OpenRCT2/src/openrct2/actions/LargeScenerySetColourAction...

164 lines
6.0 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 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 "LargeScenerySetColourAction.h"
#include "../GameState.h"
#include "../OpenRCT2.h"
#include "../management/Finance.h"
#include "../object/LargeSceneryEntry.h"
#include "../world/Scenery.h"
LargeScenerySetColourAction::LargeScenerySetColourAction(
const CoordsXYZD& loc, uint8_t tileIndex, uint8_t primaryColour, uint8_t secondaryColour, uint8_t tertiaryColour)
: _loc(loc)
, _tileIndex(tileIndex)
, _primaryColour(primaryColour)
, _secondaryColour(secondaryColour)
, _tertiaryColour(tertiaryColour)
{
}
void LargeScenerySetColourAction::AcceptParameters(GameActionParameterVisitor& visitor)
{
visitor.Visit(_loc);
visitor.Visit("tileIndex", _tileIndex);
visitor.Visit("primaryColour", _primaryColour);
visitor.Visit("secondaryColour", _secondaryColour);
visitor.Visit("tertiaryColour", _tertiaryColour);
}
uint16_t LargeScenerySetColourAction::GetActionFlags() const
{
return GameAction::GetActionFlags() | GameActions::Flags::AllowWhilePaused;
}
void LargeScenerySetColourAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_loc) << DS_TAG(_tileIndex) << DS_TAG(_primaryColour) << DS_TAG(_secondaryColour)
<< DS_TAG(_tertiaryColour);
}
GameActions::Result LargeScenerySetColourAction::Query() const
{
return QueryExecute(false);
}
GameActions::Result LargeScenerySetColourAction::Execute() const
{
return QueryExecute(true);
}
GameActions::Result LargeScenerySetColourAction::QueryExecute(bool isExecuting) const
{
auto res = GameActions::Result();
res.Expenditure = ExpenditureType::Landscaping;
res.Position.x = _loc.x + 16;
res.Position.y = _loc.y + 16;
res.Position.z = TileElementHeight(_loc);
res.ErrorTitle = STR_CANT_REPAINT_THIS;
auto mapSizeMax = GetMapSizeMaxXY();
if (_loc.x < 0 || _loc.y < 0 || _loc.x > mapSizeMax.x || _loc.y > mapSizeMax.y)
{
LOG_ERROR("Invalid x / y coordinates: x = %d, y = %d", _loc.x, _loc.y);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_REPAINT_THIS, STR_ERR_VALUE_OUT_OF_RANGE);
}
if (_primaryColour >= COLOUR_COUNT)
{
LOG_ERROR("Invalid primary colour %u", _primaryColour);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_REPAINT_THIS, STR_ERR_INVALID_COLOUR);
}
if (_secondaryColour >= COLOUR_COUNT)
{
LOG_ERROR("Invalid secondary colour %u", _secondaryColour);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_REPAINT_THIS, STR_ERR_INVALID_COLOUR);
}
if (_tertiaryColour >= COLOUR_COUNT)
{
LOG_ERROR("Invalid tertiary colour %u", _tertiaryColour);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_REPAINT_THIS, STR_ERR_INVALID_COLOUR);
}
auto largeElement = MapGetLargeScenerySegment(_loc, _tileIndex);
if (largeElement == nullptr)
{
LOG_ERROR(
"Could not find large scenery at: x = %d, y = %d, z = %d, direction = %d, tileIndex = %u", _loc.x, _loc.y, _loc.z,
_loc.direction, _tileIndex);
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_REPAINT_THIS, STR_NONE);
}
if ((GetFlags() & GAME_COMMAND_FLAG_GHOST) && !(largeElement->IsGhost()))
{
return res;
}
auto* sceneryEntry = largeElement->GetEntry();
if (sceneryEntry == nullptr)
{
LOG_ERROR("Scenery element doesn't have scenery entry");
return GameActions::Result(GameActions::Status::Unknown, STR_CANT_REPAINT_THIS, STR_NONE);
}
// Work out the base tile coordinates (Tile with index 0)
auto rotatedBaseCoordsOffset = CoordsXYZ{
CoordsXY{ sceneryEntry->tiles[_tileIndex].x_offset, sceneryEntry->tiles[_tileIndex].y_offset }.Rotate(_loc.direction),
sceneryEntry->tiles[_tileIndex].z_offset
};
auto baseTile = CoordsXYZ{ _loc.x, _loc.y, _loc.z } - rotatedBaseCoordsOffset;
auto i = 0;
for (auto tile = sceneryEntry->tiles; tile->x_offset != -1; ++tile, ++i)
{
// Work out the current tile coordinates
auto rotatedTileCoords = CoordsXYZ{ CoordsXY{ tile->x_offset, tile->y_offset }.Rotate(_loc.direction), tile->z_offset };
auto currentTile = CoordsXYZ{ baseTile.x, baseTile.y, baseTile.z } + rotatedTileCoords;
if (!(gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) && !OpenRCT2::GetGameState().Cheats.SandboxMode)
{
if (!MapIsLocationOwned(currentTile))
{
return GameActions::Result(GameActions::Status::NotOwned, STR_CANT_REPAINT_THIS, STR_LAND_NOT_OWNED_BY_PARK);
}
}
if (!LocationValid(currentTile))
{
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_REPAINT_THIS, STR_OFF_EDGE_OF_MAP);
}
auto tileElement = MapGetLargeScenerySegment({ currentTile.x, currentTile.y, _loc.z, _loc.direction }, i);
if (tileElement == nullptr)
{
LOG_ERROR(
"Large scenery element not found at: x = %d, y = %d, z = %d, direction = %d", _loc.x, _loc.y, _loc.z,
_loc.direction);
return GameActions::Result(GameActions::Status::Unknown, STR_CANT_REPAINT_THIS, STR_NONE);
}
if (isExecuting)
{
tileElement->SetPrimaryColour(_primaryColour);
tileElement->SetSecondaryColour(_secondaryColour);
tileElement->SetTertiaryColour(_tertiaryColour);
MapInvalidateTileFull(currentTile);
}
}
return res;
}