FLAGS::CLIENT_ONLY) && !(flags & GAME_COMMAND_FLAG_NETWORKED))
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{
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log_verbose("[%s] GameAction::Execute\n", "cl");
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network_send_game_action(action);
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return result;
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}
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}
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else if (network_get_mode() == NETWORK_MODE_SERVER)
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{
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// If player is the server it would execute right away as where clients execute the commands
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// at the beginning of the frame, so we have to put them into the queue.
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if (!(actionFlags & GA_FLAGS::CLIENT_ONLY) && !(flags & GAME_COMMAND_FLAG_NETWORKED))
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{
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log_verbose("[%s] GameAction::Execute\n", "sv-cl");
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network_enqueue_game_action(action);
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return result;
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}
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}
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log_verbose("[%s] GameAction::Execute\n", "sv");
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// Execute the action, changing the game state
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result = action->Execute();
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gCommandPosition.x = result->Position.x;
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gCommandPosition.y = result->Position.y;
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gCommandPosition.z = result->Position.z;
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// Update money balance
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if (!(gParkFlags & PARK_FLAGS_NO_MONEY) && !(flags & GAME_COMMAND_FLAG_GHOST) && !(flags & GAME_COMMAND_FLAG_5)
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&& result->Cost != 0)
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{
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finance_payment(result->Cost, result->ExpenditureType);
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money_effect_create(result->Cost);
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}
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if (!(actionFlags & GA_FLAGS::CLIENT_ONLY))
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{
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if (network_get_mode() == NETWORK_MODE_SERVER && result->Error == GA_ERROR::OK)
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{
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const uint32_t playerId = action->GetPlayer();
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const uint32_t playerIndex = network_get_player_index(playerId);
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network_set_player_last_action(playerIndex, action->GetType());
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if (result->Cost != 0)
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{
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network_add_player_money_spent(playerIndex, result->Cost);
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}
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}
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}
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// Allow autosave to commence
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if (gLastAutoSaveUpdate == AUTOSAVE_PAUSE)
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{
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gLastAutoSaveUpdate = platform_get_ticks();
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}
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}
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// Call callback for asynchronous events
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auto cb = action->GetCallback();
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if (cb != nullptr)
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{
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cb(action, result.get());
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}
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if (result->Error != GA_ERROR::OK && !(flags & GAME_COMMAND_FLAG_GHOST) && !(flags & GAME_COMMAND_FLAG_5))
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{
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// Show the error box
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std::copy(result->ErrorMessageArgs.begin(), result->ErrorMessageArgs.end(), gCommonFormatArgs);
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context_show_error(result->ErrorTitle, result->ErrorMessage);
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}
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return result;
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}
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} // namespace GameActions
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