mirror of https://github.com/OpenRCT2/OpenRCT2.git
367 lines
11 KiB
C++
367 lines
11 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014-2024 OpenRCT2 developers
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*
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* For a complete list of all authors, please refer to contributors.md
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* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is licensed under the GNU General Public License version 3.
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*****************************************************************************/
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#include "GameState.h"
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#include "./peep/GuestPathfinding.h"
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#include "Context.h"
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#include "Date.h"
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#include "Editor.h"
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#include "Game.h"
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#include "GameState.h"
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#include "GameStateSnapshots.h"
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#include "Input.h"
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#include "OpenRCT2.h"
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#include "ReplayManager.h"
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#include "actions/GameAction.h"
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#include "config/Config.h"
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#include "entity/EntityRegistry.h"
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#include "entity/EntityTweener.h"
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#include "entity/PatrolArea.h"
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#include "entity/Staff.h"
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#include "interface/Screenshot.h"
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#include "localisation/Date.h"
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#include "localisation/Localisation.h"
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#include "management/NewsItem.h"
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#include "network/network.h"
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#include "platform/Platform.h"
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#include "profiling/Profiling.h"
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#include "ride/Vehicle.h"
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#include "scenario/Scenario.h"
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#include "scenes/title/TitleScene.h"
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#include "scenes/title/TitleSequencePlayer.h"
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#include "scripting/ScriptEngine.h"
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#include "ui/UiContext.h"
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#include "windows/Intent.h"
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#include "world/Climate.h"
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#include "world/MapAnimation.h"
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#include "world/Park.h"
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#include "world/Scenery.h"
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#include <chrono>
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using namespace OpenRCT2;
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using namespace OpenRCT2::Scripting;
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static GameState_t _gameState{};
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namespace OpenRCT2
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{
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GameState_t& GetGameState()
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{
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return _gameState;
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}
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/**
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* Initialises the map, park etc. basically all S6 data.
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*/
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void gameStateInitAll(GameState_t& gameState, const TileCoordsXY& mapSize)
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{
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PROFILED_FUNCTION();
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gInMapInitCode = true;
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gameState.CurrentTicks = 0;
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MapInit(mapSize);
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Park::Initialise(gameState);
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FinanceInit();
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BannerInit(gameState);
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RideInitAll();
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ResetAllEntities();
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UpdateConsolidatedPatrolAreas();
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ResetDate();
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ClimateReset(ClimateType::CoolAndWet);
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News::InitQueue();
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gInMapInitCode = false;
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GetGameState().NextGuestNumber = 1;
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ContextInit();
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ScenerySetDefaultPlacementConfiguration();
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auto intent = Intent(INTENT_ACTION_CLEAR_TILE_INSPECTOR_CLIPBOARD);
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ContextBroadcastIntent(&intent);
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LoadPalette();
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CheatsReset();
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ClearRestrictedScenery();
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#ifdef ENABLE_SCRIPTING
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auto& scriptEngine = GetContext()->GetScriptEngine();
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scriptEngine.ClearParkStorage();
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#endif
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EntityTweener::Get().Reset();
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}
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/**
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* Function will be called every kGameUpdateTimeMS.
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* It has its own loop which might run multiple updates per call such as
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* when operating as a client it may run multiple updates to catch up with the server tick,
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* another influence can be the game speed setting.
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*/
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void gameStateTick()
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{
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PROFILED_FUNCTION();
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// Normal game play will update only once every kGameUpdateTimeMS
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uint32_t numUpdates = 1;
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// 0x006E3AEC // screen_game_process_mouse_input();
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ScreenshotCheck();
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GameHandleKeyboardInput();
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if (GameIsNotPaused() && gPreviewingTitleSequenceInGame)
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{
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auto player = GetContext()->GetUiContext()->GetTitleSequencePlayer();
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if (player != nullptr)
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{
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player->Update();
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}
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}
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NetworkUpdate();
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if (NetworkGetMode() == NETWORK_MODE_CLIENT && NetworkGetStatus() == NETWORK_STATUS_CONNECTED
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&& NetworkGetAuthstatus() == NetworkAuth::Ok)
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{
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numUpdates = std::clamp<uint32_t>(NetworkGetServerTick() - GetGameState().CurrentTicks, 0, 10);
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}
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else
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{
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// Determine how many times we need to update the game
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if (gGameSpeed > 1)
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{
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// Update more often if game speed is above normal.
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numUpdates = 1 << (gGameSpeed - 1);
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}
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}
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bool isPaused = GameIsPaused();
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if (NetworkGetMode() == NETWORK_MODE_SERVER && Config::Get().network.PauseServerIfNoClients)
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{
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// If we are headless we always have 1 player (host), pause if no one else is around.
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if (gOpenRCT2Headless && NetworkGetNumPlayers() == 1)
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{
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isPaused |= true;
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}
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}
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bool didRunSingleFrame = false;
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if (isPaused)
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{
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if (gDoSingleUpdate && NetworkGetMode() == NETWORK_MODE_NONE)
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{
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didRunSingleFrame = true;
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PauseToggle();
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numUpdates = 1;
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}
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else
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{
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// NOTE: Here are a few special cases that would be normally handled in UpdateLogic.
