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/* $Id$ */
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/** @file command_type.h Types related to commands. */
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# ifndef COMMAND_TYPE_H
# define COMMAND_TYPE_H
# include "economy_type.h"
# include "strings_type.h"
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# include "tile_type.h"
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/**
* Common return value for all commands . Wraps the cost and
* a possible error message / state together .
*/
class CommandCost {
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ExpensesType expense_type ; ///< the type of expence as shown on the finances view
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Money cost ; ///< The cost of this action
StringID message ; ///< Warning message for when success is unset
bool success ; ///< Whether the comment went fine up to this moment
public :
/**
* Creates a command cost return with no cost and no error
*/
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CommandCost ( ) : expense_type ( INVALID_EXPENSES ) , cost ( 0 ) , message ( INVALID_STRING_ID ) , success ( true ) { }
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/**
* Creates a command return value the is failed with the given message
*/
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CommandCost ( StringID msg ) : expense_type ( INVALID_EXPENSES ) , cost ( 0 ) , message ( msg ) , success ( false ) { }
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/**
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* Creates a command cost with given expense type and start cost of 0
* @ param ex_t the expense type
*/
CommandCost ( ExpensesType ex_t ) : expense_type ( ex_t ) , cost ( 0 ) , message ( INVALID_STRING_ID ) , success ( true ) { }
/**
* Creates a command return value with the given start cost and expense type
* @ param ex_t the expense type
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* @ param cst the initial cost of this command
*/
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CommandCost ( ExpensesType ex_t , Money cst ) : expense_type ( ex_t ) , cost ( cst ) , message ( INVALID_STRING_ID ) , success ( true ) { }
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/**
* Adds the cost of the given command return value to this cost .
* Also takes a possible error message when it is set .
* @ param ret the command to add the cost of .
* @ return this class .
*/
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CommandCost AddCost ( CommandCost ret ) ;
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/**
* Adds the given cost to the cost of the command .
* @ param cost the cost to add
* @ return this class .
*/
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CommandCost AddCost ( Money cost )
{
this - > cost + = cost ;
return * this ;
}
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/**
* Multiplies the cost of the command by the given factor .
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* @ param factor factor to multiply the costs with
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* @ return this class
*/
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CommandCost MultiplyCost ( int factor )
{
this - > cost * = factor ;
return * this ;
}
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/**
* The costs as made up to this moment
* @ return the costs
*/
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Money GetCost ( ) const
{
return this - > cost ;
}
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/**
* The expense type of the cost
* @ return the expense type
*/
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ExpensesType GetExpensesType ( ) const
{
return this - > expense_type ;
}
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/**
* Sets the global error message * if * this class has one .
*/
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void SetGlobalErrorMessage ( ) const
{
extern StringID _error_message ;
if ( this - > message ! = INVALID_STRING_ID ) _error_message = this - > message ;
}
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/**
* Returns the error message of a command
* @ return the error message , if succeeded INVALID_STRING_ID
*/
StringID GetErrorMessage ( ) const
{
extern StringID _error_message ;
if ( this - > success ) return INVALID_STRING_ID ;
if ( this - > message ! = INVALID_STRING_ID ) return this - > message ;
return _error_message ;
}
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/**
* Did this command succeed ?
* @ return true if and only if it succeeded
*/
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bool Succeeded ( ) const
{
return this - > success ;
}
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/**
* Did this command fail ?
* @ return true if and only if it failed
*/
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bool Failed ( ) const
{
return ! this - > success ;
}
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} ;
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/**
* List of commands .
*
* This enum defines all possible commands which can be executed to the game
* engine . Observing the game like the query - tool or checking the profit of a
* vehicle don ' t result in a command which should be executed in the engine
* nor send to the server in a network game .
