/* $Id$ */ /** @file misc_cmd.cpp */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "string.h" #include "table/strings.h" #include "command.h" #include "player.h" #include "gfx.h" #include "gui.h" #include "window_func.h" #include "textbuf_gui.h" #include "economy.h" #include "network/network.h" #include "variables.h" #include "livery.h" #include "player_face.h" #include "strings.h" /** Change the player's face. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 face bitmasked */ CommandCost CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { PlayerFace pf = (PlayerFace)p2; if (!IsValidPlayerFace(pf)) return CMD_ERROR; if (flags & DC_EXEC) { GetPlayer(_current_player)->face = pf; MarkWholeScreenDirty(); } return CommandCost(); } /** Change the player's company-colour * @param tile unused * @param flags operation to perform * @param p1 bitstuffed: * p1 bits 0-7 scheme to set * p1 bits 8-9 set in use state or first/second colour * @param p2 new colour for vehicles, property, etc. */ CommandCost CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p, *pp; byte colour; LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8); byte state = GB(p1, 8, 2); if (p2 >= 16) return CMD_ERROR; // max 16 colours colour = p2; if (scheme >= LS_END || state >= 3) return CMD_ERROR; p = GetPlayer(_current_player); /* Ensure no two companies have the same primary colour */ if (scheme == LS_DEFAULT && state == 0) { FOR_ALL_PLAYERS(pp) { if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR; } } if (flags & DC_EXEC) { switch (state) { case 0: p->livery[scheme].colour1 = colour; /* If setting the first colour of the default scheme, adjust the * original and cached player colours too. */ if (scheme == LS_DEFAULT) { _player_colors[_current_player] = colour; p->player_color = colour; } break; case 1: p->livery[scheme].colour2 = colour; break; case 2: p->livery[scheme].in_use = colour != 0; /* Now handle setting the default scheme's in_use flag. * This is different to the other schemes, as it signifies if any * scheme is active at all. If this flag is not set, then no * processing of vehicle types occurs at all, and only the default * colours will be used. */ /* If enabling a scheme, set the default scheme to be in use too */ if (colour != 0) { p->livery[LS_DEFAULT].in_use = true; break; } /* Else loop through all schemes to see if any are left enabled. * If not, disable the default scheme too. */ p->livery[LS_DEFAULT].in_use = false; for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) { if (p->livery[scheme].in_use) { p->livery[LS_DEFAULT].in_use = true; break; } } break; default: break; } ResetVehicleColorMap(); MarkWholeScreenDirty(); } return CommandCost(); } /** Increase the loan of your company. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 when 0: loans LOAN_INTERVAL * when 1: loans the maximum loan permitting money (press CTRL), */ CommandCost CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p = GetPlayer(_current_player); if (p->current_loan >= _economy.max_loan) { SetDParam(0, _economy.max_loan); return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN); } Money loan; switch (p2) { default: return CMD_ERROR; // Invalid method case 0: // Take some extra loan loan = (IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI; break; case 1: // Take a loan as big as possible loan = _economy.max_loan - p->current_loan; break; } /* Overflow protection */ if (p->player_money + p->current_loan + loan < p->player_money) return CMD_ERROR; if (flags & DC_EXEC) { p->player_money += loan; p->current_loan += loan; InvalidatePlayerWindows(p); } return CommandCost(); } /** Decrease the loan of your company. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 when 0: pays back LOAN_INTERVAL * when 1: pays back the maximum loan permitting money (press CTRL), */ CommandCost CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p = GetPlayer(_current_player); if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED); Money loan; switch (p2) { default: return CMD_ERROR; // Invalid method case 0: // Pay back one step loan = min(p->current_loan, (Money)(IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI); break; case 1: // Pay back as much as possible loan = max(min(p->current_loan, p->player_money), (Money)LOAN_INTERVAL); loan -= loan % LOAN_INTERVAL; break; } if (p->player_money < loan) { SetDParam(0, loan); return_cmd_error(STR_702E_REQUIRED); } if (flags & DC_EXEC) { p->player_money -= loan; p->current_loan -= loan; InvalidatePlayerWindows(p); } return CommandCost(); } static bool IsUniqueCompanyName(const char *name) { const Player *p; char buf[512]; FOR_ALL_PLAYERS(p) { if (!p->is_active) continue; SetDParam(0, p->index); GetString(buf, STR_COMPANY_NAME, lastof(buf)); if (strcmp(buf, name) == 0) return false; } return true; } /** Change the name of the company. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 unused */ CommandCost CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Player *p; if (StrEmpty(_cmd_text)) return CMD_ERROR; if (!IsUniqueCompanyName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); str = AllocateName(_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 CommandCost(); } static bool IsUniquePresidentName(const char *name) { const Player *p; char buf[512]; FOR_ALL_PLAYERS(p) { if (!p->is_active) continue; SetDParam(0, p->index); GetString(buf, STR_PLAYER_NAME, lastof(buf)); if (strcmp(buf, name) == 0) return false; } return true; } /** Change the name of the president. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 unused */ CommandCost CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Player *p; if (StrEmpty(_cmd_text)) return CMD_ERROR; if (!IsUniquePresidentName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); str = AllocateName(_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; DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME); } MarkWholeScreenDirty(); } else { DeleteName(str); } 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, confirmed ? 0 : 1, 0, NULL, CMD_PAUSE); } /** 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 tile unused * @param flags operation to perform * @param p1 0 = decrease pause counter; 1 = increase pause counter * @param p2 unused */ CommandCost CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { _pause_game += (p1 == 0) ? -1 : 1; switch (_pause_game) { case (byte)-4: case (byte)-1: _pause_game = 0; break; case (byte)-3: ShowQuery( STR_NEWGRF_UNPAUSE_WARNING_TITLE, STR_NEWGRF_UNPAUSE_WARNING, NULL, AskUnsafeUnpauseCallback ); break; default: break; } InvalidateWindow(WC_STATUS_BAR, 0); InvalidateWindow(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 */ CommandCost CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { #ifndef _DEBUG if (_networking) return CMD_ERROR; #endif SET_EXPENSES_TYPE(EXPENSES_OTHER); return CommandCost(-(Money)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 tile unused * @param flags operation to perform * @param p1 the amount of money to transfer; max 20.000.000 * @param p2 the player to transfer the money to */ CommandCost CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!_patches.give_money) return CMD_ERROR; const Player *p = GetPlayer(_current_player); CommandCost amount(min((Money)p1, (Money)20000000LL)); SET_EXPENSES_TYPE(EXPENSES_OTHER); /* You can only transfer funds that is in excess of your loan */ if (p->player_money - p->current_loan < amount.GetCost() || amount.GetCost() <= 0) return CMD_ERROR; if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR; if (flags & DC_EXEC) { /* Add money to player */ PlayerID old_cp = _current_player; _current_player = (PlayerID)p2; SubtractMoneyFromPlayer(CommandCost(-amount.GetCost())); _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 tile unused * @param flags operation to perform * @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 */ CommandCost CmdChangeDifficultyLevel(TileIndex tile, 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) { ((GDType*)&_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 CommandCost(); }