/* * 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 command.cpp Handling of commands. */ #include "stdafx.h" #include "landscape.h" #include "error.h" #include "gui.h" #include "command_func.h" #include "network/network_type.h" #include "network/network.h" #include "genworld.h" #include "strings_func.h" #include "texteff.hpp" #include "town.h" #include "timer/timer_game_economy.h" #include "company_func.h" #include "company_base.h" #include "signal_func.h" #include "core/backup_type.hpp" #include "object_base.h" #include "autoreplace_cmd.h" #include "company_cmd.h" #include "depot_cmd.h" #include "economy_cmd.h" #include "engine_cmd.h" #include "goal_cmd.h" #include "group_cmd.h" #include "industry_cmd.h" #include "league_cmd.h" #include "landscape_cmd.h" #include "misc_cmd.h" #include "news_cmd.h" #include "object_cmd.h" #include "order_cmd.h" #include "rail_cmd.h" #include "road_cmd.h" #include "roadveh_cmd.h" #include "settings_cmd.h" #include "signs_cmd.h" #include "station_cmd.h" #include "story_cmd.h" #include "subsidy_cmd.h" #include "terraform_cmd.h" #include "timetable_cmd.h" #include "town_cmd.h" #include "train_cmd.h" #include "tree_cmd.h" #include "tunnelbridge_cmd.h" #include "vehicle_cmd.h" #include "viewport_cmd.h" #include "water_cmd.h" #include "waypoint_cmd.h" #include "misc/endian_buffer.hpp" #include "string_func.h" #include "table/strings.h" #include "safeguards.h" int RecursiveCommandCounter::_counter = 0; /** * Define a command with the flags which belongs to it. * * This struct connects a command handler function with the flags created with * the #CMD_AUTO, #CMD_OFFLINE and #CMD_SERVER values. */ struct CommandInfo { const char *name; ///< A human readable name for the procedure CommandFlags flags; ///< The (command) flags to that apply to this command CommandType type; ///< The type of command. }; /* Helpers to generate the master command table from the command traits. */ template inline constexpr CommandInfo CommandFromTrait() noexcept { return { T::name, T::flags, T::type }; }; template inline constexpr auto MakeCommandsFromTraits(std::integer_sequence) noexcept { return std::array{{ CommandFromTrait(i)>>()... }}; } /** * The master command table * * This table contains all possible CommandProc functions with * the flags which belongs to it. The indices are the same * as the value from the CMD_* enums. */ static constexpr auto _command_proc_table = MakeCommandsFromTraits(std::make_integer_sequence, CMD_END>{}); /** * This function range-checks a cmd. * * @param cmd The integer value of a command * @return true if the command is valid (and got a CommandProc function) */ bool IsValidCommand(Commands cmd) { return cmd < _command_proc_table.size(); } /** * This function mask the parameter with CMD_ID_MASK and returns * the flags which belongs to the given command. * * @param cmd The integer value of the command * @return The flags for this command */ CommandFlags GetCommandFlags(Commands cmd) { assert(IsValidCommand(cmd)); return _command_proc_table[cmd].flags; } /** * This function mask the parameter with CMD_ID_MASK and returns * the name which belongs to the given command. * * @param cmd The integer value of the command * @return The name for this command */ const char *GetCommandName(Commands cmd) { assert(IsValidCommand(cmd)); return _command_proc_table[cmd].name; } /** * Returns whether the command is allowed while the game is paused. * @param cmd The command to check. * @return True if the command is allowed while paused, false otherwise. */ bool IsCommandAllowedWhilePaused(Commands cmd) { /* Lookup table for the command types that are allowed for a given pause level setting. */ static const int command_type_lookup[] = { CMDPL_ALL_ACTIONS, ///< CMDT_LANDSCAPE_CONSTRUCTION CMDPL_NO_LANDSCAPING, ///< CMDT_VEHICLE_CONSTRUCTION CMDPL_NO_LANDSCAPING, ///< CMDT_MONEY_MANAGEMENT CMDPL_NO_CONSTRUCTION, ///< CMDT_VEHICLE_MANAGEMENT CMDPL_NO_CONSTRUCTION, ///< CMDT_ROUTE_MANAGEMENT CMDPL_NO_CONSTRUCTION, ///< CMDT_OTHER_MANAGEMENT CMDPL_NO_ACTIONS, ///< CMDT_COMPANY_SETTING CMDPL_NO_ACTIONS, ///< CMDT_SERVER_SETTING CMDPL_NO_ACTIONS, ///< CMDT_CHEAT }; static_assert(lengthof(command_type_lookup) == CMDT_END); assert(IsValidCommand(cmd)); return _game_mode == GM_EDITOR || command_type_lookup[_command_proc_table[cmd].type] <= _settings_game.construction.command_pause_level; } /** * Prepare for calling a command proc. * @param top_level Top level of command execution, i.e. command from a command. * @param test Test run of command? */ void CommandHelperBase::InternalDoBefore(bool top_level, bool test) { if (top_level) _cleared_object_areas.clear(); if (test) SetTownRatingTestMode(true); } /** * Process result after calling a command proc. * @param[in,out] res Command result, may be modified. * @param flags Command flags. * @param top_level Top level of command execution, i.e. command from a command. * @param test Test run of command? */ void CommandHelperBase::InternalDoAfter(CommandCost &res, DoCommandFlag flags, bool top_level, bool test) { if (test) { SetTownRatingTestMode(false); if (res.Succeeded() && top_level && !