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TrackDesignAction.cpp
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TrackDesignAction.cpp
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/*****************************************************************************
* 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 "TrackDesignAction.h"
#include "../Context.h"
#include "../management/Finance.h"
#include "../management/Research.h"
#include "../object/ObjectManager.h"
#include "../object/ObjectRepository.h"
#include "../rct12/RCT12.h"
#include "../ride/RideConstruction.h"
#include "../ride/TrackDesign.h"
#include "RideCreateAction.h"
#include "RideDemolishAction.h"
#include "RideSetNameAction.h"
#include "RideSetSettingAction.h"
#include "RideSetVehicleAction.h"
TrackDesignAction::TrackDesignAction(const CoordsXYZD& location, const TrackDesign& td)
: _loc(location)
, _td(td)
{
}
void TrackDesignAction::AcceptParameters(GameActionParameterVisitor& visitor)
{
visitor.Visit(_loc);
// TODO visit the track design (it has a lot of sub fields)
}
uint16_t TrackDesignAction::GetActionFlags() const
{
return GameActionBase::GetActionFlags();
}
void TrackDesignAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_loc);
_td.Serialise(stream);
}
GameActions::Result TrackDesignAction::Query() const
{
auto res = GameActions::Result();
res.Position.x = _loc.x + 16;
res.Position.y = _loc.y + 16;
res.Position.z = _loc.z;
res.Expenditure = ExpenditureType::RideConstruction;
_currentTrackPieceDirection = _loc.direction;
if (!LocationValid(_loc))
{
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_NONE);
}
auto& objManager = OpenRCT2::GetContext()->GetObjectManager();
auto entryIndex = objManager.GetLoadedObjectEntryIndex(_td.vehicle_object);
if (entryIndex == OBJECT_ENTRY_INDEX_NULL)
{
// Force a fallback if the entry is not invented yet a td6 of it is selected,
// which can happen in select-by-track-type mode
if (!ride_entry_is_invented(entryIndex) && !gCheatsIgnoreResearchStatus)
{
entryIndex = OBJECT_ENTRY_INDEX_NULL;
}
}
// Colours do not matter as will be overwritten
auto rideCreateAction = RideCreateAction(_td.type, entryIndex, 0, 0);
rideCreateAction.SetFlags(GetFlags());
auto r = GameActions::ExecuteNested(&rideCreateAction);
if (r.Error != GameActions::Status::Ok)
{
return GameActions::Result(GameActions::Status::NoFreeElements, STR_CANT_CREATE_NEW_RIDE_ATTRACTION, STR_NONE);
}
const auto rideIndex = r.GetData<ride_id_t>();
auto ride = get_ride(rideIndex);
if (ride == nullptr)
{
log_warning("Invalid game command for track placement, ride id = %d", rideIndex);
return GameActions::Result(GameActions::Status::Unknown, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_NONE);
}
bool placeScenery = true;
uint32_t flags = 0;
if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
flags |= GAME_COMMAND_FLAG_GHOST;
if (GetFlags() & GAME_COMMAND_FLAG_REPLAY)
flags |= GAME_COMMAND_FLAG_REPLAY;
auto queryRes = TrackDesignPlace(const_cast<TrackDesign*>(&_td), flags, placeScenery, ride, _loc);
if (_trackDesignPlaceStateSceneryUnavailable)
{
placeScenery = false;
queryRes = TrackDesignPlace(const_cast<TrackDesign*>(&_td), flags, placeScenery, ride, _loc);
}
auto gameAction = RideDemolishAction(ride->id, RIDE_MODIFY_DEMOLISH);
gameAction.SetFlags(GetFlags());
GameActions::ExecuteNested(&gameAction);
if (queryRes.Error != GameActions::Status::Ok)
{
res.Error = queryRes.Error;
res.ErrorTitle = STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE;
res.ErrorMessage = queryRes.ErrorMessage;
res.ErrorMessageArgs = queryRes.ErrorMessageArgs;
return res;
}
res.Cost = queryRes.Cost;
res.SetData(ride_id_t{ RIDE_ID_NULL });
return res;
}
GameActions::Result TrackDesignAction::Execute() const
{
auto res = GameActions::Result();
res.Position.x = _loc.x + 16;
res.Position.y = _loc.y + 16;
res.Position.z = _loc.z;
res.Expenditure = ExpenditureType::RideConstruction;
auto& objManager = OpenRCT2::GetContext()->GetObjectManager();
auto entryIndex = objManager.GetLoadedObjectEntryIndex(_td.vehicle_object);
if (entryIndex == OBJECT_ENTRY_INDEX_NULL)
{
// Force a fallback if the entry is not invented yet a td6 of it is selected,
// which can happen in select-by-track-type mode
if (!ride_entry_is_invented(entryIndex) && !gCheatsIgnoreResearchStatus)
{
entryIndex = OBJECT_ENTRY_INDEX_NULL;
}
}
// Colours do not matter as will be overwritten
auto rideCreateAction = RideCreateAction(_td.type, entryIndex, 0, 0);
rideCreateAction.SetFlags(GetFlags());
auto r = GameActions::ExecuteNested(&rideCreateAction);
if (r.Error != GameActions::Status::Ok)
{
return GameActions::Result(GameActions::Status::NoFreeElements, STR_CANT_CREATE_NEW_RIDE_ATTRACTION, STR_NONE);
}
const auto rideIndex = r.GetData<ride_id_t>();
auto ride = get_ride(rideIndex);
if (ride == nullptr)
{
log_warning("Invalid game command for track placement, ride id = %d", rideIndex);
return GameActions::Result(GameActions::Status::Unknown, STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE, STR_NONE);
}
// Query first, this is required again to determine if scenery is available.
