#include "stdafx.h" #include "ttd.h" #include "table/strings.h" #include "gui.h" #include "command.h" #include "player.h" #define DEF_COMMAND(yyyy) int32 yyyy(int x, int y, uint32 flags, uint32 p1, uint32 p2) DEF_COMMAND(CmdBuildRailroadTrack); DEF_COMMAND(CmdRemoveRailroadTrack); DEF_COMMAND(CmdBuildSingleRail); DEF_COMMAND(CmdRemoveSingleRail); DEF_COMMAND(CmdLandscapeClear); DEF_COMMAND(CmdBuildBridge); DEF_COMMAND(CmdBuildRailroadStation); DEF_COMMAND(CmdRemoveFromRailroadStation); DEF_COMMAND(CmdConvertRail); DEF_COMMAND(CmdBuildSignals); DEF_COMMAND(CmdRemoveSignals); DEF_COMMAND(CmdTerraformLand); DEF_COMMAND(CmdPurchaseLandArea); DEF_COMMAND(CmdSellLandArea); DEF_COMMAND(CmdBuildTunnel); DEF_COMMAND(CmdBuildTrainDepot); DEF_COMMAND(CmdBuildTrainWaypoint); DEF_COMMAND(CmdRenameWaypoint); DEF_COMMAND(CmdRemoveTrainWaypoint); DEF_COMMAND(CmdBuildTruckStation); DEF_COMMAND(CmdBuildBusStation); DEF_COMMAND(CmdBuildLongRoad); DEF_COMMAND(CmdRemoveLongRoad); DEF_COMMAND(CmdBuildRoad); DEF_COMMAND(CmdRemoveRoad); DEF_COMMAND(CmdBuildRoadDepot); DEF_COMMAND(CmdBuildAirport); DEF_COMMAND(CmdBuildDock); DEF_COMMAND(CmdBuildShipDepot); DEF_COMMAND(CmdBuildBuoy); DEF_COMMAND(CmdPlantTree); DEF_COMMAND(CmdBuildRailVehicle); DEF_COMMAND(CmdMoveRailVehicle); DEF_COMMAND(CmdStartStopTrain); DEF_COMMAND(CmdSellRailWagon); DEF_COMMAND(CmdTrainGotoDepot); DEF_COMMAND(CmdForceTrainProceed); DEF_COMMAND(CmdReverseTrainDirection); DEF_COMMAND(CmdModifyOrder); DEF_COMMAND(CmdSkipOrder); DEF_COMMAND(CmdDeleteOrder); DEF_COMMAND(CmdInsertOrder); DEF_COMMAND(CmdChangeTrainServiceInt); DEF_COMMAND(CmdRestoreOrderIndex); DEF_COMMAND(CmdBuildIndustry); //DEF_COMMAND(CmdDestroyIndustry); DEF_COMMAND(CmdBuildCompanyHQ); DEF_COMMAND(CmdDestroyCompanyHQ); DEF_COMMAND(CmdSetPlayerFace); DEF_COMMAND(CmdSetPlayerColor); DEF_COMMAND(CmdIncreaseLoan); DEF_COMMAND(CmdDecreaseLoan); DEF_COMMAND(CmdWantEnginePreview); DEF_COMMAND(CmdNameVehicle); DEF_COMMAND(CmdRenameEngine); DEF_COMMAND(CmdChangeCompanyName); DEF_COMMAND(CmdChangePresidentName); DEF_COMMAND(CmdRenameStation); DEF_COMMAND(CmdSellAircraft); DEF_COMMAND(CmdStartStopAircraft); DEF_COMMAND(CmdBuildAircraft); DEF_COMMAND(CmdSendAircraftToHangar); DEF_COMMAND(CmdChangeAircraftServiceInt); DEF_COMMAND(CmdRefitAircraft); DEF_COMMAND(CmdPlaceSign); DEF_COMMAND(CmdRenameSign); DEF_COMMAND(CmdBuildRoadVeh); DEF_COMMAND(CmdStartStopRoadVeh); DEF_COMMAND(CmdSellRoadVeh); DEF_COMMAND(CmdSendRoadVehToDepot); DEF_COMMAND(CmdTurnRoadVeh); DEF_COMMAND(CmdChangeRoadVehServiceInt); DEF_COMMAND(CmdPause); DEF_COMMAND(CmdResume); DEF_COMMAND(CmdBuyShareInCompany); DEF_COMMAND(CmdSellShareInCompany); DEF_COMMAND(CmdBuyCompany); DEF_COMMAND(CmdBuildTown); DEF_COMMAND(CmdRenameTown); DEF_COMMAND(CmdDoTownAction); DEF_COMMAND(CmdSetRoadDriveSide); DEF_COMMAND(CmdSetTownNameType); DEF_COMMAND(CmdChangeDifficultyLevel); DEF_COMMAND(CmdStartStopShip); DEF_COMMAND(CmdSellShip); DEF_COMMAND(CmdBuildShip); DEF_COMMAND(CmdSendShipToDepot); DEF_COMMAND(CmdChangeShipServiceInt); DEF_COMMAND(CmdRefitShip); DEF_COMMAND(CmdStartNewGame); DEF_COMMAND(CmdLoadGame); DEF_COMMAND(CmdCreateScenario); DEF_COMMAND(CmdSetSinglePlayer); DEF_COMMAND(CmdSetNewLandscapeType); DEF_COMMAND(CmdGenRandomNewGame); DEF_COMMAND(CmdCloneOrder); DEF_COMMAND(CmdClearArea); DEF_COMMAND(CmdMoneyCheat); DEF_COMMAND(CmdBuildCanal); DEF_COMMAND(CmdBuildLock); DEF_COMMAND(CmdPlayerCtrl); DEF_COMMAND(CmdLevelLand); DEF_COMMAND(CmdRefitRailVehicle); DEF_COMMAND(CmdStartScenario); DEF_COMMAND(CmdBuildManySignals); /* The master command table */ static CommandProc * const _command_proc_table[] = { CmdBuildRailroadTrack, /* 0 */ CmdRemoveRailroadTrack, /* 1 */ CmdBuildSingleRail, /* 2 */ CmdRemoveSingleRail, /* 3 */ CmdLandscapeClear, /* 4 */ CmdBuildBridge, /* 5 */ CmdBuildRailroadStation, /* 6 */ CmdBuildTrainDepot, /* 7 */ CmdBuildSignals, /* 8 */ CmdRemoveSignals, /* 9 */ CmdTerraformLand, /* 10 */ CmdPurchaseLandArea, /* 11 */ CmdSellLandArea, /* 12 */ CmdBuildTunnel, /* 13 */ CmdRemoveFromRailroadStation, /* 14 */ CmdConvertRail, /* 15 */ CmdBuildTrainWaypoint, /* 16 */ CmdRenameWaypoint, /* 17 */ CmdRemoveTrainWaypoint, /* 18 */ CmdBuildTruckStation, /* 19 */ NULL, /* 20 */ CmdBuildBusStation, /* 21 */ NULL, /* 22 */ CmdBuildLongRoad, /* 23 */ CmdRemoveLongRoad, /* 24 */ CmdBuildRoad, /* 25 */ CmdRemoveRoad, /* 26 */ CmdBuildRoadDepot, /* 27 */ NULL, /* 28 */ CmdBuildAirport, /* 29 */ CmdBuildDock, /* 30 */ CmdBuildShipDepot, /* 31 */ CmdBuildBuoy, /* 32 */ CmdPlantTree, /* 33 */ CmdBuildRailVehicle, /* 34 */ CmdMoveRailVehicle, /* 35 */ CmdStartStopTrain, /* 36 */ NULL, /* 37 */ CmdSellRailWagon, /* 38 */ CmdTrainGotoDepot, /* 39 */ CmdForceTrainProceed, /* 40 */ CmdReverseTrainDirection, /* 41 */ CmdModifyOrder, /* 42 */ CmdSkipOrder, /* 43 */ CmdDeleteOrder, /* 44 */ CmdInsertOrder, /* 45 */ CmdChangeTrainServiceInt, /* 46 */ CmdBuildIndustry, /* 47 */ CmdBuildCompanyHQ, /* 48 */ CmdSetPlayerFace, /* 49 */ CmdSetPlayerColor, /* 50 */ CmdIncreaseLoan, /* 51 */ CmdDecreaseLoan, /* 52 */ CmdWantEnginePreview, /* 53 */ CmdNameVehicle, /* 54 */ CmdRenameEngine, /* 55 */ CmdChangeCompanyName, /* 56 */ CmdChangePresidentName, /* 57 */ CmdRenameStation, /* 58 */ CmdSellAircraft, /* 59 */ CmdStartStopAircraft, /* 60 */ CmdBuildAircraft, /* 61 */ CmdSendAircraftToHangar, /* 62 */ CmdChangeAircraftServiceInt, /* 63 */ CmdRefitAircraft, /* 64 */ CmdPlaceSign, /* 65 */ CmdRenameSign, /* 66 */ CmdBuildRoadVeh, /* 67 */ CmdStartStopRoadVeh, /* 68 */ CmdSellRoadVeh, /* 69 */ CmdSendRoadVehToDepot, /* 70 */ CmdTurnRoadVeh, /* 71 */ CmdChangeRoadVehServiceInt, /* 72 */ CmdPause, /* 73 */ CmdBuyShareInCompany, /* 74 */ CmdSellShareInCompany, /* 75 */ CmdBuyCompany, /* 76 */ CmdBuildTown, /* 77 */ NULL, /* 78 */ NULL, /* 79 */ CmdRenameTown, /* 80 */ CmdDoTownAction, /* 81 */ CmdSetRoadDriveSide, /* 82 */ CmdSetTownNameType, /* 83 */ NULL, /* 84 */ CmdChangeDifficultyLevel, /* 85 */ CmdStartStopShip, /* 86 */ CmdSellShip, /* 87 */ CmdBuildShip, /* 88 */ CmdSendShipToDepot, /* 89 */ CmdChangeShipServiceInt, /* 90 */ CmdRefitShip, /* 