OpenRCT2/src/openrct2/Game.h

190 lines
6.6 KiB
C
Raw Normal View History

#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
2015-10-20 20:16:30 +02:00
*
* 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
2015-10-20 20:16:30 +02:00
*
* 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
2015-10-20 20:16:30 +02:00
2017-11-30 18:17:06 +01:00
#pragma once
2015-03-07 12:13:10 +01:00
#include "common.h"
struct ParkLoadResult;
struct rct_s6_data;
2015-03-07 12:13:10 +01:00
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,
2018-03-24 05:17:23 +01:00
GAME_COMMAND_SET_PARK_NAME, // GA
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, // GA
GAME_COMMAND_PLACE_WALL,
GAME_COMMAND_REMOVE_WALL,
GAME_COMMAND_PLACE_LARGE_SCENERY,
GAME_COMMAND_REMOVE_LARGE_SCENERY,
GAME_COMMAND_SET_CURRENT_LOAN, // GA
GAME_COMMAND_SET_RESEARCH_FUNDING, // GA
GAME_COMMAND_PLACE_TRACK_DESIGN,
GAME_COMMAND_START_MARKETING_CAMPAIGN, // GA
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, // GA
2018-03-24 04:52:47 +01:00
GAME_COMMAND_SET_SIGN_NAME, // GA
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,
2018-02-19 21:11:14 +01:00
GAME_COMMAND_PLACE_PEEP_SPAWN, // GA, TODO: refactor to separate array for just game actions
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
};
using GAME_COMMAND_POINTER = void(sint32 * eax, sint32 * ebx, sint32 * ecx, sint32 * edx, sint32 * esi, sint32 * edi, sint32 * ebp);
using GAME_COMMAND_CALLBACK_POINTER = void(sint32 eax, sint32 ebx, sint32 ecx, sint32 edx, sint32 esi, sint32 edi, sint32 ebp);
extern GAME_COMMAND_CALLBACK_POINTER * game_command_callback;
sint32 game_command_callback_get_index(GAME_COMMAND_CALLBACK_POINTER * callback);
2017-11-30 18:47:31 +01:00
GAME_COMMAND_CALLBACK_POINTER * game_command_callback_get_callback(uint32 index);
2017-01-04 22:17:08 +01:00
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];
extern uint32 gCurrentTicks;
2016-04-23 03:49:24 +02:00
2016-05-20 23:56:45 +02:00
extern uint16 gTicksSinceLastUpdate;
extern uint8 gGamePaused;
2017-01-04 22:17:08 +01:00
extern sint32 gGameSpeed;
extern float gDayNightCycle;
extern bool gInUpdateCode;
extern bool gInMapInitCode;
2017-01-04 22:17:08 +01:00
extern sint32 gGameCommandNestLevel;
extern bool gGameCommandIsNetworked;
extern char gCurrentLoadedPath[260];
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
extern bool gLoadKeepWindowsOpen;
2016-09-10 15:46:53 +02:00
extern uint8 gUnk13CA740;
extern uint8 gUnk141F568;
void game_increase_game_speed();
void game_reduce_game_speed();
2014-04-11 03:42:39 +02:00
void game_create_windows();
void game_update();
void game_logic_update();
void reset_all_sprite_quadrant_placements();
2014-09-23 21:33:55 +02:00
void update_palette_effects();
2017-01-04 22:17:08 +01:00
sint32 game_do_command(sint32 eax, sint32 ebx, sint32 ecx, sint32 edx, sint32 esi, sint32 edi, sint32 ebp);
2017-11-30 18:47:31 +01:00
sint32 game_do_command_p(uint32 command, sint32 * eax, sint32 * ebx, sint32 * ecx, sint32 * edx, sint32 * esi, sint32 * edi, sint32 * ebp);
2018-01-10 23:23:11 +01:00
void game_log_multiplayer_command(int command, const int * eax, const int * ebx, const int * ecx, int * edx, int * edi, int * ebp);
2014-05-02 23:21:08 +02:00
void game_load_or_quit_no_save_prompt();
ParkLoadResult * load_from_sv6(const char * path);
2015-07-05 17:19:01 +02:00
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();
2015-08-22 12:56:32 +02:00
void save_game();
2017-09-12 00:04:03 +02:00
void * create_save_game_as_intent();
2015-08-22 12:56:32 +02:00
void save_game_as();
2015-02-21 12:05:15 +01:00
void game_autosave();
2015-07-30 00:57:43 +02:00
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);