/* * 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 "date_func.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 "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 #include "table/strings.h" #include "safeguards.h" /** * 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 { CommandProc *proc; ///< The procedure to actually executing 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::proc, 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, and checks if the cmd is not nullptr * * @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() && _command_proc_table[cmd].proc != nullptr; } /*! * 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_CONSTRUCTION, ///< 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; } static int _docommand_recursive = 0; /** * Shorthand for calling the long DoCommand with a container. * * @param container Container with (almost) all information * @param flags Flags for the command and how to execute the command * @see CommandProc * @return the cost */ CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags) { return DoCommand(flags, container->cmd, container->tile, container->p1, container->p2, container->text); } /*! * This function executes a given command with the parameters from the #CommandProc parameter list. * Depending on the flags parameter it execute or test a command. * * @param flags Flags for the command and how to execute the command * @param cmd The command-id to execute (a value of the CMD_* enums) * @param tile The tile to apply the command on (for the #CommandProc) * @param p1 Additional data for the command (for the #CommandProc) * @param p2 Additional data for the command (for the #CommandProc) * @param text The text to pass * @see CommandProc * @return the cost */ CommandCost DoCommand(DoCommandFlag flags, Commands cmd, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { CommandCost res; /* Do not even think about executing out-of-bounds tile-commands */ if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (flags & DC_ALL_TILES) == 0))) return CMD_ERROR; /* Chop of any CMD_MSG or other flags; we don't need those here */ CommandProc *proc = _command_proc_table[cmd].proc; _docommand_recursive++; /* only execute the test call if it's toplevel, or we're not execing. */ if (_docommand_recursive == 1 || !(flags & DC_EXEC) ) { if (_docommand_recursive == 1) _cleared_object_areas.clear(); SetTownRatingTestMode(true); res = proc(flags & ~DC_EXEC, tile, p1, p2, text); SetTownRatingTestMode(false); if (res.Failed()) { goto error; } if (_docommand_recursive == 1 && !(flags & DC_QUERY_COST) && !(flags & DC_BANKRUPT) && !CheckCompanyHasMoney(res)) { // CheckCompanyHasMoney() modifies 'res' to an error if it fails. goto error; } if (!(flags & DC_EXEC)) { _docommand_recursive--; return res; } } /* Execute the command here. All cost-relevant functions set the expenses type * themselves to the cost object at some point */ if (_docommand_recursive == 1) _cleared_object_areas.clear(); res = proc(flags, tile, p1, p2, text); if (res.Failed()) { error: _docommand_recursive--; return res; } /* if toplevel, subtract the money. */ if (--_docommand_recursive == 0 && !(flags & DC_BANKRUPT)) { SubtractMoneyFromCompany(res); } return res; } /*! * This functions returns the money which can be used to execute a command. * This is either the money of the current company or INT64_MAX if there * is no such a company "at the moment" like the server itself. * * @return The available money of a company or INT64_MAX */ Money GetAvailableMoneyForCommand() { CompanyID company = _current_company; if (!Company::IsValidID(company)) return INT64_MAX; return Company::Get(company)->money; } /*! * Toplevel network safe docommand function for the current company. Must not be called recursively. * The callback is called when the command succeeded or failed. The parameters * \a tile, \a p1, and \a p2 are from the #CommandProc function. The parameter \a cmd is the command to execute. * The parameter \a my_cmd is used to indicate if the command is from a company or the server. * * @param cmd The command to execute (a CMD_* value) * @param callback A callback function to call after the command is finished * @param my_cmd indicator if the command is from a company or server (to display error messages for a user) * @param network_command execute the command without sending it on the network * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param text The text to pass * @return \c true if the command succeeded, else \c false. */ static bool DoCommandP(Commands cmd, StringID err_message, CommandCallback *callback, bool my_cmd, bool network_command, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { /* 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 && !