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Location: cpp/openttd-patchpack/source/src/command.cpp - annotation
r12886:370cbdc17ed5
23.8 KiB
text/x-c
(svn r17388) -Codechange: Paint the background of background widgets before painting its children.
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r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r6123:049e9624d068 r10207:a1fc2f2a33db r6491:6b6c19f090e1 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r7609:2e734c4aad38 r5584:545d748cc681 r5584:545d748cc681 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 r8854:b4bbf0180038 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file command.cpp Handling of commands. */
#include "stdafx.h"
#include "openttd.h"
#include "landscape.h"
#include "tile_map.h"
#include "gui.h"
#include "command_func.h"
#include "network/network.h"
#include "genworld.h"
#include "newgrf_storage.h"
#include "strings_func.h"
#include "gfx_func.h"
#include "functions.h"
#include "town.h"
#include "date_func.h"
#include "debug.h"
#include "company_func.h"
#include "company_base.h"
#include "signal_func.h"
#include "table/strings.h"
StringID _error_message;
/**
* Helper macro to define the header of all command handler macros.
*
* This macro create the function header for a given command handler function, as
* all command handler functions got the parameters from the #CommandProc callback
* type.
*
* @param yyyy The desired function name of the new command handler function.
*/
#define DEF_COMMAND(yyyy) CommandCost yyyy(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
DEF_COMMAND(CmdBuildRailroadTrack);
DEF_COMMAND(CmdRemoveRailroadTrack);
DEF_COMMAND(CmdBuildSingleRail);
DEF_COMMAND(CmdRemoveSingleRail);
DEF_COMMAND(CmdLandscapeClear);
DEF_COMMAND(CmdBuildBridge);
DEF_COMMAND(CmdBuildRailStation);
DEF_COMMAND(CmdRemoveFromRailStation);
DEF_COMMAND(CmdConvertRail);
DEF_COMMAND(CmdBuildSingleSignal);
DEF_COMMAND(CmdRemoveSingleSignal);
DEF_COMMAND(CmdTerraformLand);
DEF_COMMAND(CmdPurchaseLandArea);
DEF_COMMAND(CmdSellLandArea);
DEF_COMMAND(CmdBuildTunnel);
DEF_COMMAND(CmdBuildTrainDepot);
DEF_COMMAND(CmdBuildRailWaypoint);
DEF_COMMAND(CmdRenameWaypoint);
DEF_COMMAND(CmdRemoveFromRailWaypoint);
DEF_COMMAND(CmdBuildRoadStop);
DEF_COMMAND(CmdRemoveRoadStop);
DEF_COMMAND(CmdBuildLongRoad);
DEF_COMMAND(CmdRemoveLongRoad);
DEF_COMMAND(CmdBuildRoad);
DEF_COMMAND(CmdRemoveRoad);
DEF_COMMAND(CmdBuildRoadDepot);
DEF_COMMAND(CmdBuildAirport);
DEF_COMMAND(CmdBuildDock);
DEF_COMMAND(CmdBuildShipDepot);
DEF_COMMAND(CmdBuildBuoy);
DEF_COMMAND(CmdPlantTree);
DEF_COMMAND(CmdBuildRailVehicle);
