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author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 013df98f79866a75f367853c9e436f3c5c79f645 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /src/misc_cmd.c | |
parent | 3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff) | |
download | openttd-013df98f79866a75f367853c9e436f3c5c79f645.tar.xz |
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'src/misc_cmd.c')
-rw-r--r-- | src/misc_cmd.c | 336 |
1 files changed, 336 insertions, 0 deletions
diff --git a/src/misc_cmd.c b/src/misc_cmd.c new file mode 100644 index 000000000..94b675531 --- /dev/null +++ b/src/misc_cmd.c @@ -0,0 +1,336 @@ +/* $Id$ */ + +#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" + +/** 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) +{ + if (flags & DC_EXEC) { + GetPlayer(_current_player)->face = p2; + 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 = 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 = 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; +} |