mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
398 lines
11 KiB
C++
398 lines
11 KiB
C++
/* $Id$ */
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/** @file misc_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "string.h"
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#include "table/strings.h"
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#include "command.h"
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#include "player.h"
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#include "gfx.h"
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#include "window.h"
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#include "gui.h"
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#include "economy.h"
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#include "network/network.h"
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#include "variables.h"
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#include "livery.h"
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#include "player_face.h"
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#include "strings.h"
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/** Change the player's face.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 unused
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* @param p2 face bitmasked
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*/
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CommandCost CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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PlayerFace pf = (PlayerFace)p2;
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if (!IsValidPlayerFace(pf)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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GetPlayer(_current_player)->face = pf;
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MarkWholeScreenDirty();
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}
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return CommandCost();
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}
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/** Change the player's company-colour
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* @param tile unused
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* @param flags operation to perform
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* @param p1 bitstuffed:
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* p1 bits 0-7 scheme to set
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* p1 bits 8-9 set in use state or first/second colour
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* @param p2 new colour for vehicles, property, etc.
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*/
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CommandCost CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Player *p, *pp;
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byte colour;
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LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8);
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byte state = GB(p1, 8, 2);
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if (p2 >= 16) return CMD_ERROR; // max 16 colours
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colour = p2;
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if (scheme >= LS_END || state >= 3) return CMD_ERROR;
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p = GetPlayer(_current_player);
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/* Ensure no two companies have the same primary colour */
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if (scheme == LS_DEFAULT && state == 0) {
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FOR_ALL_PLAYERS(pp) {
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if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR;
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}
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}
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if (flags & DC_EXEC) {
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switch (state) {
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case 0:
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p->livery[scheme].colour1 = colour;
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/* If setting the first colour of the default scheme, adjust the
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* original and cached player colours too. */
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if (scheme == LS_DEFAULT) {
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_player_colors[_current_player] = colour;
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p->player_color = colour;
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}
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break;
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case 1:
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p->livery[scheme].colour2 = colour;
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break;
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case 2:
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p->livery[scheme].in_use = colour != 0;
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/* Now handle setting the default scheme's in_use flag.
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* This is different to the other schemes, as it signifies if any
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* scheme is active at all. If this flag is not set, then no
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* processing of vehicle types occurs at all, and only the default
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* colours will be used. */
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/* If enabling a scheme, set the default scheme to be in use too */
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if (colour != 0) {
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p->livery[LS_DEFAULT].in_use = true;
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break;
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}
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/* Else loop through all schemes to see if any are left enabled.
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* If not, disable the default scheme too. */
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p->livery[LS_DEFAULT].in_use = false;
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for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
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if (p->livery[scheme].in_use) {
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p->livery[LS_DEFAULT].in_use = true;
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break;
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}
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}
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break;
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default:
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break;
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}
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ResetVehicleColorMap();
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MarkWholeScreenDirty();
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}
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return CommandCost();
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}
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/** Increase the loan of your company.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 unused
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* @param p2 when 0: loans LOAN_INTERVAL
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* when 1: loans the maximum loan permitting money (press CTRL),
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*/
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CommandCost CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Player *p = GetPlayer(_current_player);
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if (p->current_loan >= _economy.max_loan) {
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SetDParam(0, _economy.max_loan);
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return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
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}
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Money loan;
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switch (p2) {
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default: return CMD_ERROR; // Invalid method
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case 0: // Take some extra loan
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loan = (IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI;
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break;
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case 1: // Take a loan as big as possible
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loan = _economy.max_loan - p->current_loan;
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break;
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}
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/* Overflow protection */
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if (p->player_money + p->current_loan + loan < p->player_money) return CMD_ERROR;
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if (flags & DC_EXEC) {
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p->player_money += loan;
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p->current_loan += loan;
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InvalidatePlayerWindows(p);
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}
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return CommandCost();
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}
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/** Decrease the loan of your company.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 unused
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* @param p2 when 0: pays back LOAN_INTERVAL
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* when 1: pays back the maximum loan permitting money (press CTRL),
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*/
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CommandCost CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Player *p = GetPlayer(_current_player);
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if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
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Money loan;
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switch (p2) {
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default: return CMD_ERROR; // Invalid method
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case 0: // Pay back one step
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loan = min(p->current_loan, (Money)(IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI);
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break;
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case 1: // Pay back as much as possible
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loan = max(min(p->current_loan, p->player_money), (Money)LOAN_INTERVAL);
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loan -= loan % LOAN_INTERVAL;
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break;
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}
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if (p->player_money < loan) {
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SetDParam(0, loan);
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return_cmd_error(STR_702E_REQUIRED);
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}
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if (flags & DC_EXEC) {
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p->player_money -= loan;
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p->current_loan -= loan;
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InvalidatePlayerWindows(p);
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}
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return CommandCost();
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}
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static bool IsUniqueCompanyName(const char *name)
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{
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const Player *p;
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char buf[512];