DEF_COMMAND(CmdMoveRailVehicle);
DEF_COMMAND(CmdSellRailWagon);
DEF_COMMAND(CmdSendTrainToDepot);
DEF_COMMAND(CmdForceTrainProceed);
DEF_COMMAND(CmdReverseTrainDirection);
DEF_COMMAND(CmdModifyOrder);
DEF_COMMAND(CmdSkipToOrder);
DEF_COMMAND(CmdDeleteOrder);
DEF_COMMAND(CmdInsertOrder);
DEF_COMMAND(CmdChangeServiceInt);
DEF_COMMAND(CmdRestoreOrderIndex);
DEF_COMMAND(CmdBuildIndustry);
DEF_COMMAND(CmdBuildCompanyHQ);
DEF_COMMAND(CmdSetCompanyManagerFace);
DEF_COMMAND(CmdSetCompanyColour);
DEF_COMMAND(CmdIncreaseLoan);
DEF_COMMAND(CmdDecreaseLoan);
DEF_COMMAND(CmdWantEnginePreview);
DEF_COMMAND(CmdRenameVehicle);
DEF_COMMAND(CmdRenameEngine);
DEF_COMMAND(CmdRenameCompany);
DEF_COMMAND(CmdRenamePresident);
DEF_COMMAND(CmdRenameStation);
DEF_COMMAND(CmdSellAircraft);
DEF_COMMAND(CmdBuildAircraft);
DEF_COMMAND(CmdSendAircraftToHangar);
DEF_COMMAND(CmdRefitAircraft);
DEF_COMMAND(CmdPlaceSign);
DEF_COMMAND(CmdRenameSign);
DEF_COMMAND(CmdBuildRoadVeh);
DEF_COMMAND(CmdSellRoadVeh);
DEF_COMMAND(CmdSendRoadVehToDepot);
DEF_COMMAND(CmdTurnRoadVeh);
DEF_COMMAND(CmdRefitRoadVeh);
DEF_COMMAND(CmdPause);
DEF_COMMAND(CmdBuyShareInCompany);
DEF_COMMAND(CmdSellShareInCompany);
DEF_COMMAND(CmdBuyCompany);
DEF_COMMAND(CmdBuildTown);
DEF_COMMAND(CmdRenameTown);
DEF_COMMAND(CmdDoTownAction);
DEF_COMMAND(CmdChangeSetting);
DEF_COMMAND(CmdChangeCompanySetting);
DEF_COMMAND(CmdSellShip);
DEF_COMMAND(CmdBuildShip);
DEF_COMMAND(CmdSendShipToDepot);
DEF_COMMAND(CmdRefitShip);
DEF_COMMAND(CmdOrderRefit);
DEF_COMMAND(CmdCloneOrder);
DEF_COMMAND(CmdClearArea);
DEF_COMMAND(CmdGiveMoney);
DEF_COMMAND(CmdMoneyCheat);
DEF_COMMAND(CmdBuildCanal);
DEF_COMMAND(CmdBuildLock);
DEF_COMMAND(CmdCompanyCtrl);
DEF_COMMAND(CmdLevelLand);
DEF_COMMAND(CmdRefitRailVehicle);
DEF_COMMAND(CmdBuildSignalTrack);
DEF_COMMAND(CmdRemoveSignalTrack);
DEF_COMMAND(CmdSetAutoReplace);
DEF_COMMAND(CmdCloneVehicle);
DEF_COMMAND(CmdStartStopVehicle);
DEF_COMMAND(CmdMassStartStopVehicle);
DEF_COMMAND(CmdAutoreplaceVehicle);
DEF_COMMAND(CmdDepotSellAllVehicles);
DEF_COMMAND(CmdDepotMassAutoReplace);
DEF_COMMAND(CmdCreateGroup);
DEF_COMMAND(CmdRenameGroup);
DEF_COMMAND(CmdDeleteGroup);
DEF_COMMAND(CmdAddVehicleGroup);
DEF_COMMAND(CmdAddSharedVehicleGroup);
DEF_COMMAND(CmdRemoveAllVehiclesGroup);
DEF_COMMAND(CmdSetGroupReplaceProtection);
DEF_COMMAND(CmdMoveOrder);
DEF_COMMAND(CmdChangeTimetable);
DEF_COMMAND(CmdSetVehicleOnTime);
DEF_COMMAND(CmdAutofillTimetable);
#undef DEF_COMMAND
/**
* The master command table
*
* This table contains all possible CommandProc functions with
* the flags which belongs to it. The indizes are the same
* as the value from the CMD_* enums.
