(svn r13226) -Feature: Allow to have more than only two airports per town. The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
/* $Id$ */
/** @file misc_cmd.cpp Some misc functions that are better fitted in other files, but never got moved there... */
#include "stdafx.h"
#include "openttd.h"
#include "command_func.h"
#include "economy_func.h"
#include "gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "network/network.h"
#include "variables.h"
#include "livery.h"
#include "player_face.h"
#include "strings_func.h"
#include "gfx_func.h"
#include "functions.h"
#include "vehicle_func.h"
#include "string_func.h"
#include "player_func.h"
#include "player_base.h"
#include "player_gui.h"
#include "settings_type.h"
#include "station_func.h"
#include "table/strings.h"
/** Change the player's face.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 face bitmasked
*/
CommandCost CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
PlayerFace pf = (PlayerFace)p2;
if (!IsValidPlayerFace(pf)) return CMD_ERROR;
if (flags & DC_EXEC) {
GetPlayer(_current_player)->face = pf;
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Change the player's company-colour
* @param tile unused
* @param flags operation to perform
* @param p1 bitstuffed:
* p1 bits 0-7 scheme to set
* p1 bits 8-9 set in use state or first/second colour
* @param p2 new colour for vehicles, property, etc.
*/
CommandCost CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p2 >= 16) return CMD_ERROR; // max 16 colours
byte colour = p2;
LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8);
byte state = GB(p1, 8, 2);
if (scheme >= LS_END || state >= 3) return CMD_ERROR;
Player *p = GetPlayer(_current_player);
/* Ensure no two companies have the same primary colour */
if (scheme == LS_DEFAULT && state == 0) {
const Player *pp;
FOR_ALL_PLAYERS(pp) {
if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR;
}
}
if (flags & DC_EXEC) {
switch (state) {
case 0:
p->livery[scheme].colour1 = colour;
/* If setting the first colour of the default scheme, adjust the
* original and cached player colours too. */
if (scheme == LS_DEFAULT) {
_player_colors[_current_player] = colour;
p->player_color = colour;
}
break;
case 1:
p->livery[scheme].colour2 = colour;
break;
case 2:
p->livery[scheme].in_use = colour != 0;
/* Now handle setting the default scheme's in_use flag.
* This is different to the other schemes, as it signifies if any
* scheme is active at all. If this flag is not set, then no
* processing of vehicle types occurs at all, and only the default
* colours will be used. */
/* If enabling a scheme, set the default scheme to be in use too */
if (colour != 0) {
p->livery[LS_DEFAULT].in_use = true;
break;
}
/* Else loop through all schemes to see if any are left enabled.
* If not, disable the default scheme too. */
p->livery[LS_DEFAULT].in_use = false;
for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
if (p->livery[scheme].in_use) {
p->livery[LS_DEFAULT].in_use = true;
break;
}
}
break;
default:
break;
}
ResetVehicleColorMap();
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Increase the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 when 0: loans LOAN_INTERVAL
* when 1: loans the maximum loan permitting money (press CTRL),
*/
CommandCost CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p = GetPlayer(_current_player);
if (p->current_loan >= _economy.max_loan) {
SetDParam(0, _economy.max_loan);
return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
}
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Take some extra loan
loan = (IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI;
break;
case 1: // Take a loan as big as possible
loan = _economy.max_loan - p->current_loan;
break;
}
/* Overflow protection */
if (p->player_money + p->current_loan + loan < p->player_money) return CMD_ERROR;
if (flags & DC_EXEC) {
p->player_money += loan;
p->current_loan += loan;
InvalidatePlayerWindows(p);
}
return CommandCost(EXPENSES_OTHER);
}
/** Decrease the loan of your company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 when 0: pays back LOAN_INTERVAL
* when 1: pays back the maximum loan permitting money (press CTRL),
*/
CommandCost CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p = GetPlayer(_current_player);
if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
Money loan;
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Pay back one step
loan = min(p->current_loan, (Money)(IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI);
break;
case 1: // Pay back as much as possible
loan = max(min(p->current_loan, p->player_money), (Money)LOAN_INTERVAL);
loan -= loan % LOAN_INTERVAL;
break;
}
if (p->player_money < loan) {
SetDParam(0, loan);
return_cmd_error(STR_702E_REQUIRED);
}
if (flags & DC_EXEC) {
p->player_money -= loan;
p->current_loan -= loan;
InvalidatePlayerWindows(p);
}
return CommandCost();
}
static bool IsUniqueCompanyName(const char *name)
{
const Player *p;
char buf[512];
FOR_ALL_PLAYERS(p) {
if (!p->is_active) continue;
SetDParam(0, p->index);
GetString(buf, STR_COMPANY_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** Change the name of the company.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (StrEmpty(_cmd_text)) return CMD_ERROR;
if (!IsUniqueCompanyName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
if (flags & DC_EXEC) {
Player *p = GetPlayer(_current_player);
free(p->name);
p->name = strdup(_cmd_text);
MarkWholeScreenDirty();
}
return CommandCost();
}
static bool IsUniquePresidentName(const char *name)
{
const Player *p;
char buf[512];
FOR_ALL_PLAYERS(p) {
if (!p->is_active) continue;
SetDParam(0, p->index);
GetString(buf, STR_PLAYER_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** Change the name of the president.