*
* @ see _command_proc_table
*/
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enum {
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CMD_BUILD_RAILROAD_TRACK , ///< build a rail track
CMD_REMOVE_RAILROAD_TRACK , ///< remove a rail track
CMD_BUILD_SINGLE_RAIL , ///< build a single rail track
CMD_REMOVE_SINGLE_RAIL , ///< remove a single rail track
CMD_LANDSCAPE_CLEAR , ///< demolish a tile
CMD_BUILD_BRIDGE , ///< build a bridge
CMD_BUILD_RAILROAD_STATION , ///< build a railroad station
CMD_BUILD_TRAIN_DEPOT , ///< build a train depot
CMD_BUILD_SIGNALS , ///< build a signal
CMD_REMOVE_SIGNALS , ///< remove a signal
CMD_TERRAFORM_LAND , ///< terraform a tile
CMD_PURCHASE_LAND_AREA , ///< purchase a tile
CMD_SELL_LAND_AREA , ///< sell a bought tile before
CMD_BUILD_TUNNEL , ///< build a tunnel
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CMD_REMOVE_FROM_RAILROAD_STATION , ///< remove a tile station
CMD_CONVERT_RAIL , ///< convert a rail type
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CMD_BUILD_TRAIN_WAYPOINT , ///< build a waypoint
CMD_RENAME_WAYPOINT , ///< rename a waypoint
CMD_REMOVE_TRAIN_WAYPOINT , ///< remove a waypoint
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CMD_BUILD_ROAD_STOP , ///< build a road stop
CMD_REMOVE_ROAD_STOP , ///< remove a road stop
CMD_BUILD_LONG_ROAD , ///< build a complete road (not a "half" one)
CMD_REMOVE_LONG_ROAD , ///< remove a complete road (not a "half" one)
CMD_BUILD_ROAD , ///< build a "half" road
CMD_REMOVE_ROAD , ///< remove a "half" road
CMD_BUILD_ROAD_DEPOT , ///< build a road depot
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CMD_BUILD_AIRPORT , ///< build an airport
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CMD_BUILD_DOCK , ///< build a dock
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CMD_BUILD_SHIP_DEPOT , ///< build a ship depot
CMD_BUILD_BUOY , ///< build a buoy
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CMD_PLANT_TREE , ///< plant a tree
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CMD_BUILD_RAIL_VEHICLE , ///< build a rail vehicle
CMD_MOVE_RAIL_VEHICLE , ///< move a rail vehicle (in the depot)
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CMD_SELL_RAIL_WAGON , ///< sell a rail wagon
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CMD_SEND_TRAIN_TO_DEPOT , ///< send a train to a depot
CMD_FORCE_TRAIN_PROCEED , ///< proceed a train to pass a red signal
CMD_REVERSE_TRAIN_DIRECTION , ///< turn a train around
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CMD_MODIFY_ORDER , ///< modify an order (like set full-load)
CMD_SKIP_TO_ORDER , ///< skip an order to the next of specific one
CMD_DELETE_ORDER , ///< delete an order
CMD_INSERT_ORDER , ///< insert a new order
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CMD_CHANGE_SERVICE_INT , ///< change the server interval of a vehicle
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CMD_BUILD_INDUSTRY , ///< build a new industry
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CMD_BUILD_COMPANY_HQ , ///< build the company headquarter
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CMD_SET_COMPANY_MANAGER_FACE , ///< set the manager's face of the company
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CMD_SET_COMPANY_COLOUR , ///< set the colour of the company
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CMD_INCREASE_LOAN , ///< increase the loan from the bank
CMD_DECREASE_LOAN , ///< decrease the loan from the bank
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CMD_WANT_ENGINE_PREVIEW , ///< confirm the preview of an engine
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CMD_RENAME_VEHICLE , ///< rename a whole vehicle
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CMD_RENAME_ENGINE , ///< rename a engine (in the engine list)
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CMD_RENAME_COMPANY , ///< change the company name
CMD_RENAME_PRESIDENT , ///< change the president name
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CMD_RENAME_STATION , ///< rename a station
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CMD_SELL_AIRCRAFT , ///< sell an aircraft
CMD_BUILD_AIRCRAFT , ///< build an aircraft
CMD_SEND_AIRCRAFT_TO_HANGAR , ///< send an aircraft to a hanger
CMD_REFIT_AIRCRAFT , ///< refit the cargo space of an aircraft
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CMD_PLACE_SIGN , ///< place a sign
CMD_RENAME_SIGN , ///< rename a sign