*/
static const Command _command_proc_table[] = {
{CmdBuildRailroadTrack, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_RAILROAD_TRACK
{CmdRemoveRailroadTrack, CMD_AUTO}, // CMD_REMOVE_RAILROAD_TRACK
{CmdBuildSingleRail, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_SINGLE_RAIL
{CmdRemoveSingleRail, CMD_AUTO}, // CMD_REMOVE_SINGLE_RAIL
{CmdLandscapeClear, 0}, // CMD_LANDSCAPE_CLEAR
{CmdBuildBridge, CMD_AUTO}, // CMD_BUILD_BRIDGE
{CmdBuildRailStation, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_RAIL_STATION
{CmdBuildTrainDepot, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_TRAIN_DEPOT
{CmdBuildSingleSignal, CMD_AUTO}, // CMD_BUILD_SIGNALS
{CmdRemoveSingleSignal, CMD_AUTO}, // CMD_REMOVE_SIGNALS
{CmdTerraformLand, CMD_ALL_TILES | CMD_AUTO}, // CMD_TERRAFORM_LAND
{CmdPurchaseLandArea, CMD_NO_WATER | CMD_AUTO}, // CMD_PURCHASE_LAND_AREA
{CmdSellLandArea, 0}, // CMD_SELL_LAND_AREA
{CmdBuildTunnel, CMD_AUTO}, // CMD_BUILD_TUNNEL
{CmdRemoveFromRailStation, 0}, // CMD_REMOVE_FROM_RAIL_STATION
{CmdConvertRail, 0}, // CMD_CONVERT_RAILD
{CmdBuildRailWaypoint, 0}, // CMD_BUILD_RAIL_WAYPOINT
{CmdRenameWaypoint, 0}, // CMD_RENAME_WAYPOINT
{CmdRemoveFromRailWaypoint, 0}, // CMD_REMOVE_FROM_RAIL_WAYPOINT
{CmdBuildRoadStop, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_ROAD_STOP
{CmdRemoveRoadStop, 0}, // CMD_REMOVE_ROAD_STOP
{CmdBuildLongRoad, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_LONG_ROAD
{CmdRemoveLongRoad, CMD_NO_TEST | CMD_AUTO}, // CMD_REMOVE_LONG_ROAD; towns may disallow removing road bits (as they are connected) in test, but in exec they're removed and thus removing is allowed.
{CmdBuildRoad, 0}, // CMD_BUILD_ROAD
{CmdRemoveRoad, 0}, // CMD_REMOVE_ROAD
{CmdBuildRoadDepot, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_ROAD_DEPOT
{CmdBuildAirport, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_AIRPORT
{CmdBuildDock, CMD_AUTO}, // CMD_BUILD_DOCK
{CmdBuildShipDepot, CMD_AUTO}, // CMD_BUILD_SHIP_DEPOT
{CmdBuildBuoy, CMD_AUTO}, // CMD_BUILD_BUOY
{CmdPlantTree, CMD_AUTO}, // CMD_PLANT_TREE
{CmdBuildRailVehicle, 0}, // CMD_BUILD_RAIL_VEHICLE
{CmdMoveRailVehicle, 0}, // CMD_MOVE_RAIL_VEHICLE
{CmdSellRailWagon, 0}, // CMD_SELL_RAIL_WAGON
{CmdSendTrainToDepot, 0}, // CMD_SEND_TRAIN_TO_DEPOT
{CmdForceTrainProceed, 0}, // CMD_FORCE_TRAIN_PROCEED
{CmdReverseTrainDirection, 0}, // CMD_REVERSE_TRAIN_DIRECTION
{CmdModifyOrder, 0}, // CMD_MODIFY_ORDER
{CmdSkipToOrder, 0}, // CMD_SKIP_TO_ORDER
