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Location: cpp/openttd-patchpack/source/command.c - annotation
r1648:720d51a7e71e
13.7 KiB
text/x-c
(svn r2152) - Fix: Chatbar in MP games is now on-top of the news window.
- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer.
- CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer.
- CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
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#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "network.h"
#define DEF_COMMAND(yyyy) int32 yyyy(int x, int y, uint32 flags, uint32 p1, uint32 p2)
DEF_COMMAND(CmdBuildRailroadTrack);
DEF_COMMAND(CmdRemoveRailroadTrack);
DEF_COMMAND(CmdBuildSingleRail);
DEF_COMMAND(CmdRemoveSingleRail);
DEF_COMMAND(CmdLandscapeClear);
DEF_COMMAND(CmdBuildBridge);
DEF_COMMAND(CmdBuildRailroadStation);
DEF_COMMAND(CmdRemoveFromRailroadStation);
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(CmdBuildTrainWaypoint);
DEF_COMMAND(CmdRenameWaypoint);
DEF_COMMAND(CmdRemoveTrainWaypoint);
DEF_COMMAND(CmdBuildRoadStop);
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(CmdStartStopTrain);
DEF_COMMAND(CmdSellRailWagon);
DEF_COMMAND(CmdTrainGotoDepot);
DEF_COMMAND(CmdForceTrainProceed);
DEF_COMMAND(CmdReverseTrainDirection);
DEF_COMMAND(CmdModifyOrder);
DEF_COMMAND(CmdSkipOrder);
DEF_COMMAND(CmdDeleteOrder);
DEF_COMMAND(CmdInsertOrder);
DEF_COMMAND(CmdChangeTrainServiceInt);
DEF_COMMAND(CmdRestoreOrderIndex);
DEF_COMMAND(CmdBuildIndustry);
DEF_COMMAND(CmdBuildCompanyHQ);
DEF_COMMAND(CmdDestroyCompanyHQ);
DEF_COMMAND(CmdSetPlayerFace);
DEF_COMMAND(CmdSetPlayerColor);
DEF_COMMAND(CmdIncreaseLoan);
DEF_COMMAND(CmdDecreaseLoan);
DEF_COMMAND(CmdWantEnginePreview);
DEF_COMMAND(CmdNameVehicle);
DEF_COMMAND(CmdRenameEngine);
DEF_COMMAND(CmdChangeCompanyName);
DEF_COMMAND(CmdChangePresidentName);
DEF_COMMAND(CmdRenameStation);
DEF_COMMAND(CmdSellAircraft);
DEF_COMMAND(CmdStartStopAircraft);
DEF_COMMAND(CmdBuildAircraft);
DEF_COMMAND(CmdSendAircraftToHangar);
DEF_COMMAND(CmdChangeAircraftServiceInt);
DEF_COMMAND(CmdRefitAircraft);
DEF_COMMAND(CmdPlaceSign);
DEF_COMMAND(CmdRenameSign);
DEF_COMMAND(CmdBuildRoadVeh);
DEF_COMMAND(CmdStartStopRoadVeh);
DEF_COMMAND(CmdSellRoadVeh);
DEF_COMMAND(CmdSendRoadVehToDepot);
DEF_COMMAND(CmdTurnRoadVeh);
DEF_COMMAND(CmdChangeRoadVehServiceInt);
DEF_COMMAND(CmdPause);
DEF_COMMAND(CmdResume);
DEF_COMMAND(CmdBuyShareInCompany);
DEF_COMMAND(CmdSellShareInCompany);
DEF_COMMAND(CmdBuyCompany);
DEF_COMMAND(CmdBuildTown);
DEF_COMMAND(CmdRenameTown);
DEF_COMMAND(CmdDoTownAction);
DEF_COMMAND(CmdSetRoadDriveSide);
DEF_COMMAND(CmdSetTownNameType);
DEF_COMMAND(CmdChangeDifficultyLevel);
DEF_COMMAND(CmdChangePatchSetting);
DEF_COMMAND(CmdStartStopShip);
DEF_COMMAND(CmdSellShip);
