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OpenTTD-patches/src/misc_cmd.cpp

385 lines
10 KiB
C++

/* $Id$ */
/** @file misc_cmd.cpp Some misc functions that are better fitted in other files, but never got moved there... */
#include "stdafx.h"
#include "openttd.h"
#include "command_func.h"
#include "economy_func.h"
#include "gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "network/network.h"
#include "variables.h"
#include "livery.h"
#include "company_manager_face.h"
#include "strings_func.h"
#include "gfx_func.h"
#include "functions.h"
#include "vehicle_func.h"
#include "string_func.h"
#include "company_func.h"
#include "company_base.h"
#include "company_gui.h"
#include "settings_type.h"
#include "table/strings.h"
/** Change the company manager's face.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 face bitmasked
*/
CommandCost CmdSetCompanyManagerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
CompanyManagerFace cmf = (CompanyManagerFace)p2;
if (!IsValidCompanyManagerFace(cmf)) return CMD_ERROR;
if (flags & DC_EXEC) {
GetCompany(_current_company)->face = cmf;
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Change the company's company-colour
* @param tile unused
* @param flags operation to perform
* @param p1 bitstuffed:
* p1 bits 0-7 scheme to set
* p1 bits 8-9 set in use state or first/second colour
* @param p2 new colour for vehicles, property, etc.
*/
CommandCost CmdSetCompanyColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
if (p2 >= 16) return CMD_ERROR; // max 16 colours
byte colour = p2;
LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8);
byte state = GB(p1, 8, 2);
if (scheme >= LS_END || state >= 3) return CMD_ERROR;
Company *c = GetCompany(_current_company);
/* Ensure no two companies have the same primary colour */
if (scheme == LS_DEFAULT && state == 0) {
const Company *cc;
FOR_ALL_COMPANIES(cc) {
if (cc != c && cc->colour == colour) return CMD_ERROR;
}
}
if (flags & DC_EXEC) {
switch (state) {
case 0:
c->livery[scheme].colour1 = colour;
/* If setting the first colour of the default scheme, adjust the
* original and cached company colours too. */
if (scheme == LS_DEFAULT) {
_company_colours[_current_company] = colour;
c->colour = colour;
}
break;
case 1:
c->livery[scheme].colour2 = colour;
break;
case 2:
c->livery[scheme].in_use = colour != 0;
/* Now handle setting the default scheme's in_use flag.
* This is different to the other schemes, as it signifies if any
* scheme is active at all. If this flag is not set, then no
* processing of vehicle types occurs at all, and only the default
* colours will be used. */
/* If enabling a scheme, set the default scheme to be in use too */
if (colour != 0) {
c->livery[LS_DEFAULT].in_use = true;
break;
}
/* Else loop through all schemes to see if any are left enabled.
* If not, disable the default scheme too. */
c->livery[LS_DEFAULT].in_use = false;
for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
if (c->livery[scheme].in_use) {
c->livery[LS_DEFAULT].in_use = true;
break;
}
}
break;
default:
break;
}
ResetVehicleColorMap();
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Increase the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 when 0: loans LOAN_INTERVAL
* when 1: loans the maximum loan permitting money (press CTRL),
*/
CommandCost CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
Company *c = GetCompany(_current_company);
if (c->current_loan >= _economy.max_loan) {
SetDParam(0, _economy.max_loan);
return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
}
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Take some extra loan
loan = (IsHumanCompany(_current_company) || _settings_game.ai.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI;
break;
case 1: // Take a loan as big as possible
loan = _economy.max_loan - c->current_loan;
break;
}
/* Overflow protection */
if (c->money + c->current_loan + loan < c->money) return CMD_ERROR;
if (flags & DC_EXEC) {
c->money += loan;
c->current_loan += loan;
InvalidateCompanyWindows(c);
}
return CommandCost(EXPENSES_OTHER);
}
/** Decrease the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 when 0: pays back LOAN_INTERVAL
* when 1: pays back the maximum loan permitting money (press CTRL),
*/
CommandCost CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
Company *c = GetCompany(_current_company);
if (c->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Pay back one step
loan = min(c->current_loan, (Money)(IsHumanCompany(_current_company) || _settings_game.ai.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI);
break;
case 1: // Pay back as much as possible
loan = max(min(c->current_loan, c->money), (Money)LOAN_INTERVAL);
