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
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
|
/* $Id$ */
/*
* 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 command_type.h Types related to commands. */
#ifndef COMMAND_TYPE_H
#define COMMAND_TYPE_H
#include "economy_type.h"
#include "strings_type.h"
#include "tile_type.h"
/**
* Common return value for all commands. Wraps the cost and
* a possible error message/state together.
*/
class CommandCost {
ExpensesType expense_type; ///< the type of expence as shown on the finances view
Money cost; ///< The cost of this action
StringID message; ///< Warning message for when success is unset
bool success; ///< Whether the comment went fine up to this moment
public:
/**
* Creates a command cost return with no cost and no error
*/
CommandCost() : expense_type(INVALID_EXPENSES), cost(0), message(INVALID_STRING_ID), success(true) {}
/**
* Creates a command return value the is failed with the given message
*/
explicit CommandCost(StringID msg) : expense_type(INVALID_EXPENSES), cost(0), message(msg), success(false) {}
/**
* Creates a command cost with given expense type and start cost of 0
* @param ex_t the expense type
*/
explicit CommandCost(ExpensesType ex_t) : expense_type(ex_t), cost(0), message(INVALID_STRING_ID), success(true) {}
/**
* Creates a command return value with the given start cost and expense type
* @param ex_t the expense type
* @param cst the initial cost of this command
*/
CommandCost(ExpensesType ex_t, const Money &cst) : expense_type(ex_t), cost(cst), message(INVALID_STRING_ID), success(true) {}
/**
* Adds the given cost to the cost of the command.
* @param cost the cost to add
*/
FORCEINLINE void AddCost(const Money &cost)
{
this->cost += cost;
}
void AddCost(const CommandCost &cmd_cost);
/**
* Multiplies the cost of the command by the given factor.
* @param factor factor to multiply the costs with
*/
FORCEINLINE void MultiplyCost(int factor)
{
this->cost *= factor;
}
/**
* The costs as made up to this moment
* @return the costs
*/
FORCEINLINE Money GetCost() const
{
return this->cost;
}
/**
* The expense type of the cost
* @return the expense type
*/
FORCEINLINE ExpensesType GetExpensesType() const
{
return this->expense_type;
}
/**
* Makes this #CommandCost behave like an error command.
* @param message The error message.
*/
void MakeError(StringID message)
{
assert(message != INVALID_STRING_ID);
this->success = false;
this->message = message;
}
/**
* Returns the error message of a command
* @return the error message, if succeeded #INVALID_STRING_ID
*/
StringID GetErrorMessage() const
{
if (this->success) return INVALID_STRING_ID;
return this->message;
}
/**
* Did this command succeed?
* @return true if and only if it succeeded
*/
FORCEINLINE bool Succeeded() const
{
return this->success;
}
/**
* Did this command fail?
* @return true if and only if it failed
*/
FORCEINLINE bool Failed() const
{
return !this->success;
}
};
/**
* List of commands.
*
* This enum defines all possible commands which can be executed to the game
* engine. Observing the game like the query-tool or checking the profit of a
* vehicle don't result in a command which should be executed in the engine
* nor send to the server in a network game.