DEF_COMMAND(CmdBuildShip);
DEF_COMMAND(CmdSendShipToDepot);
DEF_COMMAND(CmdChangeShipServiceInt);
DEF_COMMAND(CmdRefitShip);
DEF_COMMAND(CmdStartNewGame);
DEF_COMMAND(CmdLoadGame);
DEF_COMMAND(CmdCreateScenario);
DEF_COMMAND(CmdSetSinglePlayer);
DEF_COMMAND(CmdSetNewLandscapeType);
DEF_COMMAND(CmdGenRandomNewGame);
DEF_COMMAND(CmdCloneOrder);
DEF_COMMAND(CmdClearArea);
DEF_COMMAND(CmdGiveMoney);
DEF_COMMAND(CmdMoneyCheat);
DEF_COMMAND(CmdBuildCanal);
DEF_COMMAND(CmdBuildLock);
DEF_COMMAND(CmdPlayerCtrl);
DEF_COMMAND(CmdLevelLand);
DEF_COMMAND(CmdRefitRailVehicle);
DEF_COMMAND(CmdStartScenario);
DEF_COMMAND(CmdBuildSignalTrack);
DEF_COMMAND(CmdRemoveSignalTrack);
DEF_COMMAND(CmdReplaceVehicle);
/* The master command table */
static CommandProc * const _command_proc_table[] = {
CmdBuildRailroadTrack, /* 0 */
CmdRemoveRailroadTrack, /* 1 */
CmdBuildSingleRail, /* 2 */
CmdRemoveSingleRail, /* 3 */
CmdLandscapeClear, /* 4 */
CmdBuildBridge, /* 5 */
CmdBuildRailroadStation, /* 6 */
CmdBuildTrainDepot, /* 7 */
CmdBuildSingleSignal, /* 8 */
CmdRemoveSingleSignal, /* 9 */
CmdTerraformLand, /* 10 */
CmdPurchaseLandArea, /* 11 */
CmdSellLandArea, /* 12 */
CmdBuildTunnel, /* 13 */
CmdRemoveFromRailroadStation, /* 14 */
CmdConvertRail, /* 15 */
CmdBuildTrainWaypoint, /* 16 */
CmdRenameWaypoint, /* 17 */
CmdRemoveTrainWaypoint, /* 18 */
NULL, /* 19 */
NULL, /* 20 */
CmdBuildRoadStop, /* 21 */
NULL, /* 22 */
CmdBuildLongRoad, /* 23 */
CmdRemoveLongRoad, /* 24 */
CmdBuildRoad, /* 25 */
CmdRemoveRoad, /* 26 */
CmdBuildRoadDepot, /* 27 */
NULL, /* 28 */
CmdBuildAirport, /* 29 */
CmdBuildDock, /* 30 */
CmdBuildShipDepot, /* 31 */
CmdBuildBuoy, /* 32 */
CmdPlantTree, /* 33 */
CmdBuildRailVehicle, /* 34 */
CmdMoveRailVehicle, /* 35 */
CmdStartStopTrain, /* 36 */
NULL, /* 37 */
CmdSellRailWagon, /* 38 */
CmdTrainGotoDepot, /* 39 */
CmdForceTrainProceed, /* 40 */
CmdReverseTrainDirection, /* 41 */
CmdModifyOrder, /* 42 */
CmdSkipOrder, /* 43 */
CmdDeleteOrder, /* 44 */
CmdInsertOrder, /* 45 */
CmdChangeTrainServiceInt, /* 46 */
CmdBuildIndustry, /* 47 */
CmdBuildCompanyHQ, /* 48 */
CmdSetPlayerFace, /* 49 */
CmdSetPlayerColor, /* 50 */
CmdIncreaseLoan, /* 51 */
CmdDecreaseLoan, /* 52 */
CmdWantEnginePreview, /* 53 */
CmdNameVehicle, /* 54 */
CmdRenameEngine, /* 55 */
CmdChangeCompanyName, /* 56 */
CmdChangePresidentName, /* 57 */
CmdRenameStation, /* 58 */
CmdSellAircraft, /* 59 */
CmdStartStopAircraft, /* 60 */
CmdBuildAircraft, /* 61 */
CmdSendAircraftToHangar, /* 62 */
CmdChangeAircraftServiceInt, /* 63 */
CmdRefitAircraft, /* 64 */
CmdPlaceSign, /* 65 */
CmdRenameSign, /* 66 */
CmdBuildRoadVeh, /* 67 */
CmdStartStopRoadVeh, /* 68 */
CmdSellRoadVeh, /* 69 */
CmdSendRoadVehToDepot, /* 70 */
CmdTurnRoadVeh, /* 71 */
CmdChangeRoadVehServiceInt, /* 72 */