loan -= loan % LOAN_INTERVAL;
break;
}
if (c->money < loan) {
SetDParam(0, loan);
return_cmd_error(STR_702E_REQUIRED);
}
if (flags & DC_EXEC) {
c->money -= loan;
c->current_loan -= loan;
InvalidateCompanyWindows(c);
}
return CommandCost();
}
static bool IsUniqueCompanyName(const char *name)
{
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->name != NULL && strcmp(c->name, name) == 0) return false;
}
return true;
}
/** Change the name of the company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdRenameCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
bool reset = StrEmpty(text);
if (!reset) {
if (strlen(text) >= MAX_LENGTH_COMPANY_NAME_BYTES) return CMD_ERROR;
if (!IsUniqueCompanyName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
}
if (flags & DC_EXEC) {
Company *c = GetCompany(_current_company);
free(c->name);
c->name = reset ? NULL : strdup(text);
MarkWholeScreenDirty();
}
return CommandCost();
}
static bool IsUniquePresidentName(const char *name)
{
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->president_name != NULL && strcmp(c->president_name, name) == 0) return false;
}
return true;
}
/** Change the name of the president.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdRenamePresident(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
bool reset = StrEmpty(text);
if (!reset) {
if (strlen(text) >= MAX_LENGTH_PRESIDENT_NAME_BYTES) return CMD_ERROR;
if (!IsUniquePresidentName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
}
if (flags & DC_EXEC) {
Company *c = GetCompany(_current_company);
free(c->president_name);
if (reset) {
c->president_name = NULL;
} else {
c->president_name = strdup(text);
if (c->name_1 == STR_SV_UNNAMED && c->name == NULL) {
char buf[80];
snprintf(buf, lengthof(buf), "%s Transport", text);
DoCommand(0, 0, 0, DC_EXEC, CMD_RENAME_COMPANY, buf);
}
}
MarkWholeScreenDirty();
}
return CommandCost();
}
/**
* In case of an unsafe unpause, we want the
* user to confirm that it might crash.
* @param w unused
* @param confirmed whether the user confirms his/her action
*/
static void AskUnsafeUnpauseCallback(Window *w, bool confirmed)
{
DoCommandP(0, confirmed ? 0 : 1, 0, CMD_PAUSE);
}
/** Pause/Unpause the game (server-only).
* Increase or decrease the pause counter. If the counter is zero,
* the game is unpaused. A counter is used instead of a boolean value
* to have more control over the game when saving/loading, etc.
* @param tile unused
* @param flags operation to perform
* @param p1 0 = decrease pause counter; 1 = increase pause counter
* @param p2 unused
*/
CommandCost CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
if (flags & DC_EXEC) {
_pause_game += (p1 == 0) ? -1 : 1;
switch (_pause_game) {
case -4:
case -1:
_pause_game = 0;
break;
case -3:
ShowQuery(
STR_NEWGRF_UNPAUSE_WARNING_TITLE,
STR_NEWGRF_UNPAUSE_WARNING,
NULL,
AskUnsafeUnpauseCallback
);
break;
default: break;
}
InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_MAIN_TOOLBAR, 0);
}
return CommandCost();
}
/** Change the financial flow of your company.
* This is normally only enabled in offline mode, but if there is a debug
* build, you can cheat (to test).
* @param tile unused
* @param flags operation to perform
* @param p1 the amount of money to receive (if negative), or spend (if positive)
* @param p2 unused
*/
CommandCost CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
#ifndef _DEBUG
if (_networking) return CMD_ERROR;
#endif
return CommandCost(EXPENSES_OTHER, -(int32)p1);
}
/** Transfer funds (money) from one company to another.
* To prevent abuse in multiplayer games you can only send money to other
* companies if you have paid off your loan (either explicitely, or implicitely
* given the fact that you have more money than loan).
* @param tile unused
* @param flags operation to perform
* @param p1 the amount of money to transfer; max 20.000.000
* @param p2 the company to transfer the money to
*/
CommandCost CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
if (!_settings_game.economy.give_money) return CMD_ERROR;
const Company *c = GetCompany(_current_company);
CommandCost amount(EXPENSES_OTHER, min((Money)p1, (Money)20000000LL));
/* You can only transfer funds that is in excess of your loan */
if (c->money - c->current_loan < amount.GetCost() || amount.GetCost() <= 0) return CMD_ERROR;
if (!_networking || !IsValidCompanyID((CompanyID)p2)) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Add money to company */
CompanyID old_company = _current_company;
_current_company = (CompanyID)p2;
SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -amount.GetCost()));
_current_company = old_company;
}
/* Subtract money from local-company */
return amount;
}