{CmdDeleteOrder, 0}, // CMD_DELETE_ORDER
{CmdInsertOrder, 0}, // CMD_INSERT_ORDER
{CmdChangeServiceInt, 0}, // CMD_CHANGE_SERVICE_INT
{CmdBuildIndustry, 0}, // CMD_BUILD_INDUSTRY
{CmdBuildCompanyHQ, CMD_NO_WATER | CMD_AUTO}, // CMD_BUILD_COMPANY_HQ
{CmdSetCompanyManagerFace, 0}, // CMD_SET_COMPANY_MANAGER_FACE
{CmdSetCompanyColour, 0}, // CMD_SET_COMPANY_COLOUR
{CmdIncreaseLoan, 0}, // CMD_INCREASE_LOAN
{CmdDecreaseLoan, 0}, // CMD_DECREASE_LOAN
{CmdWantEnginePreview, 0}, // CMD_WANT_ENGINE_PREVIEW
{CmdRenameVehicle, 0}, // CMD_RENAME_VEHICLE
{CmdRenameEngine, 0}, // CMD_RENAME_ENGINE
{CmdRenameCompany, 0}, // CMD_RENAME_COMPANY
{CmdRenamePresident, 0}, // CMD_RENAME_PRESIDENT
{CmdRenameStation, 0}, // CMD_RENAME_STATION
{CmdSellAircraft, 0}, // CMD_SELL_AIRCRAFT
{CmdBuildAircraft, 0}, // CMD_BUILD_AIRCRAFT
{CmdSendAircraftToHangar, 0}, // CMD_SEND_AIRCRAFT_TO_HANGAR
{CmdRefitAircraft, 0}, // CMD_REFIT_AIRCRAFT
{CmdPlaceSign, 0}, // CMD_PLACE_SIGN
{CmdRenameSign, 0}, // CMD_RENAME_SIGN
{CmdBuildRoadVeh, 0}, // CMD_BUILD_ROAD_VEH
{CmdSellRoadVeh, 0}, // CMD_SELL_ROAD_VEH
{CmdSendRoadVehToDepot, 0}, // CMD_SEND_ROADVEH_TO_DEPOT
{CmdTurnRoadVeh, 0}, // CMD_TURN_ROADVEH
{CmdRefitRoadVeh, 0}, // CMD_REFIT_ROAD_VEH
{CmdPause, CMD_SERVER}, // CMD_PAUSE
{CmdBuyShareInCompany, 0}, // CMD_BUY_SHARE_IN_COMPANY
{CmdSellShareInCompany, 0}, // CMD_SELL_SHARE_IN_COMPANY
{CmdBuyCompany, 0}, // CMD_BUY_COMANY
{CmdBuildTown, CMD_OFFLINE}, // CMD_BUILD_TOWN
{CmdRenameTown, CMD_SERVER}, // CMD_RENAME_TOWN
{CmdDoTownAction, 0}, // CMD_DO_TOWN_ACTION
{CmdSellShip, 0}, // CMD_SELL_SHIP
{CmdBuildShip, 0}, // CMD_BUILD_SHIP
{CmdSendShipToDepot, 0}, // CMD_SEND_SHIP_TO_DEPOT
{CmdRefitShip, 0}, // CMD_REFIT_SHIP
{CmdOrderRefit, 0}, // CMD_ORDER_REFIT
{CmdCloneOrder, 0}, // CMD_CLONE_ORDER
{CmdClearArea, CMD_NO_TEST}, // CMD_CLEAR_AREA; destroying multi-tile houses makes town rating differ between test and execution
{CmdMoneyCheat, CMD_OFFLINE}, // CMD_MONEY_CHEAT
{CmdBuildCanal, CMD_AUTO}, // CMD_BUILD_CANAL
{CmdCompanyCtrl, CMD_SPECTATOR}, // CMD_COMPANY_CTRL
{CmdLevelLand, CMD_ALL_TILES | CMD_NO_TEST | CMD_AUTO}, // CMD_LEVEL_LAND; test run might clear tiles multiple times, in execution that only happens once
{CmdRefitRailVehicle, 0}, // CMD_REFIT_RAIL_VEHICLE
{CmdRestoreOrderIndex, 0}, // CMD_RESTORE_ORDER_INDEX
{CmdBuildLock, CMD_AUTO}, // CMD_BUILD_LOCK
{CmdBuildSignalTrack, CMD_AUTO}, // CMD_BUILD_SIGNAL_TRACK
{CmdRemoveSignalTrack, CMD_AUTO}, // CMD_REMOVE_SIGNAL_TRACK
