misc_cmd.c
author Darkvater
Thu, 12 May 2005 00:18:30 +0000
changeset 1794 44f9deff97ed
parent 1793 8ac8a8c9ec0f
child 1796 cae31916ae54
permissions -rw-r--r--
(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands.
- CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP.
- CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
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#include "stdafx.h"
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#include "ttd.h"
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#include "string.h"
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#include "table/strings.h"
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#include "command.h"
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#include "player.h"
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#include "gfx.h"
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#include "window.h"
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#include "gui.h"
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#include "saveload.h"
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#include "economy.h"
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#include "network.h"
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/** Change the player's face.
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 * @param x,y unused
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 * @param p1 unused
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 * @param p2 face bitmasked
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 */
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int32 CmdSetPlayerFace(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (flags & DC_EXEC) {
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		GetPlayer(_current_player)->face = p2;
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		MarkWholeScreenDirty();
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	}
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	return 0;
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}
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/** Change the player's company-colour
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 * @param x,y unused
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 * @param p1 unused
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 * @param p2 new colour for vehicles, property, etc.
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 */
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int32 CmdSetPlayerColor(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	Player *p, *pp;
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	p = GetPlayer(_current_player);
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	/* Ensure no two companies have the same colour */
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	FOR_ALL_PLAYERS(pp) {
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		if (pp->is_active && pp != p && pp->player_color == (byte)p2)
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			return CMD_ERROR;
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	}
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	if (flags & DC_EXEC) {
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		_player_colors[_current_player] = (byte)p2;
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		p->player_color = (byte)p2;
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		MarkWholeScreenDirty();
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	}
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	return 0;
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}
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/** Increase the loan of your company.
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 * @param x,y unused
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 * @param p1 unused
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 * @param p2 when set, loans the maximum amount in one go (press CTRL)
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 */
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int32 CmdIncreaseLoan(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	Player *p;
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	p = GetPlayer(_current_player);
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	if (p->current_loan >= _economy.max_loan) {
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		SetDParam(0, _economy.max_loan);
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		return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
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	}
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	if (flags & DC_EXEC) {
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		/* Loan the maximum amount or not? */
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		int32 loan = (p2) ? _economy.max_loan - p->current_loan : IS_HUMAN_PLAYER(_current_player) ? 10000 : 50000;
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		p->money64 += loan;
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		p->current_loan += loan;
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		UpdatePlayerMoney32(p);
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		InvalidatePlayerWindows(p);
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	}
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	return 0;
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}
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/** Decrease the loan of your company.
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 * @param x,y unused
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 * @param p1 unused
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 * @param p2 when set, pays back the maximum loan permitting money (press CTRL)
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 */
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int32 CmdDecreaseLoan(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	Player *p;
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	int32 loan;
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	p = GetPlayer(_current_player);
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	if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
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	loan = p->current_loan;
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	/* p2 is true while CTRL is pressed (repay all possible loan, or max money you have)
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	 * Repay any loan in chunks of 10.000 pounds */
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	if (p2) {
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		loan = min(loan, p->player_money);
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		loan = max(loan, 10000);
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		loan -= loan % 10000;
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	} else {
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		loan = (_patches.ainew_active) ? min(loan, 10000) : min(loan, IS_HUMAN_PLAYER(_current_player) ? 10000 : 50000);
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	}
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	if (p->player_money < loan) {
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		SetDParam(0, loan);
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		return_cmd_error(STR_702E_REQUIRED);
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	}
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	if (flags & DC_EXEC) {
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		p->money64 -= loan;
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		p->current_loan -= loan;
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		UpdatePlayerMoney32(p);
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		InvalidatePlayerWindows(p);
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	}
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	return 0;
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}
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/** Change the name of the company.
