OpenRCT2/src/openrct2/actions/ScenarioSetSettingAction.cpp

274 lines
10 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 "ScenarioSetSettingAction.h"
#include "../GameState.h"
#include "../OpenRCT2.h"
#include "../entity/Peep.h"
#include "../interface/Window.h"
#include "../management/Finance.h"
#include "../scenario/Scenario.h"
#include "../util/Util.h"
#include "../world/Park.h"
#include <algorithm>
using namespace OpenRCT2;
void ScenarioSetSettingAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_setting) << DS_TAG(_value);
}
void ScenarioSetSettingAction::AcceptParameters(GameActionParameterVisitor& visitor)
{
visitor.Visit("setting", _setting);
visitor.Visit("value", _value);
}
GameActions::Result ScenarioSetSettingAction::Query() const
{
if (_setting >= ScenarioSetSetting::Count)
{
LOG_ERROR("Invalid scenario setting: %u", _setting);
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_ERR_INVALID_PARAMETER, STR_ERR_VALUE_OUT_OF_RANGE);
}
return GameActions::Result();
}
GameActions::Result ScenarioSetSettingAction::Execute() const
{
auto& gameState = GetGameState();
switch (_setting)
{
case ScenarioSetSetting::NoMoney:
if (gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR)
{
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_NO_MONEY;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_NO_MONEY;
}
}
else
{
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_NO_MONEY;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_NO_MONEY;
}
// Invalidate all windows that have anything to do with finance
WindowInvalidateByClass(WindowClass::Ride);
WindowInvalidateByClass(WindowClass::Peep);
WindowInvalidateByClass(WindowClass::ParkInformation);
WindowInvalidateByClass(WindowClass::Finances);
WindowInvalidateByClass(WindowClass::BottomToolbar);
WindowInvalidateByClass(WindowClass::TopToolbar);
}
break;
case ScenarioSetSetting::InitialCash:
gameState.InitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000000.00_GBP);
gameState.Cash = gameState.InitialCash;
WindowInvalidateByClass(WindowClass::Finances);
WindowInvalidateByClass(WindowClass::BottomToolbar);
break;
case ScenarioSetSetting::InitialLoan:
gameState.BankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
gameState.MaxBankLoan = std::max(gameState.BankLoan, gameState.MaxBankLoan);
WindowInvalidateByClass(WindowClass::Finances);
break;
case ScenarioSetSetting::MaximumLoanSize:
gameState.MaxBankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
gameState.BankLoan = std::min(gameState.BankLoan, gameState.MaxBankLoan);
WindowInvalidateByClass(WindowClass::Finances);
break;
case ScenarioSetSetting::AnnualInterestRate:
gameState.BankLoanInterestRate = std::clamp<uint8_t>(_value, 0, MaxBankLoanInterestRate);
WindowInvalidateByClass(WindowClass::Finances);
break;
case ScenarioSetSetting::ForbidMarketingCampaigns:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
}
break;
case ScenarioSetSetting::AverageCashPerGuest:
gameState.GuestInitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000.00_GBP);
break;
case ScenarioSetSetting::GuestInitialHappiness:
gameState.GuestInitialHappiness = std::clamp<uint8_t>(_value, 40, 250);
break;
case ScenarioSetSetting::GuestInitialHunger:
gameState.GuestInitialHunger = std::clamp<uint8_t>(_value, 40, 250);
break;
case ScenarioSetSetting::GuestInitialThirst:
gameState.GuestInitialThirst = std::clamp<uint8_t>(_value, 40, 250);
break;
case ScenarioSetSetting::GuestsPreferLessIntenseRides:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
}
break;
case ScenarioSetSetting::GuestsPreferMoreIntenseRides:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
}
break;
case ScenarioSetSetting::CostToBuyLand:
gameState.LandPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
break;
case ScenarioSetSetting::CostToBuyConstructionRights:
gameState.ConstructionRightsPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
break;
case ScenarioSetSetting::ParkChargeMethod:
if (gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR)
{
if (_value == 0)
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.Park.EntranceFee = 0.00_GBP;
}
else if (_value == 1)
{
gameState.Park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.Park.EntranceFee = 10.00_GBP;
}
else
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
gameState.Park.EntranceFee = 10.00_GBP;
}
}
else
{
if (_value == 0)
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
}
else if (_value == 1)
{
gameState.Park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
}
else
{
gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
gameState.Park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
}
WindowInvalidateByClass(WindowClass::ParkInformation);
WindowInvalidateByClass(WindowClass::Ride);
}
break;
case ScenarioSetSetting::ParkChargeEntryFee:
gameState.Park.EntranceFee = std::clamp<money64>(_value, 0.00_GBP, MAX_ENTRANCE_FEE);
WindowInvalidateByClass(WindowClass::ParkInformation);
break;
case ScenarioSetSetting::ForbidTreeRemoval:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_TREE_REMOVAL;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_TREE_REMOVAL;
}
break;
case ScenarioSetSetting::ForbidLandscapeChanges:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
}
break;
case ScenarioSetSetting::ForbidHighConstruction:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
}
break;
case ScenarioSetSetting::ParkRatingHigherDifficultyLevel:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_DIFFICULT_PARK_RATING;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_DIFFICULT_PARK_RATING;
}
break;
case ScenarioSetSetting::GuestGenerationHigherDifficultyLevel:
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
}
break;
case ScenarioSetSetting::AllowEarlyCompletion:
gAllowEarlyCompletionInNetworkPlay = _value;
break;
case ScenarioSetSetting::UseRCT1Interest:
{
if (_value != 0)
{
gameState.Park.Flags |= PARK_FLAGS_RCT1_INTEREST;
}
else
{
gameState.Park.Flags &= ~PARK_FLAGS_RCT1_INTEREST;
}
break;
}
default:
LOG_ERROR("Invalid scenario setting %u", _setting);
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_ERR_INVALID_PARAMETER, STR_ERR_VALUE_OUT_OF_RANGE);
}
WindowInvalidateByClass(WindowClass::EditorScenarioOptions);
return GameActions::Result();
}