91 */ CmdStartNewGame, /* 92 */ CmdLoadGame, /* 93 */ CmdCreateScenario, /* 94 */ CmdSetSinglePlayer, /* 95 */ NULL, /* 96 */ CmdSetNewLandscapeType, /* 97 */ CmdGenRandomNewGame, /* 98 */ CmdCloneOrder, /* 99 */ CmdClearArea, /* 100 */ CmdResume, /* 101 */ CmdMoneyCheat, /* 102 */ CmdBuildCanal, /* 103 */ CmdPlayerCtrl, /* 104 */ CmdLevelLand, /* 105 */ CmdRefitRailVehicle, /* 106 */ CmdRestoreOrderIndex, /* 107 */ CmdBuildLock, /* 108 */ CmdStartScenario, /* 109 */ CmdBuildManySignals, /* 110 */ //CmdDestroyIndustry, /* 109 */ CmdDestroyCompanyHQ, /* 111 */ }; int32 DoCommandByTile(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc) { return DoCommand(GET_TILE_X(tile)*16, GET_TILE_Y(tile)*16, p1, p2, flags, procc); } //extern void _stdcall Sleep(int s); int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc) { int32 res; CommandProc *proc; proc = _command_proc_table[procc]; if (_docommand_recursive == 0) { _error_message = INVALID_STRING_ID; // update last build coord of player if ( (x|y) != 0 && _current_player < MAX_PLAYERS) { DEREF_PLAYER(_current_player)->last_build_coordinate = TILE_FROM_XY(x,y); } } _docommand_recursive++; // only execute the test call if it's toplevel, or we're not execing. if (_docommand_recursive == 1 || !(flags & DC_EXEC) || (flags & DC_FORCETEST) ) { res = proc(x, y, flags&~DC_EXEC, p1, p2); if ((uint32)res >> 16 == 0x8000) { if (res & 0xFFFF) _error_message = res & 0xFFFF; goto error; } if (_docommand_recursive == 1) { if (!(flags&DC_QUERY_COST) && res != 0 && !CheckPlayerHasMoney(res)) goto error; } if (!(flags & DC_EXEC)) { _docommand_recursive--; return res; } } // execute the command here. _yearly_expenses_type = 0; res = proc(x, y, flags, p1, p2); if ((uint32)res >> 16 == 0x8000) { if (res & 0xFFFF) _error_message = res & 0xFFFF; error: _docommand_recursive--; return CMD_ERROR; } // if toplevel, subtract the money. if (--_docommand_recursive == 0) { SubtractMoneyFromPlayer(res); } return res; } int32 GetAvailableMoneyForCommand() { uint pid = _current_player; if (pid >= MAX_PLAYERS) return 0x7FFFFFFF; // max int return DEREF_PLAYER(pid)->player_money; } // toplevel network safe docommand function for the current player. must not be called recursively. // the callback is called when the command succeeded or failed. bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd) { int32 res = 0,res2; CommandProc *proc; uint32 flags; bool notest; int x = GET_TILE_X(tile)*16; int y = GET_TILE_Y(tile)*16; assert(_docommand_recursive == 0); if (_networking && !(cmd & CMD_NET_INSTANT) && _pause) { // When the game is paused, and we are in a network game // we do not allow any commands. This is because // of some technical reasons ShowErrorMessage(-1, STR_MULTIPLAYER_PAUSED, x, y); _docommand_recursive = 0; return true; } _error_message = INVALID_STRING_ID; _error_message_2 = cmd >> 16; _additional_cash_required = 0; // spectator has no rights. if (_current_player == OWNER_SPECTATOR) { ShowErrorMessage(_error_message, _error_message_2, x, y); return false; } flags = 