bool placeScenery = true;
uint32_t flags = 0;
if (GetFlags() & GAME_COMMAND_FLAG_GHOST)
flags |= GAME_COMMAND_FLAG_GHOST;
if (GetFlags() & GAME_COMMAND_FLAG_REPLAY)
flags |= GAME_COMMAND_FLAG_REPLAY;
auto queryRes = TrackDesignPlace(const_cast<TrackDesign*>(&_td), flags, placeScenery, ride, _loc);
if (_trackDesignPlaceStateSceneryUnavailable)
{
placeScenery = false;
queryRes = TrackDesignPlace(const_cast<TrackDesign*>(&_td), flags, placeScenery, ride, _loc);
}
if (queryRes.Error != GameActions::Status::Ok)
{
auto gameAction = RideDemolishAction(ride->id, RIDE_MODIFY_DEMOLISH);
gameAction.SetFlags(GetFlags());
GameActions::ExecuteNested(&gameAction);
res.Error = queryRes.Error;
res.ErrorTitle = STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE;
res.ErrorMessage = queryRes.ErrorMessage;
res.ErrorMessageArgs = queryRes.ErrorMessageArgs;
return res;
}
// Execute.
flags |= GAME_COMMAND_FLAG_APPLY;
auto execRes = TrackDesignPlace(const_cast<TrackDesign*>(&_td), flags, placeScenery, ride, _loc);
if (execRes.Error != GameActions::Status::Ok)
{
auto gameAction = RideDemolishAction(ride->id, RIDE_MODIFY_DEMOLISH);
gameAction.SetFlags(GetFlags());
GameActions::ExecuteNested(&gameAction);
res.Error = execRes.Error;
res.ErrorTitle = STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE;
res.ErrorMessage = execRes.ErrorMessage;
res.ErrorMessageArgs = execRes.ErrorMessageArgs;
return res;
}
if (entryIndex != OBJECT_ENTRY_INDEX_NULL)
{
auto colour = ride_get_unused_preset_vehicle_colour(entryIndex);
auto rideSetVehicleAction = RideSetVehicleAction(ride->id, RideSetVehicleType::RideEntry, entryIndex, colour);
GameActions::ExecuteNested(&rideSetVehicleAction);
}
set_operating_setting_nested(ride->id, RideSetSetting::Mode, static_cast<uint8_t>(_td.ride_mode), GAME_COMMAND_FLAG_APPLY);
auto rideSetVehicleAction2 = RideSetVehicleAction(ride->id, RideSetVehicleType::NumTrains, _td.number_of_trains);
GameActions::ExecuteNested(&rideSetVehicleAction2);
auto rideSetVehicleAction3 = RideSetVehicleAction(
ride->id, RideSetVehicleType::NumCarsPerTrain, _td.number_of_cars_per_train);
GameActions::ExecuteNested(&rideSetVehicleAction3);
set_operating_setting_nested(ride->id, RideSetSetting::Departure, _td.depart_flags, GAME_COMMAND_FLAG_APPLY);
set_operating_setting_nested(ride->id, RideSetSetting::MinWaitingTime, _td.min_waiting_time, GAME_COMMAND_FLAG_APPLY);
set_operating_setting_nested(ride->id, RideSetSetting::MaxWaitingTime, _td.max_waiting_time, GAME_COMMAND_FLAG_APPLY);
set_operating_setting_nested(ride->id, RideSetSetting::Operation, _td.operation_setting, GAME_COMMAND_FLAG_APPLY);
set_operating_setting_nested(ride->id, RideSetSetting::LiftHillSpeed, _td.lift_hill_speed & 0x1F, GAME_COMMAND_FLAG_APPLY);
uint8_t num_circuits = _td.num_circuits;
if (num_circuits == 0)
{
num_circuits = 1;
}
set_operating_setting_nested(ride->id, RideSetSetting::NumCircuits, num_circuits, GAME_COMMAND_FLAG_APPLY);
ride->SetToDefaultInspectionInterval();
ride->lifecycle_flags |= RIDE_LIFECYCLE_NOT_CUSTOM_DESIGN;
ride->colour_scheme_type = _td.colour_scheme;
auto stationIdentifier = GetStationIdentifierFromStyle(_td.entrance_style);
ride->entrance_style = objManager.GetLoadedObjectEntryIndex(stationIdentifier);
if (ride->entrance_style == OBJECT_ENTRY_INDEX_NULL)
{
ride->entrance_style = gLastEntranceStyle;
}
for (int32_t i = 0; i < RCT12::Limits::NumColourSchemes; i++)
{
ride->track_colour[i].main = _td.track_spine_colour[i];
ride->track_colour[i].additional = _td.track_rail_colour[i];
ride->track_colour[i].supports = _td.track_support_colour[i];
}
for (size_t i = 0; i <= MAX_VEHICLES_PER_RIDE; i++)
{
auto tdIndex = std::min(i, std::size(_td.vehicle_colours) - 1);
ride->vehicle_colours[i].Body = _td.vehicle_colours[tdIndex].body_colour;
ride->vehicle_colours[i].Trim = _td.vehicle_colours[tdIndex].trim_colour;
ride->vehicle_colours[i].Ternary = _td.vehicle_additional_colour[tdIndex];
}
for (int32_t count = 1; count == 1 || r.Error != GameActions::Status::Ok; ++count)
{
auto name = count == 1 ? _td.name : (_td.name + " " + std::to_string(count));
auto gameAction = RideSetNameAction(ride->id, name);
gameAction.SetFlags(GetFlags());
r = GameActions::ExecuteNested(&gameAction);
}
res.Cost = execRes.Cost;
res.SetData(ride_id_t{ ride->id });
return res;
}