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CMD_BUILD_ROAD_VEH , ///< build a road vehicle
CMD_SELL_ROAD_VEH , ///< sell a road vehicle
CMD_SEND_ROADVEH_TO_DEPOT , ///< send a road vehicle to the depot
CMD_TURN_ROADVEH , ///< turn a road vehicle around
CMD_REFIT_ROAD_VEH , ///< refit the cargo space of a road vehicle
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CMD_PAUSE , ///< pause the game
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CMD_BUY_SHARE_IN_COMPANY , ///< buy a share from a company
CMD_SELL_SHARE_IN_COMPANY , ///< sell a share from a company
CMD_BUY_COMPANY , ///< buy a company which is bankrupt
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CMD_BUILD_TOWN , ///< build a town
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CMD_RENAME_TOWN , ///< rename a town
CMD_DO_TOWN_ACTION , ///< do a action from the town detail window (like advertises or bribe)
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CMD_SELL_SHIP , ///< sell a ship
CMD_BUILD_SHIP , ///< build a new ship
CMD_SEND_SHIP_TO_DEPOT , ///< send a ship to a depot
CMD_REFIT_SHIP , ///< refit the cargo space of a ship
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CMD_ORDER_REFIT , ///< change the refit informaction of an order (for "goto depot" )
CMD_CLONE_ORDER , ///< clone (and share) an order
CMD_CLEAR_AREA , ///< clear an area
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CMD_MONEY_CHEAT , ///< do the money cheat
CMD_BUILD_CANAL , ///< build a canal
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CMD_COMPANY_CTRL , ///< used in multiplayer to create a new companies etc.
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CMD_LEVEL_LAND , ///< level land
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CMD_REFIT_RAIL_VEHICLE , ///< refit the cargo space of a train
CMD_RESTORE_ORDER_INDEX , ///< restore vehicle order-index and service interval
CMD_BUILD_LOCK , ///< build a lock
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CMD_BUILD_SIGNAL_TRACK , ///< add signals along a track (by dragging)
CMD_REMOVE_SIGNAL_TRACK , ///< remove signals along a track (by dragging)
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CMD_GIVE_MONEY , ///< give money to another company
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CMD_CHANGE_SETTING , ///< change a setting
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CMD_CHANGE_COMPANY_SETTING , ///< change a company etting
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CMD_SET_AUTOREPLACE , ///< set an autoreplace entry
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CMD_CLONE_VEHICLE , ///< clone a vehicle
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CMD_START_STOP_VEHICLE , ///< start or stop a vehicle
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CMD_MASS_START_STOP , ///< start/stop all vehicles (in a depot)
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CMD_AUTOREPLACE_VEHICLE , ///< replace/renew a vehicle while it is in a depot
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CMD_DEPOT_SELL_ALL_VEHICLES , ///< sell all vehicles which are in a given depot
CMD_DEPOT_MASS_AUTOREPLACE , ///< force the autoreplace to take action in a given depot
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CMD_CREATE_GROUP , ///< create a new group
CMD_DELETE_GROUP , ///< delete a group
CMD_RENAME_GROUP , ///< rename a group
CMD_ADD_VEHICLE_GROUP , ///< add a vehicle to a group
CMD_ADD_SHARED_VEHICLE_GROUP , ///< add all other shared vehicles to a group which are missing
CMD_REMOVE_ALL_VEHICLES_GROUP , ///< remove all vehicles from a group
CMD_SET_GROUP_REPLACE_PROTECTION , ///< set the autoreplace-protection for a group
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CMD_MOVE_ORDER , ///< move an order
CMD_CHANGE_TIMETABLE , ///< change the timetable for a vehicle
CMD_SET_VEHICLE_ON_TIME , ///< set the vehicle on time feature (timetable)
CMD_AUTOFILL_TIMETABLE , ///< autofill the timetable
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} ;
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/**
* List of flags for a command .
*
* This enums defines some flags which can be used for the commands .
*/
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enum DoCommandFlag {
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DC_NONE = 0x000 , ///< no flag is set
DC_EXEC = 0x001 , ///< execute the given command
DC_AUTO = 0x002 , ///< don't allow building on structures
DC_QUERY_COST = 0x004 , ///< query cost only, don't build.
