/* $Id$ */ /** @file command_type.h Types related to commands. */ #ifndef COMMAND_TYPE_H #define COMMAND_TYPE_H #include "economy_type.h" #include "strings_type.h" #include "tile_type.h" /** * Common return value for all commands. Wraps the cost and * a possible error message/state together. */ class CommandCost { ExpensesType expense_type; ///< the type of expence as shown on the finances view Money cost; ///< The cost of this action StringID message; ///< Warning message for when success is unset bool success; ///< Whether the comment went fine up to this moment public: /** * Creates a command cost return with no cost and no error */ CommandCost() : expense_type(INVALID_EXPENSES), cost(0), message(INVALID_STRING_ID), success(true) {} /** * Creates a command return value the is failed with the given message */ CommandCost(StringID msg) : expense_type(INVALID_EXPENSES), cost(0), message(msg), success(false) {} /** * Creates a command cost with given expense type and start cost of 0 * @param ex_t the expense type */ CommandCost(ExpensesType ex_t) : expense_type(ex_t), cost(0), message(INVALID_STRING_ID), success(true) {} /** * Creates a command return value with the given start cost and expense type * @param ex_t the expense type * @param cst the initial cost of this command */ CommandCost(ExpensesType ex_t, Money cst) : expense_type(ex_t), cost(cst), message(INVALID_STRING_ID), success(true) {} /** * 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. * @return this class. */ CommandCost AddCost(CommandCost ret); /** * Adds the given cost to the cost of the command. * @param cost the cost to add * @return this class. */ CommandCost AddCost(Money cost) { this->cost += cost; return *this; } /** * Multiplies the cost of the command by the given factor. * @param factor factor to multiply the costs with * @return this class */ CommandCost MultiplyCost(int factor) { this->cost *= factor; return *this; } /** * The costs as made up to this moment * @return the costs */ Money GetCost() const { return this->cost; } /** * The expense type of the cost * @return the expense type */ ExpensesType GetExpensesType() const { return this->expense_type; } /** * Sets the global error message *if* this class has one. */ void SetGlobalErrorMessage() const { extern StringID _error_message; if (this->message != INVALID_STRING_ID) _error_message = this->message; } /** * Returns the error message of a command * @return the error message, if succeeded INVALID_STRING_ID */ StringID GetErrorMessage() const { extern StringID _error_message; if (this->success) return INVALID_STRING_ID; if (this->message != INVALID_STRING_ID) return this->message; return _error_message; } /** * Did this command succeed? * @return true if and only if it succeeded */ bool Succeeded() const { return this->success; } /** * Did this command fail? * @return true if and only if it failed */ bool Failed() const { return !this->success; } }; /** * 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, ///< build a rail track CMD_REMOVE_RAILROAD_TRACK, ///< remove a rail track CMD_BUILD_SINGLE_RAIL, ///< build a single rail track CMD_REMOVE_SINGLE_RAIL, ///< remove a single rail track CMD_LANDSCAPE_CLEAR, ///< demolish a tile CMD_BUILD_BRIDGE, ///< build a bridge CMD_BUILD_RAILROAD_STATION, ///< build a railroad station CMD_BUILD_TRAIN_DEPOT, ///< build a train depot CMD_BUILD_SIGNALS, ///< build a signal CMD_REMOVE_SIGNALS, ///< remove a signal CMD_TERRAFORM_LAND, ///< terraform a tile CMD_PURCHASE_LAND_AREA, ///< purchase a tile CMD_SELL_LAND_AREA, ///< sell a bought tile before CMD_BUILD_TUNNEL, ///< build a tunnel CMD_REMOVE_FROM_RAILROAD_STATION, ///< remove a tile station CMD_CONVERT_RAIL, ///< convert a rail type CMD_BUILD_TRAIN_WAYPOINT, ///< build a waypoint CMD_RENAME_WAYPOINT, ///< rename