mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
7abad2b20e
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
555 lines
17 KiB
C
555 lines
17 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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#include "functions.h"
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#include "map.h"
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#include "gui.h"
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#include "command.h"
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#include "player.h"
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#include "network.h"
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#include "variables.h"
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#include "genworld.h"
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const char* _cmd_text = NULL;
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#define DEF_COMMAND(yyyy) int32 yyyy(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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DEF_COMMAND(CmdBuildRailroadTrack);
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DEF_COMMAND(CmdRemoveRailroadTrack);
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DEF_COMMAND(CmdBuildSingleRail);
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DEF_COMMAND(CmdRemoveSingleRail);
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DEF_COMMAND(CmdLandscapeClear);
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DEF_COMMAND(CmdBuildBridge);
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DEF_COMMAND(CmdBuildRailroadStation);
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DEF_COMMAND(CmdRemoveFromRailroadStation);
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DEF_COMMAND(CmdConvertRail);
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DEF_COMMAND(CmdBuildSingleSignal);
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DEF_COMMAND(CmdRemoveSingleSignal);
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DEF_COMMAND(CmdTerraformLand);
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DEF_COMMAND(CmdPurchaseLandArea);
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DEF_COMMAND(CmdSellLandArea);
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DEF_COMMAND(CmdBuildTunnel);
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DEF_COMMAND(CmdBuildTrainDepot);
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DEF_COMMAND(CmdBuildTrainWaypoint);
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DEF_COMMAND(CmdRenameWaypoint);
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DEF_COMMAND(CmdRemoveTrainWaypoint);
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DEF_COMMAND(CmdBuildRoadStop);
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DEF_COMMAND(CmdBuildLongRoad);
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DEF_COMMAND(CmdRemoveLongRoad);
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DEF_COMMAND(CmdBuildRoad);
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DEF_COMMAND(CmdRemoveRoad);
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DEF_COMMAND(CmdBuildRoadDepot);
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DEF_COMMAND(CmdBuildAirport);
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DEF_COMMAND(CmdBuildDock);
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DEF_COMMAND(CmdBuildShipDepot);
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DEF_COMMAND(CmdBuildBuoy);
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DEF_COMMAND(CmdPlantTree);
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DEF_COMMAND(CmdBuildRailVehicle);
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DEF_COMMAND(CmdMoveRailVehicle);
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DEF_COMMAND(CmdStartStopTrain);
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DEF_COMMAND(CmdSellRailWagon);
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DEF_COMMAND(CmdSendTrainToDepot);
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DEF_COMMAND(CmdForceTrainProceed);
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DEF_COMMAND(CmdReverseTrainDirection);
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DEF_COMMAND(CmdModifyOrder);
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DEF_COMMAND(CmdSkipOrder);
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DEF_COMMAND(CmdDeleteOrder);
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DEF_COMMAND(CmdInsertOrder);
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DEF_COMMAND(CmdChangeServiceInt);
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DEF_COMMAND(CmdRestoreOrderIndex);
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DEF_COMMAND(CmdBuildIndustry);
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DEF_COMMAND(CmdBuildCompanyHQ);
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DEF_COMMAND(CmdSetPlayerFace);
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DEF_COMMAND(CmdSetPlayerColor);
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DEF_COMMAND(CmdIncreaseLoan);
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DEF_COMMAND(CmdDecreaseLoan);
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DEF_COMMAND(CmdWantEnginePreview);
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DEF_COMMAND(CmdNameVehicle);
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DEF_COMMAND(CmdRenameEngine);
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DEF_COMMAND(CmdChangeCompanyName);
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DEF_COMMAND(CmdChangePresidentName);
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DEF_COMMAND(CmdRenameStation);
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DEF_COMMAND(CmdSellAircraft);
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DEF_COMMAND(CmdStartStopAircraft);
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DEF_COMMAND(CmdBuildAircraft);
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DEF_COMMAND(CmdSendAircraftToHangar);
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DEF_COMMAND(CmdRefitAircraft);
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DEF_COMMAND(CmdPlaceSign);
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DEF_COMMAND(CmdRenameSign);
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DEF_COMMAND(CmdBuildRoadVeh);
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DEF_COMMAND(CmdStartStopRoadVeh);
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DEF_COMMAND(CmdSellRoadVeh);
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DEF_COMMAND(CmdSendRoadVehToDepot);
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DEF_COMMAND(CmdTurnRoadVeh);
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DEF_COMMAND(CmdRefitRoadVeh);
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DEF_COMMAND(CmdPause);
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DEF_COMMAND(CmdBuyShareInCompany);
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DEF_COMMAND(CmdSellShareInCompany);