CmdPause, /* 73 */
CmdBuyShareInCompany, /* 74 */
CmdSellShareInCompany, /* 75 */
CmdBuyCompany, /* 76 */
CmdBuildTown, /* 77 */
NULL, /* 78 */
NULL, /* 79 */
CmdRenameTown, /* 80 */
CmdDoTownAction, /* 81 */
CmdSetRoadDriveSide, /* 82 */
CmdSetTownNameType, /* 83 */
NULL, /* 84 */
CmdChangeDifficultyLevel, /* 85 */
CmdStartStopShip, /* 86 */
CmdSellShip, /* 87 */
CmdBuildShip, /* 88 */
CmdSendShipToDepot, /* 89 */
CmdChangeShipServiceInt, /* 90 */
CmdRefitShip, /* 91 */
CmdStartNewGame, /* 92 */
CmdLoadGame, /* 93 */
CmdCreateScenario, /* 94 */
CmdSetSinglePlayer, /* 95 */
NULL, /* 96 */
CmdSetNewLandscapeType, /* 97 */
CmdGenRandomNewGame, /* 98 */
CmdCloneOrder, /* 99 */
CmdClearArea, /* 100 */
CmdResume, /* 101 */
CmdMoneyCheat, /* 102 */
CmdBuildCanal, /* 103 */
CmdPlayerCtrl, /* 104 */
CmdLevelLand, /* 105 */
CmdRefitRailVehicle, /* 106 */
CmdRestoreOrderIndex, /* 107 */
CmdBuildLock, /* 108 */
CmdStartScenario, /* 109 */
CmdBuildSignalTrack, /* 110 */
CmdRemoveSignalTrack, /* 111 */
CmdDestroyCompanyHQ, /* 112 */
CmdGiveMoney, /* 113 */
CmdChangePatchSetting, /* 114 */
CmdReplaceVehicle, /* 115 */
};
/* This function range-checks a cmd, and checks if the cmd is not NULL */
bool IsValidCommand(uint cmd)
{
cmd = cmd & 0xFF;
if (cmd >= lengthof(_command_proc_table) || _command_proc_table[cmd] == NULL)
return false;
return true;
}
int32 DoCommandByTile(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
return DoCommand(TileX(tile) * 16, TileY(tile) * 16, p1, p2, flags, procc);
}
//extern void _stdcall Sleep(int s);
int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
int32 res;
CommandProc *proc;
proc = _command_proc_table[procc];
if (_docommand_recursive == 0) {
_error_message = INVALID_STRING_ID;
// update last build coord of player
if ( (x|y) != 0 && _current_player < MAX_PLAYERS) {
DEREF_PLAYER(_current_player)->last_build_coordinate = TILE_FROM_XY(x,y);
}
}
_docommand_recursive++;
// only execute the test call if it's toplevel, or we're not execing.
if (_docommand_recursive == 1 || !(flags & DC_EXEC) || (flags & DC_FORCETEST) ) {
res = proc(x, y, flags&~DC_EXEC, p1, p2);
if ((uint32)res >> 16 == 0x8000) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
goto error;
}
if (_docommand_recursive == 1) {
if (!(flags&DC_QUERY_COST) && res != 0 && !CheckPlayerHasMoney(res))
goto error;
}
if (!(flags & DC_EXEC)) {
_docommand_recursive--;
return res;
}
}
/* Execute the command here. All cost-relevant functions set the expenses type
* themselves with "SET_EXPENSES_TYPE(...);" at the beginning of the function */
res = proc(x, y, flags, p1, p2);
if ((uint32)res >> 16 == 0x8000) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
error:
_docommand_recursive--;
return CMD_ERROR;
}
// if toplevel, subtract the money.
