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Location: cpp/openttd-patchpack/source/src/misc_cmd.cpp
r7553:1f8dacb4cfbd
10.6 KiB
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(svn r11078) -Add: added 32bpp-optimized, which is almost twice as fast as 32bpp-simple (based on the work of frosch)
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
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/** @file misc_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "string.h"
#include "table/strings.h"
#include "command.h"
#include "player.h"
#include "gfx.h"
#include "window.h"
#include "gui.h"
#include "economy.h"
#include "network/network.h"
#include "variables.h"
#include "livery.h"
#include "player_face.h"
#include "strings.h"
/** Change the player's face.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 face bitmasked
*/
CommandCost CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
PlayerFace pf = (PlayerFace)p2;
if (!IsValidPlayerFace(pf)) return CMD_ERROR;
if (flags & DC_EXEC) {
GetPlayer(_current_player)->face = pf;
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Change the player's company-colour
* @param tile unused
* @param flags operation to perform
* @param p1 bitstuffed:
* p1 bits 0-7 scheme to set
* p1 bits 8-9 set in use state or first/second colour
* @param p2 new colour for vehicles, property, etc.
*/
CommandCost CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p, *pp;
byte colour;
LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8);
byte state = GB(p1, 8, 2);
if (p2 >= 16) return CMD_ERROR; // max 16 colours
colour = p2;
if (scheme >= LS_END || state >= 3) return CMD_ERROR;
p = GetPlayer(_current_player);
/* Ensure no two companies have the same primary colour */
if (scheme == LS_DEFAULT && state == 0) {
FOR_ALL_PLAYERS(pp) {
if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR;
}
}
if (flags & DC_EXEC) {
switch (state) {
case 0:
p->livery[scheme].colour1 = colour;
/* If setting the first colour of the default scheme, adjust the
* original and cached player colours too. */
if (scheme == LS_DEFAULT) {
_player_colors[_current_player] = colour;
p->player_color = colour;
}
break;
case 1:
p->livery[scheme].colour2 = colour;
break;
case 2:
p->livery[scheme].in_use = colour != 0;
/* Now handle setting the default scheme's in_use flag.
* This is different to the other schemes, as it signifies if any
* scheme is active at all. If this flag is not set, then no
* processing of vehicle types occurs at all, and only the default
* colours will be used. */
/* If enabling a scheme, set the default scheme to be in use too */
if (colour != 0) {
p->livery[LS_DEFAULT].in_use = true;
break;
}
/* Else loop through all schemes to see if any are left enabled.
* If not, disable the default scheme too. */
p->livery[LS_DEFAULT].in_use = false;
for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
if (p->livery[scheme].in_use) {
p->livery[LS_DEFAULT].in_use = true;
break;
}
}
break;
default:
break;
}
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Increase the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 when 0: loans LOAN_INTERVAL
* when 1: loans the maximum loan permitting money (press CTRL),
*/
CommandCost CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p = GetPlayer(_current_player);
if (p->current_loan >= _economy.max_loan) {
SetDParam(0, _economy.max_loan);
return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
}
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Take some extra loan
loan = (IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI;
break;
case 1: // Take a loan as big as possible
loan = _economy.max_loan - p->current_loan;
break;
}
/* Overflow protection */
if (p->player_money + p->current_loan + loan < p->player_money) return CMD_ERROR;
if (flags & DC_EXEC) {
p->player_money += loan;
p->current_loan += loan;
InvalidatePlayerWindows(p);
}
return CommandCost();
}
/** Decrease the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 when 0: pays back LOAN_INTERVAL
* when 1: pays back the maximum loan permitting money (press CTRL),
*/
CommandCost CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p = GetPlayer(_current_player);
if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Pay back one step
loan = min(p->current_loan, (Money)(IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI);
break;
case 1: // Pay back as much as possible
loan = max(min(p->current_loan, p->player_money), (Money)LOAN_INTERVAL);
loan -= loan % LOAN_INTERVAL;
break;
}
if (p->player_money < loan) {
SetDParam(0, loan);
return_cmd_error(STR_702E_REQUIRED);
}
if (flags & DC_EXEC) {
p->player_money -= loan;
p->current_loan -= loan;
InvalidatePlayerWindows(p);
}
return CommandCost();
}
static bool IsUniqueCompanyName(const char *name)
{
const Player *p;
char buf[512];
