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Location: cpp/openttd-patchpack/source/command.c - annotation
r5312:ffd375effb01
17.3 KiB
text/x-c
(svn r7468) -Codechange: [win32] Add some comments to MB/WIDE_TO_WIDE/MB_[BUFFER] macros and
use them some more in win32 code. Also for the clipboard use the convert_from_fs
function instead of calling Win32 API directly. Make the static buffers in OTTD2FS
and FS2OTTD the same size (character-length wise)
use them some more in win32 code. Also for the clipboard use the convert_from_fs
function instead of calling Win32 API directly. Make the static buffers in OTTD2FS
and FS2OTTD the same size (character-length wise)
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r1820:335b057adac7 r0:d63b455452f6 r0:d63b455452f6 | /* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "network.h"
#include "variables.h"
#include "genworld.h"
const char* _cmd_text = NULL;
#define DEF_COMMAND(yyyy) int32 yyyy(TileIndex tile, 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(CmdSendTrainToDepot);
DEF_COMMAND(CmdForceTrainProceed);
DEF_COMMAND(CmdReverseTrainDirection);
DEF_COMMAND(CmdModifyOrder);
DEF_COMMAND(CmdSkipOrder);
DEF_COMMAND(CmdDeleteOrder);
DEF_COMMAND(CmdInsertOrder);
DEF_COMMAND(CmdChangeServiceInt);
DEF_COMMAND(CmdRestoreOrderIndex);
DEF_COMMAND(CmdBuildIndustry);
DEF_COMMAND(CmdBuildCompanyHQ);
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(CmdRefitAircraft);
DEF_COMMAND(CmdPlaceSign);
DEF_COMMAND(CmdRenameSign);
DEF_COMMAND(CmdBuildRoadVeh);
DEF_COMMAND(CmdStartStopRoadVeh);
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(CmdSetRoadDriveSide);
DEF_COMMAND(CmdChangeDifficultyLevel);
DEF_COMMAND(CmdChangePatchSetting);
DEF_COMMAND(CmdStartStopShip);
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(CmdPlayerCtrl);
DEF_COMMAND(CmdLevelLand);
DEF_COMMAND(CmdRefitRailVehicle);
DEF_COMMAND(CmdBuildSignalTrack);
DEF_COMMAND(CmdRemoveSignalTrack);
DEF_COMMAND(CmdSetAutoReplace);
DEF_COMMAND(CmdCloneVehicle);
DEF_COMMAND(CmdMassStartStopVehicle);
DEF_COMMAND(CmdDepotSellAllVehicles);
DEF_COMMAND(CmdDepotMassAutoReplace);
/* The master command table */
static const Command _command_proc_table[] = {
{CmdBuildRailroadTrack, 0}, /* 0 */
{CmdRemoveRailroadTrack, 0}, /* 1 */
{CmdBuildSingleRail, 0}, /* 2 */
{CmdRemoveSingleRail, 0}, /* 3 */
{CmdLandscapeClear, 0}, /* 4 */
{CmdBuildBridge, 0}, /* 5 */
{CmdBuildRailroadStation, 0}, /* 6 */
{CmdBuildTrainDepot, 0}, /* 7 */
{CmdBuildSingleSignal, 0}, /* 8 */
{CmdRemoveSingleSignal, 0}, /* 9 */
{CmdTerraformLand, 0}, /* 10 */
{CmdPurchaseLandArea, 0}, /* 11 */
{CmdSellLandArea, 0}, /* 12 */
{CmdBuildTunnel, 0}, /* 13 */
{CmdRemoveFromRailroadStation, 0}, /* 14 */
{CmdConvertRail, 0}, /* 15 */
{CmdBuildTrainWaypoint, 0}, /* 16 */
{CmdRenameWaypoint, 0}, /* 17 */
{CmdRemoveTrainWaypoint, 0}, /* 18 */
{NULL, 0}, /* 19 */
{NULL, 0}, /* 20 */
{CmdBuildRoadStop, 0}, /* 21 */
{NULL, 0}, /* 22 */
{CmdBuildLongRoad, 0}, /* 23 */
{CmdRemoveLongRoad, 0}, /* 24 */
{CmdBuildRoad, 0}, /* 25 */
{CmdRemoveRoad, 0}, /* 26 */
{CmdBuildRoadDepot, 0}, /* 27 */
{NULL, 0}, /* 28 */
{CmdBuildAirport, 0}, /* 29 */
{CmdBuildDock, 0}, /* 30 */
{CmdBuildShipDepot, 0}, /* 31 */
{CmdBuildBuoy, 0}, /* 32 */
{CmdPlantTree, 0}, /* 33 */
{CmdBuildRailVehicle, 0}, /* 34 */
{CmdMoveRailVehicle, 0}, /* 35 */