DC_NO_WATER = 0x008 , ///< don't allow building on water
DC_NO_RAIL_OVERLAP = 0x010 , ///< don't allow overlap of rails (used in buildrail)
DC_NO_TEST_TOWN_RATING = 0x020 , ///< town rating does not disallow you from building
DC_BANKRUPT = 0x040 , ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
DC_AUTOREPLACE = 0x080 , ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback)
DC_ALL_TILES = 0x100 , ///< allow this command also on MP_VOID tiles
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DC_NO_MODIFY_TOWN_RATING = 0x200 , ///< do not change town rating
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} ;
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DECLARE_ENUM_AS_BIT_SET ( DoCommandFlag ) ;
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/**
* Used to combine a StringID with the command .
*
* This macro can be used to add a StringID ( the error message to show ) on a command - id
* ( CMD_xxx ) . Use the binary or - operator " | " to combine the command with the result from
* this macro .
*
* @ param x The StringID to combine with a command - id
*/
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# define CMD_MSG(x) ((x) << 16)
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/**
* Defines some flags .
*
* This enumeration defines some flags which are binary - or ' ed on a command .
*/
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enum {
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CMD_NETWORK_COMMAND = 0x0100 , ///< execute the command without sending it on the network
CMD_NO_TEST_IF_IN_NETWORK = 0x0200 , ///< When enabled, the command will bypass the no-DC_EXEC round if in network
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CMD_FLAGS_MASK = 0xFF00 , ///< mask for all command flags
CMD_ID_MASK = 0x00FF , ///< mask for the command ID
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} ;
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/**
* Command flags for the command table _command_proc_table .
*
* This enumeration defines flags for the _command_proc_table .
*/
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enum {
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CMD_SERVER = 0x01 , ///< the command can only be initiated by the server
CMD_SPECTATOR = 0x02 , ///< the command may be initiated by a spectator
CMD_OFFLINE = 0x04 , ///< the command cannot be executed in a multiplayer game; single-player only
CMD_AUTO = 0x08 , ///< set the DC_AUTO flag on this command
CMD_ALL_TILES = 0x10 , ///< allow this command also on MP_VOID tiles
CMD_NO_TEST = 0x20 , ///< the command's output may differ between test and execute due to town rating changes etc.
CMD_NO_WATER = 0x40 , ///< set the DC_NO_WATER flag on this command
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} ;
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/**
* Defines the callback type for all command handler functions .
*
* This type defines the function header for all functions which handles a CMD_ * command .
* A command handler use the parameters to act according to the meaning of the command .
* The tile parameter defines the tile to perform an action on .
* The flag parameter is filled with flags from the DC_ * enumeration . The parameters
* p1 and p2 are filled with parameters for the command like " which road type " , " which
* order " or " direction " . Each function should mentioned in there doxygen comments
* the usage of these parameters .
*
* @ param tile The tile to apply a command on
* @ param flags Flags for the command , from the DC_ * enumeration
* @ param p1 Additional data for the command
* @ param p2 Additional data for the command
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* @ param text Additional text
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* @ return The CommandCost of the command , which can be succeeded or failed .
*/
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typedef CommandCost CommandProc ( TileIndex tile , DoCommandFlag flags , uint32 p1 , uint32 p2 , const char * text ) ;
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/**
* Define a command with the flags which belongs to it .
*
* This struct connect a command handler function with the flags created with
* the # CMD_AUTO , # CMD_OFFLINE and # CMD_SERVER values .
*/
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struct Command {
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CommandProc * proc ;
byte flags ;
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} ;
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/**
* Define a callback function for the client , after the command is finished .
*
* Functions of this type are called after the command is finished . The parameters
* are from the # CommandProc callback type . The boolean parameter indicates if the
* command succeeded or failed .
*
* @ param success If the command succeeded or not .
* @ param tile The tile of the command action
* @ param p1 Additional data of the command
* @ param p1 Additional data of the command
* @ see CommandProc
*/
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typedef void CommandCallback ( bool success , TileIndex tile , uint32 p1 , uint32 p2 ) ;
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/**
* Structure for buffering the build command when selecting a station to join .
*/
struct CommandContainer {
TileIndex tile ; ///< tile command being executed on
uint32 p1 ; ///< parameter p1
uint32 p2 ; ///< parameter p2
uint32 cmd ; ///< command being executed
CommandCallback * callback ; ///< any callback function executed upon successful completion of the command
char text [ 80 ] ; ///< possible text sent for name changes etc
} ;
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# endif /* COMMAND_TYPE_H */