OpenRCT2/src/openrct2/actions/PlaceParkEntranceAction.hpp

218 lines
7.5 KiB
C++

#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
#pragma once
#include "../core/MemoryStream.h"
#include "../localisation/StringIds.h"
#include "../OpenRCT2.h"
#include "GameAction.h"
#include "../Cheats.h"
#include "../world/Entrance.h"
#include "../world/Park.h"
#include "../world/footpath.h"
struct PlaceParkEntranceAction : public GameActionBase<GAME_COMMAND_PLACE_PARK_ENTRANCE, GameActionResult>
{
private:
sint16 _x;
sint16 _y;
sint16 _z;
uint8 _direction;
public:
PlaceParkEntranceAction() {}
PlaceParkEntranceAction(sint16 x, sint16 y, sint16 z, sint16 direction) :
_x(x),
_y(y),
_z(z),
_direction(direction)
{
}
uint16 GetActionFlags() const override
{
return GameActionBase::GetActionFlags() | GA_FLAGS::EDITOR_ONLY;
}
void Serialise(DataSerialiser& stream) override
{
GameAction::Serialise(stream);
stream << _x << _y << _z << _direction;
}
GameActionResult::Ptr Query() const override
{
if (!(gScreenFlags & SCREEN_FLAGS_EDITOR) && !gCheatsSandboxMode)
{
return std::make_unique<GameActionResult>(GA_ERROR::NOT_IN_EDITOR_MODE, STR_CANT_BUILD_PARK_ENTRANCE_HERE, STR_NONE);
}
gCommandExpenditureType = RCT_EXPENDITURE_TYPE_LAND_PURCHASE;
gCommandPosition.x = _x;
gCommandPosition.y = _y;
gCommandPosition.z = _z * 16;
if (!map_check_free_elements_and_reorganise(3))
{
return std::make_unique<GameActionResult>(GA_ERROR::NO_FREE_ELEMENTS, STR_CANT_BUILD_PARK_ENTRANCE_HERE, STR_NONE);
}
if (_x <= 32 || _y <= 32 || _x >= (gMapSizeUnits - 32) || _y >= (gMapSizeUnits - 32))
{
return std::make_unique<GameActionResult>(GA_ERROR::INVALID_PARAMETERS, STR_CANT_BUILD_PARK_ENTRANCE_HERE, STR_TOO_CLOSE_TO_EDGE_OF_MAP);
}
sint8 entranceNum = -1;
for (uint8 i = 0; i < MAX_PARK_ENTRANCES; ++i)
{
if (gParkEntrances[i].x == LOCATION_NULL)
{
entranceNum = i;
break;
}
}
if (entranceNum == -1)
{
return std::make_unique<GameActionResult>(GA_ERROR::INVALID_PARAMETERS, STR_CANT_BUILD_PARK_ENTRANCE_HERE, STR_ERR_TOO_MANY_PARK_ENTRANCES);
}
sint8 zLow = _z * 2;
sint8 zHigh = zLow + 12;
LocationXY16 entranceLoc = { _x, _y };
for (uint8 index = 0; index < 3; index++)
{
if (index == 1)
{
entranceLoc.x += TileDirectionDelta[(_direction - 1) & 0x3].x;
entranceLoc.y += TileDirectionDelta[(_direction - 1) & 0x3].y;
}
else if (index == 2)
{
entranceLoc.x += TileDirectionDelta[(_direction + 1) & 0x3].x * 2;
entranceLoc.y += TileDirectionDelta[(_direction + 1) & 0x3].y * 2;
}
if (!gCheatsDisableClearanceChecks)
{
if (!map_can_construct_at(entranceLoc.x, entranceLoc.y, zLow, zHigh, 0xF))
{
return std::make_unique<GameActionResult>(GA_ERROR::NO_CLEARANCE, STR_CANT_BUILD_PARK_ENTRANCE_HERE, STR_NONE);
}
}
// Check that entrance element does not already exist at this location
rct_tile_element* entranceElement = map_get_park_entrance_element_at(entranceLoc.x, entranceLoc.y, zLow, false);
if (entranceElement != NULL)
{
return std::make_unique<GameActionResult>(GA_ERROR::ITEM_ALREADY_PLACED, STR_CANT_BUILD_PARK_ENTRANCE_HERE, STR_NONE);
}
}
return std::make_unique<GameActionResult>();
}
GameActionResult::Ptr Execute() const override
{
uint32 flags = GetFlags();
gCommandExpenditureType = RCT_EXPENDITURE_TYPE_LAND_PURCHASE;
gCommandPosition.x = _x;
gCommandPosition.y = _y;
gCommandPosition.z = _z * 16;
sint8 entranceNum = -1;
for (uint8 i = 0; i < MAX_PARK_ENTRANCES; ++i)
{
if (gParkEntrances[i].x == LOCATION_NULL)
{
entranceNum = i;
break;
}
}
Guard::Assert(entranceNum != -1);
gParkEntrances[entranceNum].x = _x;
gParkEntrances[entranceNum].y = _y;
gParkEntrances[entranceNum].z = _z * 16;
gParkEntrances[entranceNum].direction = _direction;
sint8 zLow = _z * 2;
sint8 zHigh = zLow + 12;
LocationXY16 entranceLoc = { _x, _y };
for (uint8 index = 0; index < 3; index++)
{
if (index == 1)
{
entranceLoc.x += TileDirectionDelta[(_direction - 1) & 0x3].x;
entranceLoc.y += TileDirectionDelta[(_direction - 1) & 0x3].y;
}
else if (index == 2)
{
entranceLoc.x += TileDirectionDelta[(_direction + 1) & 0x3].x * 2;
entranceLoc.y += TileDirectionDelta[(_direction + 1) & 0x3].y * 2;
}
if (!(flags & GAME_COMMAND_FLAG_GHOST))
{
rct_tile_element* surfaceElement = map_get_surface_element_at(entranceLoc.x / 32, entranceLoc.y / 32);
surfaceElement->properties.surface.ownership = 0;
}
rct_tile_element* newElement = tile_element_insert(entranceLoc.x / 32, entranceLoc.y / 32, zLow, 0xF);
Guard::Assert(newElement != NULL);
newElement->clearance_height = zHigh;
if (flags & GAME_COMMAND_FLAG_GHOST)
{
newElement->flags |= TILE_ELEMENT_FLAG_GHOST;
}
newElement->type = TILE_ELEMENT_TYPE_ENTRANCE;
newElement->type |= _direction;
newElement->properties.entrance.index = index;
newElement->properties.entrance.type = ENTRANCE_TYPE_PARK_ENTRANCE;
newElement->properties.entrance.path_type = gFootpathSelectedId;
if (!(flags & GAME_COMMAND_FLAG_GHOST))
{
footpath_connect_edges(entranceLoc.x, entranceLoc.y, newElement, 1);
}
update_park_fences(entranceLoc.x, entranceLoc.y);
update_park_fences(entranceLoc.x - 32, entranceLoc.y);
update_park_fences(entranceLoc.x + 32, entranceLoc.y);
update_park_fences(entranceLoc.x, entranceLoc.y - 32);
update_park_fences(entranceLoc.x, entranceLoc.y + 32);
map_invalidate_tile(entranceLoc.x, entranceLoc.y, newElement->base_height * 8, newElement->clearance_height * 8);
if (index == 0)
{
map_animation_create(MAP_ANIMATION_TYPE_PARK_ENTRANCE, entranceLoc.x, entranceLoc.y, zLow);
}
}
return std::make_unique<GameActionResult>();
}
};