Files @ r27283:895ef9174a75
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Location: cpp/openttd-patchpack/source/src/command_type.h

Rubidium
Change: include fmt.h C++ headers in stdafx.h

This to prevent compilation issues between runs with and without precompiled
headers. Also remove the headers from the rest of the code base as they are
not needed there anymore, although they do relatively little harm.
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/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file command_type.h Types related to commands. */

#ifndef COMMAND_TYPE_H
#define COMMAND_TYPE_H

#include "economy_type.h"
#include "strings_type.h"
#include "tile_type.h"

struct GRFFile;

/**
 * Common return value for all commands. Wraps the cost and
 * a possible error message/state together.
 */
class CommandCost {
	ExpensesType expense_type;                  ///< the type of expence as shown on the finances view
	Money cost;                                 ///< The cost of this action
	StringID message;                           ///< Warning message for when success is unset
	bool success;                               ///< Whether the command went fine up to this moment
	const GRFFile *textref_stack_grffile;       ///< NewGRF providing the #TextRefStack content.
	uint textref_stack_size;                    ///< Number of uint32 values to put on the #TextRefStack for the error message.
	StringID extra_message = INVALID_STRING_ID; ///< Additional warning message for when success is unset

	static uint32 textref_stack[16];

public:
	/**
	 * Creates a command cost return with no cost and no error
	 */
	CommandCost() : expense_type(INVALID_EXPENSES), cost(0), message(INVALID_STRING_ID), success(true), textref_stack_grffile(nullptr), textref_stack_size(0) {}

	/**
	 * Creates a command return value with one, or optionally two, error message strings.
	 */
	explicit CommandCost(StringID msg, StringID extra_msg = INVALID_STRING_ID) : expense_type(INVALID_EXPENSES), cost(0), message(msg), success(false), textref_stack_grffile(nullptr), textref_stack_size(0), extra_message(extra_msg) {}

	/**
	 * Creates a command cost with given expense type and start cost of 0
	 * @param ex_t the expense type
	 */
	explicit CommandCost(ExpensesType ex_t) : expense_type(ex_t), cost(0), message(INVALID_STRING_ID), success(true), textref_stack_grffile(nullptr), textref_stack_size(0) {}

	/**
	 * Creates a command return value with the given start cost and expense type
	 * @param ex_t the expense type
	 * @param cst the initial cost of this command
	 */
	CommandCost(ExpensesType ex_t, const Money &cst) : expense_type(ex_t), cost(cst), message(INVALID_STRING_ID), success(true), textref_stack_grffile(nullptr), textref_stack_size(0) {}


	/**
	 * Adds the given cost to the cost of the command.
	 * @param cost the cost to add
	 */
	inline void AddCost(const Money &cost)
	{
		this->cost += cost;
	}

	void AddCost(const CommandCost &cmd_cost);

	/**
	 * Multiplies the cost of the command by the given factor.
	 * @param factor factor to multiply the costs with
	 */
	inline void MultiplyCost(int factor)
	{
		this->cost *= factor;
	}

	/**
	 * The costs as made up to this moment
	 * @return the costs
	 */
	inline Money GetCost() const
	{
		return this->cost;
	}

	/**
	 * The expense type of the cost
	 * @return the expense type
	 */
	inline ExpensesType GetExpensesType() const
	{
		return this->expense_type;
	}

	/**
	 * Makes this #CommandCost behave like an error command.
	 * @param message The error message.
	 */
	void MakeError(StringID message, StringID extra_message = INVALID_STRING_ID)
	{
		assert(message != INVALID_STRING_ID);
		this->success = false;
		this->message = message;
		this->extra_message = extra_message;
	}

	void UseTextRefStack(const GRFFile *grffile, uint num_registers);

	/**
	 * Returns the NewGRF providing the #TextRefStack of the error message.
	 * @return the NewGRF.
	 */
	const GRFFile *GetTextRefStackGRF() const
	{
		return this->textref_stack_grffile;
	}