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 * @param x,y unused
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 * @param p1 unused
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 * @param p2 unused
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 */
0
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int32 CmdChangeCompanyName(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	StringID str;
0
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	Player *p;
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	str = AllocateNameUnique((const char*)_decode_parameters, 4);
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	if (str == 0) return CMD_ERROR;
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0
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	if (flags & DC_EXEC) {
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		p = DEREF_PLAYER(_current_player);
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		DeleteName(p->name_1);
0
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		p->name_1 = str;
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		MarkWholeScreenDirty();
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	} else
0
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		DeleteName(str);
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	return 0;
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}
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/** Change the name of the president.
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 * @param x,y unused
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 * @param p1 unused
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 * @param p2 unused
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 */
0
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int32 CmdChangePresidentName(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	StringID str;
0
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	Player *p;
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	str = AllocateNameUnique((const char*)_decode_parameters, 4);
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	if (str == 0) return CMD_ERROR;
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0
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	if (flags & DC_EXEC) {
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		p = DEREF_PLAYER(_current_player);
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		DeleteName(p->president_name_1);
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		p->president_name_1 = str;
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		if (p->name_1 == STR_SV_UNNAMED) {
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			ttd_strlcat((char*)_decode_parameters, " Transport", sizeof(_decode_parameters));
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			DoCommandByTile(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME);
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		}
0
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		MarkWholeScreenDirty();
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	} else
0
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		DeleteName(str);
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	return 0;
0
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}
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/** Pause/Unpause the game (server-only).
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 * Increase or decrease the pause counter. If the counter is zero,
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 * the game is unpaused. A counter is used instead of a boolean value
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 * to have more control over the game when saving/loading, etc.
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 * @param x,y unused
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 * @param p1 0 = decrease pause counter; 1 = increase pause counter
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 * @param p2 unused
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 */
0
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int32 CmdPause(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (flags & DC_EXEC) {
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		_pause += (p1 == 1) ? 1 : -1;
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		if (_pause == (byte)-1) _pause = 0;
0
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		InvalidateWindow(WC_STATUS_BAR, 0);
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		InvalidateWindow(WC_MAIN_TOOLBAR, 0);
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	}
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	return 0;
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}
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int32 CmdMoneyCheat(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	SET_EXPENSES_TYPE(EXPENSES_OTHER);
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	return (int32)p1;
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}
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int32 CmdGiveMoney(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	SET_EXPENSES_TYPE(EXPENSES_OTHER);
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	p1 = clamp(p1, 0, 0xFFFFFF); // Clamp between 16 million and 0
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	if (p1 == 0)
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		return CMD_ERROR;
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	if (flags & DC_EXEC) {
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		// Add money to player
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		byte old_cp = _current_player;
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		_current_player = p2;
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		SubtractMoneyFromPlayer(-(int32)p1);
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		_current_player = old_cp;
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   216
	}
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	// Subtract money from local-player
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	return (int32)p1;
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}
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   221
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/** Change difficulty level/settings (server-only).
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 * We cannot really check for valid values of p2 (too much work mostly); stored
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 * in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows
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 * what to do and does this correctly
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 * @param x,y unused
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 * @param p1 the difficulty setting being changed. If it is -1, the difficulty level
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 *           itself is changed. The new value is inside p2
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   229
 * @param p2 new value for a difficulty setting or difficulty level
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   230
 */
0
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   231
int32 CmdChangeDifficultyLevel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (p1 >= GAME_DIFFICULTY_NUM) return CMD_ERROR;
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   234
0
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	if (flags & DC_EXEC) {
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		if (p1 != (uint32)-1L) {
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			((int*)&_opt_ptr->diff)[p1] = p2;
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			_opt_ptr->diff_level = 3; // custom difficulty level
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   239
		} else
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			_opt_ptr->diff_level = p2;
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		/* If we are a network-client, update the difficult setting (if it is open).
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		 * Use this instead of just dirtying the window because we need to load in
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		* the new difficulty settings */
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		if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
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   246
			ShowGameDifficulty();
0
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	}
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	return 0;
0
29654efe3188 (svn r1) Import of revision 975 of old (crashed) SVN
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}