OpenTTD-patches/src/command_type.h

409 lines
16 KiB
C++

/* $Id$ */
/** @file command_type.h Types related to commands. */
#ifndef COMMAND_TYPE_H
#define COMMAND_TYPE_H
#include "economy_type.h"
#include "strings_type.h"
#include "tile_type.h"
/**
* Common return value for all commands. Wraps the cost and
* a possible error message/state together.
*/
class CommandCost {
ExpensesType expense_type; ///< the type of expence as shown on the finances view
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
*/
CommandCost() : expense_type(INVALID_EXPENSES), cost(0), message(INVALID_STRING_ID), success(true) {}
/**
* Creates a command return value the is failed with the given message
*/
CommandCost(StringID msg) : expense_type(INVALID_EXPENSES), cost(0), message(msg), success(false) {}
/**
* 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
* @param cst the initial cost of this command
*/
CommandCost(ExpensesType ex_t, Money cst) : expense_type(ex_t), cost(cst), message(INVALID_STRING_ID), success(true) {}
/**
* 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.
*/
CommandCost AddCost(CommandCost ret);
/**
* Adds the given cost to the cost of the command.
* @param cost the cost to add
* @return this class.
*/
CommandCost AddCost(Money cost)
{
this->cost += cost;
return *this;
}
/**
* Multiplies the cost of the command by the given factor.
* @param factor factor to multiply the costs with
* @return this class
*/
CommandCost MultiplyCost(int factor)
{
this->cost *= factor;
return *this;
}
/**
* The costs as made up to this moment
* @return the costs
*/
Money GetCost() const
{
return this->cost;
}
/**
* The expense type of the cost
* @return the expense type
*/
ExpensesType GetExpensesType() const
{
return this->expense_type;
}
/**
* Sets the global error message *if* this class has one.
*/
void SetGlobalErrorMessage() const
{
extern StringID _error_message;
if (this->message != INVALID_STRING_ID) _error_message = this->message;
}
/**
* 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;
}
/**
* Did this command succeed?
* @return true if and only if it succeeded
*/
bool Succeeded() const
{
return this->success;
}
/**
* Did this command fail?
* @return true if and only if it failed
*/
bool Failed() const
{
return !this->success;
}
};
/**
* 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
*/
enum {
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
CMD_REMOVE_FROM_RAILROAD_STATION, ///< remove a tile station
CMD_CONVERT_RAIL, ///< convert a rail type
CMD_BUILD_TRAIN_WAYPOINT, ///< build a waypoint
CMD_RENAME_WAYPOINT, ///< rename a waypoint
CMD_REMOVE_TRAIN_WAYPOINT, ///< remove a waypoint
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
CMD_BUILD_AIRPORT, ///< build an airport
CMD_BUILD_DOCK, ///< build a dock
CMD_BUILD_SHIP_DEPOT, ///< build a ship depot
CMD_BUILD_BUOY, ///< build a buoy
CMD_PLANT_TREE, ///< plant a tree
CMD_BUILD_RAIL_VEHICLE, ///< build a rail vehicle
CMD_MOVE_RAIL_VEHICLE, ///< move a rail vehicle (in the depot)
CMD_SELL_RAIL_WAGON, ///< sell a rail wagon
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
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
CMD_CHANGE_SERVICE_INT, ///< change the server interval of a vehicle
CMD_BUILD_INDUSTRY, ///< build a new industry
CMD_BUILD_COMPANY_HQ, ///< build the company headquarter
CMD_SET_COMPANY_MANAGER_FACE, ///< set the manager's face of the company
CMD_SET_COMPANY_COLOUR, ///< set the colour of the company
CMD_INCREASE_LOAN, ///< increase the loan from the bank
CMD_DECREASE_LOAN, ///< decrease the loan from the bank
CMD_WANT_ENGINE_PREVIEW, ///< confirm the preview of an engine
CMD_RENAME_VEHICLE, ///< rename a whole vehicle
CMD_RENAME_ENGINE, ///< rename a engine (in the engine list)
CMD_RENAME_COMPANY, ///< change the company name
CMD_RENAME_PRESIDENT, ///< change the president name
CMD_RENAME_STATION, ///< rename a station
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
CMD_PLACE_SIGN, ///< place a sign
CMD_RENAME_SIGN, ///< rename a sign
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
CMD_PAUSE, ///< pause the game
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
CMD_BUILD_TOWN, ///< build a town
CMD_RENAME_TOWN, ///< rename a town
CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe)
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
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
CMD_MONEY_CHEAT, ///< do the money cheat
CMD_BUILD_CANAL, ///< build a canal
CMD_COMPANY_CTRL, ///< used in multiplayer to create a new companies etc.
CMD_LEVEL_LAND, ///< level land
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
CMD_BUILD_SIGNAL_TRACK, ///< add signals along a track (by dragging)
CMD_REMOVE_SIGNAL_TRACK, ///< remove signals along a track (by dragging)
CMD_GIVE_MONEY, ///< give money to another company
CMD_CHANGE_SETTING, ///< change a setting
CMD_CHANGE_COMPANY_SETTING, ///< change a company etting
CMD_SET_AUTOREPLACE, ///< set an autoreplace entry
CMD_CLONE_VEHICLE, ///< clone a vehicle
CMD_START_STOP_VEHICLE, ///< start or stop a vehicle
CMD_MASS_START_STOP, ///< start/stop all vehicles (in a depot)
CMD_AUTOREPLACE_VEHICLE, ///< replace/renew a vehicle while it is in a depot
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
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
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
};
/**
* List of flags for a command.
*
* This enums defines some flags which can be used for the commands.
*/
enum DoCommandFlag {
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
DC_NO_MODIFY_TOWN_RATING = 0x200, ///< do not change town rating
};
DECLARE_ENUM_AS_BIT_SET(DoCommandFlag);
/**
* 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
*/
#define CMD_MSG(x) ((x) << 16)
/**
* Defines some flags.
*
* This enumeration defines some flags which are binary-or'ed on a command.
*/
enum {
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
CMD_FLAGS_MASK = 0xFF00, ///< mask for all command flags
CMD_ID_MASK = 0x00FF, ///< mask for the command ID
};
/**
* Command flags for the command table _command_proc_table.
*
* This enumeration defines flags for the _command_proc_table.
*/
enum {
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
};
/**
* 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
* @param text Additional text
* @return The CommandCost of the command, which can be succeeded or failed.
*/
typedef CommandCost CommandProc(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text);
/**
* 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.
*/
struct Command {
CommandProc *proc;
byte flags;
};
/**
* 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
*/
typedef void CommandCallback(bool success, TileIndex tile, uint32 p1, uint32 p2);
/**
* 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
};
#endif /* COMMAND_TYPE_H */