OpenRCT2/src/openrct2/actions/GameActionCompat.cpp

164 lines
4.6 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.
*****************************************************************************/
#include "../peep/Staff.h"
#include "../ride/Track.h"
#include "../world/Entrance.h"
#include "../world/Park.h"
#include "GameAction.h"
#include "GuestSetNameAction.h"
#include "MazeSetTrackAction.h"
#include "PlaceParkEntranceAction.h"
#include "PlacePeepSpawnAction.h"
#include "RideCreateAction.h"
#include "RideDemolishAction.h"
#include "RideSetNameAction.h"
#include "RideSetStatusAction.h"
#include "SetParkEntranceFeeAction.h"
#include "StaffSetNameAction.h"
#include "WallRemoveAction.h"
#pragma region PlaceParkEntranceAction
/**
*
* rct2: 0x00666F4E
*/
money32 park_entrance_place_ghost(const CoordsXYZD& entranceLoc)
{
park_entrance_remove_ghost();
auto gameAction = PlaceParkEntranceAction(entranceLoc);
gameAction.SetFlags(GAME_COMMAND_FLAG_GHOST);
auto result = GameActions::Execute(&gameAction);
if (result->Error == GameActions::Status::Ok)
{
gParkEntranceGhostPosition = entranceLoc;
gParkEntranceGhostExists = true;
}
return result->Cost;
}
#pragma endregion
#pragma region SetParkEntranceFeeAction
void park_set_entrance_fee(money32 fee)
{
auto gameAction = SetParkEntranceFeeAction(static_cast<money16>(fee));
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region RideCreateAction
/**
*
* rct2: 0x006B4800
*/
void ride_construct_new(RideSelection listItem)
{
int32_t rideEntryIndex = ride_get_entry_index(listItem.Type, listItem.EntryIndex);
int32_t colour1 = ride_get_random_colour_preset_index(listItem.Type);
int32_t colour2 = ride_get_unused_preset_vehicle_colour(rideEntryIndex);
auto gameAction = RideCreateAction(listItem.Type, listItem.EntryIndex, colour1, colour2);
gameAction.SetCallback([](const GameAction* ga, const RideCreateGameActionResult* result) {
if (result->Error != GameActions::Status::Ok)
return;
auto ride = get_ride(result->rideIndex);
ride_construct(ride);
});
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region RideSetStatusAction
void ride_set_status(Ride* ride, int32_t status)
{
auto gameAction = RideSetStatusAction(ride->id, status);
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region RideSetNameAction
void ride_set_name(Ride* ride, const char* name, uint32_t flags)
{
auto gameAction = RideSetNameAction(ride->id, name);
gameAction.SetFlags(flags);
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region RideModifyAction
void ride_action_modify(Ride* ride, int32_t modifyType, int32_t flags)
{
auto gameAction = RideDemolishAction(ride->id, modifyType);
gameAction.SetFlags(flags);
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region GuestSetName
void guest_set_name(uint16_t spriteIndex, const char* name)
{
auto gameAction = GuestSetNameAction(spriteIndex, name);
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region StaffSetName
void staff_set_name(uint16_t spriteIndex, const char* name)
{
auto gameAction = StaffSetNameAction(spriteIndex, name);
GameActions::Execute(&gameAction);
}
#pragma endregion
#pragma region MazeSetTrack
money32 maze_set_track(
uint16_t x, uint16_t y, uint16_t z, uint8_t flags, bool initialPlacement, uint8_t direction, ride_id_t rideIndex,
uint8_t mode)
{
auto gameAction = MazeSetTrackAction({ x, y, z, direction }, initialPlacement, rideIndex, mode);
gameAction.SetFlags(flags);
GameActions::Result::Ptr res;
if (!(flags & GAME_COMMAND_FLAG_APPLY))
res = GameActions::Query(&gameAction);
else
res = GameActions::Execute(&gameAction);
// NOTE: ride_construction_tooldown_construct requires them to be set.
// Refactor result type once theres no C code referencing this function.
if (auto title = res->ErrorTitle.AsStringId())
gGameCommandErrorTitle = *title;
else
gGameCommandErrorTitle = STR_NONE;
if (auto message = res->ErrorMessage.AsStringId())
gGameCommandErrorText = *message;
else
gGameCommandErrorText = STR_NONE;
if (res->Error != GameActions::Status::Ok)
{
return MONEY32_UNDEFINED;
}
return res->Cost;
}
#pragma endregion