OpenRCT2/src/openrct2/actions/GameAction.cpp

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#pragma region Copyright (c) 2014-2016 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
#include "../core/Guard.hpp"
#include "../core/Memory.hpp"
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#include "../core/MemoryStream.h"
#include "../core/Util.hpp"
#include "../network/network.h"
#include "GameAction.h"
extern "C"
{
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#include "../platform/platform.h"
#include "../localisation/localisation.h"
#include "../windows/error.h"
#include "../world/park.h"
}
GameActionResult::GameActionResult()
{
}
GameActionResult::GameActionResult(GA_ERROR error, rct_string_id message)
{
Error = error;
ErrorMessage = message;
}
namespace GameActions
{
static GameActionFactory _actions[GAME_COMMAND_COUNT];
GameActionFactory Register(uint32 id, GameActionFactory factory)
{
Guard::Assert(id < sizeof(_actions));
Guard::ArgumentNotNull(factory);
_actions[id] = factory;
return factory;
}
void Initialize()
{
static bool initialized = false;
if (initialized)
return;
Register();
initialized = true;
}
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std::unique_ptr<GameAction> Create(uint32 id)
{
Initialize();
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GameAction * result = nullptr;
if (id < Util::CountOf(_actions))
{
GameActionFactory factory = _actions[id];
if (factory != nullptr)
{
result = factory();
}
}
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return std::unique_ptr<GameAction>(result);
}
static bool CheckActionInPausedMode(uint32 actionFlags)
{
if (gGamePaused == 0) return true;
if (gCheatsBuildInPauseMode) return true;
if (actionFlags & GA_FLAGS::ALLOW_WHILE_PAUSED) return true;
return false;
}
static bool CheckActionAffordability(const GameActionResult * result)
{
if (gParkFlags & PARK_FLAGS_NO_MONEY) return true;
if (result->Cost <= 0) return true;
if (result->Cost <= DECRYPT_MONEY(gCashEncrypted)) return true;
return false;
}
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GameActionResult::Ptr Query(const GameAction * action)
{
Guard::ArgumentNotNull(action);
uint16 actionFlags = action->GetActionFlags();
if (!CheckActionInPausedMode(actionFlags))
{
GameActionResult::Ptr result = std::make_unique<GameActionResult>();
result->Error = GA_ERROR::GAME_PAUSED;
result->ErrorMessage = STR_CONSTRUCTION_NOT_POSSIBLE_WHILE_GAME_IS_PAUSED;
return result;
}
auto result = action->Query();
if (result->Error == GA_ERROR::OK)
{
if (!CheckActionAffordability(result.get()))
{
result->Error = GA_ERROR::INSUFFICIENT_FUNDS;
result->ErrorMessage = STR_NOT_ENOUGH_CASH_REQUIRES;
set_format_arg_on(result->ErrorMessageArgs, 0, uint32, result->Cost);
}
}
return result;
}
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GameActionResult::Ptr Execute(const GameAction * action)
{
Guard::ArgumentNotNull(action);
uint16 actionFlags = action->GetActionFlags();
uint32 flags = action->GetFlags();
GameActionResult::Ptr result = Query(action);
if (result->Error == GA_ERROR::OK)
{
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// Networked games send actions to the server to be run
if (network_get_mode() == NETWORK_MODE_CLIENT)
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{
// As a client we have to wait or send it first.
if (!(actionFlags & GA_FLAGS::CLIENT_ONLY) && !(flags & GAME_COMMAND_FLAG_GHOST) && !(flags & GAME_COMMAND_FLAG_NETWORKED))
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{
log_info("[%s] GameAction::Execute\n", "cl");
network_send_game_action(action);
return result;
}
}
else if (network_get_mode() == NETWORK_MODE_SERVER)
{
// If player is the server it would execute right away as where clients execute the commands
// at the beginning of the frame, so we have to put them into the queue.
if (!(actionFlags & GA_FLAGS::CLIENT_ONLY) && !(flags & GAME_COMMAND_FLAG_GHOST) && !(flags & GAME_COMMAND_FLAG_NETWORKED))
{
log_info("[%s] GameAction::Execute\n", "sv-cl");
network_enqueue_game_action(action);
return result;
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}
}
log_info("[%s] GameAction::Execute\n", "sv");
// Execute the action, changing the game state
result = action->Execute();
// Update money balance
if (!(gParkFlags & PARK_FLAGS_NO_MONEY) && result->Cost != 0)
{
finance_payment(result->Cost, result->ExpenditureType);
money_effect_create(result->Cost);
}
if (!(actionFlags & GA_FLAGS::CLIENT_ONLY))
{
if (network_get_mode() == NETWORK_MODE_SERVER && result->Error == GA_ERROR::OK)
{
uint32 playerId = action->GetPlayer();
network_set_player_last_action(network_get_player_index(playerId), action->GetType());
if(result->Cost != 0)
network_add_player_money_spent(playerId, result->Cost);
}
}
// Allow autosave to commence
if (gLastAutoSaveUpdate == AUTOSAVE_PAUSE)
{
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gLastAutoSaveUpdate = platform_get_ticks();
}
}
// Call callback for asynchronous events
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const GameAction::GameActionCallback_t& cb = action->GetCallback();
if (cb)
{
cb(action, result);
}
if (result->Error != GA_ERROR::OK && !(flags & GAME_COMMAND_FLAG_GHOST))
{
// Show the error box
Memory::Copy(gCommonFormatArgs, result->ErrorMessageArgs, sizeof(result->ErrorMessageArgs));
window_error_open(result->ErrorTitle, result->ErrorMessage);
}
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return result;
}
}