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