/* $Id$ */
/*
* 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 .
*/
/** @file misc_cmd.cpp Some misc functions that are better fitted in other files, but never got moved there... */
#include "stdafx.h"
#include "command_func.h"
#include "economy_func.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "network/network.h"
#include "network/network_func.h"
#include "strings_func.h"
#include "functions.h"
#include "company_func.h"
#include "company_gui.h"
#include "company_base.h"
#include "core/backup_type.hpp"
#include "table/strings.h"
/** Increase the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 amount to increase the loan with, multitude of LOAN_INTERVAL. Only used when p2 == 2.
* @param p2 when 0: loans LOAN_INTERVAL
* when 1: loans the maximum loan permitting money (press CTRL),
* when 2: loans the amount specified in p1
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdIncreaseLoan(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Company *c = Company::Get(_current_company);
if (c->current_loan >= _economy.max_loan) {
SetDParam(0, _economy.max_loan);
return_cmd_error(STR_ERROR_MAXIMUM_PERMITTED_LOAN);
}
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Take some extra loan
loan = LOAN_INTERVAL;
break;
case 1: // Take a loan as big as possible
loan = _economy.max_loan - c->current_loan;
break;
case 2: // Take the given amount of loan
if ((int32)p1 < LOAN_INTERVAL || c->current_loan + (int32)p1 > _economy.max_loan || p1 % LOAN_INTERVAL != 0) return CMD_ERROR;
loan = p1;
break;
}
/* Overflow protection */
if (c->money + c->current_loan + loan < c->money) return CMD_ERROR;
if (flags & DC_EXEC) {
c->money += loan;
c->current_loan += loan;
InvalidateCompanyWindows(c);
}
return CommandCost(EXPENSES_OTHER);
}
/** Decrease the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 amount to decrease the loan with, multitude of LOAN_INTERVAL. Only used when p2 == 2.
* @param p2 when 0: pays back LOAN_INTERVAL
* when 1: pays back the maximum loan permitting money (press CTRL),
* when 2: pays back the amount specified in p1
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdDecreaseLoan(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Company *c = Company::Get(_current_company);
if (c->current_loan == 0) return_cmd_error(STR_ERROR_LOAN_ALREADY_REPAYED);
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Pay back one step
loan = min(c->current_loan, (Money)LOAN_INTERVAL);
break;
case 1: // Pay back as much as possible
loan = max(min(c->current_loan, c->money), (Money)LOAN_INTERVAL);
loan -= loan % LOAN_INTERVAL;
break;
case 2: // Repay the given amount of loan
if (p1 % LOAN_INTERVAL != 0 || (int32)p1 < LOAN_INTERVAL || p1 > c->current_loan) return CMD_ERROR; // Invalid amount to loan
loan = p1;
break;
}
if (c->money < loan) {
SetDParam(0, loan);
return_cmd_error(STR_ERROR_CURRENCY_REQUIRED);
}
if (flags & DC_EXEC) {
c->money -= loan;
c->current_loan -= loan;
InvalidateCompanyWindows(c);
}
return CommandCost();
}
/**
* In case of an unsafe unpause, we want the
* user to confirm that it might crash.
* @param w unused
* @param confirmed whether the user confirms his/her action
*/
static void AskUnsafeUnpauseCallback(Window *w, bool confirmed)
{
DoCommandP(0, PM_PAUSED_ERROR, confirmed ? 0 : 1, CMD_PAUSE);
}
/**
* Pause/Unpause the game (server-only).
* Set or unset a bit in the pause mode. If pause mode is zero the game is
* unpaused. A bitset is used instead of a boolean value/counter to have
* more control over the game when saving/loading, etc.
* @param tile unused
* @param flags operation to perform
* @param p1 the pause mode to change
* @param p2 1 pauses, 0 unpauses this mode
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
switch (p1) {
case PM_PAUSED_SAVELOAD:
case PM_PAUSED_ERROR:
case PM_PAUSED_NORMAL:
break;
#ifdef ENABLE_NETWORK
case PM_PAUSED_JOIN:
case PM_PAUSED_ACTIVE_CLIENTS:
if (!_networking) return CMD_ERROR;
break;
#endif /* ENABLE_NETWORK */
default: return CMD_ERROR;
}
if (flags & DC_EXEC) {
if (p1 == PM_PAUSED_NORMAL && _pause_mode & PM_PAUSED_ERROR) {
ShowQuery(
STR_NEWGRF_UNPAUSE_WARNING_TITLE,
STR_NEWGRF_UNPAUSE_WARNING,
NULL,
AskUnsafeUnpauseCallback
);
} else {
#ifdef ENABLE_NETWORK
PauseMode prev_mode = _pause_mode;
#endif /* ENABLE_NETWORK */
if (p2 == 0) {
_pause_mode = _pause_mode & ~p1;
} else {
_pause_mode = _pause_mode | p1;
}
InvalidateWindowClassesData(WC_AI_DEBUG, -2);
#ifdef ENABLE_NETWORK
NetworkHandlePauseChange(prev_mode, (PauseMode)p1);
#endif /* ENABLE_NETWORK */
}
SetWindowDirty(WC_STATUS_BAR, 0);
SetWindowDirty(WC_MAIN_TOOLBAR, 0);
}
return CommandCost();
}
/** 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 flags operation to perform
* @param p1 the amount of money to receive (if negative), or spend (if positive)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdMoneyCheat(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
#ifndef _DEBUG
if (_networking) return CMD_ERROR;
#endif
return CommandCost(EXPENSES_OTHER, -(int32)p1);
}
/** Transfer funds (money) from one company to another.
* To prevent abuse in multiplayer games you can only send money to other
* companies 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 flags operation to perform
* @param p1 the amount of money to transfer; max 20.000.000
* @param p2 the company to transfer the money to
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdGiveMoney(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (!_settings_game.economy.give_money) return CMD_ERROR;
const Company *c = Company::Get(_current_company);
CommandCost amount(EXPENSES_OTHER, min((Money)p1, (Money)20000000LL));
CompanyID dest_company = (CompanyID)p2;
/* You can only transfer funds that is in excess of your loan */
if (c->money - c->current_loan < amount.GetCost() || amount.GetCost() < 0) return CMD_ERROR;
if (!_networking || !Company::IsValidID(dest_company)) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Add money to company */
Backup cur_company(_current_company, dest_company, FILE_LINE);
SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -amount.GetCost()));
cur_company.Restore();
}
/* Subtract money from local-company */
return amount;
}