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DEF_COMMAND(CmdBuyCompany);
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DEF_COMMAND(CmdBuildTown);
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DEF_COMMAND(CmdRenameTown);
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DEF_COMMAND(CmdDoTownAction);
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DEF_COMMAND(CmdSetRoadDriveSide);
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DEF_COMMAND(CmdChangeDifficultyLevel);
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DEF_COMMAND(CmdChangePatchSetting);
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DEF_COMMAND(CmdStartStopShip);
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DEF_COMMAND(CmdSellShip);
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DEF_COMMAND(CmdBuildShip);
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DEF_COMMAND(CmdSendShipToDepot);
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DEF_COMMAND(CmdRefitShip);
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DEF_COMMAND(CmdCloneOrder);
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DEF_COMMAND(CmdClearArea);
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DEF_COMMAND(CmdGiveMoney);
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DEF_COMMAND(CmdMoneyCheat);
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DEF_COMMAND(CmdBuildCanal);
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DEF_COMMAND(CmdBuildLock);
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DEF_COMMAND(CmdPlayerCtrl);
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DEF_COMMAND(CmdLevelLand);
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DEF_COMMAND(CmdRefitRailVehicle);
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DEF_COMMAND(CmdBuildSignalTrack);
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DEF_COMMAND(CmdRemoveSignalTrack);
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DEF_COMMAND(CmdReplaceVehicle);
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DEF_COMMAND(CmdCloneVehicle);
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/* The master command table */
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static const Command _command_proc_table[] = {
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{CmdBuildRailroadTrack, 0}, /* 0 */
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{CmdRemoveRailroadTrack, 0}, /* 1 */
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{CmdBuildSingleRail, 0}, /* 2 */
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{CmdRemoveSingleRail, 0}, /* 3 */
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{CmdLandscapeClear, 0}, /* 4 */
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{CmdBuildBridge, 0}, /* 5 */
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{CmdBuildRailroadStation, 0}, /* 6 */
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{CmdBuildTrainDepot, 0}, /* 7 */
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{CmdBuildSingleSignal, 0}, /* 8 */
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{CmdRemoveSingleSignal, 0}, /* 9 */
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{CmdTerraformLand, 0}, /* 10 */
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{CmdPurchaseLandArea, 0}, /* 11 */
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{CmdSellLandArea, 0}, /* 12 */
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{CmdBuildTunnel, 0}, /* 13 */
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{CmdRemoveFromRailroadStation, 0}, /* 14 */
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{CmdConvertRail, 0}, /* 15 */
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{CmdBuildTrainWaypoint, 0}, /* 16 */
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{CmdRenameWaypoint, 0}, /* 17 */
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{CmdRemoveTrainWaypoint, 0}, /* 18 */
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{NULL, 0}, /* 19 */
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{NULL, 0}, /* 20 */
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{CmdBuildRoadStop, 0}, /* 21 */
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{NULL, 0}, /* 22 */
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{CmdBuildLongRoad, 0}, /* 23 */
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{CmdRemoveLongRoad, 0}, /* 24 */
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{CmdBuildRoad, 0}, /* 25 */
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{CmdRemoveRoad, 0}, /* 26 */
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{CmdBuildRoadDepot, 0}, /* 27 */
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{NULL, 0}, /* 28 */
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{CmdBuildAirport, 0}, /* 29 */
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{CmdBuildDock, 0}, /* 30 */
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{CmdBuildShipDepot, 0}, /* 31 */
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{CmdBuildBuoy, 0}, /* 32 */
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{CmdPlantTree, 0}, /* 33 */
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{CmdBuildRailVehicle, 0}, /* 34 */
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{CmdMoveRailVehicle, 0}, /* 35 */
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{CmdStartStopTrain, 0}, /* 36 */
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{NULL, 0}, /* 37 */
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{CmdSellRailWagon, 0}, /* 38 */
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{CmdSendTrainToDepot, 0}, /* 39 */
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{CmdForceTrainProceed, 0}, /* 40 */
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{CmdReverseTrainDirection, 0}, /* 41 */
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{CmdModifyOrder, 0}, /* 42 */
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{CmdSkipOrder, 0}, /* 43 */
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{CmdDeleteOrder, 0}, /* 44 */
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{CmdInsertOrder, 0}, /* 45 */
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{CmdChangeServiceInt, 0}, /* 46 */
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{CmdBuildIndustry, 0}, /* 47 */
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{CmdBuildCompanyHQ, 0}, /* 48 */
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{CmdSetPlayerFace, 0}, /* 49 */
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{CmdSetPlayerColor, 0}, /* 50 */
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{CmdIncreaseLoan, 0}, /* 51 */
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{CmdDecreaseLoan, 0}, /* 52 */
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{CmdWantEnginePreview, 0}, /* 53 */
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{CmdNameVehicle, 0}, /* 54 */
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{CmdRenameEngine, 0}, /* 55 */
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{CmdChangeCompanyName, 0}, /* 56 */
