/* $Id$ */ /** @file command.h */ #ifndef COMMAND_H #define COMMAND_H /** * List of commands. * * This enum defines all possible commands which can be executed to the game * engine. Observing the game like the query-tool or checking the profit of a * vehicle don't result in a command which should be executed in the engine * nor send to the server in a network game. * * @see _command_proc_table */ enum { CMD_BUILD_RAILROAD_TRACK = 0, ///< build a rail track CMD_REMOVE_RAILROAD_TRACK = 1, ///< remove a rail track CMD_BUILD_SINGLE_RAIL = 2, ///< build a single rail track CMD_REMOVE_SINGLE_RAIL = 3, ///< remove a single rail track CMD_LANDSCAPE_CLEAR = 4, ///< demolish a tile CMD_BUILD_BRIDGE = 5, ///< build a bridge CMD_BUILD_RAILROAD_STATION = 6, ///< build a railroad station CMD_BUILD_TRAIN_DEPOT = 7, ///< build a train depot CMD_BUILD_SIGNALS = 8, ///< build a signal CMD_REMOVE_SIGNALS = 9, ///< remove a signal CMD_TERRAFORM_LAND = 10, ///< terraform a tile CMD_PURCHASE_LAND_AREA = 11, ///< purchase a tile CMD_SELL_LAND_AREA = 12, ///< sell a bought tile before CMD_BUILD_TUNNEL = 13, ///< build a tunnel CMD_REMOVE_FROM_RAILROAD_STATION = 14, ///< remove a tile station CMD_CONVERT_RAIL = 15, ///< convert a rail type CMD_BUILD_TRAIN_WAYPOINT = 16, ///< build a waypoint CMD_RENAME_WAYPOINT = 17, ///< rename a waypoint CMD_REMOVE_TRAIN_WAYPOINT = 18, ///< remove a waypoint CMD_BUILD_ROAD_STOP = 21, ///< build a road stop CMD_REMOVE_ROAD_STOP = 22, ///< remove a road stop CMD_BUILD_LONG_ROAD = 23, ///< build a complete road (not a "half" one) CMD_REMOVE_LONG_ROAD = 24, ///< remove a complete road (not a "half" one) CMD_BUILD_ROAD = 25, ///< build a "half" road CMD_REMOVE_ROAD = 26, ///< remove a "half" road CMD_BUILD_ROAD_DEPOT = 27, ///< build a road depot CMD_BUILD_AIRPORT = 29, ///< build an airport CMD_BUILD_DOCK = 30, ///< build a dock CMD_BUILD_SHIP_DEPOT = 31, ///< build a ship depot CMD_BUILD_BUOY = 32, ///< build a buoy CMD_PLANT_TREE = 33, ///< plant a tree CMD_BUILD_RAIL_VEHICLE = 34, ///< build a rail vehicle CMD_MOVE_RAIL_VEHICLE = 35, ///< move a rail vehicle (in the depot) CMD_START_STOP_TRAIN = 36, ///< start or stop a train CMD_SELL_RAIL_WAGON = 38, ///< sell a rail wagon CMD_SEND_TRAIN_TO_DEPOT = 39, ///< send a train to a depot CMD_FORCE_TRAIN_PROCEED = 40, ///< proceed a train to pass a red signal CMD_REVERSE_TRAIN_DIRECTION = 41, ///< turn a train around CMD_MODIFY_ORDER = 42, ///< modify an order (like set full-load) CMD_SKIP_TO_ORDER = 43, ///< skip an order to the next of specific one CMD_DELETE_ORDER = 44, ///< delete an order CMD_INSERT_ORDER = 45, ///< insert a new order CMD_CHANGE_SERVICE_INT = 46, ///< change the server interval of a vehicle CMD_BUILD_INDUSTRY = 47, ///< build a new industry CMD_BUILD_COMPANY_HQ = 48, ///< build the company headquarter CMD_SET_PLAYER_FACE = 49, ///< set the face of the player/company CMD_SET_PLAYER_COLOR = 50, ///< set the color of the player/company CMD_INCREASE_LOAN = 51, ///< increase the loan from the bank CMD_DECREASE_LOAN = 52, ///< decrease the loan from the bank CMD_WANT_ENGINE_PREVIEW = 53, ///< confirm the preview of an engine CMD_NAME_VEHICLE = 54, ///< rename a whole vehicle CMD_RENAME_ENGINE = 55, ///< rename a engine (in the engine list) CMD_CHANGE_COMPANY_NAME = 56, ///< change the company name CMD_CHANGE_PRESIDENT_NAME = 57, ///< change the president name CMD_RENAME_STATION = 58, ///< rename a station CMD_SELL_AIRCRAFT = 59, ///< sell an aircraft CMD_START_STOP_AIRCRAFT = 60, ///< start/stop an aircraft CMD_BUILD_AIRCRAFT = 61, ///< build an aircraft CMD_SEND_AIRCRAFT_TO_HANGAR = 62, ///< send an aircraft to a hanger CMD_REFIT_AIRCRAFT = 64, ///< refit the cargo space of an aircraft CMD_PLACE_SIGN = 65, ///< place a sign CMD_RENAME_SIGN = 66, ///< rename a sign CMD_BUILD_ROAD_VEH = 67, ///< build a road vehicle CMD_START_STOP_ROADVEH = 68, ///< start/stop a road vehicle CMD_SELL_ROAD_VEH = 69, ///< sell a road vehicle CMD_SEND_ROADVEH_TO_DEPOT = 70, ///< send a road vehicle to the depot CMD_TURN_ROADVEH = 71, ///< turn a road vehicle around CMD_REFIT_ROAD_VEH = 72, ///< refit the cargo space of a road vehicle CMD_PAUSE = 73, ///< pause the game CMD_BUY_SHARE_IN_COMPANY = 