if (--_docommand_recursive == 0) {
SubtractMoneyFromPlayer(res);
}
return res;
}
int32 GetAvailableMoneyForCommand(void)
{
uint pid = _current_player;
if (pid >= MAX_PLAYERS) return 0x7FFFFFFF; // max int
return DEREF_PLAYER(pid)->player_money;
}
// toplevel network safe docommand function for the current player. must not be called recursively.
// the callback is called when the command succeeded or failed.
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd)
{
int32 res = 0,res2;
CommandProc *proc;
uint32 flags;
bool notest;
int x = TileX(tile) * 16;
int y = TileY(tile) * 16;
assert(_docommand_recursive == 0);
_error_message = INVALID_STRING_ID;
_error_message_2 = cmd >> 16;
_additional_cash_required = 0;
// spectator has no rights.
if (_current_player == OWNER_SPECTATOR) {
ShowErrorMessage(_error_message, _error_message_2, x, y);
return false;
}
flags = 0;
if (cmd & CMD_AUTO) flags |= DC_AUTO;
if (cmd & CMD_NO_WATER) flags |= DC_NO_WATER;
// get pointer to command handler
assert((cmd & 0xFF) < lengthof(_command_proc_table));
proc = _command_proc_table[cmd & 0xFF];
// Some commands have a different output in dryrun than the realrun
// e.g.: if you demolish a whole town, the dryrun would say okay.
// but by really destroying, your rating drops and at a certain point
// it will fail. so res and res2 are different
// CMD_REMOVE_ROAD: This command has special local authority
// restrictions which may cause the test run to fail (the previous
// road fragments still stay there and the town won't let you
// disconnect the road system), but the exec will succeed and this
// fact will trigger an assertion failure. --pasky
notest =
(cmd & 0xFF) == CMD_CLEAR_AREA ||
(cmd & 0xFF) == CMD_CONVERT_RAIL ||
(cmd & 0xFF) == CMD_LEVEL_LAND ||
(cmd & 0xFF) == CMD_REMOVE_ROAD;
_docommand_recursive = 1;
// cost estimation only?
if (_shift_pressed && _current_player == _local_player && !(cmd & (CMD_NETWORK_COMMAND | CMD_SHOW_NO_ERROR))) {
// estimate the cost.
res = proc(x, y, flags, p1, p2);
if ((uint32)res >> 16 == 0x8000) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
ShowErrorMessage(_error_message, _error_message_2, x, y);
} else {
ShowEstimatedCostOrIncome(res, x, y);
}
_docommand_recursive = 0;
return false;
}
if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
// first test if the command can be executed.
res = proc(x,y, flags, p1, p2);
if ((uint32)res >> 16 == 0x8000) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
goto show_error;
}
// no money? Only check if notest is off
if (!notest && res != 0 && !CheckPlayerHasMoney(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, callback);
_docommand_recursive = 0;
return true;
}
#endif /* ENABLE_NETWORK */
// update last build coordinate of player.
if ( tile != 0 && _current_player < MAX_PLAYERS) DEREF_PLAYER(_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(x,y, 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 ((uint32)res2 >> 16 == 0x8000) {
if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
goto show_error;
}
}
SubtractMoneyFromPlayer(res2);
if (_current_player == _local_player && _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_message_2, x,y);
if (res2 == 0) goto callb_err;
}
}
_docommand_recursive = 0;
if (callback) callback(true, tile, p1, p2);
return true;
show_error:
// show error message if the command fails?
if (_current_player == _local_player && _error_message_2 != 0)
ShowErrorMessage(_error_message, _error_message_2, x,y);
callb_err:
_docommand_recursive = 0;
if (callback) callback(false, tile, p1, p2);
return false;
}
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