(GetCommandFlags(cmd) & CMD_NO_EST); /* We're only sending the command, so don't do * fancy things for 'success'. */ bool only_sending = _networking && !network_command; /* Where to show the message? */ int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cmd) && !estimate_only) { ShowErrorMessage(err_message, STR_ERROR_NOT_ALLOWED_WHILE_PAUSED, WL_INFO, x, y); return false; } /* Only set p2 when the command does not come from the network. */ if (!network_command && GetCommandFlags(cmd) & CMD_CLIENT_ID && p2 == 0) p2 = CLIENT_ID_SERVER; CommandCost res = DoCommandPInternal(cmd, err_message, callback, my_cmd, estimate_only, network_command, tile, p1, p2, text); if (res.Failed()) { /* Only show the error when it's for us. */ if (estimate_only || (IsLocalCompany() && err_message != 0 && my_cmd)) { ShowErrorMessage(err_message, res.GetErrorMessage(), WL_INFO, x, y, res.GetTextRefStackGRF(), res.GetTextRefStackSize(), res.GetTextRefStack()); } } else if (estimate_only) { ShowEstimatedCostOrIncome(res.GetCost(), x, y); } else if (!only_sending && res.GetCost() != 0 && 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()); } if (!estimate_only && !only_sending && callback != nullptr) { callback(res, tile, p1, p2, cmd); } return res.Succeeded(); } /** * Shortcut for the long DoCommandP when having a container with the data. * @param container the container with information. * @param my_cmd indicator if the command is from a company or server (to display error messages for a user) * @param network_command execute the command without sending it on the network * @return true if the command succeeded, else false */ bool DoCommandP(const CommandContainer *container, bool my_cmd, bool network_command) { return DoCommandP(container->cmd, container->err_msg, container->callback, my_cmd, network_command, container->tile, container->p1, container->p2, container->text); } /** * Shortcut for the long DoCommandP when not using a callback or error message. * @param cmd The command to execute (a CMD_* value) * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param text The text to pass * @return \c true if the command succeeded, else \c false. */ bool DoCommandP(Commands cmd, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { return DoCommandP(cmd, STR_NULL, nullptr, true, false, tile, p1, p2, text); } /** * Shortcut for the long DoCommandP when not using an error message. * @param cmd The command to execute (a CMD_* value) * @param callback A callback function to call after the command is finished * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param text The text to pass * @return \c true if the command succeeded, else \c false. */ bool DoCommandP(Commands cmd, CommandCallback *callback, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { return DoCommandP(cmd, STR_NULL, callback, true, false, tile, p1, p2, text); } /** * Shortcut for the long DoCommandP when not using a callback. * @param cmd The command to execute (a CMD_* value) * @param err_message Message prefix to show on error * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param text The text to pass * @return \c true if the command succeeded, else \c false. */ bool DoCommandP(Commands cmd, StringID err_message, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { return DoCommandP(cmd, err_message, nullptr, true, false, tile, p1, p2, text); } /*! * Toplevel network safe docommand function for the current company. Must not be called recursively. * The callback is called when the command succeeded or failed. The parameters * \a tile, \a p1, and \a p2 are from the #CommandProc function. The parameter \a cmd is the command to execute. * * @param cmd The command to execute (a CMD_* value) * @param err_message Message prefix to show on error * @param callback A callback function to call after the command is finished * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param text The text to pass * @return \c true if the command succeeded, else \c false. */ bool DoCommandP(Commands cmd, StringID err_message, CommandCallback *callback, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { return DoCommandP(cmd, err_message, callback, true, false, tile, p1, p2, text); } /** * Helper to deduplicate the code for returning. * @param cmd the command cost to return. */ #define return_dcpi(cmd) { _docommand_recursive = 0; return cmd; } /*! * Helper function for the toplevel