/* $Id$ */ /* * 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 <http://www.gnu.org/licenses/>. */ /** @file misc_cmd.cpp Some misc functions that are better fitted in other files, but never got moved there... */ #include "stdafx.h" #include "command_func.h" #include "economy_func.h" #include "window_func.h" #include "textbuf_gui.h" #include "network/network.h" #include "network/network_func.h" #include "strings_func.h" #include "functions.h" #include "company_func.h" #include "company_gui.h" #include "company_base.h" #include "core/backup_type.hpp" #include "table/strings.h" /** * Increase the loan of your company. * @param tile unused * @param flags operation to perform * @param p1 amount to increase the loan with, multitude of LOAN_INTERVAL. Only used when p2 == 2. * @param p2 when 0: loans LOAN_INTERVAL * when 1: loans the maximum loan permitting money (press CTRL), * when 2: loans the amount specified in p1 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdIncreaseLoan(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Company *c = Company::Get(_current_company); if (c->current_loan >= _economy.max_loan) { SetDParam(0, _economy.max_loan); return_cmd_error(STR_ERROR_MAXIMUM_PERMITTED_LOAN); } Money loan; switch (p2) { default: return CMD_ERROR; // Invalid method case 0: // Take some extra loan loan = LOAN_INTERVAL; break; case 1: // Take a loan as big as possible loan = _economy.max_loan - c->current_loan; break; case 2: // Take the given amount of loan if ((int32)p1 < LOAN_INTERVAL || c->current_loan + (int32)p1 > _economy.max_loan || p1 % LOAN_INTERVAL != 0) return CMD_ERROR; loan = p1; break; } /* Overflow protection */ if (c->money + c->current_loan + loan < c->money) return CMD_ERROR; if (flags & DC_EXEC) { c->money += loan; c->current_loan += loan; InvalidateCompanyWindows(c); } return CommandCost(EXPENSES_OTHER); } /** * Decrease the loan of your company. * @param tile unused * @param flags operation to perform * @param p1 amount to decrease the loan with, multitude of LOAN_INTERVAL. Only used when p2 == 2. * @param p2 when 0: pays back LOAN_INTERVAL * when 1: pays back the maximum loan permitting money (press CTRL), * when 2: pays back the amount specified in p1 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdDecreaseLoan(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Company *c = Company::Get(_current_company); if (c->current_loan == 0) return_cmd_error(STR_ERROR_LOAN_ALREADY_REPAYED); Money loan; switch (p2) { default: return CMD_ERROR; // Invalid method case 0: // Pay back one step loan = min(c->current_loan, (Money)LOAN_INTERVAL); break; case 1: // Pay back as much as possible loan = max(min(c->current_loan, c->money), (Money)LOAN_INTERVAL); loan -= loan % LOAN_INTERVAL; break; case 2: // Repay the given amount of loan if (p1 % LOAN_INTERVAL != 0 || (int32)p1 < LOAN_INTERVAL || p1 > c->current_loan) return CMD_ERROR; // Invalid amount to loan loan = p1; break; } if (c->money < loan) { SetDParam(0, loan); return_cmd_error(STR_ERROR_CURRENCY_REQUIRED); } if (flags & DC_EXEC) { c->money -= loan; c->current_loan -= loan; InvalidateCompanyWindows(c); } return CommandCost(); } /** * In case of an unsafe unpause, we want the * user to confirm that it might crash. * @param w unused * @param confirmed whether the user confirms his/her action */ static void AskUnsafeUnpauseCallback(Window *w, bool confirmed) { DoCommandP(0, PM_PAUSED_ERROR, confirmed ? 0 : 1, CMD_PAUSE); } /** * Pause/Unpause the game (server-only). * Set or unset a bit in the pause mode. If pause mode is zero the game is * unpaused. A bitset is used instead of a boolean value/counter to have * more control over the game when saving/loading, etc. * @param tile unused * @param flags operation to perform * @param p1 the pause mode to change * @param p2 1 pauses, 0 unpauses this mode * @param text unused * @return the cost of this operation or an error */ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { switch (p1) { case PM_PAUSED_SAVELOAD: case PM_PAUSED_ERROR: case PM_PAUSED_NORMAL: break; #ifdef ENABLE_NETWORK case PM_PAUSED_JOIN: case PM_PAUSED_ACTIVE_CLIENTS: if (!_networking) return CMD_ERROR; break; #endif /* ENABLE_NETWORK */ default: return CMD_ERROR; } if (flags & DC_EXEC) { if (p1 == PM_PAUSED_NORMAL && _pause_mode & PM_PAUSED_ERROR) { ShowQuery( STR_NEWGRF_UNPAUSE_WARNING_TITLE, STR_NEWGRF_UNPAUSE_WARNING, NULL, AskUnsafeUnpauseCallback ); } else { #ifdef ENABLE_NETWORK PauseMode prev_mode = _pause_mode; #endif /* ENABLE_NETWORK */ if (p2 == 0) { _pause_mode = _pause_mode & ~p1; } else { _pause_mode = _pause_mode | p1; } InvalidateWindowClassesData(WC_AI_DEBUG, -2); #ifdef ENABLE_NETWORK NetworkHandlePauseChange(prev_mode, (PauseMode)p1); #endif /* ENABLE_NETWORK */ } SetWindowDirty(WC_STATUS_BAR, 0); SetWindowDirty(WC_MAIN_TOOLBAR, 0); } return CommandCost(); } /** * 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 flags operation to perform * @param p1 the amount of money to receive (if negative), or spend (if positive) * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdMoneyCheat(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { #ifndef _DEBUG if (_networking) return CMD_ERROR; #endif return CommandCost(EXPENSES_OTHER, -(int32)p1); } /** * Transfer funds (money) from one company to another. * To prevent abuse in multiplayer games you can only send money to other * companies 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 flags operation to perform * @param p1 the amount of money to transfer; max 20.000.000 * @param p2 the company to transfer the money to * @param text unused * @return the cost of this operation or an error */ CommandCost CmdGiveMoney(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (!_settings_game.economy.give_money) return CMD_ERROR; const Company *c = Company::Get(_current_company); CommandCost amount(EXPENSES_OTHER, min((Money)p1, (Money)20000000LL)); CompanyID dest_company = (CompanyID)p2; /* You can only transfer funds that is in excess of your loan */ if (c->money - c->current_loan < amount.GetCost() || amount.GetCost() < 0) return CMD_ERROR; if (!_networking || !Company::IsValidID(dest_company)) return CMD_ERROR; if (flags & DC_EXEC) { /* Add money to company */ Backup<CompanyByte> cur_company(_current_company, dest_company, FILE_LINE); SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -amount.GetCost())); cur_company.Restore(); } /* Subtract money from local-company */ return amount; }