a waypoint CMD_REMOVE_TRAIN_WAYPOINT, ///< remove a waypoint CMD_BUILD_ROAD_STOP, ///< build a road stop CMD_REMOVE_ROAD_STOP, ///< remove a road stop CMD_BUILD_LONG_ROAD, ///< build a complete road (not a "half" one) CMD_REMOVE_LONG_ROAD, ///< remove a complete road (not a "half" one) CMD_BUILD_ROAD, ///< build a "half" road CMD_REMOVE_ROAD, ///< remove a "half" road CMD_BUILD_ROAD_DEPOT, ///< build a road depot CMD_BUILD_AIRPORT, ///< build an airport CMD_BUILD_DOCK, ///< build a dock CMD_BUILD_SHIP_DEPOT, ///< build a ship depot CMD_BUILD_BUOY, ///< build a buoy CMD_PLANT_TREE, ///< plant a tree CMD_BUILD_RAIL_VEHICLE, ///< build a rail vehicle CMD_MOVE_RAIL_VEHICLE, ///< move a rail vehicle (in the depot) CMD_SELL_RAIL_WAGON, ///< sell a rail wagon CMD_SEND_TRAIN_TO_DEPOT, ///< send a train to a depot CMD_FORCE_TRAIN_PROCEED, ///< proceed a train to pass a red signal CMD_REVERSE_TRAIN_DIRECTION, ///< turn a train around CMD_MODIFY_ORDER, ///< modify an order (like set full-load) CMD_SKIP_TO_ORDER, ///< skip an order to the next of specific one CMD_DELETE_ORDER, ///< delete an order CMD_INSERT_ORDER, ///< insert a new order CMD_CHANGE_SERVICE_INT, ///< change the server interval of a vehicle CMD_BUILD_INDUSTRY, ///< build a new industry CMD_BUILD_COMPANY_HQ, ///< build the company headquarter CMD_SET_COMPANY_MANAGER_FACE, ///< set the manager's face of the company CMD_SET_COMPANY_COLOUR, ///< set the colour of the company CMD_INCREASE_LOAN, ///< increase the loan from the bank CMD_DECREASE_LOAN, ///< decrease the loan from the bank CMD_WANT_ENGINE_PREVIEW, ///< confirm the preview of an engine CMD_RENAME_VEHICLE, ///< rename a whole vehicle CMD_RENAME_ENGINE, ///< rename a engine (in the engine list) CMD_RENAME_COMPANY, ///< change the company name CMD_RENAME_PRESIDENT, ///< change the president name CMD_RENAME_STATION, ///< rename a station CMD_SELL_AIRCRAFT, ///< sell an aircraft CMD_BUILD_AIRCRAFT, ///< build an aircraft CMD_SEND_AIRCRAFT_TO_HANGAR, ///< send an aircraft to a hanger CMD_REFIT_AIRCRAFT, ///< refit the cargo space of an aircraft CMD_PLACE_SIGN, ///< place a sign CMD_RENAME_SIGN, ///< rename a sign CMD_BUILD_ROAD_VEH, ///< build a road vehicle CMD_SELL_ROAD_VEH, ///< sell a road vehicle CMD_SEND_ROADVEH_TO_DEPOT, ///< send a road vehicle to the depot CMD_TURN_ROADVEH, ///< turn a road vehicle around CMD_REFIT_ROAD_VEH, ///< refit the cargo space of a road vehicle CMD_PAUSE, ///< pause the game CMD_BUY_SHARE_IN_COMPANY, ///< buy a share from a company CMD_SELL_SHARE_IN_COMPANY, ///< sell a share from a company CMD_BUY_COMPANY, ///< buy a company which is bankrupt CMD_BUILD_TOWN, ///< build a town CMD_RENAME_TOWN, ///< rename a town CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe) CMD_SELL_SHIP, ///< sell a ship CMD_BUILD_SHIP, ///< build a new ship CMD_SEND_SHIP_TO_DEPOT, ///< send a ship to a depot CMD_REFIT_SHIP, ///< refit the cargo space of a ship CMD_ORDER_REFIT, ///< change the refit informaction of an order (for "goto depot" ) CMD_CLONE_ORDER, ///< clone (and share) an order CMD_CLEAR_AREA, ///< clear an area CMD_MONEY_CHEAT, ///< do the money cheat CMD_BUILD_CANAL, ///< build a canal CMD_COMPANY_CTRL, ///< used in multiplayer to create a new companies etc. CMD_LEVEL_LAND, ///< level land CMD_REFIT_RAIL_VEHICLE, ///< refit the cargo space of a train CMD_RESTORE_ORDER_INDEX, ///< restore vehicle order-index and service interval CMD_BUILD_LOCK, ///< build a lock CMD_BUILD_SIGNAL_TRACK, ///< add signals along a track (by dragging) CMD_REMOVE_SIGNAL_TRACK, ///< remove signals along a track (by dragging) CMD_GIVE_MONEY, ///< give money to another company CMD_CHANGE_SETTING, ///< change a setting CMD_CHANGE_COMPANY_SETTING, ///< change a company etting CMD_SET_AUTOREPLACE, ///< set an autoreplace