*
* @see _command_proc_table
*/
enum Commands {
CMD_BUILD_RAILROAD_TRACK, ///< build a rail track
CMD_REMOVE_RAILROAD_TRACK, ///< remove a rail track
CMD_BUILD_SINGLE_RAIL, ///< build a single rail track
CMD_REMOVE_SINGLE_RAIL, ///< remove a single rail track
CMD_LANDSCAPE_CLEAR, ///< demolish a tile
CMD_BUILD_BRIDGE, ///< build a bridge
CMD_BUILD_RAIL_STATION, ///< build a rail station
CMD_BUILD_TRAIN_DEPOT, ///< build a train depot
CMD_BUILD_SIGNALS, ///< build a signal
CMD_REMOVE_SIGNALS, ///< remove a signal
CMD_TERRAFORM_LAND, ///< terraform a tile
CMD_PURCHASE_LAND_AREA, ///< purchase a tile
CMD_SELL_LAND_AREA, ///< sell a bought tile before
CMD_BUILD_TUNNEL, ///< build a tunnel
CMD_REMOVE_FROM_RAIL_STATION, ///< remove a (rectangle of) tiles from a rail station
CMD_CONVERT_RAIL, ///< convert a rail type
CMD_BUILD_RAIL_WAYPOINT, ///< build a waypoint
CMD_RENAME_WAYPOINT, ///< rename a waypoint
CMD_REMOVE_FROM_RAIL_WAYPOINT, ///< remove a (rectangle of) tiles from a rail waypoint
CMD_BUILD_ROAD_STOP, ///< build a road stop
CMD_REMOVE_ROAD_STOP, ///< remove a road stop
CMD_BUILD_LONG_ROAD, ///< build a complete road (not a "half" one)
CMD_REMOVE_LONG_ROAD, ///< remove a complete road (not a "half" one)
CMD_BUILD_ROAD, ///< build a "half" road
CMD_BUILD_ROAD_DEPOT, ///< build a road depot
CMD_BUILD_AIRPORT, ///< build an airport
CMD_BUILD_DOCK, ///< build a dock
CMD_BUILD_SHIP_DEPOT, ///< build a ship depot
CMD_BUILD_BUOY, ///< build a buoy
CMD_PLANT_TREE, ///< plant a tree
CMD_BUILD_RAIL_VEHICLE, ///< build a rail vehicle
CMD_MOVE_RAIL_VEHICLE, ///< move a rail vehicle (in the depot)
CMD_SELL_RAIL_WAGON, ///< sell a rail wagon
CMD_SEND_TRAIN_TO_DEPOT, ///< send a train to a depot
CMD_FORCE_TRAIN_PROCEED, ///< proceed a train to pass a red signal
CMD_REVERSE_TRAIN_DIRECTION, ///< turn a train around
CMD_MODIFY_ORDER, ///< modify an order (like set full-load)
CMD_SKIP_TO_ORDER, ///< skip an order to the next of specific one
CMD_DELETE_ORDER, ///< delete an order
CMD_INSERT_ORDER, ///< insert a new order
CMD_CHANGE_SERVICE_INT, ///< change the server interval of a vehicle
CMD_BUILD_INDUSTRY, ///< build a new industry
CMD_BUILD_COMPANY_HQ, ///< build the company headquarter
CMD_SET_COMPANY_MANAGER_FACE, ///< set the manager's face of the company
CMD_SET_COMPANY_COLOUR, ///< set the colour of the company
CMD_INCREASE_LOAN, ///< increase the loan from the bank
CMD_DECREASE_LOAN, ///< decrease the loan from the bank
CMD_WANT_ENGINE_PREVIEW, ///< confirm the preview of an engine
CMD_RENAME_VEHICLE, ///< rename a whole vehicle
CMD_RENAME_ENGINE, ///< rename a engine (in the engine list)
CMD_RENAME_COMPANY, ///< change the company name
CMD_RENAME_PRESIDENT, ///< change the president name
CMD_RENAME_STATION, ///< rename a station
CMD_RENAME_DEPOT, ///< rename a depot
CMD_SELL_AIRCRAFT, ///< sell an aircraft
CMD_BUILD_AIRCRAFT, ///< build an aircraft
CMD_SEND_AIRCRAFT_TO_HANGAR, ///< send an aircraft to a hanger
CMD_REFIT_AIRCRAFT, ///< refit the cargo space of an aircraft
CMD_PLACE_SIGN, ///< place a sign
CMD_RENAME_SIGN, ///< rename a sign
CMD_BUILD_ROAD_VEH, ///< build a road vehicle
CMD_SELL_ROAD_VEH, ///< sell a road vehicle
CMD_SEND_ROADVEH_TO_DEPOT, ///< send a road vehicle to the depot
CMD_TURN_ROADVEH, ///< turn a road vehicle around
CMD_REFIT_ROAD_VEH, ///< refit the cargo space of a road vehicle
CMD_PAUSE, ///< pause the game
CMD_BUY_SHARE_IN_COMPANY, ///< buy a share from a company
CMD_SELL_SHARE_IN_COMPANY, ///< sell a share from a company
CMD_BUY_COMPANY, ///< buy a company which is bankrupt
CMD_FOUND_TOWN, ///< found a town
CMD_RENAME_TOWN, ///< rename a town
CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe)
CMD_SELL_SHIP, ///< sell a ship
CMD_BUILD_SHIP, ///< build a new ship
CMD_SEND_SHIP_TO_DEPOT, ///< send a ship to a depot
CMD_REFIT_SHIP, ///< refit the cargo space of a ship
CMD_ORDER_REFIT, ///< change the refit informaction of an order (for "goto depot" )
CMD_CLONE_ORDER, ///< clone (and share) an order
CMD_CLEAR_AREA, ///< clear an area
CMD_MONEY_CHEAT, ///< do the money cheat
CMD_BUILD_CANAL, ///< build a canal
CMD_COMPANY_CTRL, ///< used in multiplayer to create a new companies etc.
