Files @ r1793:7bff71353e69
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Location: cpp/openttd-patchpack/source/misc_cmd.c

Darkvater
(svn r2297) - CodeChange: server-check the next batch of commands.
- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
#include "stdafx.h"
#include "ttd.h"
#include "string.h"
#include "table/strings.h"
#include "command.h"
#include "player.h"
#include "gfx.h"
#include "window.h"
#include "gui.h"
#include "saveload.h"
#include "economy.h"
#include "network.h"

/** Change the player's face.
 * @param x,y unused
 * @param p1 unused
 * @param p2 face bitmasked
 */
int32 CmdSetPlayerFace(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	if (flags & DC_EXEC) {
		GetPlayer(_current_player)->face = p2;
		MarkWholeScreenDirty();
	}
	return 0;
}

/** Change the player's company-colour
 * @param x,y unused
 * @param p1 unused
 * @param p2 new colour for vehicles, property, etc.
 */
int32 CmdSetPlayerColor(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p, *pp;

	p = GetPlayer(_current_player);

	/* Ensure no two companies have the same colour */
	FOR_ALL_PLAYERS(pp) {
		if (pp->is_active && pp != p && pp->player_color == (byte)p2)
			return CMD_ERROR;
	}

	if (flags & DC_EXEC) {
		_player_colors[_current_player] = (byte)p2;
		p->player_color = (byte)p2;
		MarkWholeScreenDirty();
	}
	return 0;
}

/** Increase the loan of your company.
 * @param x,y unused
 * @param p1 unused
 * @param p2 when set, loans the maximum amount in one go (press CTRL)
 */
int32 CmdIncreaseLoan(int x, int y, 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 : IS_HUMAN_PLAYER(_current_player) ? 10000 : 50000;

		p->money64 += loan;
		p->current_loan += loan;
		UpdatePlayerMoney32(p);
		InvalidatePlayerWindows(p);
	}

	return 0;
}

/** Decrease the loan of your company.
 * @param x,y unused
 * @param p1 unused
 * @param p2 when set, pays back the maximum loan permitting money (press CTRL)
 */
int32 CmdDecreaseLoan(int x, int y, 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 = (_patches.ainew_active) ? min(loan, 10000) : min(loan, IS_HUMAN_PLAYER(_current_player) ? 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 x,y unused
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdChangeCompanyName(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	StringID str;
	Player *p;

	str = AllocateNameUnique((const char*)_decode_parameters, 4);
	if (str == 0) return CMD_ERROR;

	if (flags & DC_EXEC) {
		p = DEREF_PLAYER(_current_player);
		DeleteName(p->name_1);
		p->name_1 = str;
		MarkWholeScreenDirty();
	} else
		DeleteName(str);

	return 0;
}

/** Change the name of the president.
 * @param x,y unused
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdChangePresidentName(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	StringID str;
	Player *p;

	str = AllocateNameUnique((const char*)_decode_parameters, 4);
	if (str == 0) return CMD_ERROR;

	if (flags & DC_EXEC) {
		p = DEREF_PLAYER(_current_player);
		DeleteName(p->president_name_1);
		p->president_name_1 = str;

		if (p->name_1 == STR_SV_UNNAMED) {
			ttd_strlcat((char*)_decode_parameters, " Transport", sizeof(_decode_parameters));
			DoCommandByTile(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 x,y unused
 * @param p1 0 = decrease pause counter; 1 = increase pause counter
 * @param p2 unused
 */
int32 CmdPause(int x, int y, 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;
}


int32 CmdMoneyCheat(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	SET_EXPENSES_TYPE(EXPENSES_OTHER);
	return (int32)p1;
}

int32 CmdGiveMoney(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	SET_EXPENSES_TYPE(EXPENSES_OTHER);

	p1 = clamp(p1, 0, 0xFFFFFF); // Clamp between 16 million and 0

	if (p1 == 0)
		return CMD_ERROR;

	if (flags & DC_EXEC) {
		// Add money to player
		byte old_cp = _current_player;
		_current_player = p2;
		SubtractMoneyFromPlayer(-(int32)p1);
		_current_player = old_cp;
	}

	// Subtract money from local-player
	return (int32)p1;
}

/** 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 x,y 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(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	if (p1 >= GAME_DIFFICULTY_NUM) 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;
}