* @param tile unused
* @param flags operation to perform
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (StrEmpty(_cmd_text)) return CMD_ERROR;
if (!IsUniquePresidentName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
if (flags & DC_EXEC) {
Player *p = GetPlayer(_current_player);
free(p->president_name);
p->president_name = strdup(_cmd_text);
if (p->name_1 == STR_SV_UNNAMED) {
char buf[80];
snprintf(buf, lengthof(buf), "%s Transport", _cmd_text);
_cmd_text = buf;
DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME);
}
MarkWholeScreenDirty();
}
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, confirmed ? 0 : 1, 0, NULL, CMD_PAUSE);
}
/** 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 tile unused
* @param flags operation to perform
* @param p1 0 = decrease pause counter; 1 = increase pause counter
* @param p2 unused
*/
CommandCost CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_pause_game += (p1 == 0) ? -1 : 1;
switch (_pause_game) {
case -4:
case -1:
_pause_game = 0;
break;
case -3:
ShowQuery(
STR_NEWGRF_UNPAUSE_WARNING_TITLE,
STR_NEWGRF_UNPAUSE_WARNING,
NULL,
AskUnsafeUnpauseCallback
);
break;
default: break;
}
InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(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
*/
CommandCost CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
#ifndef _DEBUG
if (_networking) return CMD_ERROR;
#endif
return CommandCost(EXPENSES_OTHER, -(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 tile unused
* @param flags operation to perform
* @param p1 the amount of money to transfer; max 20.000.000
* @param p2 the player to transfer the money to
*/
CommandCost CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!_patches.give_money) return CMD_ERROR;
const Player *p = GetPlayer(_current_player);
CommandCost amount(EXPENSES_OTHER, min((Money)p1, (Money)20000000LL));
/* You can only transfer funds that is in excess of your loan */
if (p->player_money - p->current_loan < amount.GetCost() || amount.GetCost() <= 0) return CMD_ERROR;
if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Add money to player */
PlayerID old_cp = _current_player;
_current_player = (PlayerID)p2;
SubtractMoneyFromPlayer(CommandCost(EXPENSES_OTHER, -amount.GetCost()));
_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 tile unused
* @param flags operation to perform
* @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
*/
CommandCost CmdChangeDifficultyLevel(TileIndex tile, 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) {
((GDType*)&_opt_ptr->diff)[p1] = p2;
_opt_ptr->diff_level = 3; // custom difficulty level
} else {
_opt_ptr->diff_level = p2;
}
/* Since the tolerance of the town council has a direct impact on the noise generation/tolerance,
* launch a re-evaluation of the actual values only when setting has changed */
if (p2 == GAME_DIFFICULTY_TOWNCOUNCIL_TOLERANCE && _game_mode == GM_NORMAL) {
UpdateAirportsNoise();
if (_patches.station_noise_level) {
InvalidateWindowClassesData(WC_TOWN_VIEW, 0);
}
}
/* 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 CommandCost();
}