	/**
	 * Returns the number of uint32 values for the #TextRefStack of the error message.
	 * @return number of uint32 values.
	 */
	uint GetTextRefStackSize() const
	{
		return this->textref_stack_size;
	}

	/**
	 * Returns a pointer to the values for the #TextRefStack of the error message.
	 * @return uint32 values for the #TextRefStack
	 */
	const uint32 *GetTextRefStack() const
	{
		return textref_stack;
	}

	/**
	 * Returns the error message of a command
	 * @return the error message, if succeeded #INVALID_STRING_ID
	 */
	StringID GetErrorMessage() const
	{
		if (this->success) return INVALID_STRING_ID;
		return this->message;
	}

	/**
	 * Returns the extra error message of a command
	 * @return the extra error message, if succeeded #INVALID_STRING_ID
	 */
	StringID GetExtraErrorMessage() const
	{
		if (this->success) return INVALID_STRING_ID;
		return this->extra_message;
	}

	/**
	 * Did this command succeed?
	 * @return true if and only if it succeeded
	 */
	inline bool Succeeded() const
	{
		return this->success;
	}

	/**
	 * Did this command fail?
	 * @return true if and only if it failed
	 */
	inline bool Failed() const
	{
		return !this->success;
	}
};

/**
 * List of commands.
 *
 * This enum defines all possible commands which can be executed to the game
 * engine. Observing the game like the query-tool or checking the profit of a
 * vehicle don't result in a command which should be executed in the engine
 * nor send to the server in a network game.
 *
 * @see _command_proc_table
 */
enum Commands : uint16 {
	CMD_BUILD_RAILROAD_TRACK,         ///< build a rail track
	CMD_REMOVE_RAILROAD_TRACK,        ///< remove a rail track
	CMD_BUILD_SINGLE_RAIL,            ///< build a single rail track
	CMD_REMOVE_SINGLE_RAIL,           ///< remove a single rail track
	CMD_LANDSCAPE_CLEAR,              ///< demolish a tile
	CMD_BUILD_BRIDGE,                 ///< build a bridge
	CMD_BUILD_RAIL_STATION,           ///< build a rail station
	CMD_BUILD_TRAIN_DEPOT,            ///< build a train depot
	CMD_BUILD_SIGNALS,                ///< build a signal
	CMD_REMOVE_SIGNALS,               ///< remove a signal
	CMD_TERRAFORM_LAND,               ///< terraform a tile
	CMD_BUILD_OBJECT,                 ///< build an object
	CMD_BUILD_OBJECT_AREA,            ///< build an area of objects
	CMD_BUILD_TUNNEL,                 ///< build a tunnel

	CMD_REMOVE_FROM_RAIL_STATION,     ///< remove a (rectangle of) tiles from a rail station
	CMD_CONVERT_RAIL,                 ///< convert a rail type

	CMD_BUILD_RAIL_WAYPOINT,          ///< build a waypoint
	CMD_RENAME_WAYPOINT,              ///< rename a waypoint
	CMD_REMOVE_FROM_RAIL_WAYPOINT,    ///< remove a (rectangle of) tiles from a rail waypoint

	CMD_BUILD_ROAD_STOP,              ///< build a road stop
	CMD_REMOVE_ROAD_STOP,             ///< remove a road stop
	CMD_BUILD_LONG_ROAD,              ///< build a complete road (not a "half" one)
	CMD_REMOVE_LONG_ROAD,             ///< remove a complete road (not a "half" one)
	CMD_BUILD_ROAD,                   ///< build a "half" road
	CMD_BUILD_ROAD_DEPOT,             ///< build a road depot
	CMD_CONVERT_ROAD,                 ///< convert a road type

	CMD_BUILD_AIRPORT,                ///< build an airport

	CMD_BUILD_DOCK,                   ///< build a dock

	CMD_BUILD_SHIP_DEPOT,             ///< build a ship depot
	CMD_BUILD_BUOY,                   ///< build a buoy