74, ///< buy a share from a company CMD_SELL_SHARE_IN_COMPANY = 75, ///< sell a share from a company CMD_BUY_COMPANY = 76, ///< buy a company which is bankrupt CMD_BUILD_TOWN = 77, ///< build a town CMD_RENAME_TOWN = 80, ///< rename a town CMD_DO_TOWN_ACTION = 81, ///< do a action from the town detail window (like advertises or bribe) CMD_SET_ROAD_DRIVE_SIDE = 82, ///< set the side where the road vehicles drive CMD_CHANGE_DIFFICULTY_LEVEL = 85, ///< change the difficult of a game (each setting for it own) CMD_START_STOP_SHIP = 86, ///< start/stop a ship CMD_SELL_SHIP = 87, ///< sell a ship CMD_BUILD_SHIP = 88, ///< build a new ship CMD_SEND_SHIP_TO_DEPOT = 89, ///< send a ship to a depot CMD_REFIT_SHIP = 91, ///< refit the cargo space of a ship CMD_ORDER_REFIT = 98, ///< change the refit informaction of an order (for "goto depot" ) CMD_CLONE_ORDER = 99, ///< clone (and share) an order CMD_CLEAR_AREA = 100, ///< clear an area CMD_MONEY_CHEAT = 102, ///< do the money cheat CMD_BUILD_CANAL = 103, ///< build a canal CMD_PLAYER_CTRL = 104, ///< used in multiplayer to create a new player etc. CMD_LEVEL_LAND = 105, ///< level land CMD_REFIT_RAIL_VEHICLE = 106, ///< refit the cargo space of a train CMD_RESTORE_ORDER_INDEX = 107, ///< restore vehicle order-index and service interval CMD_BUILD_LOCK = 108, ///< build a lock CMD_BUILD_SIGNAL_TRACK = 110, ///< add signals along a track (by dragging) CMD_REMOVE_SIGNAL_TRACK = 111, ///< remove signals along a track (by dragging) CMD_GIVE_MONEY = 113, ///< give money to an other player CMD_CHANGE_PATCH_SETTING = 114, ///< change a patch setting CMD_SET_AUTOREPLACE = 115, ///< set an autoreplace entry CMD_CLONE_VEHICLE = 116, ///< clone a vehicle CMD_MASS_START_STOP = 117, ///< start/stop all vehicles (in a depot) CMD_DEPOT_SELL_ALL_VEHICLES = 118, ///< sell all vehicles which are in a given depot CMD_DEPOT_MASS_AUTOREPLACE = 119, ///< force the autoreplace to take action in a given depot CMD_CREATE_GROUP = 120, ///< create a new group CMD_DELETE_GROUP = 121, ///< delete a group CMD_RENAME_GROUP = 122, ///< rename a group CMD_ADD_VEHICLE_GROUP = 123, ///< add a vehicle to a group CMD_ADD_SHARED_VEHICLE_GROUP = 124, ///< add all other shared vehicles to a group which are missing CMD_REMOVE_ALL_VEHICLES_GROUP = 125, ///< remove all vehicles from a group CMD_SET_GROUP_REPLACE_PROTECTION = 126, ///< set the autoreplace-protection for a group CMD_MOVE_ORDER = 127, ///< move an order CMD_CHANGE_TIMETABLE = 128, ///< change the timetable for a vehicle CMD_SET_VEHICLE_ON_TIME = 129, ///< set the vehicle on time feature (timetable) CMD_AUTOFILL_TIMETABLE = 130, ///< autofill the timetable }; /** * List of flags for a command. * * This enums defines some flags which can be used for the commands. */ enum { DC_EXEC = 0x01, ///< execute the given command DC_AUTO = 0x02, ///< don't allow building on structures DC_QUERY_COST = 0x04, ///< query cost only, don't build. DC_NO_WATER = 0x08, ///< don't allow building on water DC_NO_RAIL_OVERLAP = 0x10, ///< don't allow overlap of rails (used in buildrail) DC_AI_BUILDING = 0x20, ///< special building rules for AI DC_NO_TOWN_RATING = 0x40, ///< town rating does not disallow you from building DC_FORCETEST = 0x80, ///< force test too. }; /** * Used to combine a StringID with the command. * * This macro can be used to add a StringID (the error message to show) on a command-id * (CMD_xxx). Use the binary or-operator "|" to combine the command with the result from * this macro. * * @param x The StringID to combine with a command-id */ #define CMD_MSG(x) ((x) << 16) /** * Defines some flags. * * This enumeration defines some flags which are binary-or'ed on a command. */ enum { CMD_NO_WATER = 0x0400, ///< dont build on water CMD_NETWORK_COMMAND = 0x0800, ///< execute the command without sending it on the network CMD_NO_TEST_IF_IN_NETWORK = 0x1000, ///< When enabled, the command will bypass the no-DC_EXEC round if in network CMD_SHOW_NO_ERROR = 0x2000, ///< do not show the error message }; /** * Command flags for the command table _command_proc_table. * * This enumeration defines flags for the _command_proc_table. */ enum { CMD_SERVER = 0x1, ///< the command can only be initiated by the server CMD_OFFLINE = 0x2, ///< the command cannot be executed in a multiplayer game; single-player only CMD_AUTO = 0x4, ///< set the DC_AUTO flag on this command }; /** * Defines the callback type for all command handler functions. * * This type defines the function header for all functions which handles a CMD_* command. * A command handler use the parameters to act according to the meaning of the command. * The tile parameter defines the tile to perform an action on. * The flag parameter is filled with flags from the DC_* enumeration. The parameters * p1 and p2 are filled with parameters for the command like "which road type", "which * order" or "direction". Each function should mentioned in there doxygen comments * the usage of these parameters. * * @param tile The tile to apply a command on * @param flags Flags for the command, from the DC_* enumeration * @param p1 Additional data for the command * @param p2 Additional data for the command * @return The CommandCost of the command, which can be succeeded or failed. */ typedef CommandCost CommandProc(TileIndex tile, uint32 flags, uint32 p1, uint32 p2); /** * Define a command with the flags which belongs to it. * * This struct connect a command handler function with the flags created with * the #CMD_AUTO, #CMD_OFFLINE and #CMD_SERVER values. */ struct Command { CommandProc *proc; byte flags; }; /** * Checks if a command failes. * * As you see the parameter is not a command but the return value of a command, * the CommandCost class. This function checks if the command executed by * the CommandProc function failed and returns true if it does. * * @param cost The return value of a CommandProc call * @return true if the command failes * @see CmdSucceded */ static inline bool CmdFailed(CommandCost cost) { return cost.Failed(); } /** * Checks if a command succeeded. * * As #CmdFailed this function checks if a command succeeded * * @param cost The return value of a CommandProc call * @return true if the command succeeded * @see CmdSucceeded */ static inline bool CmdSucceeded(CommandCost cost) { return cost.Succeeded(); } /** * Define a default return value for a failed command. * * This variable contains a CommandCost object with is declared as "failed". * Other functions just need to return this error if there is an error, * which doesn't need to specific by a StringID. */ static const CommandCost CMD_ERROR = CommandCost(INVALID_STRING_ID); /** * Returns from a function with a specific StringID as error. * * This macro is used to return from a function. The parameter contains the * StringID which will be returned. * * @param errcode The StringID to return */ #define return_cmd_error(errcode) return CommandCost(errcode); /* command.cpp */ /** * Define a callback function for the client, after the command is finished. * * Functions of this type are called after the command is finished. The parameters * are from the #CommandProc callback type. The boolean parameter indicates if the * command succeeded or failed. * * @param success If the command succeeded or not. * @param tile The tile of the command action * @param p1 Additional data of the command * @param p1 Additional data of the command * @see CommandProc */ typedef void CommandCallback(bool success, TileIndex tile, uint32 p1, uint32 p2); /** * Execute a command */ CommandCost DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); /** * Execute a network safe DoCommand function */ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd, bool my_cmd = true); #ifdef ENABLE_NETWORK /** * Send a command over the network */ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback); #endif /* ENABLE_NETWORK */ /** * Text, which gets sent with a command * * This variable contains a string (be specific a pointer of the first * char of this string) which will be send with a command. This is * used for user input data like names or chat messages. */ extern const char *_cmd_text; /** * Checks if a integer value belongs to a command. */ bool IsValidCommand(uint cmd); /** * Returns the flags from a given command. */ byte GetCommandFlags(uint cmd); /** * Returns the current money available which can be used for a command. */ Money GetAvailableMoneyForCommand(); #endif /* COMMAND_H */