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OpenRCT2/src/openrct2/actions/StaffFireAction.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

82 lines
2.6 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 "StaffFireAction.h"
#include "../Diagnostic.h"
#include "../entity/EntityRegistry.h"
#include "../entity/Staff.h"
#include "../interface/Window.h"
using namespace OpenRCT2;
StaffFireAction::StaffFireAction(EntityId spriteId)
: _spriteId(spriteId)
{
}
void StaffFireAction::AcceptParameters(GameActionParameterVisitor& visitor)
{
visitor.Visit("id", _spriteId);
}
uint16_t StaffFireAction::GetActionFlags() const
{
return GameAction::GetActionFlags() | GameActions::Flags::AllowWhilePaused;
}
void StaffFireAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_spriteId);
}
GameActions::Result StaffFireAction::Query() const
{
if (_spriteId.ToUnderlying() >= MAX_ENTITIES || _spriteId.IsNull())
{
LOG_ERROR("Invalid spriteId %u", _spriteId);
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_ERR_INVALID_PARAMETER, STR_ERR_VALUE_OUT_OF_RANGE);
}
auto staff = TryGetEntity<Staff>(_spriteId);
if (staff == nullptr)
{
LOG_ERROR("Staff entity not found for spriteId %u", _spriteId);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_ERR_INVALID_PARAMETER, STR_ERR_STAFF_NOT_FOUND);
}
if (staff->State == PeepState::Fixing)
{
return GameActions::Result(GameActions::Status::Disallowed, STR_CANT_FIRE_STAFF_FIXING, STR_NONE);
}
else if (staff->State == PeepState::Inspecting)
{
return GameActions::Result(GameActions::Status::Disallowed, STR_CANT_FIRE_STAFF_INSPECTING, STR_NONE);
}
return GameActions::Result();
}
GameActions::Result StaffFireAction::Execute() const
{
auto staff = TryGetEntity<Staff>(_spriteId);
if (staff == nullptr)
{
LOG_ERROR("Staff entity not found for spriteId %u", _spriteId);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_ERR_INVALID_PARAMETER, STR_ERR_STAFF_NOT_FOUND);
}
WindowCloseByClass(WindowClass::FirePrompt);
PeepEntityRemove(staff);
// Due to patrol areas best to invalidate the whole screen on removal of staff
GfxInvalidateScreen();
return GameActions::Result();
}