(flags & DC_QUERY_COST) && !(flags & DC_BANKRUPT)) { CheckCompanyHasMoney(res); // CheckCompanyHasMoney() modifies 'res' to an error if it fails. } } else { /* If top-level, subtract the money. */ if (res.Succeeded() && top_level && !(flags & DC_BANKRUPT)) { SubtractMoneyFromCompany(res); } } } /** * Decide what to do with the command depending on current game state. * @param cmd Command to execute. * @param flags Command flags. * @param tile Tile of command execution. * @param err_message Message prefix to show on error. * @param network_command Does this command come from the network? * @return error state + do only cost estimation? + send to network only? */ std::tuple CommandHelperBase::InternalPostBefore(Commands cmd, CommandFlags flags, TileIndex tile, StringID err_message, bool network_command) { /* Cost estimation is generally only done when the * local user presses shift while doing something. * However, in case of incoming network commands, * map generation or the pause button we do want * to execute. */ bool estimate_only = _shift_pressed && IsLocalCompany() && !_generating_world && !network_command && !(flags & CMD_NO_EST); /* We're only sending the command, so don't do * fancy things for 'success'. */ bool only_sending = _networking && !network_command; if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cmd) && !estimate_only) { ShowErrorMessage(err_message, STR_ERROR_NOT_ALLOWED_WHILE_PAUSED, WL_INFO, TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE); return { true, estimate_only, only_sending }; } else { return { false, estimate_only, only_sending }; } } /** * Process result of executing a command, possibly displaying any error to the player. * @param res Command result. * @param tile Tile of command execution. * @param estimate_only Is this just cost estimation? * @param only_sending Was the command only sent to network? * @param err_message Message prefix to show on error. * @param my_cmd Is the command from this client? */ void CommandHelperBase::InternalPostResult(const CommandCost &res, TileIndex tile, bool estimate_only, bool only_sending, StringID err_message, bool my_cmd) { int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; if (res.Failed()) { /* Only show the error when it's for us. */ if (estimate_only || (IsLocalCompany() && err_message != 0 && my_cmd)) { ShowErrorMessage(err_message, x, y, res); } } else if (estimate_only) { ShowEstimatedCostOrIncome(res.GetCost(), x, y); } else if (!only_sending && tile != 0 && IsLocalCompany() && _game_mode != GM_EDITOR) { /* Only show the cost animation when we did actually * execute the command, i.e. we're not sending it to * the server, when it has cost the local company * something. Furthermore in the editor there is no * concept of cost, so don't show it there either. */ ShowCostOrIncomeAnimation(x, y, GetSlopePixelZ(x, y), res.GetCost()); } } /** Helper to make a desync log for a command. */ void CommandHelperBase::LogCommandExecution(Commands cmd, StringID err_message, const CommandDataBuffer &args, bool failed) { Debug(desync, 1, "{}: {:08x}; {:02x}; {:02x}; {:08x}; {:08x}; {} ({})", failed ? "cmdf" : "cmd", (uint32_t)TimerGameEconomy::date.base(), TimerGameEconomy::date_fract, (int)_current_company, cmd, err_message, FormatArrayAsHex(args), GetCommandName(cmd)); } /** * Prepare for the test run of a command proc call. * @param cmd_flags Command flags. * @param[in,out] cur_company Backup of current company at start of command execution. * @return True if test run can go ahead, false on error. */ bool CommandHelperBase::InternalExecutePrepTest(CommandFlags cmd_flags, TileIndex, Backup &cur_company) { /* Always execute server and spectator commands as spectator */ bool exec_as_spectator = (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0; /* If the company isn't valid it may only do server command or start a new company! * The server will ditch any server commands a client sends to it, so effectively * this guards the server from executing functions for an invalid company. */ if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company) && !