{CmdGiveMoney, 0}, // CMD_GIVE_MONEY
{CmdChangeSetting, CMD_SERVER}, // CMD_CHANGE_SETTING
{CmdChangeCompanySetting, 0}, // CMD_CHANGE_COMPANY_SETTING
{CmdSetAutoReplace, 0}, // CMD_SET_AUTOREPLACE
{CmdCloneVehicle, CMD_NO_TEST}, // CMD_CLONE_VEHICLE; NewGRF callbacks influence building and refitting making it impossible to correctly estimate the cost
{CmdStartStopVehicle, 0}, // CMD_START_STOP_VEHICLE
{CmdMassStartStopVehicle, 0}, // CMD_MASS_START_STOP
{CmdAutoreplaceVehicle, 0}, // CMD_AUTOREPLACE_VEHICLE
{CmdDepotSellAllVehicles, 0}, // CMD_DEPOT_SELL_ALL_VEHICLES
{CmdDepotMassAutoReplace, 0}, // CMD_DEPOT_MASS_AUTOREPLACE
{CmdCreateGroup, 0}, // CMD_CREATE_GROUP
{CmdDeleteGroup, 0}, // CMD_DELETE_GROUP
{CmdRenameGroup, 0}, // CMD_RENAME_GROUP
{CmdAddVehicleGroup, 0}, // CMD_ADD_VEHICLE_GROUP
{CmdAddSharedVehicleGroup, 0}, // CMD_ADD_SHARE_VEHICLE_GROUP
{CmdRemoveAllVehiclesGroup, 0}, // CMD_REMOVE_ALL_VEHICLES_GROUP
{CmdSetGroupReplaceProtection, 0}, // CMD_SET_GROUP_REPLACE_PROTECTION
{CmdMoveOrder, 0}, // CMD_MOVE_ORDER
{CmdChangeTimetable, 0}, // CMD_CHANGE_TIMETABLE
{CmdSetVehicleOnTime, 0}, // CMD_SET_VEHICLE_ON_TIME
{CmdAutofillTimetable, 0}, // CMD_AUTOFILL_TIMETABLE
};
/*!
* This function range-checks a cmd, and checks if the cmd is not NULL
*
* @param cmd The integervalue of a command
* @return true if the command is valid (and got a CommandProc function)
*/
bool IsValidCommand(uint32 cmd)
{
cmd &= CMD_ID_MASK;
return
cmd < lengthof(_command_proc_table) &&
_command_proc_table[cmd].proc != NULL;
}
/*!
* This function mask the parameter with CMD_ID_MASK and returns
* the flags which belongs to the given command.
*
* @param cmd The integer value of the command
* @return The flags for this command
*/
byte GetCommandFlags(uint32 cmd)
{
assert(IsValidCommand(cmd));
return _command_proc_table[cmd & CMD_ID_MASK].flags;
}
static int _docommand_recursive = 0;
/**
* Shorthand for calling the long DoCommand with a container.
*
* @param container Container with (almost) all information
* @param flags Flags for the command and how to execute the command
* @see CommandProc
* @return the cost
*/
CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags)
{
return DoCommand(container->tile, container->p1, container->p2, flags, container->cmd & CMD_ID_MASK, container->text);
}
/*!
* This function executes a given command with the parameters from the #CommandProc parameter list.
* Depending on the flags parameter it execute or test a command.