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{CmdChangePresidentName, 0}, /* 57 */
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{CmdRenameStation, 0}, /* 58 */
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{CmdSellAircraft, 0}, /* 59 */
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{CmdStartStopAircraft, 0}, /* 60 */
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{CmdBuildAircraft, 0}, /* 61 */
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{CmdSendAircraftToHangar, 0}, /* 62 */
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{NULL, 0}, /* 63 */
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{CmdRefitAircraft, 0}, /* 64 */
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{CmdPlaceSign, 0}, /* 65 */
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{CmdRenameSign, 0}, /* 66 */
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{CmdBuildRoadVeh, 0}, /* 67 */
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{CmdStartStopRoadVeh, 0}, /* 68 */
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{CmdSellRoadVeh, 0}, /* 69 */
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{CmdSendRoadVehToDepot, 0}, /* 70 */
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{CmdTurnRoadVeh, 0}, /* 71 */
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{CmdRefitRoadVeh, 0}, /* 72 */
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{CmdPause, CMD_SERVER}, /* 73 */
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{CmdBuyShareInCompany, 0}, /* 74 */
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{CmdSellShareInCompany, 0}, /* 75 */
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{CmdBuyCompany, 0}, /* 76 */
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{CmdBuildTown, CMD_OFFLINE}, /* 77 */
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{NULL, 0}, /* 78 */
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{NULL, 0}, /* 79 */
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{CmdRenameTown, CMD_SERVER}, /* 80 */
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{CmdDoTownAction, 0}, /* 81 */
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{CmdSetRoadDriveSide, CMD_SERVER}, /* 82 */
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{NULL, 0}, /* 83 */
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{NULL, 0}, /* 84 */
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{CmdChangeDifficultyLevel, CMD_SERVER}, /* 85 */
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{CmdStartStopShip, 0}, /* 86 */
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{CmdSellShip, 0}, /* 87 */
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{CmdBuildShip, 0}, /* 88 */
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{CmdSendShipToDepot, 0}, /* 89 */
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{NULL, 0}, /* 90 */
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{CmdRefitShip, 0}, /* 91 */
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{NULL, 0}, /* 92 */
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{NULL, 0}, /* 93 */
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{NULL, 0}, /* 94 */
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{NULL, 0}, /* 95 */
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{NULL, 0}, /* 96 */
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{NULL, 0}, /* 97 */
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{NULL, 0}, /* 98 */
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{CmdCloneOrder, 0}, /* 99 */
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{CmdClearArea, 0}, /* 100 */
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{NULL, 0}, /* 101 */
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{CmdMoneyCheat, CMD_OFFLINE}, /* 102 */
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{CmdBuildCanal, 0}, /* 103 */
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{CmdPlayerCtrl, 0}, /* 104 */
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{CmdLevelLand, 0}, /* 105 */
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{CmdRefitRailVehicle, 0}, /* 106 */
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{CmdRestoreOrderIndex, 0}, /* 107 */
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{CmdBuildLock, 0}, /* 108 */
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{NULL, 0}, /* 109 */
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{CmdBuildSignalTrack, 0}, /* 110 */
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{CmdRemoveSignalTrack, 0}, /* 111 */
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{NULL, 0}, /* 112 */
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{CmdGiveMoney, 0}, /* 113 */
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{CmdChangePatchSetting, CMD_SERVER}, /* 114 */
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{CmdReplaceVehicle, 0}, /* 115 */
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{CmdCloneVehicle, 0}, /* 116 */
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};
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/* This function range-checks a cmd, and checks if the cmd is not NULL */
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bool IsValidCommand(uint cmd)
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{
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cmd &= 0xFF;
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return
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cmd < lengthof(_command_proc_table) &&
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_command_proc_table[cmd].proc != NULL;
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}
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byte GetCommandFlags(uint cmd)
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{
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return _command_proc_table[cmd & 0xFF].flags;
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}
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static int _docommand_recursive;
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int32 DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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int32 res;
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CommandProc *proc;
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/* Do not even think about executing out-of-bounds tile-commands */
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if (tile >= MapSize()) {
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_cmd_text = NULL;
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return CMD_ERROR;
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}
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proc = _command_proc_table[procc].proc;
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if (_docommand_recursive == 0) _error_message = INVALID_STRING_ID;
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_docommand_recursive++;
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// only execute the test call if it's toplevel, or we're not execing.