network safe docommand function for the current company. * * @param cmd The command to execute (a CMD_* value) * @param err_message Message prefix to show on error * @param callback A callback function to call after the command is finished * @param my_cmd indicator if the command is from a company or server (to display error messages for a user) * @param estimate_only whether to give only the estimate or also execute the command * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param text The text to pass * @return the command cost of this function. */ CommandCost DoCommandPInternal(Commands cmd, StringID err_message, CommandCallback *callback, bool my_cmd, bool estimate_only, bool network_command, TileIndex tile, uint32 p1, uint32 p2, const std::string &text) { /* Prevent recursion; it gives a mess over the network */ assert(_docommand_recursive == 0); _docommand_recursive = 1; /* Reset the state. */ _additional_cash_required = 0; /* Get pointer to command handler */ assert(cmd < _command_proc_table.size()); CommandProc *proc = _command_proc_table[cmd].proc; /* Shouldn't happen, but you never know when someone adds * NULLs to the _command_proc_table. */ assert(proc != nullptr); /* Command flags are used internally */ CommandFlags cmd_flags = GetCommandFlags(cmd); /* Flags get send to the DoCommand */ DoCommandFlag flags = CommandFlagsToDCFlags(cmd_flags); /* Make sure p2 is properly set to a ClientID. */ assert(!(cmd_flags & CMD_CLIENT_ID) || p2 != 0); /* Do not even think about executing out-of-bounds tile-commands */ if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR); /* 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_dcpi(CMD_ERROR); } Backup cur_company(_current_company, FILE_LINE); if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR); bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0; /* Test the command. */ _cleared_object_areas.clear(); SetTownRatingTestMode(true); BasePersistentStorageArray::SwitchMode(PSM_ENTER_TESTMODE); CommandCost res = proc(flags, tile, p1, p2, text); BasePersistentStorageArray::SwitchMode(PSM_LEAVE_TESTMODE); SetTownRatingTestMode(false); /* Make sure we're not messing things up here. */ assert(exec_as_spectator ? _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. */ if (res.Failed() || estimate_only || (!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) { if (!_networking || _generating_world || network_command) { /* Log the failed command as well. Just to be able to be find * causes of desyncs due to bad command test implementations. */ Debug(desync, 1, "cmdf: {:08x}; {:02x}; {:02x}; {:06x}; {:08x}; {:08x}; {:08x}; {:08x}; \"{}\" ({})", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd, err_message, text, GetCommandName(cmd)); } cur_company.Restore(); return_dcpi(res); } /* * If we are in network, and the command is not from the network * send it to the command-queue and abort execution */ if (_networking && !_generating_world && !network_command) { NetworkSendCommand(cmd, err_message, callback, _current_company, tile, p1, p2, text); cur_company.Restore(); /* Don't return anything special here; no error, no costs. * This way it's not handled by DoCommand and only the * actual execution of the command causes messages. Also * reset the storages as we've not executed the command. */ return_dcpi(CommandCost()); } Debug(desync, 1, "cmd: {:08x}; {:02x}; {:02x}; {:06x}; {:08x}; {:08x}; {:08x}; {:08x}; \"{}\" ({})", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd, err_message, text, GetCommandName(cmd)); /* Actually try and execute the command. If no cost-type is given * use the construction one */ _cleared_object_areas.clear(); BasePersistentStorageArray::SwitchMode(PSM_ENTER_COMMAND); CommandCost res2 = proc(flags | DC_EXEC, tile, p1, p2, text); 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(exec_as_spectator ? _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. */ if (!test_and_exec_can_differ) { assert(res.GetCost() == res2.GetCost() && res.Failed() == res2.Failed()); // sanity check } else if (res2.Failed()) { return_dcpi(res2); } /* If we're needing more money and we haven't done * anything yet, ask for the money! */ if (_additional_cash_required != 0 && res2.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, _additional_cash_required); return_dcpi(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(res2); /* update signals if needed */ UpdateSignalsInBuffer(); return_dcpi(res2); } #undef return_dcpi /** * 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 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); } }