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OpenRCT2/src/openrct2/game.h
Robert Jordan a3c64bb146 Feature: Preview title sequences in-game
Title sequences can now be played back in-game, allowing for much easier
editing.

Improved title sequence playback in general. Clicking play while on a
different title sequence will play the new one. Clicking stop will make
the title screen go back to the config title sequence. And the closing
the title sequence window will also make the game go back to the config
title sequence, and reload the sequence if it was modified.

Changes made to title sequences in-game are now correctly loaded in the
title screen.

Starting a title sequence within the editor will now always reset it
even if it's the current playing sequence. (Not for playing in the
editor though).

Get Location in title sequence command editor now has 100% accuracy
compared to before
where it would usually get some offset value.

Added `get_map_coordinates_from_pos_window` which will allow getting the
viewport coordinates of a specific window even if the input coordinates
are under another window. This has use with getting 2D positions from
the main window without the other windows getting in the way.

Options window will now always specify the config title sequence in the
dropdown and not the current title sequence.

Made a global variable `gLoadKeepWindowsOpen`, in game.h to keep windows
open when loading a park. When loading a title sequence park in-game.
The sequence player will force-close all park-specific windows ahead of
time.

Skipping while testing title sequences no longer needs to reload the
park if the current playback position is already before the target
position and ahead of the load position.

