Files
@ r6200:2353fae23b69
Branch filter:
Location: cpp/openttd-patchpack/source/src/misc_cmd.cpp
r6200:2353fae23b69
8.9 KiB
text/x-c
(svn r8980) -Fix (FS#656): the industry list should also be (re)set when the number of industries is 0.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 | /* $Id$ */
#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"
/** Change the player's face.
* @param tile unused
* @param p1 unused
* @param p2 face bitmasked
*/
int32 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 0;
}
/** Change the player's company-colour
* @param tile unused
* @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.
*/
int32 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 0;
}
/** Increase the loan of your company.
* @param tile unused
* @param p1 unused
* @param p2 when set, loans the maximum amount in one go (press CTRL)
*/
int32 CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p;
p = GetPlayer(_current_player);
if (p->current_loan >= _economy.max_loan) {
SetDParam(0, _economy.max_loan);
return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
}
if (flags & DC_EXEC) {
/* Loan the maximum amount or not? */
int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000;
p->money64 += loan;
p->current_loan += loan;
UpdatePlayerMoney32(p);
InvalidatePlayerWindows(p);
}
return 0;
}
/** Decrease the loan of your company.
* @param tile unused
* @param p1 unused
* @param p2 when set, pays back the maximum loan permitting money (press CTRL)
*/
int32 CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p;
int32 loan;
p = GetPlayer(_current_player);
if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
loan = p->current_loan;
/* p2 is true while CTRL is pressed (repay all possible loan, or max money you have)
* Repay any loan in chunks of 10.000 pounds */
if (p2) {
loan = min(loan, p->player_money);
loan = max(loan, 10000);
loan -= loan % 10000;
} else {
loan = min(loan, (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000);
}
if (p->player_money < loan) {
SetDParam(0, loan);
return_cmd_error(STR_702E_REQUIRED);
}
if (flags & DC_EXEC) {
p->money64 -= loan;
p->current_loan -= loan;
UpdatePlayerMoney32(p);
InvalidatePlayerWindows(p);
}
return 0;
}
/** Change the name of the company.
* @param tile unused
* @param p1 unused
* @param p2 unused
*/
int32 CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Player *p;
if (_cmd_text[0] == '\0') return CMD_ERROR;
str = AllocateNameUnique(_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 0;
}
/** Change the name of the president.
* @param tile unused
* @param p1 unused
* @param p2 unused
*/
int32 CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Player *p;
if (_cmd_text[0] == '\0') return CMD_ERROR;
str = AllocateNameUnique(_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 0;
}
/** 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 p1 0 = decrease pause counter; 1 = increase pause counter
* @param p2 unused
*/
int32 CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_pause += (p1 == 1) ? 1 : -1;
if (_pause == (byte)-1) _pause = 0;
InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_MAIN_TOOLBAR, 0);
}
return 0;
}
/** 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 p1 the amount of money to receive (if negative), or spend (if positive)
* @param p2 unused
*/
int32 CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
#ifndef _DEBUG
if (_networking) return CMD_ERROR;
#endif
SET_EXPENSES_TYPE(EXPENSES_OTHER);
return -(int32)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 p1 the amount of money to transfer; max 20.000.000
* @param p2 the player to transfer the money to
*/
int32 CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
const Player *p = GetPlayer(_current_player);
int32 amount = min((int32)p1, 20000000);
SET_EXPENSES_TYPE(EXPENSES_OTHER);
/* You can only transfer funds that is in excess of your loan */
if (p->money64 - p->current_loan < amount || amount <= 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(-amount);
_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 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
*/
int32 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 0;
}
|