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// If the game is paused it will not call UpdateLogic at all.
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numUpdates = 0;
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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{
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// Make sure the client always knows about what tick the host is on.
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NetworkSendTick();
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}
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// Keep updating the money effect even when paused.
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UpdateMoneyEffect();
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// Update the animation list. Note this does not
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// increment the map animation.
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MapAnimationInvalidateAll();
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// Post-tick network update
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NetworkProcessPending();
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// Post-tick game actions.
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GameActions::ProcessQueue();
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}
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}
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// Update the game one or more times
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for (uint32_t i = 0; i < numUpdates; i++)
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{
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gameStateUpdateLogic();
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if (gGameSpeed == 1)
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{
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if (InputGetState() == InputState::Reset || InputGetState() == InputState::Normal)
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{
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if (InputTestFlag(INPUT_FLAG_VIEWPORT_SCROLLING))
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{
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InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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break;
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}
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}
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else
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{
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break;
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}
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}
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// Don't call UpdateLogic again if the game was just paused.
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isPaused |= GameIsPaused();
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if (isPaused)
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break;
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}
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NetworkFlush();
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if (!gOpenRCT2Headless)
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{
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InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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}
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// Always perform autosave check, even when paused
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if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) && !(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
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&& !(gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER))
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{
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ScenarioAutosaveCheck();
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}
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if (didRunSingleFrame && GameIsNotPaused() && !(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO))
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{
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PauseToggle();
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}
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gDoSingleUpdate = false;
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}
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static void gameStateCreateStateSnapshot()
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{
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PROFILED_FUNCTION();
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IGameStateSnapshots* snapshots = GetContext()->GetGameStateSnapshots();
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auto& snapshot = snapshots->CreateSnapshot();
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snapshots->Capture(snapshot);
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snapshots->LinkSnapshot(snapshot, GetGameState().CurrentTicks, ScenarioRandState().s0);
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}
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void gameStateUpdateLogic()
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{
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PROFILED_FUNCTION();
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gInUpdateCode = true;
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gScreenAge++;
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if (gScreenAge == 0)
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gScreenAge--;
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GetContext()->GetReplayManager()->Update();
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NetworkUpdate();
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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{
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if (NetworkGamestateSnapshotsEnabled())
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{
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gameStateCreateStateSnapshot();
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}
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// Send current tick out.
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NetworkSendTick();
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}
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else if (NetworkGetMode() == NETWORK_MODE_CLIENT)
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{
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// Don't run past the server, this condition can happen during map changes.
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if (NetworkGetServerTick() == GetGameState().CurrentTicks)
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{
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gInUpdateCode = false;
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return;
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}
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// Check desync.
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bool desynced = NetworkCheckDesynchronisation();
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if (desynced)
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{
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// If desync debugging is enabled and we are still connected request the specific game state from server.
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if (NetworkGamestateSnapshotsEnabled() && NetworkGetStatus() == NETWORK_STATUS_CONNECTED)
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{
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// Create snapshot from this tick so we can compare it later
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// as we won't pause the game on this event.
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gameStateCreateStateSnapshot();
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NetworkRequestGamestateSnapshot();
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}
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}
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}
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auto& gameState = GetGameState();
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#ifdef ENABLE_SCRIPTING
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// Stash the current day number before updating the date so that we
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// know if the day number changes on this tick.
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auto day = gameState.Date.GetDay();
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#endif
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DateUpdate(gameState);
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ScenarioUpdate(gameState);
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ClimateUpdate();
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MapUpdateTiles();
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// Temporarily remove provisional paths to prevent peep from interacting with them
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MapRemoveProvisionalElements();
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MapUpdatePathWideFlags();
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PeepUpdateAll();
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MapRestoreProvisionalElements();
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VehicleUpdateAll();
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UpdateAllMiscEntities();
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Ride::UpdateAll();
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if (!(gScreenFlags & SCREEN_FLAGS_EDITOR))
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{
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Park::Update(gameState, gameState.Date);
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}
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ResearchUpdate();
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RideRatingsUpdateAll();
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RideMeasurementsUpdate();
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News::UpdateCurrentItem();
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MapAnimationInvalidateAll();
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VehicleSoundsUpdate();
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PeepUpdateCrowdNoise();
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ClimateUpdateSound();
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EditorOpenWindowsForCurrentStep();
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// Update windows
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// WindowDispatchUpdateAll();
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// Start autosave timer after update
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if (gLastAutoSaveUpdate == kAutosavePause)
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{
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gLastAutoSaveUpdate = Platform::GetTicks();
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}
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GameActions::ProcessQueue();
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NetworkProcessPending();
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NetworkFlush();
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gameState.CurrentTicks++;
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#ifdef ENABLE_SCRIPTING
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auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
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hookEngine.Call(HOOK_TYPE::INTERVAL_TICK, true);
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if (day != gameState.Date.GetDay())
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{
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hookEngine.Call(HOOK_TYPE::INTERVAL_DAY, true);
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}
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#endif
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gInUpdateCode = false;
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}
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} // namespace OpenRCT2
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