entry CMD_CLONE_VEHICLE, ///< clone a vehicle CMD_START_STOP_VEHICLE, ///< start or stop a vehicle CMD_MASS_START_STOP, ///< start/stop all vehicles (in a depot) CMD_AUTOREPLACE_VEHICLE, ///< replace/renew a vehicle while it is in a depot CMD_DEPOT_SELL_ALL_VEHICLES, ///< sell all vehicles which are in a given depot CMD_DEPOT_MASS_AUTOREPLACE, ///< force the autoreplace to take action in a given depot CMD_CREATE_GROUP, ///< create a new group CMD_DELETE_GROUP, ///< delete a group CMD_RENAME_GROUP, ///< rename a group CMD_ADD_VEHICLE_GROUP, ///< add a vehicle to a group CMD_ADD_SHARED_VEHICLE_GROUP, ///< add all other shared vehicles to a group which are missing CMD_REMOVE_ALL_VEHICLES_GROUP, ///< remove all vehicles from a group CMD_SET_GROUP_REPLACE_PROTECTION, ///< set the autoreplace-protection for a group CMD_MOVE_ORDER, ///< move an order CMD_CHANGE_TIMETABLE, ///< change the timetable for a vehicle CMD_SET_VEHICLE_ON_TIME, ///< set the vehicle on time feature (timetable) CMD_AUTOFILL_TIMETABLE, ///< autofill the timetable }; /** * List of flags for a command. * * This enums defines some flags which can be used for the commands. */ enum DoCommandFlag { DC_NONE = 0x000, ///< no flag is set DC_EXEC = 0x001, ///< execute the given command DC_AUTO = 0x002, ///< don't allow building on structures DC_QUERY_COST = 0x004, ///< query cost only, don't build. DC_NO_WATER = 0x008, ///< don't allow building on water DC_NO_RAIL_OVERLAP = 0x010, ///< don't allow overlap of rails (used in buildrail) DC_NO_TEST_TOWN_RATING = 0x020, ///< town rating does not disallow you from building DC_BANKRUPT = 0x040, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases DC_AUTOREPLACE = 0x080, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback) DC_ALL_TILES = 0x100, ///< allow this command also on MP_VOID tiles DC_NO_MODIFY_TOWN_RATING = 0x200, ///< do not change town rating }; DECLARE_ENUM_AS_BIT_SET(DoCommandFlag); /** * 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_NETWORK_COMMAND = 0x0100, ///< execute the command without sending it on the network CMD_NO_TEST_IF_IN_NETWORK = 0x0200, ///< When enabled, the command will bypass the no-DC_EXEC round if in network CMD_FLAGS_MASK = 0xFF00, ///< mask for all command flags CMD_ID_MASK = 0x00FF, ///< mask for the command ID }; /** * Command flags for the command table _command_proc_table. * * This enumeration defines flags for the _command_proc_table. */ enum { CMD_SERVER = 0x01, ///< the command can only be initiated by the server CMD_SPECTATOR = 0x02, ///< the command may be initiated by a spectator CMD_OFFLINE = 0x04, ///< the command cannot be executed in a multiplayer game; single-player only CMD_AUTO = 0x08, ///< set the DC_AUTO flag on this command CMD_ALL_TILES = 0x10, ///< allow this command also on MP_VOID tiles CMD_NO_TEST = 0x20, ///< the command's output may differ between test and execute due to town rating changes etc. CMD_NO_WATER = 0x40, ///< set the DC_NO_WATER 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 * @param text Additional text * @return The CommandCost of the command, which can be succeeded or failed. */ typedef CommandCost CommandProc(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text); /** * 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; }; /** * 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); /** * Structure for buffering the build command when selecting a station to join. */ struct CommandContainer { TileIndex tile; ///< tile command being executed on uint32 p1; ///< parameter p1 uint32 p2; ///< parameter p2 uint32 cmd; ///< command being executed CommandCallback *callback; ///< any callback function executed upon successful completion of the command char text[80]; ///< possible text sent for name changes etc }; #endif /* COMMAND_TYPE_H */