	CMD_PLANT_TREE,                   ///< plant a tree

	CMD_BUILD_VEHICLE,                ///< build a vehicle
	CMD_SELL_VEHICLE,                 ///< sell a vehicle
	CMD_REFIT_VEHICLE,                ///< refit the cargo space of a vehicle
	CMD_SEND_VEHICLE_TO_DEPOT,        ///< send a vehicle to a depot
	CMD_SET_VEHICLE_VISIBILITY,       ///< hide or unhide a vehicle in the build vehicle and autoreplace GUIs

	CMD_MOVE_RAIL_VEHICLE,            ///< move a rail vehicle (in the depot)
	CMD_FORCE_TRAIN_PROCEED,          ///< proceed a train to pass a red signal
	CMD_REVERSE_TRAIN_DIRECTION,      ///< turn a train around

	CMD_CLEAR_ORDER_BACKUP,           ///< clear the order backup of a given user/tile
	CMD_MODIFY_ORDER,                 ///< modify an order (like set full-load)
	CMD_SKIP_TO_ORDER,                ///< skip an order to the next of specific one
	CMD_DELETE_ORDER,                 ///< delete an order
	CMD_INSERT_ORDER,                 ///< insert a new order

	CMD_CHANGE_SERVICE_INT,           ///< change the server interval of a vehicle

	CMD_BUILD_INDUSTRY,               ///< build a new industry
	CMD_INDUSTRY_SET_FLAGS,           ///< change industry control flags
	CMD_INDUSTRY_SET_EXCLUSIVITY,     ///< change industry exclusive consumer/supplier
	CMD_INDUSTRY_SET_TEXT,            ///< change additional text for the industry

	CMD_SET_COMPANY_MANAGER_FACE,     ///< set the manager's face of the company
	CMD_SET_COMPANY_COLOUR,           ///< set the colour of the company

	CMD_INCREASE_LOAN,                ///< increase the loan from the bank
	CMD_DECREASE_LOAN,                ///< decrease the loan from the bank

	CMD_WANT_ENGINE_PREVIEW,          ///< confirm the preview of an engine
	CMD_ENGINE_CTRL,                  ///< control availability of the engine for companies

	CMD_RENAME_VEHICLE,               ///< rename a whole vehicle
	CMD_RENAME_ENGINE,                ///< rename a engine (in the engine list)
	CMD_RENAME_COMPANY,               ///< change the company name
	CMD_RENAME_PRESIDENT,             ///< change the president name
	CMD_RENAME_STATION,               ///< rename a station
	CMD_RENAME_DEPOT,                 ///< rename a depot

	CMD_PLACE_SIGN,                   ///< place a sign
	CMD_RENAME_SIGN,                  ///< rename a sign

	CMD_TURN_ROADVEH,                 ///< turn a road vehicle around

	CMD_PAUSE,                        ///< pause the game

	CMD_BUY_COMPANY,                  ///< buy a company which is bankrupt

	CMD_FOUND_TOWN,                   ///< found a town
	CMD_RENAME_TOWN,                  ///< rename a town
	CMD_DO_TOWN_ACTION,               ///< do a action from the town detail window (like advertises or bribe)
	CMD_TOWN_CARGO_GOAL,              ///< set the goal of a cargo for a town
	CMD_TOWN_GROWTH_RATE,             ///< set the town growth rate
	CMD_TOWN_RATING,                  ///< set rating of a company in a town
	CMD_TOWN_SET_TEXT,                ///< set the custom text of a town
	CMD_EXPAND_TOWN,                  ///< expand a town
	CMD_DELETE_TOWN,                  ///< delete a town

	CMD_ORDER_REFIT,                  ///< change the refit information of an order (for "goto depot" )
	CMD_CLONE_ORDER,                  ///< clone (and share) an order
	CMD_CLEAR_AREA,                   ///< clear an area

	CMD_MONEY_CHEAT,                  ///< do the money cheat
	CMD_CHANGE_BANK_BALANCE,          ///< change bank balance to charge costs or give money from a GS
	CMD_BUILD_CANAL,                  ///< build a canal

