mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
ea63050d5f
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit" Control click "Refit" removes the refit part of the order (as the tooltip says) The player will still pay the normal refit costs Known issues: If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well. This is something to look into in the future
561 lines
17 KiB
C
561 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(CmdOrderRefit);
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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(CmdSetAutoReplace);
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DEF_COMMAND(CmdCloneVehicle);
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DEF_COMMAND(CmdMassStartStopVehicle);
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DEF_COMMAND(CmdDepotSellAllVehicles);
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DEF_COMMAND(CmdDepotMassAutoReplace);
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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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{CmdOrderRefit, 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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{CmdSetAutoReplace, 0}, /* 115 */
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{CmdCloneVehicle, 0}, /* 116 */
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{CmdMassStartStopVehicle, 0}, /* 117 */
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{CmdDepotSellAllVehicles, 0}, /* 118 */
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{CmdDepotMassAutoReplace, 0}, /* 119 */
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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!
|
|
*/
|
|
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
|
|
if (_network_dedicated) _local_player = 0;
|
|
NetworkSend_Command(tile, p1, p2, cmd, callback);
|
|
if (_network_dedicated) _local_player = OWNER_SPECTATOR;
|
|
_docommand_recursive = 0;
|
|
_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;
|
|
}
|