mirror of https://github.com/OpenRCT2/OpenRCT2.git
121 lines
4.2 KiB
C++
121 lines
4.2 KiB
C++
/*****************************************************************************
|
|
* Copyright (c) 2014-2020 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.
|
|
*****************************************************************************/
|
|
|
|
#pragma once
|
|
|
|
#include "../Context.h"
|
|
#include "../interface/Window.h"
|
|
#include "../localisation/Localisation.h"
|
|
#include "../localisation/StringIds.h"
|
|
#include "../peep/Staff.h"
|
|
#include "../windows/Intent.h"
|
|
#include "../world/Sprite.h"
|
|
#include "GameAction.h"
|
|
|
|
/** rct2: 0x00982134 */
|
|
constexpr const bool peep_slow_walking_types[] = {
|
|
false, // PeepSpriteType::Normal
|
|
false, // PeepSpriteType::Handyman
|
|
false, // PeepSpriteType::Mechanic
|
|
false, // PeepSpriteType::Security
|
|
false, // PeepSpriteType::EntertainerPanda
|
|
false, // PeepSpriteType::EntertainerTiger
|
|
false, // PeepSpriteType::EntertainerElephant
|
|
false, // PeepSpriteType::EntertainerRoman
|
|
false, // PeepSpriteType::EntertainerGorilla
|
|
false, // PeepSpriteType::EntertainerSnowman
|
|
false, // PeepSpriteType::EntertainerKnight
|
|
true, // PeepSpriteType::EntertainerAstronaut
|
|
false, // PeepSpriteType::EntertainerBandit
|
|
false, // PeepSpriteType::EntertainerSheriff
|
|
true, // PeepSpriteType::EntertainerPirate
|
|
true, // PeepSpriteType::Balloon
|
|
};
|
|
|
|
DEFINE_GAME_ACTION(StaffSetCostumeAction, GAME_COMMAND_SET_STAFF_COSTUME, GameActions::Result)
|
|
{
|
|
private:
|
|
uint16_t _spriteIndex{ SPRITE_INDEX_NULL };
|
|
EntertainerCostume _costume = EntertainerCostume::Count;
|
|
|
|
public:
|
|
StaffSetCostumeAction() = default;
|
|
StaffSetCostumeAction(uint16_t spriteIndex, EntertainerCostume costume)
|
|
: _spriteIndex(spriteIndex)
|
|
, _costume(costume)
|
|
{
|
|
}
|
|
|
|
uint16_t GetActionFlags() const override
|
|
{
|
|
return GameAction::GetActionFlags() | GameActions::Flags::AllowWhilePaused;
|
|
}
|
|
|
|
void Serialise(DataSerialiser & stream) override
|
|
{
|
|
GameAction::Serialise(stream);
|
|
|
|
stream << DS_TAG(_spriteIndex) << DS_TAG(_costume);
|
|
}
|
|
|
|
GameActions::Result::Ptr Query() const override
|
|
{
|
|
if (_spriteIndex >= MAX_SPRITES)
|
|
{
|
|
return std::make_unique<GameActions::Result>(GameActions::Status::InvalidParameters, STR_NONE);
|
|
}
|
|
|
|
auto* staff = TryGetEntity<Staff>(_spriteIndex);
|
|
if (staff == nullptr)
|
|
{
|
|
log_warning("Invalid game command for sprite %u", _spriteIndex);
|
|
return std::make_unique<GameActions::Result>(GameActions::Status::InvalidParameters, STR_NONE);
|
|
}
|
|
|
|
auto spriteType = EntertainerCostumeToSprite(_costume);
|
|
if (EnumValue(spriteType) > std::size(peep_slow_walking_types))
|
|
{
|
|
log_warning("Invalid game command for sprite %u", _spriteIndex);
|
|
return std::make_unique<GameActions::Result>(GameActions::Status::InvalidParameters, STR_NONE);
|
|
}
|
|
return std::make_unique<GameActions::Result>();
|
|
}
|
|
|
|
GameActions::Result::Ptr Execute() const override
|
|
{
|
|
auto* staff = TryGetEntity<Staff>(_spriteIndex);
|
|
if (staff == nullptr)
|
|
{
|
|
log_warning("Invalid game command for sprite %u", _spriteIndex);
|
|
return std::make_unique<GameActions::Result>(GameActions::Status::InvalidParameters, STR_NONE);
|
|
}
|
|
|
|
auto spriteType = EntertainerCostumeToSprite(_costume);
|
|
staff->SpriteType = spriteType;
|
|
staff->PeepFlags &= ~PEEP_FLAGS_SLOW_WALK;
|
|
if (peep_slow_walking_types[EnumValue(spriteType)])
|
|
{
|
|
staff->PeepFlags |= PEEP_FLAGS_SLOW_WALK;
|
|
}
|
|
staff->ActionFrame = 0;
|
|
staff->UpdateCurrentActionSpriteType();
|
|
staff->Invalidate();
|
|
|
|
window_invalidate_by_number(WC_PEEP, _spriteIndex);
|
|
auto intent = Intent(INTENT_ACTION_REFRESH_STAFF_LIST);
|
|
context_broadcast_intent(&intent);
|
|
|
|
auto res = std::make_unique<GameActions::Result>();
|
|
res->Position.x = staff->x;
|
|
res->Position.y = staff->y;
|
|
res->Position.z = staff->z;
|
|
return res;
|
|
}
|
|
};
|