	CMD_CREATE_SUBSIDY,               ///< create a new subsidy
	CMD_COMPANY_CTRL,                 ///< used in multiplayer to create a new companies etc.
	CMD_CUSTOM_NEWS_ITEM,             ///< create a custom news message
	CMD_CREATE_GOAL,                  ///< create a new goal
	CMD_REMOVE_GOAL,                  ///< remove a goal
	CMD_SET_GOAL_TEXT,                ///< update goal text of a goal
	CMD_SET_GOAL_PROGRESS,            ///< update goal progress text of a goal
	CMD_SET_GOAL_COMPLETED,           ///< update goal completed status of a goal
	CMD_GOAL_QUESTION,                ///< ask a goal related question
	CMD_GOAL_QUESTION_ANSWER,         ///< answer(s) to CMD_GOAL_QUESTION
	CMD_CREATE_STORY_PAGE,            ///< create a new story page
	CMD_CREATE_STORY_PAGE_ELEMENT,    ///< create a new story page element
	CMD_UPDATE_STORY_PAGE_ELEMENT,    ///< update a story page element
	CMD_SET_STORY_PAGE_TITLE,         ///< update title of a story page
	CMD_SET_STORY_PAGE_DATE,          ///< update date of a story page
	CMD_SHOW_STORY_PAGE,              ///< show a story page
	CMD_REMOVE_STORY_PAGE,            ///< remove a story page
	CMD_REMOVE_STORY_PAGE_ELEMENT,    ///< remove a story page element
	CMD_SCROLL_VIEWPORT,              ///< scroll main viewport of players
	CMD_STORY_PAGE_BUTTON,            ///< selection via story page button

	CMD_LEVEL_LAND,                   ///< level land

	CMD_BUILD_LOCK,                   ///< build a lock

	CMD_BUILD_SIGNAL_TRACK,           ///< add signals along a track (by dragging)
	CMD_REMOVE_SIGNAL_TRACK,          ///< remove signals along a track (by dragging)

	CMD_GIVE_MONEY,                   ///< give money to another company
	CMD_CHANGE_SETTING,               ///< change a setting
	CMD_CHANGE_COMPANY_SETTING,       ///< change a company setting

	CMD_SET_AUTOREPLACE,              ///< set an autoreplace entry

	CMD_CLONE_VEHICLE,                ///< clone a vehicle
	CMD_START_STOP_VEHICLE,           ///< start or stop a vehicle
	CMD_MASS_START_STOP,              ///< start/stop all vehicles (in a depot)
	CMD_AUTOREPLACE_VEHICLE,          ///< replace/renew a vehicle while it is in a depot
	CMD_DEPOT_SELL_ALL_VEHICLES,      ///< sell all vehicles which are in a given depot
	CMD_DEPOT_MASS_AUTOREPLACE,       ///< force the autoreplace to take action in a given depot

	CMD_CREATE_GROUP,                 ///< create a new group
	CMD_DELETE_GROUP,                 ///< delete a group
	CMD_ALTER_GROUP,                  ///< alter a group
	CMD_ADD_VEHICLE_GROUP,            ///< add a vehicle to a group
	CMD_ADD_SHARED_VEHICLE_GROUP,     ///< add all other shared vehicles to a group which are missing
	CMD_REMOVE_ALL_VEHICLES_GROUP,    ///< remove all vehicles from a group
	CMD_SET_GROUP_FLAG,               ///< set/clear a flag for a group
	CMD_SET_GROUP_LIVERY,             ///< set the livery for a group

	CMD_MOVE_ORDER,                   ///< move an order
	CMD_CHANGE_TIMETABLE,             ///< change the timetable for a vehicle
	CMD_BULK_CHANGE_TIMETABLE,        ///< change the timetable for all orders of a vehicle
	CMD_SET_VEHICLE_ON_TIME,          ///< set the vehicle on time feature (timetable)
	CMD_AUTOFILL_TIMETABLE,           ///< autofill the timetable
	CMD_SET_TIMETABLE_START,          ///< set the date that a timetable should start