CMD_LEVEL_LAND, ///< level land
CMD_REFIT_RAIL_VEHICLE, ///< refit the cargo space of a train
CMD_RESTORE_ORDER_INDEX, ///< restore vehicle order-index and service interval
CMD_BUILD_LOCK, ///< build a lock
CMD_BUILD_SIGNAL_TRACK, ///< add signals along a track (by dragging)
CMD_REMOVE_SIGNAL_TRACK, ///< remove signals along a track (by dragging)
CMD_GIVE_MONEY, ///< give money to another company
CMD_CHANGE_SETTING, ///< change a setting
CMD_CHANGE_COMPANY_SETTING, ///< change a company etting
CMD_SET_AUTOREPLACE, ///< set an autoreplace entry
CMD_CLONE_VEHICLE, ///< clone a vehicle
CMD_START_STOP_VEHICLE, ///< start or stop a vehicle
CMD_MASS_START_STOP, ///< start/stop all vehicles (in a depot)
CMD_AUTOREPLACE_VEHICLE, ///< replace/renew a vehicle while it is in a depot
CMD_DEPOT_SELL_ALL_VEHICLES, ///< sell all vehicles which are in a given depot
CMD_DEPOT_MASS_AUTOREPLACE, ///< force the autoreplace to take action in a given depot
CMD_CREATE_GROUP, ///< create a new group
CMD_DELETE_GROUP, ///< delete a group
CMD_RENAME_GROUP, ///< rename a group
CMD_ADD_VEHICLE_GROUP, ///< add a vehicle to a group
CMD_ADD_SHARED_VEHICLE_GROUP, ///< add all other shared vehicles to a group which are missing
CMD_REMOVE_ALL_VEHICLES_GROUP, ///< remove all vehicles from a group
CMD_SET_GROUP_REPLACE_PROTECTION, ///< set the autoreplace-protection for a group
CMD_MOVE_ORDER, ///< move an order
CMD_CHANGE_TIMETABLE, ///< change the timetable for a vehicle
CMD_SET_VEHICLE_ON_TIME, ///< set the vehicle on time feature (timetable)
CMD_AUTOFILL_TIMETABLE, ///< autofill the timetable
CMD_SET_TIMETABLE_START, ///< set the date that a timetable should start
};
/**
* List of flags for a command.
*
* This enums defines some flags which can be used for the commands.
*/
enum DoCommandFlag {
DC_NONE = 0x000, ///< no flag is set
DC_EXEC = 0x001, ///< execute the given command
DC_AUTO = 0x002, ///< don't allow building on structures
DC_QUERY_COST = 0x004, ///< query cost only, don't build.
