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OpenRCT2/src/openrct2/actions/FootpathPlaceFromTrackAction.cpp
2021-06-06 08:28:07 +01:00

258 lines
8.9 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2020 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 "FootpathPlaceFromTrackAction.h"
#include "../Cheats.h"
#include "../OpenRCT2.h"
#include "../core/MemoryStream.h"
#include "../interface/Window.h"
#include "../localisation/StringIds.h"
#include "../management/Finance.h"
#include "../world/Footpath.h"
#include "../world/Location.hpp"
#include "../world/Park.h"
#include "../world/Surface.h"
#include "../world/Wall.h"
FootpathPlaceFromTrackAction::FootpathPlaceFromTrackAction(
const CoordsXYZ& loc, uint8_t slope, ObjectEntryIndex type, uint8_t edges)
: _loc(loc)
, _slope(slope)
, _type(type)
, _edges(edges)
{
}
void FootpathPlaceFromTrackAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_loc) << DS_TAG(_slope) << DS_TAG(_type) << DS_TAG(_edges);
}
uint16_t FootpathPlaceFromTrackAction::GetActionFlags() const
{
return GameAction::GetActionFlags();
}
GameActions::Result::Ptr FootpathPlaceFromTrackAction::Query() const
{
GameActions::Result::Ptr res = std::make_unique<GameActions::Result>();
res->Cost = 0;
res->Expenditure = ExpenditureType::Landscaping;
res->Position = _loc.ToTileCentre();
gFootpathGroundFlags = 0;
if (!LocationValid(_loc) || map_is_edge(_loc))
{
return MakeResult(
GameActions::Status::InvalidParameters, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_OFF_EDGE_OF_MAP);
}
if (!((gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) || gCheatsSandboxMode) && !map_is_location_owned(_loc))
{
return MakeResult(
GameActions::Status::Disallowed, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_LAND_NOT_OWNED_BY_PARK);
}
if (_loc.z < FootpathMinHeight)
{
return MakeResult(GameActions::Status::Disallowed, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_TOO_LOW);
}
if (_loc.z > FootpathMaxHeight)
{
return MakeResult(GameActions::Status::Disallowed, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_TOO_HIGH);
}
return ElementInsertQuery(std::move(res));
}
GameActions::Result::Ptr FootpathPlaceFromTrackAction::Execute() const
{
GameActions::Result::Ptr res = std::make_unique<GameActions::Result>();
res->Cost = 0;
res->Expenditure = ExpenditureType::Landscaping;
res->Position = _loc.ToTileCentre();
if (!(GetFlags() & GAME_COMMAND_FLAG_GHOST))
{
footpath_interrupt_peeps(_loc);
}
gFootpathGroundFlags = 0;
// Force ride construction to recheck area
_currentTrackSelectionFlags |= TRACK_SELECTION_FLAG_RECHECK;
return ElementInsertExecute(std::move(res));
}
GameActions::Result::Ptr FootpathPlaceFromTrackAction::ElementInsertQuery(GameActions::Result::Ptr res) const
{
bool entrancePath = false, entranceIsSamePath = false;
if (!MapCheckCapacityAndReorganise(_loc))
{
return MakeResult(GameActions::Status::NoFreeElements, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE);
}
res->Cost = MONEY(12, 00);
QuarterTile quarterTile{ 0b1111, 0 };
auto zLow = _loc.z;
auto zHigh = zLow + PATH_CLEARANCE;
if (_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED)
{
quarterTile = QuarterTile{ 0b1111, 0b1100 }.Rotate(_slope & TILE_ELEMENT_DIRECTION_MASK);
zHigh += PATH_HEIGHT_STEP;
}
auto entranceElement = map_get_park_entrance_element_at(_loc, false);
// Make sure the entrance part is the middle
if (entranceElement != nullptr && (entranceElement->GetSequenceIndex()) == 0)
{
entrancePath = true;
// Make the price the same as replacing a path
if (entranceElement->GetPathType() == (_type & 0xF))
entranceIsSamePath = true;
else
res->Cost -= MONEY(6, 00);
}
// Do not attempt to build a crossing with a queue or a sloped.
