/***************************************************************************** * Copyright (c) 2014-2019 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 "GameState.h" #include "Context.h" #include "Editor.h" #include "Game.h" #include "Input.h" #include "OpenRCT2.h" #include "ReplayManager.h" #include "interface/Screenshot.h" #include "localisation/Date.h" #include "localisation/Localisation.h" #include "management/NewsItem.h" #include "network/network.h" #include "platform/Platform2.h" #include "scenario/Scenario.h" #include "title/TitleScreen.h" #include "title/TitleSequencePlayer.h" #include "ui/UiContext.h" #include "windows/Intent.h" #include "world/Climate.h" #include "world/MapAnimation.h" #include "world/Park.h" #include "world/Scenery.h" #include using namespace OpenRCT2; GameState::GameState() { _park = std::make_unique(); } /** * Initialises the map, park etc. basically all S6 data. */ void GameState::InitAll(int32_t mapSize) { gInMapInitCode = true; map_init(mapSize); _park->Initialise(); finance_init(); reset_park_entry(); banner_init(); ride_init_all(); reset_sprite_list(); staff_reset_modes(); date_reset(); climate_reset(CLIMATE_COOL_AND_WET); news_item_init_queue(); user_string_clear_all(); gInMapInitCode = false; gNextGuestNumber = 1; context_init(); scenery_set_default_placement_configuration(); auto intent = Intent(INTENT_ACTION_CLEAR_TILE_INSPECTOR_CLIPBOARD); context_broadcast_intent(&intent); load_palette(); } /** * Function will be called every GAME_UPDATE_TIME_MS. * It has its own loop which might run multiple updates per call such as * when operating as a client it may run multiple updates to catch up with the server tick, * another influence can be the game speed setting. */ void GameState::Update() { gInUpdateCode = true; // Normal game play will update only once every GAME_UPDATE_TIME_MS uint32_t numUpdates = 1; // 0x006E3AEC // screen_game_process_mouse_input(); screenshot_check(); game_handle_keyboard_input(); if (game_is_not_paused() && gPreviewingTitleSequenceInGame) { auto player = GetContext()->GetUiContext()->GetTitleSequencePlayer(); if (player != nullptr) { player->Update(); } } uint32_t realtimeTicksElapsed = gCurrentDeltaTime / GAME_UPDATE_TIME_MS; realtimeTicksElapsed = std::clamp(realtimeTicksElapsed, 1, GAME_MAX_UPDATES); // We use this variable to always advance ticks in normal speed. gCurrentRealTimeTicks += realtimeTicksElapsed; // Determine how many times we need to update the game if (gGameSpeed > 1) { // Update more often if game speed is above normal. numUpdates = 1 << (gGameSpeed - 1); } if (network_get_mode() == NETWORK_MODE_CLIENT && network_get_status() == NETWORK_STATUS_CONNECTED && network_get_authstatus() == NETWORK_AUTH_OK) { if (network_get_server_tick() - gCurrentTicks >= 10) { // Make sure client doesn't fall behind the server too much numUpdates += 10; } } bool didRunSingleFrame = false; if (game_is_paused()) { if (gDoSingleUpdate && network_get_mode() == NETWORK_MODE_NONE) { didRunSingleFrame = true; pause_toggle(); numUpdates = 1; } else { numUpdates = 0; // Update the animation list. Note this does not // increment the map animation. map_animation_invalidate_all(); // Special case because we set numUpdates to 0, otherwise in game_logic_update. network_update(); network_process_pending(); } } // Update the game one or more times for (uint32_t i = 0; i < numUpdates; i++) { UpdateLogic(); if (gGameSpeed == 1) { if (input_get_state() == INPUT_STATE_RESET || input_get_state() == INPUT_STATE_NORMAL) { if (input_test_flag(INPUT_FLAG_VIEWPORT_SCROLLING)) { input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false); break; } } else { break; } } } if (!gOpenRCT2Headless) { input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false); // the flickering frequency is reduced by 4, compared to the original // it was done due to inability to reproduce original frequency // and decision that the original one looks too fast if (gCurrentRealTimeTicks % 4 == 0) gWindowMapFlashingFlags ^= (1 << 15); // Handle guest map flashing gWindowMapFlashingFlags &= ~(1 << 1); if (gWindowMapFlashingFlags & (1 << 0)) gWindowMapFlashingFlags |= (1 << 1); gWindowMapFlashingFlags &= ~(1 << 0); // Handle staff map flashing gWindowMapFlashingFlags &= ~(1 << 3); if (gWindowMapFlashingFlags & (1 << 2)) gWindowMapFlashingFlags |= (1 << 3); gWindowMapFlashingFlags &= ~(1 << 2); context_update_map_tooltip(); // Input gUnk141F568 = gUnk13CA740; context_handle_input(); } // Always perform autosave check, even when paused if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) && !(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER) && !(gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER)) { scenario_autosave_check(); } window_dispatch_update_all(); if (didRunSingleFrame && game_is_not_paused() && !(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO)) { pause_toggle(); } gGameCommandNestLevel = 0; gDoSingleUpdate = false; gInUpdateCode = false; } void GameState::UpdateLogic() { gScreenAge++; if (gScreenAge == 0) gScreenAge--; network_update(); GetContext()->GetReplayManager()->Update(); if (network_get_mode() == NETWORK_MODE_CLIENT && network_get_status() == NETWORK_STATUS_CONNECTED && network_get_authstatus() == NETWORK_AUTH_OK) { // Can't be in sync with server, round trips won't work if we are at same level. if (gCurrentTicks >= network_get_server_tick()) { // Don't run past the server return; } } if (network_get_mode() == NETWORK_MODE_SERVER) { // Send current tick out. network_send_tick(); } else if (network_get_mode() == NETWORK_MODE_CLIENT) { // Check desync. network_check_desynchronization(); } date_update(); _date = Date(gDateMonthTicks, gDateMonthTicks); scenario_update(); climate_update(); map_update_tiles(); // Temporarily remove provisional paths to prevent peep from interacting with them map_remove_provisional_elements(); map_update_path_wide_flags(); peep_update_all(); map_restore_provisional_elements(); vehicle_update_all(); sprite_misc_update_all(); ride_update_all(); if (!(gScreenFlags & (SCREEN_FLAGS_SCENARIO_EDITOR | SCREEN_FLAGS_TRACK_DESIGNER | SCREEN_FLAGS_TRACK_MANAGER))) { _park->Update(_date); } research_update(); ride_ratings_update_all(); ride_measurements_update(); news_item_update_current(); map_animation_invalidate_all(); vehicle_sounds_update(); peep_update_crowd_noise(); climate_update_sound(); editor_open_windows_for_current_step(); // Update windows // window_dispatch_update_all(); if (gErrorType != ERROR_TYPE_NONE) { rct_string_id title_text = STR_UNABLE_TO_LOAD_FILE; rct_string_id body_text = gErrorStringId; if (gErrorType == ERROR_TYPE_GENERIC) { title_text = gErrorStringId; body_text = 0xFFFF; } gErrorType = ERROR_TYPE_NONE; context_show_error(title_text, body_text); } // Start autosave timer after update if (gLastAutoSaveUpdate == AUTOSAVE_PAUSE) { gLastAutoSaveUpdate = Platform::GetTicks(); } // Separated out processing commands in network_update which could call scenario_rand where gInUpdateCode is false. // All commands that are received are first queued and then executed where gInUpdateCode is set to true. network_process_pending(); network_flush(); gCurrentTicks++; gScenarioTicks++; gSavedAge++; }