DC_NO_WATER = 0x008, ///< don't allow building on water
DC_NO_RAIL_OVERLAP = 0x010, ///< don't allow overlap of rails (used in buildrail)
DC_NO_TEST_TOWN_RATING = 0x020, ///< town rating does not disallow you from building
DC_BANKRUPT = 0x040, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
DC_AUTOREPLACE = 0x080, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback)
DC_ALL_TILES = 0x100, ///< allow this command also on MP_VOID tiles
DC_NO_MODIFY_TOWN_RATING = 0x200, ///< do not change town rating
};
DECLARE_ENUM_AS_BIT_SET(DoCommandFlag)
/**
* Used to combine a StringID with the command.
*
* This macro can be used to add a StringID (the error message to show) on a command-id
* (CMD_xxx). Use the binary or-operator "|" to combine the command with the result from
* this macro.
*
* @param x The StringID to combine with a command-id
*/
#define CMD_MSG(x) ((x) << 16)
/**
* Defines some flags.
*
* This enumeration defines some flags which are binary-or'ed on a command.
*/
enum FlaggedCommands {
CMD_NETWORK_COMMAND = 0x0100, ///< execute the command without sending it on the network
CMD_NO_TEST_IF_IN_NETWORK = 0x0200, ///< When enabled, the command will bypass the no-DC_EXEC round if in network
CMD_FLAGS_MASK = 0xFF00, ///< mask for all command flags
CMD_ID_MASK = 0x00FF, ///< mask for the command ID
};
/**
* Command flags for the command table _command_proc_table.
*
* This enumeration defines flags for the _command_proc_table.
*/
enum CommandFlags {
CMD_SERVER = 0x01, ///< the command can only be initiated by the server
CMD_SPECTATOR = 0x02, ///< the command may be initiated by a spectator
CMD_OFFLINE = 0x04, ///< the command cannot be executed in a multiplayer game; single-player only
CMD_AUTO = 0x08, ///< set the DC_AUTO flag on this command
CMD_ALL_TILES = 0x10, ///< allow this command also on MP_VOID tiles
CMD_NO_TEST = 0x20, ///< the command's output may differ between test and execute due to town rating changes etc.
CMD_NO_WATER = 0x40, ///< set the DC_NO_WATER flag on this command
};
/**
* Defines the callback type for all command handler functions.
*
* This type defines the function header for all functions which handles a CMD_* command.
* A command handler use the parameters to act according to the meaning of the command.
* The tile parameter defines the tile to perform an action on.
* The flag parameter is filled with flags from the DC_* enumeration. The parameters
* p1 and p2 are filled with parameters for the command like "which road type", "which
* order" or "direction". Each function should mentioned in there doxygen comments
* the usage of these parameters.
*
* @param tile The tile to apply a command on
* @param flags Flags for the command, from the DC_* enumeration
* @param p1 Additional data for the command
* @param p2 Additional data for the command
* @param text Additional text
* @return The CommandCost of the command, which can be succeeded or failed.
*/
typedef CommandCost CommandProc(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text);
/**
* Define a command with the flags which belongs to it.
*
* This struct connect a command handler function with the flags created with
* the #CMD_AUTO, #CMD_OFFLINE and #CMD_SERVER values.
*/
struct Command {
CommandProc *proc; ///< The procedure to actually executing
const char *name; ///< A human readable name for the procedure
byte flags; ///< The (command) flags to that apply to this command
};
/**
* Define a callback function for the client, after the command is finished.
*
* Functions of this type are called after the command is finished. The parameters
* are from the #CommandProc callback type. The boolean parameter indicates if the
* command succeeded or failed.
*
* @param result The result of the executed command
* @param tile The tile of the command action
* @param p1 Additional data of the command
* @param p1 Additional data of the command
* @see CommandProc
*/
typedef void CommandCallback(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2);
/**
* Structure for buffering the build command when selecting a station to join.
*/
struct CommandContainer {
TileIndex tile; ///< tile command being executed on
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
uint32 cmd; ///< command being executed
CommandCallback *callback; ///< any callback function executed upon successful completion of the command
char text[80]; ///< possible text sent for name changes etc
};
#endif /* COMMAND_TYPE_H */
|