mirror of https://github.com/OpenRCT2/OpenRCT2.git
164 lines
4.6 KiB
C++
164 lines
4.6 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014-2020 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 "../peep/Staff.h"
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#include "../ride/Track.h"
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#include "../world/Entrance.h"
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#include "../world/Park.h"
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#include "GameAction.h"
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#include "GuestSetNameAction.h"
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#include "MazeSetTrackAction.h"
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#include "PlaceParkEntranceAction.h"
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#include "PlacePeepSpawnAction.h"
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#include "RideCreateAction.h"
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#include "RideDemolishAction.h"
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#include "RideSetNameAction.h"
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#include "RideSetStatusAction.h"
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#include "SetParkEntranceFeeAction.h"
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#include "StaffSetNameAction.h"
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#include "WallRemoveAction.h"
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#pragma region PlaceParkEntranceAction
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/**
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*
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* rct2: 0x00666F4E
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*/
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money32 park_entrance_place_ghost(const CoordsXYZD& entranceLoc)
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{
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park_entrance_remove_ghost();
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auto gameAction = PlaceParkEntranceAction(entranceLoc);
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gameAction.SetFlags(GAME_COMMAND_FLAG_GHOST);
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auto result = GameActions::Execute(&gameAction);
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if (result->Error == GameActions::Status::Ok)
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{
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gParkEntranceGhostPosition = entranceLoc;
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gParkEntranceGhostExists = true;
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}
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return result->Cost;
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}
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#pragma endregion
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#pragma region SetParkEntranceFeeAction
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void park_set_entrance_fee(money32 fee)
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{
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auto gameAction = SetParkEntranceFeeAction(static_cast<money16>(fee));
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region RideCreateAction
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/**
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*
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* rct2: 0x006B4800
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*/
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void ride_construct_new(RideSelection listItem)
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{
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int32_t rideEntryIndex = ride_get_entry_index(listItem.Type, listItem.EntryIndex);
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int32_t colour1 = ride_get_random_colour_preset_index(listItem.Type);
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int32_t colour2 = ride_get_unused_preset_vehicle_colour(rideEntryIndex);
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auto gameAction = RideCreateAction(listItem.Type, listItem.EntryIndex, colour1, colour2);
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gameAction.SetCallback([](const GameAction* ga, const RideCreateGameActionResult* result) {
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if (result->Error != GameActions::Status::Ok)
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return;
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auto ride = get_ride(result->rideIndex);
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ride_construct(ride);
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});
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region RideSetStatusAction
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void ride_set_status(Ride* ride, int32_t status)
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{
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auto gameAction = RideSetStatusAction(ride->id, status);
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region RideSetNameAction
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void ride_set_name(Ride* ride, const char* name, uint32_t flags)
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{
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auto gameAction = RideSetNameAction(ride->id, name);
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gameAction.SetFlags(flags);
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region RideModifyAction
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void ride_action_modify(Ride* ride, int32_t modifyType, int32_t flags)
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{
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auto gameAction = RideDemolishAction(ride->id, modifyType);
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gameAction.SetFlags(flags);
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region GuestSetName
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void guest_set_name(uint16_t spriteIndex, const char* name)
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{
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auto gameAction = GuestSetNameAction(spriteIndex, name);
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region StaffSetName
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void staff_set_name(uint16_t spriteIndex, const char* name)
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{
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auto gameAction = StaffSetNameAction(spriteIndex, name);
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GameActions::Execute(&gameAction);
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}
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#pragma endregion
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#pragma region MazeSetTrack
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money32 maze_set_track(
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uint16_t x, uint16_t y, uint16_t z, uint8_t flags, bool initialPlacement, uint8_t direction, ride_id_t rideIndex,
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uint8_t mode)
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{
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auto gameAction = MazeSetTrackAction({ x, y, z, direction }, initialPlacement, rideIndex, mode);
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gameAction.SetFlags(flags);
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GameActions::Result::Ptr res;
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if (!(flags & GAME_COMMAND_FLAG_APPLY))
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res = GameActions::Query(&gameAction);
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else
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res = GameActions::Execute(&gameAction);
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// NOTE: ride_construction_tooldown_construct requires them to be set.
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// Refactor result type once theres no C code referencing this function.
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if (auto title = res->ErrorTitle.AsStringId())
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gGameCommandErrorTitle = *title;
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else
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gGameCommandErrorTitle = STR_NONE;
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if (auto message = res->ErrorMessage.AsStringId())
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gGameCommandErrorText = *message;
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else
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gGameCommandErrorText = STR_NONE;
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if (res->Error != GameActions::Status::Ok)
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{
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return MONEY32_UNDEFINED;
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}
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return res->Cost;
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}
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#pragma endregion
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