uint8_t crossingMode = (_type & FOOTPATH_ELEMENT_INSERT_QUEUE) || (_slope != TILE_ELEMENT_SLOPE_FLAT)
? CREATE_CROSSING_MODE_NONE
: CREATE_CROSSING_MODE_PATH_OVER_TRACK;
if (!entrancePath
&& !map_can_construct_with_clear_at(
{ _loc, zLow, zHigh }, &map_place_non_scenery_clear_func, quarterTile, GetFlags(), &res->Cost, crossingMode))
{
return MakeResult(
GameActions::Status::NoClearance, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, gGameCommandErrorText,
gCommonFormatArgs);
}
gFootpathGroundFlags = gMapGroundFlags;
if (!gCheatsDisableClearanceChecks && (gMapGroundFlags & ELEMENT_IS_UNDERWATER))
{
return MakeResult(
GameActions::Status::Disallowed, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_CANT_BUILD_THIS_UNDERWATER);
}
auto surfaceElement = map_get_surface_element_at(_loc);
if (surfaceElement == nullptr)
{
return MakeResult(GameActions::Status::InvalidParameters, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE);
}
int32_t supportHeight = zLow - surfaceElement->GetBaseZ();
res->Cost += supportHeight < 0 ? MONEY(20, 00) : (supportHeight / PATH_HEIGHT_STEP) * MONEY(5, 00);
// Prevent the place sound from being spammed
if (entranceIsSamePath)
res->Cost = 0;
return res;
}
GameActions::Result::Ptr FootpathPlaceFromTrackAction::ElementInsertExecute(GameActions::Result::Ptr res) const
{
bool entrancePath = false, entranceIsSamePath = false;
if (!(GetFlags() & (GAME_COMMAND_FLAG_ALLOW_DURING_PAUSED | GAME_COMMAND_FLAG_GHOST)))
{
footpath_remove_litter(_loc);
}
res->Cost = MONEY(12, 00);
QuarterTile quarterTile{ 0b1111, 0 };
auto zLow = _loc.z;
auto zHigh = zLow + PATH_CLEARANCE;
if (_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED)
{
quarterTile = QuarterTile{ 0b1111, 0b1100 }.Rotate(_slope & TILE_ELEMENT_DIRECTION_MASK);
zHigh += PATH_HEIGHT_STEP;
}
auto entranceElement = map_get_park_entrance_element_at(_loc, false);
// Make sure the entrance part is the middle
if (entranceElement != nullptr && (entranceElement->GetSequenceIndex()) == 0)
{
entrancePath = true;
// Make the price the same as replacing a path
if (entranceElement->GetPathType() == (_type & 0xF))
entranceIsSamePath = true;
else
res->Cost -= MONEY(6, 00);
}
// Do not attempt to build a crossing with a queue or a sloped.
uint8_t crossingMode = (_type & FOOTPATH_ELEMENT_INSERT_QUEUE) || (_slope != TILE_ELEMENT_SLOPE_FLAT)
? CREATE_CROSSING_MODE_NONE
: CREATE_CROSSING_MODE_PATH_OVER_TRACK;
if (!entrancePath
&& !map_can_construct_with_clear_at(
{ _loc, zLow, zHigh }, &map_place_non_scenery_clear_func, quarterTile, GAME_COMMAND_FLAG_APPLY | GetFlags(),
&res->Cost, crossingMode))
{
return MakeResult(
GameActions::Status::NoClearance, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, gGameCommandErrorText,
gCommonFormatArgs);
}
gFootpathGroundFlags = gMapGroundFlags;
auto surfaceElement = map_get_surface_element_at(_loc);
if (surfaceElement == nullptr)
{
return MakeResult(GameActions::Status::InvalidParameters, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE);
}
int32_t supportHeight = zLow - surfaceElement->GetBaseZ();
res->Cost += supportHeight < 0 ? MONEY(20, 00) : (supportHeight / PATH_HEIGHT_STEP) * MONEY(5, 00);
if (entrancePath)
{
if (!(GetFlags() & GAME_COMMAND_FLAG_GHOST) && !entranceIsSamePath)
{
// Set the path type but make sure it's not a queue as that will not show up
entranceElement->SetPathType(_type & 0x7F);
map_invalidate_tile_full(_loc);
}
}
else
{
auto* pathElement = TileElementInsert<PathElement>(_loc, 0b1111);
Guard::Assert(pathElement != nullptr);
pathElement->SetClearanceZ(zHigh);
pathElement->SetSurfaceEntryIndex(_type & ~FOOTPATH_ELEMENT_INSERT_QUEUE);
pathElement->SetSlopeDirection(_slope & FOOTPATH_PROPERTIES_SLOPE_DIRECTION_MASK);
pathElement->SetSloped(_slope & FOOTPATH_PROPERTIES_FLAG_IS_SLOPED);
pathElement->SetIsQueue(_type & FOOTPATH_ELEMENT_INSERT_QUEUE);
pathElement->SetAddition(0);
pathElement->SetRideIndex(RIDE_ID_NULL);
pathElement->SetAdditionStatus(255);
pathElement->SetIsBroken(false);
pathElement->SetEdges(_edges);
pathElement->SetCorners(0);
pathElement->SetGhost(GetFlags() & GAME_COMMAND_FLAG_GHOST);
map_invalidate_tile_full(_loc);
}
// Prevent the place sound from being spammed
if (entranceIsSamePath)
res->Cost = 0;
return res;
}