	CMD_OPEN_CLOSE_AIRPORT,           ///< open/close an airport to incoming aircraft

	CMD_CREATE_LEAGUE_TABLE,               ///< create a new league table
	CMD_CREATE_LEAGUE_TABLE_ELEMENT,       ///< create a new element in a league table
	CMD_UPDATE_LEAGUE_TABLE_ELEMENT_DATA,  ///< update the data fields of a league table element
	CMD_UPDATE_LEAGUE_TABLE_ELEMENT_SCORE, ///< update the score of a league table element
	CMD_REMOVE_LEAGUE_TABLE_ELEMENT,       ///< remove a league table element

	CMD_END,                          ///< Must ALWAYS be on the end of this list!! (period)
};

/**
 * List of flags for a command.
 *
 * This enums defines some flags which can be used for the commands.
 */
enum DoCommandFlag {
	DC_NONE                  = 0x000, ///< no flag is set
	DC_EXEC                  = 0x001, ///< execute the given command
	DC_AUTO                  = 0x002, ///< don't allow building on structures
	DC_QUERY_COST            = 0x004, ///< query cost only,  don't build.
	DC_NO_WATER              = 0x008, ///< don't allow building on water
	// 0x010 is unused
	DC_NO_TEST_TOWN_RATING   = 0x020, ///< town rating does not disallow you from building
	DC_BANKRUPT              = 0x040, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
	DC_AUTOREPLACE           = 0x080, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback)
	DC_NO_CARGO_CAP_CHECK    = 0x100, ///< when autoreplace/autorenew is in progress, this shall prevent truncating the amount of cargo in the vehicle to prevent testing the command to remove cargo
	DC_ALL_TILES             = 0x200, ///< allow this command also on MP_VOID tiles
	DC_NO_MODIFY_TOWN_RATING = 0x400, ///< do not change town rating
	DC_FORCE_CLEAR_TILE      = 0x800, ///< do not only remove the object on the tile, but also clear any water left on it
};
DECLARE_ENUM_AS_BIT_SET(DoCommandFlag)

/**
 * Command flags for the command table _command_proc_table.
 *
 * This enumeration defines flags for the _command_proc_table.
 */
enum CommandFlags {
	CMD_SERVER    = 0x001, ///< the command can only be initiated by the server
	CMD_SPECTATOR = 0x002, ///< the command may be initiated by a spectator
	CMD_OFFLINE   = 0x004, ///< the command cannot be executed in a multiplayer game; single-player only
	CMD_AUTO      = 0x008, ///< set the DC_AUTO flag on this command
	CMD_ALL_TILES = 0x010, ///< allow this command also on MP_VOID tiles
	CMD_NO_TEST   = 0x020, ///< the command's output may differ between test and execute due to town rating changes etc.
	CMD_NO_WATER  = 0x040, ///< set the DC_NO_WATER flag on this command
	CMD_CLIENT_ID = 0x080, ///< set p2 with the ClientID of the sending client.
	CMD_DEITY     = 0x100, ///< the command may be executed by COMPANY_DEITY
	CMD_STR_CTRL  = 0x200, ///< the command's string may contain control strings
	CMD_NO_EST    = 0x400, ///< the command is never estimated.
	CMD_LOCATION  = 0x800, ///< the command has implicit location argument.
};
DECLARE_ENUM_AS_BIT_SET(CommandFlags)

/** Types of commands we have. */
enum CommandType {
	CMDT_LANDSCAPE_CONSTRUCTION, ///< Construction and destruction of objects on the map.
	CMDT_VEHICLE_CONSTRUCTION,   ///< Construction, modification (incl. refit) and destruction of vehicles.
	CMDT_MONEY_MANAGEMENT,       ///< Management of money, i.e. loans.
	CMDT_VEHICLE_MANAGEMENT,     ///< Stopping, starting, sending to depot, turning around, replace orders etc.
	CMDT_ROUTE_MANAGEMENT,       ///< Modifications to route management (orders, groups, etc).
	CMDT_OTHER_MANAGEMENT,       ///< Renaming stuff, changing company colours, placing signs, etc.
	CMDT_COMPANY_SETTING,        ///< Changing settings related to a company.
	CMDT_SERVER_SETTING,         ///< Pausing/removing companies/server settings.
	CMDT_CHEAT,                  ///< A cheat of some sorts.

