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@ r1793:7bff71353e69
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Location: cpp/openttd-patchpack/source/misc_cmd.c
r1793:7bff71353e69
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(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.
- 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.
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 | #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;
}
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