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if (_docommand_recursive == 1 || !(flags & DC_EXEC) || (flags & DC_FORCETEST) ) {
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res = proc(tile, flags & ~DC_EXEC, p1, p2);
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if (CmdFailed(res)) {
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if (res & 0xFFFF) _error_message = res & 0xFFFF;
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goto error;
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}
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if (_docommand_recursive == 1 &&
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!(flags & DC_QUERY_COST) &&
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res != 0 &&
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!CheckPlayerHasMoney(res)) {
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goto error;
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}
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if (!(flags & DC_EXEC)) {
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_docommand_recursive--;
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_cmd_text = NULL;
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return res;
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}
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}
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/* Execute the command here. All cost-relevant functions set the expenses type
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* themselves with "SET_EXPENSES_TYPE(...);" at the beginning of the function */
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res = proc(tile, flags, p1, p2);
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if (CmdFailed(res)) {
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if (res & 0xFFFF) _error_message = res & 0xFFFF;
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error:
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_docommand_recursive--;
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_cmd_text = NULL;
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return CMD_ERROR;
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}
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// if toplevel, subtract the money.
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if (--_docommand_recursive == 0) {
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SubtractMoneyFromPlayer(res);
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// XXX - Old AI hack which doesn't use DoCommandDP; update last build coord of player
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if (tile != 0 && _current_player < MAX_PLAYERS) {
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GetPlayer(_current_player)->last_build_coordinate = tile;
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}
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}
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_cmd_text = NULL;
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return res;
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}
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int32 GetAvailableMoneyForCommand(void)
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{
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PlayerID pid = _current_player;
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if (pid >= MAX_PLAYERS) return 0x7FFFFFFF; // max int
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return GetPlayer(pid)->player_money;
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}
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// toplevel network safe docommand function for the current player. must not be called recursively.
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// the callback is called when the command succeeded or failed.
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bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd)
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{
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int32 res = 0,res2;
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CommandProc *proc;
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uint32 flags;
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bool notest;
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StringID error_part1;
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int x = TileX(tile) * TILE_SIZE;
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int y = TileY(tile) * TILE_SIZE;
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/* Do not even think about executing out-of-bounds tile-commands */
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if (tile >= MapSize()) {
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_cmd_text = NULL;
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return false;
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}
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assert(_docommand_recursive == 0);
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_error_message = INVALID_STRING_ID;
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error_part1 = GB(cmd, 16, 16);
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_additional_cash_required = 0;
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/** Spectator has no rights except for the dedicated server which
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* is a spectator but is the server, so can do anything */
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if (_current_player == OWNER_SPECTATOR && !_network_dedicated) {
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ShowErrorMessage(_error_message, error_part1, x, y);
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_cmd_text = NULL;
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return false;
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}
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flags = 0;
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if (cmd & CMD_AUTO) flags |= DC_AUTO;
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if (cmd & CMD_NO_WATER) flags |= DC_NO_WATER;
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// get pointer to command handler
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assert((cmd & 0xFF) < lengthof(_command_proc_table));
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proc = _command_proc_table[cmd & 0xFF].proc;
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if (proc == NULL) {
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_cmd_text = NULL;
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return false;
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}
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// Some commands have a different output in dryrun than the realrun
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// e.g.: if you demolish a whole town, the dryrun would say okay.