{CmdStartStopTrain, 0}, /* 36 */
{NULL, 0}, /* 37 */
{CmdSellRailWagon, 0}, /* 38 */
{CmdSendTrainToDepot, 0}, /* 39 */
{CmdForceTrainProceed, 0}, /* 40 */
{CmdReverseTrainDirection, 0}, /* 41 */
{CmdModifyOrder, 0}, /* 42 */
{CmdSkipOrder, 0}, /* 43 */
{CmdDeleteOrder, 0}, /* 44 */
{CmdInsertOrder, 0}, /* 45 */
{CmdChangeServiceInt, 0}, /* 46 */
{CmdBuildIndustry, 0}, /* 47 */
{CmdBuildCompanyHQ, 0}, /* 48 */
{CmdSetPlayerFace, 0}, /* 49 */
{CmdSetPlayerColor, 0}, /* 50 */
{CmdIncreaseLoan, 0}, /* 51 */
{CmdDecreaseLoan, 0}, /* 52 */
{CmdWantEnginePreview, 0}, /* 53 */
{CmdNameVehicle, 0}, /* 54 */
{CmdRenameEngine, 0}, /* 55 */
{CmdChangeCompanyName, 0}, /* 56 */
{CmdChangePresidentName, 0}, /* 57 */
{CmdRenameStation, 0}, /* 58 */
{CmdSellAircraft, 0}, /* 59 */
{CmdStartStopAircraft, 0}, /* 60 */
{CmdBuildAircraft, 0}, /* 61 */
{CmdSendAircraftToHangar, 0}, /* 62 */
{NULL, 0}, /* 63 */
{CmdRefitAircraft, 0}, /* 64 */
{CmdPlaceSign, 0}, /* 65 */
{CmdRenameSign, 0}, /* 66 */
{CmdBuildRoadVeh, 0}, /* 67 */
{CmdStartStopRoadVeh, 0}, /* 68 */
{CmdSellRoadVeh, 0}, /* 69 */
{CmdSendRoadVehToDepot, 0}, /* 70 */
{CmdTurnRoadVeh, 0}, /* 71 */
{CmdRefitRoadVeh, 0}, /* 72 */
{CmdPause, CMD_SERVER}, /* 73 */
{CmdBuyShareInCompany, 0}, /* 74 */
{CmdSellShareInCompany, 0}, /* 75 */
{CmdBuyCompany, 0}, /* 76 */
{CmdBuildTown, CMD_OFFLINE}, /* 77 */
{NULL, 0}, /* 78 */
{NULL, 0}, /* 79 */
{CmdRenameTown, CMD_SERVER}, /* 80 */
{CmdDoTownAction, 0}, /* 81 */
{CmdSetRoadDriveSide, CMD_SERVER}, /* 82 */
{NULL, 0}, /* 83 */
{NULL, 0}, /* 84 */
{CmdChangeDifficultyLevel, CMD_SERVER}, /* 85 */
{CmdStartStopShip, 0}, /* 86 */
{CmdSellShip, 0}, /* 87 */
{CmdBuildShip, 0}, /* 88 */
{CmdSendShipToDepot, 0}, /* 89 */
{NULL, 0}, /* 90 */
{CmdRefitShip, 0}, /* 91 */
{NULL, 0}, /* 92 */
{NULL, 0}, /* 93 */
{NULL, 0}, /* 94 */
{NULL, 0}, /* 95 */
{NULL, 0}, /* 96 */
{NULL, 0}, /* 97 */
{CmdOrderRefit, 0}, /* 98 */
{CmdCloneOrder, 0}, /* 99 */
{CmdClearArea, 0}, /* 100 */
{NULL, 0}, /* 101 */
{CmdMoneyCheat, CMD_OFFLINE}, /* 102 */
{CmdBuildCanal, 0}, /* 103 */
{CmdPlayerCtrl, 0}, /* 104 */
{CmdLevelLand, 0}, /* 105 */
{CmdRefitRailVehicle, 0}, /* 106 */
{CmdRestoreOrderIndex, 0}, /* 107 */
{CmdBuildLock, 0}, /* 108 */
{NULL, 0}, /* 109 */
{CmdBuildSignalTrack, 0}, /* 110 */
{CmdRemoveSignalTrack, 0}, /* 111 */
{NULL, 0}, /* 112 */
{CmdGiveMoney, 0}, /* 113 */
{CmdChangePatchSetting, CMD_SERVER}, /* 114 */
{CmdSetAutoReplace, 0}, /* 115 */
{CmdCloneVehicle, 0}, /* 116 */
{CmdMassStartStopVehicle, 0}, /* 117 */
{CmdDepotSellAllVehicles, 0}, /* 118 */
{CmdDepotMassAutoReplace, 0}, /* 119 */
};
/* This function range-checks a cmd, and checks if the cmd is not NULL */
bool IsValidCommand(uint cmd)
{
cmd &= 0xFF;
return
cmd < lengthof(_command_proc_table) &&
_command_proc_table[cmd].proc != NULL;
}
byte GetCommandFlags(uint cmd)
{
return _command_proc_table[cmd & 0xFF].flags;
}
static int _docommand_recursive;
int32 DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
int32 res;
CommandProc *proc;
/* Do not even think about executing out-of-bounds tile-commands */
if (tile >= MapSize()) {
_cmd_text = NULL;
return CMD_ERROR;
}
proc = _command_proc_table[procc].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) || (flags & DC_FORCETEST) ) {
res = proc(tile, flags & ~DC_EXEC, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