*
* @param tile The tile to apply the command on (for the #CommandProc)
* @param p1 Additional data for the command (for the #CommandProc)
* @param p2 Additional data for the command (for the #CommandProc)
* @param flags Flags for the command and how to execute the command
* @param cmd The command-id to execute (a value of the CMD_* enums)
* @see CommandProc
* @return the cost
*/
CommandCost DoCommand(TileIndex tile, uint32 p1, uint32 p2, DoCommandFlag flags, uint32 cmd, const char *text)
{
CommandCost res;
/* Do not even think about executing out-of-bounds tile-commands */
if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (flags & DC_ALL_TILES) == 0))) return CMD_ERROR;
/* Chop of any CMD_MSG or other flags; we don't need those here */
CommandProc *proc = _command_proc_table[cmd & CMD_ID_MASK].proc;
if (_docommand_recursive == 0) _error_message = INVALID_STRING_ID;
_docommand_recursive++;
/* only execute the test call if it's toplevel, or we're not execing. */
if (_docommand_recursive == 1 || !(flags & DC_EXEC) ) {
SetTownRatingTestMode(true);
res = proc(tile, flags & ~DC_EXEC, p1, p2, text);
SetTownRatingTestMode(false);
if (CmdFailed(res)) {
res.SetGlobalErrorMessage();
goto error;
}
if (_docommand_recursive == 1 &&
!(flags & DC_QUERY_COST) &&
!(flags & DC_BANKRUPT) &&
res.GetCost() != 0 &&
!CheckCompanyHasMoney(res)) {
goto error;
}
if (!(flags & DC_EXEC)) {
_docommand_recursive--;
return res;
}
}
/* Execute the command here. All cost-relevant functions set the expenses type
* themselves to the cost object at some point */
res = proc(tile, flags, p1, p2, text);
if (CmdFailed(res)) {
res.SetGlobalErrorMessage();
error:
_docommand_recursive--;
return CMD_ERROR;
}
/* if toplevel, subtract the money. */
if (--_docommand_recursive == 0 && !(flags & DC_BANKRUPT)) {
SubtractMoneyFromCompany(res);
}
return res;
}
/*!
* This functions returns the money which can be used to execute a command.
* This is either the money of the current company or INT64_MAX if there
* is no such a company "at the moment" like the server itself.
*
* @return The available money of a company or INT64_MAX
*/
Money GetAvailableMoneyForCommand()
{
CompanyID company = _current_company;
if (!Company::IsValidID(company)) return INT64_MAX;
return Company::Get(company)->money;
}
/**
* Shortcut for the long DoCommandP when having a container with the data.
* @param container the container with information.
* @param my_cmd indicator if the command is from a company or server (to display error messages for a user)
* @return true if the command succeeded, else false
*/
bool DoCommandP(const CommandContainer *container, bool my_cmd)
{
return DoCommandP(container->tile, container->p1, container->p2, container->cmd, container->callback, container->text, my_cmd);
}
/*!
* Toplevel network safe docommand function for the current company. Must not be called recursively.
* The callback is called when the command succeeded or failed. The parameters
* tile, p1 and p2 are from the #CommandProc function. The paramater cmd is the command to execute.
* The parameter my_cmd is used to indicate if the command is from a company or the server.
*
* @param tile The tile to perform a command on (see #CommandProc)
* @param p1 Additional data for the command (see #CommandProc)
* @param p2 Additional data for the command (see #CommandProc)
* @param cmd The command to execute (a CMD_* value)
* @param callback A callback function to call after the command is finished
* @param text The text to pass
* @param my_cmd indicator if the command is from a company or server (to display error messages for a user)
* @return true if the command succeeded, else false
*/
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd)
{
assert(_docommand_recursive == 0);
CommandCost res, res2;
int x = TileX(tile) * TILE_SIZE;
int y = TileY(tile) * TILE_SIZE;
_error_message = INVALID_STRING_ID;
StringID error_part1 = GB(cmd, 16, 16);
_additional_cash_required = 0;
/* get pointer to command handler */
byte cmd_id = cmd & CMD_ID_MASK;
assert(cmd_id < lengthof(_command_proc_table));
CommandProc *proc = _command_proc_table[cmd_id].proc;
if (proc == NULL) return false;
/* Command flags are used internally */
uint cmd_flags = GetCommandFlags(cmd);
/* Flags get send to the DoCommand */
DoCommandFlag flags = CommandFlagsToDCFlags(cmd_flags);
/* Do not even think about executing out-of-bounds tile-commands */
if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return false;
/* Always execute server and spectator commands as spectator */
if (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) _current_company = COMPANY_SPECTATOR;
CompanyID old_company = _current_company;
/* If the company isn't valid it may only do server command or start a new company!