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// but by really destroying, your rating drops and at a certain point
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// it will fail. so res and res2 are different
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// CMD_REMOVE_ROAD: This command has special local authority
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// restrictions which may cause the test run to fail (the previous
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// road fragments still stay there and the town won't let you
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// disconnect the road system), but the exec will succeed and this
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// fact will trigger an assertion failure. --pasky
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notest =
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(cmd & 0xFF) == CMD_CLEAR_AREA ||
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(cmd & 0xFF) == CMD_CONVERT_RAIL ||
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(cmd & 0xFF) == CMD_LEVEL_LAND ||
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(cmd & 0xFF) == CMD_REMOVE_ROAD ||
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(cmd & 0xFF) == CMD_REMOVE_LONG_ROAD;
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_docommand_recursive = 1;
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// cost estimation only?
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if (!IsGeneratingWorld() && _shift_pressed && IsLocalPlayer() && !(cmd & (CMD_NETWORK_COMMAND | CMD_SHOW_NO_ERROR))) {
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// estimate the cost.
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res = proc(tile, flags, p1, p2);
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if (CmdFailed(res)) {
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if (res & 0xFFFF) _error_message = res & 0xFFFF;
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ShowErrorMessage(_error_message, error_part1, x, y);
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} else {
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ShowEstimatedCostOrIncome(res, x, y);
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}
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_docommand_recursive = 0;
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_cmd_text = NULL;
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return false;
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}
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if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
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// first test if the command can be executed.
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res = proc(tile, flags, p1, p2);
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if (CmdFailed(res)) {
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if (res & 0xFFFF) _error_message = res & 0xFFFF;
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goto show_error;
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}
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// no money? Only check if notest is off
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if (!notest && res != 0 && !CheckPlayerHasMoney(res)) goto show_error;
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}
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#ifdef ENABLE_NETWORK
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/** If we are in network, and the command is not from the network
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* send it to the command-queue and abort execution
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* If we are a dedicated server temporarily switch local player, otherwise
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* the other parties won't be able to execute our command and will desync.
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* @todo Rewrite dedicated server to something more than a dirty hack!
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*/
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if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
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if (_network_dedicated) _local_player = 0;
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NetworkSend_Command(tile, p1, p2, cmd, callback);
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if (_network_dedicated) _local_player = OWNER_SPECTATOR;
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_docommand_recursive = 0;
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|
_cmd_text = NULL;
|
|
return true;
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
// update last build coordinate of player.
|
|
if (tile != 0 && _current_player < MAX_PLAYERS) {
|
|
GetPlayer(_current_player)->last_build_coordinate = tile;
|
|
}
|
|
|
|
/* Actually try and execute the command. If no cost-type is given
|
|
* use the construction one */
|
|
_yearly_expenses_type = EXPENSES_CONSTRUCTION;
|
|
res2 = proc(tile, flags | DC_EXEC, p1, p2);
|
|
|
|
// If notest is on, it means the result of the test can be different than
|
|
// the real command.. so ignore the test
|
|
if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
|
|
assert(res == res2); // sanity check
|
|
} else {
|
|
if (CmdFailed(res2)) {
|
|
if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
|
|
goto show_error;
|
|
}
|
|
}
|
|
|
|
SubtractMoneyFromPlayer(res2);
|
|
|
|
if (IsLocalPlayer() && _game_mode != GM_EDITOR) {
|
|
if (res2 != 0) ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2);
|
|
if (_additional_cash_required) {
|
|
SetDParam(0, _additional_cash_required);
|
|
ShowErrorMessage(STR_0003_NOT_ENOUGH_CASH_REQUIRES, error_part1, x,y);
|
|
if (res2 == 0) goto callb_err;
|
|
}
|
|
}
|
|
|
|
_docommand_recursive = 0;
|
|
|
|
if (callback) callback(true, tile, p1, p2);
|
|
_cmd_text = NULL;
|
|
return true;
|
|
|
|
show_error:
|
|
// show error message if the command fails?
|
|
if (IsLocalPlayer() && error_part1 != 0) {
|
|
ShowErrorMessage(_error_message, error_part1, x,y);
|
|
}
|
|
|
|
callb_err:
|
|
_docommand_recursive = 0;
|
|
|
|
if (callback) callback(false, tile, p1, p2);
|
|
_cmd_text = NULL;
|
|
return false;
|
|
}
|