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#include "stdafx.h"
#include "ttd.h"
#include "string.h"
#include "table/strings.h"
#include "command.h"
#include "player.h"
#include "gfx.h"
#include "window.h"
#include "gui.h"
#include "saveload.h"
#include "economy.h"
#include "network.h"
/* p1 = player
p2 = face
*/
int32 CmdSetPlayerFace(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
GetPlayer(_current_player)->face = p2;
MarkWholeScreenDirty();
}
return 0;
}
/* p1 = player
* p2 = color
*/
int32 CmdSetPlayerColor(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Player *p,*pp;
p = GetPlayer(_current_player);
/* ensure no dups */
FOR_ALL_PLAYERS(pp) {
if (pp->is_active && pp != p && pp->player_color == (byte)p2)
return CMD_ERROR;
}
if (flags & DC_EXEC) {
_player_colors[_current_player] = (byte)p2;
p->player_color = (byte)p2;
MarkWholeScreenDirty();
}
return 0;
}
int32 CmdIncreaseLoan(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Player *p;
int32 size;
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) {
if (p2)
size = _economy.max_loan - p->current_loan;
else
size = IS_HUMAN_PLAYER(_current_player) ? 10000 : 50000;
p->money64 += size;
p->current_loan += size;
UpdatePlayerMoney32(p);
InvalidatePlayerWindows(p);
}
return 0;
}
int32 CmdDecreaseLoan(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Player *p;
int32 size;
p = GetPlayer(_current_player);
if (p->current_loan == 0)
return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
size = p->current_loan;
// p2 is true while CTRL is pressed (repay all possible loan, or max money you have)
if (!p2) {
if (_patches.ainew_active)
size = min(size, 10000);
else
size = min(size, IS_HUMAN_PLAYER(_current_player) ? 10000 : 50000);
} else { // only repay in chunks of 10K
size = min(size, p->player_money);
size = max(size, 10000);
size -= size % 10000;
}
if (p->player_money < size) {
SetDParam(0, size);
return_cmd_error(STR_702E_REQUIRED);
}
if (flags & DC_EXEC) {
p->money64 -= size;
p->current_loan -= size;
UpdatePlayerMoney32(p);
InvalidatePlayerWindows(p);
}
return 0;
}
int32 CmdChangeCompanyName(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str,old_str;
Player *p;
str = AllocateNameUnique((const char*)_decode_parameters, 4);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
p = DEREF_PLAYER(p1);
old_str = p->name_1;
p->name_1 = str;
DeleteName(old_str);
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
int32 CmdChangePresidentName(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str,old_str;
Player *p;
str = AllocateNameUnique((const char*)_decode_parameters, 4);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
p = DEREF_PLAYER(p1);
old_str = p->president_name_1;
p->president_name_1 = str;
DeleteName(old_str);
if (p->name_1 == STR_SV_UNNAMED) {
ttd_strlcat(
(char*)_decode_parameters, " Transport", sizeof(_decode_parameters));
DoCommandByTile(0, p1, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME);
}
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
// p1 = 0 decrease pause counter
// p1 = 1 increase pause counter
int32 CmdPause(int x, int y, 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;
}
int32 CmdMoneyCheat(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
SET_EXPENSES_TYPE(EXPENSES_OTHER);
return (int32)p1;
}
int32 CmdGiveMoney(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
SET_EXPENSES_TYPE(EXPENSES_OTHER);
p1 = clamp(p1, 0, 0xFFFFFF); // Clamp between 16 million and 0
if (p1 == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
// Add money to player
byte old_cp = _current_player;
_current_player = p2;
SubtractMoneyFromPlayer(-(int32)p1);
_current_player = old_cp;
}
// Subtract money from local-player
return (int32)p1;
}
int32 CmdChangeDifficultyLevel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
if (p1 != (uint32)-1L) {
((int*)&_opt_ptr->diff)[p1] = p2;
_opt_ptr->diff_level = 3;
} else
_opt_ptr->diff_level = p2;
// If we are a network-client, update the difficult setting (if it is open)
if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
ShowGameDifficulty();
}
return 0;
}
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