diff options
Diffstat (limited to 'town_cmd.c')
-rw-r--r-- | town_cmd.c | 52 |
1 files changed, 41 insertions, 11 deletions
diff --git a/town_cmd.c b/town_cmd.c index 60d1b5962..10f797876 100644 --- a/town_cmd.c +++ b/town_cmd.c @@ -1014,13 +1014,23 @@ static Town *AllocateTown(void) return NULL; } +/** Create a new town. + * This obviously only works in the scenario editor. Function not removed + * as it might be possible in the future to fund your own town :) + * @param x,y coordinates where town is built + * @param p1 unused + * @param p2 unused + */ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) { - uint tile = TILE_FROM_XY(x,y); + TileIndex tile = TILE_FROM_XY(x,y); TileInfo ti; Town *t; uint32 townnameparts; + /* Only in the scenario editor */ + if (_game_mode != GM_EDITOR) return CMD_ERROR; + SET_EXPENSES_TYPE(EXPENSES_OTHER); // Check if too close to the edge of map @@ -1042,8 +1052,7 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) // Allocate town struct t = AllocateTown(); - if (t == NULL) - return_cmd_error(STR_023A_TOO_MANY_TOWNS); + if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS); // Create the town if (flags & DC_EXEC) { @@ -1428,19 +1437,26 @@ static void ClearTownHouse(Town *t, uint tile) { if (eflags & 0x10) DoClearTownHouseHelper(tile + TILE_XY(1,1)); } +/** Rename a town (server-only). + * @param x,y unused + * @param p1 town ID to rename + * @param p2 unused + */ int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) { StringID str; - Town *t = GetTown(p1); + Town *t; + + if (!IsTownIndex(p1)) return CMD_ERROR; + + t = GetTown(p1); str = AllocateNameUnique((const char*)_decode_parameters, 4); - if (str == 0) - return CMD_ERROR; + if (str == 0) return CMD_ERROR; if (flags & DC_EXEC) { - StringID old_str = t->townnametype; + DeleteName(t->townnametype); t->townnametype = str; - DeleteName(old_str); UpdateTownVirtCoord(t); _town_sort_dirty = true; @@ -1673,18 +1689,32 @@ static TownActionProc * const _town_action_proc[] = { TownActionBribe }; -// p1 = town -// p2 = action +extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t); + +/** Do a town action. + * This performs an action such as advertising, building a statue, funding buildings, + * but also bribing the town-council + * @param x,y unused + * @param p1 town to do the action at + * @param p2 action to perform, @see _town_action_proc for the list of available actions + */ int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2) { int32 cost; + Town *t; + + if (!IsTownIndex(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR; + + t = GetTown(p1); + + if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_OTHER); cost = (_price.build_industry >> 8) * _town_action_costs[p2]; if (flags & DC_EXEC) { - _town_action_proc[p2](GetTown(p1), p2); + _town_action_proc[p2](t, p2); InvalidateWindow(WC_TOWN_AUTHORITY, p1); } |