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FOR_ALL_PLAYERS(p) {
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if (!p->is_active) continue;
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SetDParam(0, p->index);
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GetString(buf, STR_COMPANY_NAME, lastof(buf));
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if (strcmp(buf, name) == 0) return false;
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}
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return true;
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}
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/** Change the name of the company.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 unused
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* @param p2 unused
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*/
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CommandCost CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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StringID str;
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Player *p;
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if (StrEmpty(_cmd_text)) return CMD_ERROR;
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if (!IsUniqueCompanyName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
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str = AllocateName(_cmd_text, 4);
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if (str == 0) return CMD_ERROR;
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if (flags & DC_EXEC) {
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p = GetPlayer(_current_player);
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DeleteName(p->name_1);
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p->name_1 = str;
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MarkWholeScreenDirty();
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} else {
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DeleteName(str);
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}
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return CommandCost();
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}
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static bool IsUniquePresidentName(const char *name)
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{
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const Player *p;
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char buf[512];
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FOR_ALL_PLAYERS(p) {
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if (!p->is_active) continue;
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SetDParam(0, p->index);
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GetString(buf, STR_PLAYER_NAME, lastof(buf));
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if (strcmp(buf, name) == 0) return false;
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}
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return true;
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}
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/** Change the name of the president.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 unused
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* @param p2 unused
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*/
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CommandCost CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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StringID str;
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Player *p;
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if (StrEmpty(_cmd_text)) return CMD_ERROR;
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if (!IsUniquePresidentName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
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str = AllocateName(_cmd_text, 4);
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if (str == 0) return CMD_ERROR;
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if (flags & DC_EXEC) {
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p = GetPlayer(_current_player);
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DeleteName(p->president_name_1);
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p->president_name_1 = str;
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if (p->name_1 == STR_SV_UNNAMED) {
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char buf[80];
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snprintf(buf, lengthof(buf), "%s Transport", _cmd_text);
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_cmd_text = buf;
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DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME);
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}
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MarkWholeScreenDirty();
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} else {
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DeleteName(str);
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}
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return CommandCost();
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}
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/** Pause/Unpause the game (server-only).
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* Increase or decrease the pause counter. If the counter is zero,
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* the game is unpaused. A counter is used instead of a boolean value
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* to have more control over the game when saving/loading, etc.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 0 = decrease pause counter; 1 = increase pause counter
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* @param p2 unused
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*/
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CommandCost CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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_pause_game += (p1 == 1) ? 1 : -1;
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if (_pause_game == (byte)-1) _pause_game = 0;
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InvalidateWindow(WC_STATUS_BAR, 0);
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InvalidateWindow(WC_MAIN_TOOLBAR, 0);
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}
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return CommandCost();
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}
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/** Change the financial flow of your company.
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* This is normally only enabled in offline mode, but if there is a debug
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* build, you can cheat (to test).
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* @param tile unused
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* @param flags operation to perform
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* @param p1 the amount of money to receive (if negative), or spend (if positive)
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* @param p2 unused
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*/
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CommandCost CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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#ifndef _DEBUG
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if (_networking) return CMD_ERROR;
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#endif
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SET_EXPENSES_TYPE(EXPENSES_OTHER);
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return CommandCost(-(Money)p1);
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}
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/** Transfer funds (money) from one player to another.
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* To prevent abuse in multiplayer games you can only send money to other
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* players if you have paid off your loan (either explicitely, or implicitely
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* given the fact that you have more money than loan).
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* @param tile unused
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* @param flags operation to perform
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* @param p1 the amount of money to transfer; max 20.000.000
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* @param p2 the player to transfer the money to
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*/
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CommandCost CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (!_patches.give_money) return CMD_ERROR;
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const Player *p = GetPlayer(_current_player);
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CommandCost amount(min((Money)p1, (Money)20000000LL));
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SET_EXPENSES_TYPE(EXPENSES_OTHER);
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/* You can only transfer funds that is in excess of your loan */
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if (p->player_money - p->current_loan < amount.GetCost() || amount.GetCost() <= 0) return CMD_ERROR;
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if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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/* Add money to player */
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PlayerID old_cp = _current_player;
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_current_player = (PlayerID)p2;
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SubtractMoneyFromPlayer(CommandCost(-amount.GetCost()));
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_current_player = old_cp;
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}
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/* Subtract money from local-player */
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return amount;
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}
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/** Change difficulty level/settings (server-only).
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* We cannot really check for valid values of p2 (too much work mostly); stored
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* in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows
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* what to do and does this correctly
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* @param tile unused
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* @param flags operation to perform
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* @param p1 the difficulty setting being changed. If it is -1, the difficulty level
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* itself is changed. The new value is inside p2
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* @param p2 new value for a difficulty setting or difficulty level
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*/
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CommandCost CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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if (p1 != (uint32)-1L) {
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((GDType*)&_opt_ptr->diff)[p1] = p2;
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_opt_ptr->diff_level = 3; // custom difficulty level
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} else {
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_opt_ptr->diff_level = p2;
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}
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/* If we are a network-client, update the difficult setting (if it is open).
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* Use this instead of just dirtying the window because we need to load in
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* the new difficulty settings */
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if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
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ShowGameDifficulty();
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}
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return CommandCost();
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}
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