summaryrefslogtreecommitdiff
path: root/misc_cmd.c
blob: 4b7ba122e71ce5184cddc32f2f02341d94ab8183 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
/* $Id$ */

#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.h"
#include "variables.h"
#include "ai/ai.h"

/** Change the player's face.
 * @param x,y unused
 * @param p1 unused
 * @param p2 face bitmasked
 */
int32 CmdSetPlayerFace(int x, int y, 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 x,y unused
 * @param p1 unused
 * @param p2 new colour for vehicles, property, etc.
 */
int32 CmdSetPlayerColor(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p, *pp;
	byte colour;

	if (p2 >= 16) return CMD_ERROR; // max 16 colours
	colour = p2;

	p = GetPlayer(_current_player);

	/* Ensure no two companies have the same colour */
	FOR_ALL_PLAYERS(pp) {
		if (pp->is_active && pp != p && pp->player_color == colour)
			return CMD_ERROR;
	}

	if (flags & DC_EXEC) {
		_player_colors[_current_player] = colour;
		p->player_color = colour;
		MarkWholeScreenDirty();
	}
	return 0;
}

/** Increase the loan of your company.
 * @param x,y unused
 * @param p1 unused
 * @param p2 when set, loans the maximum amount in one go (press CTRL)
 */
int32 CmdIncreaseLoan(int x, int y, 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 : (IS_HUMAN_PLAYER(_current_player) || _patches.ainew_active || _ai.gpmi) ? 10000 : 50000;

		p->money64 += loan;
		p->current_loan += loan;
		UpdatePlayerMoney32(p);
		InvalidatePlayerWindows(p);
	}

	return 0;
}

/** Decrease the loan of your company.
 * @param x,y unused
 * @param p1 unused
 * @param p2 when set, pays back the maximum loan permitting money (press CTRL)
 */
int32 CmdDecreaseLoan(int x, int y, 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, (IS_HUMAN_PLAYER(_current_player) || _patches.ainew_active || _ai.gpmi) ? 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 x,y unused
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdChangeCompanyName(int x, int y, 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 x,y unused
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdChangePresidentName(int x, int y, 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;
			DoCommandByTile(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 x,y unused
 * @param p1 0 = decrease pause counter; 1 = increase pause counter
 * @param p2 unused
 */
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;
}

/** 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 x,y unused
 * @param p1 the amount of money to receive (if negative), or spend (if positive)
 * @param p2 unused
 */
int32 CmdMoneyCheat(int x, int y, 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 x,y unused
 * @param p1 the amount of money to transfer; max 20.000.000
 * @param p2 the player to transfer the money to
 */
int32 CmdGiveMoney(int x, int y, 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 || p2 >= MAX_PLAYERS) 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 x,y 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(int x, int y, 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;
}