	CMDT_END,                    ///< Magic end marker.
};

/** Different command pause levels. */
enum CommandPauseLevel {
	CMDPL_NO_ACTIONS,      ///< No user actions may be executed.
	CMDPL_NO_CONSTRUCTION, ///< No construction actions may be executed.
	CMDPL_NO_LANDSCAPING,  ///< No landscaping actions may be executed.
	CMDPL_ALL_ACTIONS,     ///< All actions may be executed.
};


template <typename T> struct CommandFunctionTraitHelper;
template <typename... Targs>
struct CommandFunctionTraitHelper<CommandCost(*)(DoCommandFlag, Targs...)> {
	using Args = std::tuple<std::decay_t<Targs>...>;
	using RetTypes = void;
	using CbArgs = Args;
	using CbProcType = void(*)(Commands, const CommandCost &);
};
template <template <typename...> typename Tret, typename... Tretargs, typename... Targs>
struct CommandFunctionTraitHelper<Tret<CommandCost, Tretargs...>(*)(DoCommandFlag, Targs...)> {
	using Args = std::tuple<std::decay_t<Targs>...>;
	using RetTypes = std::tuple<std::decay_t<Tretargs>...>;
	using CbArgs = std::tuple<std::decay_t<Tretargs>..., std::decay_t<Targs>...>;
	using CbProcType = void(*)(Commands, const CommandCost &, Tretargs...);
};

/** Defines the traits of a command. */
template <Commands Tcmd> struct CommandTraits;

#define DEF_CMD_TRAIT(cmd_, proc_, flags_, type_) \
	template<> struct CommandTraits<cmd_> { \
		using ProcType = decltype(&proc_); \
		using Args = typename CommandFunctionTraitHelper<ProcType>::Args; \
		using RetTypes = typename CommandFunctionTraitHelper<ProcType>::RetTypes; \
		using CbArgs = typename CommandFunctionTraitHelper<ProcType>::CbArgs; \
		using RetCallbackProc = typename CommandFunctionTraitHelper<ProcType>::CbProcType; \
		static constexpr Commands cmd = cmd_; \
		static constexpr auto &proc = proc_; \
		static constexpr CommandFlags flags = (CommandFlags)(flags_); \
		static constexpr CommandType type = type_; \
		static inline constexpr const char *name = #proc_; \
	};

/** Storage buffer for serialized command data. */
typedef std::vector<byte> CommandDataBuffer;

/**
 * Define a callback function for the client, after the command is finished.
 *
 * Functions of this type are called after the command is finished. The parameters
 * are from the #CommandProc callback type. The boolean parameter indicates if the
 * command succeeded or failed.
 *
 * @param cmd The command that was executed
 * @param result The result of the executed command
 * @param tile The tile of the command action
 * @see CommandProc
 */
typedef void CommandCallback(Commands cmd, const CommandCost &result, TileIndex tile);

/**
 * Define a callback function for the client, after the command is finished.
 *
 * Functions of this type are called after the command is finished. The parameters
 * are from the #CommandProc callback type. The boolean parameter indicates if the
 * command succeeded or failed.
 *
 * @param cmd The command that was executed
 * @param result The result of the executed command
 * @param tile The tile of the command action
 * @param data Additional data of the command
 * @param result_data Additional returned data from the command
 * @see CommandProc
 */
typedef void CommandCallbackData(Commands cmd, const CommandCost &result, const CommandDataBuffer &data, CommandDataBuffer result_data);

#endif /* COMMAND_TYPE_H */