0; if (cmd & CMD_AUTO) flags |= DC_AUTO; if (cmd & CMD_NO_WATER) flags |= DC_NO_WATER; // get pointer to command handler assert((cmd & 0xFF) < lengthof(_command_proc_table)); proc = _command_proc_table[cmd & 0xFF]; // this command is a notest command? // CMD_REMOVE_ROAD: This command has special local authority // restrictions which may cause the test run to fail (the previous // road fragments still stay there and the town won't let you // disconnect the road system), but the exec will succeed and this // fact will trigger an assertion failure. --pasky notest = (cmd & 0xFF) == CMD_CLEAR_AREA || (cmd & 0xFF) == CMD_CONVERT_RAIL || (cmd & 0xFF) == CMD_LEVEL_LAND || (cmd & 0xFF) == CMD_TRAIN_GOTO_DEPOT || (cmd & 0xFF) == CMD_REMOVE_ROAD; if (_networking && (cmd & CMD_ASYNC)) notest = true; _docommand_recursive = 1; // cost estimation only? if (_shift_pressed && _current_player == _local_player && !(cmd & CMD_DONT_NETWORK)) { // estimate the cost. res = proc(x, y, flags, p1, p2); if ((uint32)res >> 16 == 0x8000) { if (res & 0xFFFF) _error_message = res & 0xFFFF; ShowErrorMessage(_error_message, _error_message_2, x, y); } else { ShowEstimatedCostOrIncome(res, x, y); } _docommand_recursive = 0; return false; } // unless the command is a notest command, check if it can be executed. if (!notest) { // first test if the command can be executed. res = proc(x,y, flags, p1, p2); if ((uint32)res >> 16 == 0x8000) { if (res & 0xFFFF) _error_message = res & 0xFFFF; goto show_error; } // no money? if (res != 0 && !CheckPlayerHasMoney(res)) goto show_error; } // put the command in a network queue and execute it later? if (_networking && !(cmd & CMD_DONT_NETWORK)) { if (!(cmd & CMD_NET_INSTANT)) { NetworkSendCommand(tile, p1, p2, cmd, callback); _docommand_recursive = 0; return true; } else { // Instant Command ... Relay and Process then NetworkSendCommand(tile, p1, p2, cmd, callback); } } // update last build coordinate of player. if ( tile != 0 && _current_player < MAX_PLAYERS) DEREF_PLAYER(_current_player)->last_build_coordinate = tile; // actually try and execute the command. _yearly_expenses_type = 0; res2 = proc(x,y, flags|DC_EXEC, p1, p2); if (!notest) { assert(res == res2); // sanity check } else { if ((uint32)res2 >> 16 == 0x8000) { if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF; goto show_error; } } SubtractMoneyFromPlayer(res2); if (_current_player == _local_player && _game_mode != GM_EDITOR) { if (res2 != 0) ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2); if (_additional_cash_required) { SetDParam(0, _additional_cash_required); ShowErrorMessage(STR_0003_NOT_ENOUGH_CASH_REQUIRES, _error_message_2, x,y); if (res2 == 0) goto callb_err; } } _docommand_recursive = 0; if (callback) callback(true, tile, p1, p2); return true; show_error: // show error message if the command fails? if (_current_player == _local_player && _error_message_2 != 0) ShowErrorMessage(_error_message, _error_message_2, x,y); callb_err: _docommand_recursive = 0; if (callback) callback(false, tile, p1, p2); return false; }