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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit013df98f79866a75f367853c9e436f3c5c79f645 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/misc_cmd.c
parent3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff)
downloadopenttd-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.c336
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;
+}