Files @ r2072:93fbc12acd5b
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Location: cpp/openttd-patchpack/source/misc_cmd.c

ludde
(svn r2582) Fix: Prevent generating unrealistically many Oil refineries on large maps. They are always placed next to the borderline, so the perimeter is used instead of area to scale the number of those industries.
#include "stdafx.h"
#include "openttd.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.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;
	byte colour = (byte)p2;

	if (p2 >= 16) return CMD_ERROR; // max 16 colours

	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 == colour)
			return CMD_ERROR;
	}

	if (flags & DC_EXEC) {
		_player_colors[_current_player] = colour;
		p->player_color = colour;
		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;

	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 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;

	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;
			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;
}

/** 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 x,y unused
 * @param p1 the amount of money to receive (if negative), or spend (if positive)
 * @param p2 unused
 */
int32 CmdMoneyCheat(int x, int y, 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 x,y unused
 * @param p1 the amount of money to transfer; max 20.000.000
 * @param p2 the player to transfer the money to
 */
int32 CmdGiveMoney(int x, int y, 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 || p2 >= MAX_PLAYERS) return CMD_ERROR;

	if (flags & DC_EXEC) {
		/* Add money to player */
		PlayerID old_cp = _current_player;
		_current_player = 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 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 != (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;
}