goto error;
}
if (_docommand_recursive == 1 &&
!(flags & DC_QUERY_COST) &&
res != 0 &&
!CheckPlayerHasMoney(res)) {
goto error;
}
if (!(flags & DC_EXEC)) {
_docommand_recursive--;
_cmd_text = NULL;
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(tile, flags, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
error:
_docommand_recursive--;
_cmd_text = NULL;
return CMD_ERROR;
}
// if toplevel, subtract the money.
if (--_docommand_recursive == 0) {
SubtractMoneyFromPlayer(res);
// XXX - Old AI hack which doesn't use DoCommandDP; update last build coord of player
if (tile != 0 && IsValidPlayer(_current_player)) {
GetPlayer(_current_player)->last_build_coordinate = tile;
}
}
_cmd_text = NULL;
return res;
}
int32 GetAvailableMoneyForCommand(void)
{
PlayerID pid = _current_player;
if (!IsValidPlayer(pid)) return 0x7FFFFFFF; // max int
return GetPlayer(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;
StringID error_part1;
int x = TileX(tile) * TILE_SIZE;
int y = TileY(tile) * TILE_SIZE;
/* Do not even think about executing out-of-bounds tile-commands */
if (tile >= MapSize()) {
_cmd_text = NULL;
return false;
}
assert(_docommand_recursive == 0);
_error_message = INVALID_STRING_ID;
error_part1 = GB(cmd, 16, 16);
_additional_cash_required = 0;
/** Spectator has no rights except for the (dedicated) server which
* is/can be a spectator but as the server it can do anything */
if (_current_player == PLAYER_SPECTATOR && !_network_server) {
ShowErrorMessage(_error_message, error_part1, x, y);
_cmd_text = NULL;
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].proc;
if (proc == NULL) {
_cmd_text = NULL;
return false;
}
// 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 ||
(cmd & 0xFF) == CMD_REMOVE_LONG_ROAD;
_docommand_recursive = 1;
// cost estimation only?
if (!IsGeneratingWorld() && _shift_pressed && IsLocalPlayer() && !(cmd & (CMD_NETWORK_COMMAND | CMD_SHOW_NO_ERROR))) {
// estimate the cost.
res = proc(tile, flags, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
ShowErrorMessage(_error_message, error_part1, x, y);
} else {
ShowEstimatedCostOrIncome(res, x, y);
}
_docommand_recursive = 0;
_cmd_text = NULL;
return false;
}
if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
// first test if the command can be executed.
res = proc(tile, flags, p1, p2);
if (CmdFailed(res)) {
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 we are a dedicated server temporarily switch local player, otherwise
* the other parties won't be able to execute our command and will desync.
* We also need to do this if the server's company has gone bankrupt
* @todo Rewrite (dedicated) server to something more than a dirty hack!
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
PlayerID pbck = _local_player;
if (_network_dedicated || (_network_server && pbck == PLAYER_SPECTATOR)) _local_player = 0;
NetworkSend_Command(tile, p1, p2, cmd, callback);
if (_network_dedicated || (_network_server && pbck == PLAYER_SPECTATOR)) _local_player = pbck;
_docommand_recursive = 0;
_cmd_text = NULL;
return true;
}
#endif /* ENABLE_NETWORK */
// update last build coordinate of player.
if (tile != 0 && IsValidPlayer(_current_player)) {
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;
}
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