#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 #include "../Context.h" #include "../core/Guard.hpp" #include "../core/Memory.hpp" #include "../core/MemoryStream.h" #include "../core/Util.hpp" #include "../network/network.h" #include "GameAction.h" #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 < Util::CountOf(_actions)); Guard::ArgumentNotNull(factory); _actions[id] = factory; return factory; } void Initialize() { static bool initialized = false; if (initialized) return; Register(); initialized = true; } std::unique_ptr Create(uint32 id) { Initialize(); GameAction * result = nullptr; if (id < Util::CountOf(_actions)) { GameActionFactory factory = _actions[id]; if (factory != nullptr) { result = factory(); } } return std::unique_ptr(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; } GameActionResult::Ptr Query(const GameAction * action) { Guard::ArgumentNotNull(action); uint16 actionFlags = action->GetActionFlags(); if (!CheckActionInPausedMode(actionFlags)) { GameActionResult::Ptr result = std::make_unique(); 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; } 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) { // Networked games send actions to the server to be run if (network_get_mode() == NETWORK_MODE_CLIENT) { // As a client we have to wait or send it first. if (!(actionFlags & GA_FLAGS::CLIENT_ONLY) && !(flags & GAME_COMMAND_FLAG_NETWORKED)) { 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_NETWORKED)) { log_info("[%s] GameAction::Execute\n", "sv-cl"); network_enqueue_game_action(action); return result; } } 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) { gLastAutoSaveUpdate = platform_get_ticks(); } } // Call callback for asynchronous events auto cb = action->GetCallback(); if (cb != nullptr) { cb(action, result.get()); } if (result->Error != GA_ERROR::OK && !(flags & GAME_COMMAND_FLAG_GHOST)) { // Show the error box Memory::Copy(gCommonFormatArgs, result->ErrorMessageArgs, sizeof(result->ErrorMessageArgs)); context_show_error(result->ErrorTitle, result->ErrorMessage); } return result; } }