/* $Id$ */ #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 "window.h" #include "gui.h" #include "economy.h" #include "network/network.h" #include "variables.h" #include "livery.h" #include "player_face.h" /** Change the player's face. * @param tile unused * @param p1 unused * @param p2 face bitmasked */ int32 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 0; } /** Change the player's company-colour * @param tile unused * @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. */ int32 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; } MarkWholeScreenDirty(); } return 0; } /** Increase the loan of your company. * @param tile unused * @param p1 unused * @param p2 when set, loans the maximum amount in one go (press CTRL) */ int32 CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p; p = GetPlayer(_current_player); if (p->current_loan >= _economy.max_loan) { SetDParam(0, _economy.max_loan); return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN); } if (flags & DC_EXEC) { /* Loan the maximum amount or not? */ int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000; p->money64 += loan; p->current_loan += loan; UpdatePlayerMoney32(p); InvalidatePlayerWindows(p); } return 0; } /** Decrease the loan of your company. * @param tile unused * @param p1 unused * @param p2 when set, pays back the maximum loan permitting money (press CTRL) */ int32 CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p; int32 loan; p = GetPlayer(_current_player); if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED); loan = p->current_loan; /* p2 is true while CTRL is pressed (repay all possible loan, or max money you have) * Repay any loan in chunks of 10.000 pounds */ if (p2) { loan = min(loan, p->player_money); loan = max(loan, 10000); loan -= loan % 10000; } else { loan = min(loan, (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000); } if (p->player_money < loan) { SetDParam(0, loan); return_cmd_error(STR_702E_REQUIRED); } if (flags & DC_EXEC) { p->money64 -= loan; p->current_loan -= loan; UpdatePlayerMoney32(p); InvalidatePlayerWindows(p); } return 0; } /** Change the name of the company. * @param tile unused * @param p1 unused * @param p2 unused */ int32 CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Player *p; if (_cmd_text[0] == '\0') return CMD_ERROR; str = AllocateNameUnique(_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 0; } /** Change the name of the president. * @param tile unused * @param p1 unused * @param p2 unused */ int32 CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Player *p; if (_cmd_text[0] == '\0') return CMD_ERROR; str = AllocateNameUnique(_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 0; } /** 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 p1 0 = decrease pause counter; 1 = increase pause counter * @param p2 unused */ int32 CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { _pause += (p1 == 1) ? 1 : -1; if (_pause == (byte)-1) _pause = 0; InvalidateWindow(WC_STATUS_BAR, 0); InvalidateWindow(WC_MAIN_TOOLBAR, 0); } return 0; } /** 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 p1 the amount of money to receive (if negative), or spend (if positive) * @param p2 unused */ int32 CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { #ifndef _DEBUG if (_networking) return CMD_ERROR; #endif SET_EXPENSES_TYPE(EXPENSES_OTHER); return -(int32)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 p1 the amount of money to transfer; max 20.000.000 * @param p2 the player to transfer the money to */ int32 CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { const Player *p = GetPlayer(_current_player); int32 amount = min((int32)p1, 20000000); SET_EXPENSES_TYPE(EXPENSES_OTHER); /* You can only transfer funds that is in excess of your loan */ if (p->money64 - p->current_loan < amount || amount <= 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(-amount); _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 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 */ int32 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) { ((int*)&_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 0; }