* The server will ditch any server commands a client sends to it, so effectively
* this guards the server from executing functions for an invalid company. */
if (_game_mode == GM_NORMAL && (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) == 0 && !Company::IsValidID(_current_company)) {
if (my_cmd) ShowErrorMessage(_error_message, error_part1, x, y);
return false;
}
bool notest = (cmd_flags & CMD_NO_TEST) != 0;
_docommand_recursive = 1;
/* cost estimation only? */
if (!IsGeneratingWorld() &&
_shift_pressed &&
IsLocalCompany() &&
!(cmd & CMD_NETWORK_COMMAND) &&
cmd_id != CMD_PAUSE) {
/* estimate the cost. */
SetTownRatingTestMode(true);
res = proc(tile, flags, p1, p2, text);
SetTownRatingTestMode(false);
if (CmdFailed(res)) {
res.SetGlobalErrorMessage();
ShowErrorMessage(_error_message, error_part1, x, y);
} else {
ShowEstimatedCostOrIncome(res.GetCost(), x, y);
}
_docommand_recursive = 0;
ClearStorageChanges(false);
return false;
}
if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
/* first test if the command can be executed. */
SetTownRatingTestMode(true);
res = proc(tile, flags, p1, p2, text);
SetTownRatingTestMode(false);
assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
if (CmdFailed(res)) {
res.SetGlobalErrorMessage();
goto show_error;
}
/* no money? Only check if notest is off */
if (!notest && res.GetCost() != 0 && !CheckCompanyHasMoney(res)) goto show_error;
}
#ifdef ENABLE_NETWORK
/*
* If we are in network, and the command is not from the network
* send it to the command-queue and abort execution
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text);
_docommand_recursive = 0;
ClearStorageChanges(false);
return true;
}
#endif /* ENABLE_NETWORK */
DEBUG(desync, 1, "cmd: %08x; %08x; %1x; %06x; %08x; %08x; %04x; %s\n", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text);
/* update last build coordinate of company. */
if (tile != 0) {
Company *c = Company::GetIfValid(_current_company);
if (c != NULL) c->last_build_coordinate = tile;
}
/* Actually try and execute the command. If no cost-type is given
* use the construction one */
res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
/* 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.GetCost() == res2.GetCost() && CmdFailed(res) == CmdFailed(res2)); // sanity check
} else {
if (CmdFailed(res2)) {
res.SetGlobalErrorMessage();
goto show_error;
}
}
SubtractMoneyFromCompany(res2);
/* update signals if needed */
UpdateSignalsInBuffer();
if (IsLocalCompany() && _game_mode != GM_EDITOR) {
if (res2.GetCost() != 0 && tile != 0) ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2.GetCost());
if (_additional_cash_required != 0) {
SetDParam(0, _additional_cash_required);
if (my_cmd) ShowErrorMessage(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY, error_part1, x, y);
if (res2.GetCost() == 0) goto callb_err;
}
}
_docommand_recursive = 0;
if (callback) callback(true, tile, p1, p2);
ClearStorageChanges(true);
return true;
show_error:
/* show error message if the command fails? */
if (IsLocalCompany() && error_part1 != 0 && my_cmd) {
ShowErrorMessage(_error_message, error_part1, x, y);
}
callb_err:
_docommand_recursive = 0;
if (callback) callback(false, tile, p1, p2);
ClearStorageChanges(false);
return false;
}
CommandCost CommandCost::AddCost(CommandCost ret)
{
this->AddCost(ret.cost);
if (this->success && !ret.success) {
this->message = ret.message;
this->success = false;
}
return *this;
}
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