(_current_company == OWNER_DEITY && (cmd_flags & CMD_DEITY) != 0)) { return false; } if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR); /* Enter test mode. */ _cleared_object_areas.clear(); SetTownRatingTestMode(true); BasePersistentStorageArray::SwitchMode(PSM_ENTER_TESTMODE); return true; } /** * Validate result of test run and prepare for real execution. * @param cmd_flags Command flags. * @param[in,out] res Command result of test run, may be modified. * @param estimate_only Is this just cost estimation? * @param network_command Does this command come from the network? * @param[in,out] cur_company Backup of current company at start of command execution. * @return True if test run can go ahead, false on error. */ std::tuple CommandHelperBase::InternalExecuteValidateTestAndPrepExec(CommandCost &res, CommandFlags cmd_flags, bool estimate_only, bool network_command, [[maybe_unused]] Backup &cur_company) { BasePersistentStorageArray::SwitchMode(PSM_LEAVE_TESTMODE); SetTownRatingTestMode(false); /* Make sure we're not messing things up here. */ assert((cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0 ? _current_company == COMPANY_SPECTATOR : cur_company.Verify()); /* If the command fails, we're doing an estimate * or the player does not have enough money * (unless it's a command where the test and * execution phase might return different costs) * we bail out here. */ bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0; if (res.Failed() || estimate_only || (!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) { return { true, !_networking || _generating_world || network_command, false }; } bool send_net = _networking && !_generating_world && !network_command; if (!send_net) { /* Prepare for command execution. */ _cleared_object_areas.clear(); BasePersistentStorageArray::SwitchMode(PSM_ENTER_COMMAND); } return { false, _debug_desync_level >= 1, send_net }; } /** * Process the result of a command test run and execution run. * @param cmd Command that was executed. * @param cmd_flags Command flags. * @param res_test Command result of test run. * @param tes_exec Command result of real run. * @param extra_cash Additional cash required for successful command execution. * @param tile Tile of command execution. * @param[in,out] cur_company Backup of current company at start of command execution. * @return Final command result. */ CommandCost CommandHelperBase::InternalExecuteProcessResult(Commands cmd, CommandFlags cmd_flags, [[maybe_unused]] const CommandCost &res_test, const CommandCost &res_exec, Money extra_cash, TileIndex tile, Backup &cur_company) { BasePersistentStorageArray::SwitchMode(PSM_LEAVE_COMMAND); if (cmd == CMD_COMPANY_CTRL) { cur_company.Trash(); /* We are a new company -> Switch to new local company. * We were closed down -> Switch to spectator * Some other company opened/closed down -> The outside function will switch back */ _current_company = _local_company; } else { /* Make sure nothing bad happened, like changing the current company. */ assert((cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0 ? _current_company == COMPANY_SPECTATOR : cur_company.Verify()); cur_company.Restore(); } /* If the test and execution can differ we have to check the * return of the command. Otherwise we can check whether the * test and execution have yielded the same result, * i.e. cost and error state are the same. */ bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0; if (!test_and_exec_can_differ) { assert(res_test.GetCost() == res_exec.GetCost() && res_test.Failed() == res_exec.Failed()); // sanity check } else if (res_exec.Failed()) { return res_exec; } /* If we're needing more money and we haven't done * anything yet, ask for the money! */ if (extra_cash != 0 && res_exec.GetCost() == 0) { /* It could happen we removed rail, thus gained money, and deleted something else. * So make sure the signal buffer is empty even in this case */ UpdateSignalsInBuffer(); SetDParam(0, extra_cash); return CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY); } /* update last build coordinate of company. */ if (tile != 0) { Company *c = Company::GetIfValid(_current_company); if (c != nullptr) c->last_build_coordinate = tile; } SubtractMoneyFromCompany(res_exec); /* Record if there was a command issues during pause; ignore pause/other setting related changes. */ if (_pause_mode != PM_UNPAUSED && _command_proc_table[cmd].type != CMDT_SERVER_SETTING) _pause_mode |= PM_COMMAND_DURING_PAUSE; /* update signals if needed */ UpdateSignalsInBuffer(); return res_exec; } /** * Adds the cost of the given command return value to this cost. * Also takes a possible error message when it is set. * @param ret The command to add the cost of. */ void CommandCost::AddCost(const CommandCost &ret) { this->AddCost(ret.cost); if (this->success && !ret.success) { this->message = ret.message; this->success = false; } } /** * Values to put on the #TextRefStack for the error message. * There is only one static instance of the array, just like there is only one * instance of normal DParams. */ uint32_t CommandCost::textref_stack[16]; /** * Activate usage of the NewGRF #TextRefStack for the error message. * @param grffile NewGRF that provides the #TextRefStack * @param num_registers number of entries to copy from the temporary NewGRF registers */ void CommandCost::UseTextRefStack(const GRFFile *grffile, uint num_registers) { extern TemporaryStorageArray _temp_store; assert(num_registers < lengthof(textref_stack)); this->textref_stack_grffile = grffile; this->textref_stack_size = num_registers; for (uint i = 0; i < num_registers; i++) { textref_stack[i] = _temp_store.GetValue(0x100 + i); } }