Added changelog entry.
2017-10-30 12:07:01 +01:00

206 lines
6.8 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
#ifndef _GAME_H_
#define _GAME_H_
#include "rct2/addresses.h"
#include "common.h"
#include "scenario/scenario.h"
enum GAME_COMMAND {
GAME_COMMAND_SET_RIDE_APPEARANCE,
GAME_COMMAND_SET_LAND_HEIGHT,
GAME_COMMAND_TOGGLE_PAUSE,
GAME_COMMAND_PLACE_TRACK,
GAME_COMMAND_REMOVE_TRACK,
GAME_COMMAND_LOAD_OR_QUIT,
GAME_COMMAND_CREATE_RIDE, // GA
GAME_COMMAND_DEMOLISH_RIDE,
GAME_COMMAND_SET_RIDE_STATUS, // GA
GAME_COMMAND_SET_RIDE_VEHICLES,
GAME_COMMAND_SET_RIDE_NAME, // GA
GAME_COMMAND_SET_RIDE_SETTING,
GAME_COMMAND_PLACE_RIDE_ENTRANCE_OR_EXIT,
GAME_COMMAND_REMOVE_RIDE_ENTRANCE_OR_EXIT,
GAME_COMMAND_REMOVE_SCENERY,
GAME_COMMAND_PLACE_SCENERY,
GAME_COMMAND_SET_WATER_HEIGHT,
GAME_COMMAND_PLACE_PATH,
GAME_COMMAND_PLACE_PATH_FROM_TRACK,
GAME_COMMAND_REMOVE_PATH,
GAME_COMMAND_CHANGE_SURFACE_STYLE,
GAME_COMMAND_SET_RIDE_PRICE,
GAME_COMMAND_SET_GUEST_NAME, // GA
GAME_COMMAND_SET_STAFF_NAME, // GA
GAME_COMMAND_RAISE_LAND,
GAME_COMMAND_LOWER_LAND,
GAME_COMMAND_EDIT_LAND_SMOOTH,
GAME_COMMAND_RAISE_WATER,
GAME_COMMAND_LOWER_WATER,
GAME_COMMAND_SET_BRAKES_SPEED,
GAME_COMMAND_HIRE_NEW_STAFF_MEMBER,
GAME_COMMAND_SET_STAFF_PATROL,
GAME_COMMAND_FIRE_STAFF_MEMBER,
GAME_COMMAND_SET_STAFF_ORDER,
GAME_COMMAND_SET_PARK_NAME,
GAME_COMMAND_SET_PARK_OPEN,
GAME_COMMAND_BUY_LAND_RIGHTS,
GAME_COMMAND_PLACE_PARK_ENTRANCE, // GA
GAME_COMMAND_REMOVE_PARK_ENTRANCE,
GAME_COMMAND_SET_MAZE_TRACK,
GAME_COMMAND_SET_PARK_ENTRANCE_FEE, // GA
GAME_COMMAND_SET_STAFF_COLOUR,
GAME_COMMAND_PLACE_WALL,
GAME_COMMAND_REMOVE_WALL,
GAME_COMMAND_PLACE_LARGE_SCENERY,
GAME_COMMAND_REMOVE_LARGE_SCENERY,
GAME_COMMAND_SET_CURRENT_LOAN,
GAME_COMMAND_SET_RESEARCH_FUNDING,
GAME_COMMAND_PLACE_TRACK_DESIGN,
GAME_COMMAND_START_MARKETING_CAMPAIGN,
GAME_COMMAND_PLACE_MAZE_DESIGN,
GAME_COMMAND_PLACE_BANNER,
GAME_COMMAND_REMOVE_BANNER,
GAME_COMMAND_SET_SCENERY_COLOUR,
GAME_COMMAND_SET_WALL_COLOUR,
GAME_COMMAND_SET_LARGE_SCENERY_COLOUR,
GAME_COMMAND_SET_BANNER_COLOUR,
GAME_COMMAND_SET_LAND_OWNERSHIP,
GAME_COMMAND_CLEAR_SCENERY,
GAME_COMMAND_SET_BANNER_NAME,
GAME_COMMAND_SET_SIGN_NAME,
GAME_COMMAND_SET_BANNER_STYLE,
GAME_COMMAND_SET_SIGN_STYLE,
GAME_COMMAND_SET_PLAYER_GROUP,
GAME_COMMAND_MODIFY_GROUPS,
GAME_COMMAND_KICK_PLAYER,
GAME_COMMAND_CHEAT,
GAME_COMMAND_PICKUP_GUEST,
GAME_COMMAND_PICKUP_STAFF,
GAME_COMMAND_BALLOON_PRESS,
GAME_COMMAND_MODIFY_TILE,
GAME_COMMAND_EDIT_SCENARIO_OPTIONS,
GAME_COMMAND_COUNT
};
enum {
GAME_COMMAND_FLAG_APPLY = (1 << 0), // If this flag is set, the command is applied, otherwise only the cost is retrieved
GAME_COMMAND_FLAG_2 = (1 << 2),
GAME_COMMAND_FLAG_ALLOW_DURING_PAUSED = (1 << 3), // Allow while paused
GAME_COMMAND_FLAG_4 = (1 << 4),
GAME_COMMAND_FLAG_5 = (1 << 5),
GAME_COMMAND_FLAG_GHOST = (1 << 6),
GAME_COMMAND_FLAG_PATH_SCENERY = (1 << 7),
GAME_COMMAND_FLAG_NETWORKED = (1u << 31) // Game command is coming from network
};
enum {
GAME_PAUSED_NORMAL = 1 << 0,
GAME_PAUSED_MODAL = 1 << 1,
GAME_PAUSED_SAVING_TRACK = 1 << 2,
};
enum {
ERROR_TYPE_NONE = 0,
ERROR_TYPE_GENERIC = 254,
ERROR_TYPE_FILE_LOAD = 255
};
typedef void (GAME_COMMAND_POINTER)(sint32* eax, sint32* ebx, sint32* ecx, sint32* edx, sint32* esi, sint32* edi, sint32* ebp);
typedef void (GAME_COMMAND_CALLBACK_POINTER)(sint32 eax, sint32 ebx, sint32 ecx, sint32 edx, sint32 esi, sint32 edi, sint32 ebp);
#ifdef __cplusplus
extern "C" {
#endif
extern GAME_COMMAND_CALLBACK_POINTER* game_command_callback;
sint32 game_command_callback_get_index(GAME_COMMAND_CALLBACK_POINTER* callback);
GAME_COMMAND_CALLBACK_POINTER* game_command_callback_get_callback(sint32 index);
extern sint32 game_command_playerid;
extern rct_string_id gGameCommandErrorTitle;
extern rct_string_id gGameCommandErrorText;
extern uint8 gErrorType;
extern rct_string_id gErrorStringId;
extern GAME_COMMAND_POINTER* new_game_command_table[GAME_COMMAND_COUNT];
#ifndef NO_RCT2
#define gCurrentTicks RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32)
#else
extern uint32 gCurrentTicks;
#endif
extern uint16 gTicksSinceLastUpdate;
extern uint8 gGamePaused;
extern sint32 gGameSpeed;
extern float gDayNightCycle;
extern bool gInUpdateCode;
extern bool gInMapInitCode;
extern sint32 gGameCommandNestLevel;
extern bool gGameCommandIsNetworked;
extern char gCurrentLoadedPath[260];
extern bool gLoadKeepWindowsOpen;
extern uint8 gUnk13CA740;
extern uint8 gUnk141F568;
void game_increase_game_speed();
void game_reduce_game_speed();
void game_create_windows();
void game_update();
bool game_logic_begin();
void game_logic_update();
void game_logic_finish();
void reset_all_sprite_quadrant_placements();
void update_palette_effects();
sint32 game_do_command(sint32 eax, sint32 ebx, sint32 ecx, sint32 edx, sint32 esi, sint32 edi, sint32 ebp);
sint32 game_do_command_p(sint32 command, sint32 *eax, sint32 *ebx, sint32 *ecx, sint32 *edx, sint32 *esi, sint32 *edi, sint32 *ebp);
void game_log_multiplayer_command(int command, int *eax, int* ebx, int* ecx, int* edx, int* edi, int* ebp);
void game_load_or_quit_no_save_prompt();
ParkLoadResult * load_from_sv6(const char * path);
void game_load_init();
void game_pause_toggle(sint32 *eax, sint32 *ebx, sint32 *ecx, sint32 *edx, sint32 *esi, sint32 *edi, sint32 *ebp);
void pause_toggle();
bool game_is_paused();
bool game_is_not_paused();
void save_game();
void * create_save_game_as_intent();
void save_game_as();
void handle_park_load_failure_with_title_opt(const ParkLoadResult * result, const utf8 * path, bool loadTitleFirst);
void handle_park_load_failure(const ParkLoadResult * result, const utf8 * path);
void rct2_exit();
void rct2_exit_reason(rct_string_id title, rct_string_id body);
void game_autosave();
void game_convert_strings_to_utf8();
void game_convert_news_items_to_utf8();
void game_convert_strings_to_rct2(rct_s6_data *s6);
void game_fix_save_vars();
void game_init_all(sint32 mapSize);
#ifdef __cplusplus
}
#endif
#endif