FOR_ALL_PLAYERS(p) {
if (!p->is_active) continue;
SetDParam(0, p->index);
GetString(buf, STR_COMPANY_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** Change the name of the company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Player *p;
if (StrEmpty(_cmd_text)) return CMD_ERROR;
if (!IsUniqueCompanyName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
str = AllocateName(_cmd_text, 4);
if (str == 0) return CMD_ERROR;
if (flags & DC_EXEC) {
p = GetPlayer(_current_player);
DeleteName(p->name_1);
p->name_1 = str;
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return CommandCost();
}
static bool IsUniquePresidentName(const char *name)
{
const Player *p;
char buf[512];
FOR_ALL_PLAYERS(p) {
if (!p->is_active) continue;
SetDParam(0, p->index);
GetString(buf, STR_PLAYER_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** Change the name of the president.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Player *p;
if (StrEmpty(_cmd_text)) return CMD_ERROR;
if (!IsUniquePresidentName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
str = AllocateName(_cmd_text, 4);
if (str == 0) return CMD_ERROR;
if (flags & DC_EXEC) {
p = GetPlayer(_current_player);
DeleteName(p->president_name_1);
p->president_name_1 = str;
if (p->name_1 == STR_SV_UNNAMED) {
char buf[80];
snprintf(buf, lengthof(buf), "%s Transport", _cmd_text);
_cmd_text = buf;
DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME);
}
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return CommandCost();
}
/** Pause/Unpause the game (server-only).
* Increase or decrease the pause counter. If the counter is zero,
* the game is unpaused. A counter is used instead of a boolean value
* to have more control over the game when saving/loading, etc.
* @param tile unused
* @param flags operation to perform
* @param p1 0 = decrease pause counter; 1 = increase pause counter
* @param p2 unused
*/
CommandCost CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_pause_game += (p1 == 1) ? 1 : -1;
if (_pause_game == (byte)-1) _pause_game = 0;
InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_MAIN_TOOLBAR, 0);
}
return CommandCost();
}
/** Change the financial flow of your company.
* This is normally only enabled in offline mode, but if there is a debug
* build, you can cheat (to test).
* @param tile unused
* @param flags operation to perform
* @param p1 the amount of money to receive (if negative), or spend (if positive)
* @param p2 unused
*/
CommandCost CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
#ifndef _DEBUG
if (_networking) return CMD_ERROR;
#endif
SET_EXPENSES_TYPE(EXPENSES_OTHER);
return CommandCost(-(Money)p1);
}
/** Transfer funds (money) from one player to another.
* To prevent abuse in multiplayer games you can only send money to other
* players if you have paid off your loan (either explicitely, or implicitely
* given the fact that you have more money than loan).
* @param tile unused
* @param flags operation to perform
* @param p1 the amount of money to transfer; max 20.000.000
* @param p2 the player to transfer the money to
*/
CommandCost CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
const Player *p = GetPlayer(_current_player);
CommandCost amount(min((Money)p1, (Money)20000000LL));
SET_EXPENSES_TYPE(EXPENSES_OTHER);
/* You can only transfer funds that is in excess of your loan */
if (p->player_money - p->current_loan < amount.GetCost() || amount.GetCost() <= 0) return CMD_ERROR;
if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Add money to player */
PlayerID old_cp = _current_player;
_current_player = (PlayerID)p2;
SubtractMoneyFromPlayer(CommandCost(-amount.GetCost()));
_current_player = old_cp;
}
/* Subtract money from local-player */
return amount;
}
/** Change difficulty level/settings (server-only).
* We cannot really check for valid values of p2 (too much work mostly); stored
* in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows
* what to do and does this correctly
* @param tile unused
* @param flags operation to perform
* @param p1 the difficulty setting being changed. If it is -1, the difficulty level
* itself is changed. The new value is inside p2
* @param p2 new value for a difficulty setting or difficulty level
*/
CommandCost CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR;
if (flags & DC_EXEC) {
if (p1 != (uint32)-1L) {
((int*)&_opt_ptr->diff)[p1] = p2;
_opt_ptr->diff_level = 3; // custom difficulty level
} else {
_opt_ptr->diff_level = p2;
}
/* If we are a network-client, update the difficult setting (if it is open).
* Use this instead of just dirtying the window because we need to load in
* the new difficulty settings */
if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
ShowGameDifficulty();
}
return CommandCost();
}
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