src/misc_cmd.cpp
author celestar
Mon, 19 Mar 2007 12:38:16 +0000
branchgamebalance
changeset 9895 7bd07f43b0e3
parent 6527 f584ab6d87f8
child 6719 4cc327ad39d5
child 6977 67b989528f3d
child 9359 e915dd81a279
permissions -rw-r--r--
(svn r9321) [gamebalance] -Sync: r9025:9314 from trunk
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/* $Id$ */
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/** @file misc_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.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 "economy.h"
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#include "network/network.h"
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#include "variables.h"
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#include "livery.h"
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#include "player_face.h"
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/** Change the player's face.
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 * @param tile 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(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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	PlayerFace pf = (PlayerFace)p2;
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	if (!IsValidPlayerFace(pf)) return CMD_ERROR;
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0
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	if (flags & DC_EXEC) {
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		GetPlayer(_current_player)->face = pf;
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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 tile unused
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 * @param p1 bitstuffed:
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 * p1 bits 0-7 scheme to set
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 * p1 bits 8-9 set in use state or first/second colour
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 * @param p2 new colour for vehicles, property, etc.
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 */
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int32 CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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	Player *p, *pp;
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	byte colour;
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	LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8);
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	byte state = GB(p1, 8, 2);
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	if (p2 >= 16) return CMD_ERROR; // max 16 colours
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	colour = p2;
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	if (scheme >= LS_END || state >= 3) return CMD_ERROR;
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	p = GetPlayer(_current_player);
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	/* Ensure no two companies have the same primary colour */
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	if (scheme == LS_DEFAULT && state == 0) {
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		FOR_ALL_PLAYERS(pp) {
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			if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR;
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		}
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	}
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	if (flags & DC_EXEC) {
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		switch (state) {
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			case 0:
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				p->livery[scheme].colour1 = colour;
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				/* If setting the first colour of the default scheme, adjust the
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				 * original and cached player colours too. */
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				if (scheme == LS_DEFAULT) {
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					_player_colors[_current_player] = colour;
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					p->player_color = colour;
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				}
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				break;
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			case 1:
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				p->livery[scheme].colour2 = colour;
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				break;
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			case 2:
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				p->livery[scheme].in_use = colour != 0;
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				/* Now handle setting the default scheme's in_use flag.
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				 * This is different to the other schemes, as it signifies if any
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				 * scheme is active at all. If this flag is not set, then no
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
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				 * processing of vehicle types occurs at all, and only the default
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
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				 * colours will be used. */
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				/* If enabling a scheme, set the default scheme to be in use too */
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				if (colour != 0) {
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					p->livery[LS_DEFAULT].in_use = true;
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					break;
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    97
				}
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
    98
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
    99
				/* Else loop through all schemes to see if any are left enabled.
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   100
				 * If not, disable the default scheme too. */
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peter1138
parents: 4434
diff changeset
   101
				p->livery[LS_DEFAULT].in_use = false;
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   102
				for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   103
					if (p->livery[scheme].in_use) {
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   104
						p->livery[LS_DEFAULT].in_use = true;
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   105
						break;
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   106
					}
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   107
				}
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   108
				break;
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   109
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
diff changeset
   110
			default:
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
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   111
				break;
3ccd4ee0a2e2 (svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
peter1138
parents: 4434
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   112
		}
0
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		MarkWholeScreenDirty();
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   114
	}
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	return 0;
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   116
}
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/** Increase the loan of your company.
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   119
 * @param tile 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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   123
int32 CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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{
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	Player *p;
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   126
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394867897b0a (svn r2271) CMD_SET_PLAYER_FACE, CMD_SET_PLAYER_COLOR, CMD_INCREASE_LOAN, CMD_DECREASE_LOAN only make sense for the current player, so don't explicitly pass a player number
tron
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   127
	p = GetPlayer(_current_player);
0
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   128
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	if (p->current_loan >= _economy.max_loan) {
534
17ab2f22ff74 (svn r901) Small step in the process to clean up the DPARAM mess:
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diff changeset
   130
		SetDParam(0, _economy.max_loan);
0
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   131
		return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
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	}
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   133
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	if (flags & DC_EXEC) {
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   135
		/* Loan the maximum amount or not? */
4845
49105d3b5a9a (svn r6771) -Codechange: Replace two macros with functions. IS_HUMAN_PLAYER and
Darkvater
parents: 4603
diff changeset
   136
		int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000;
0
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   137
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a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
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   138
		p->money64 += loan;
a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
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   139
		p->current_loan += loan;
0
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   140
		UpdatePlayerMoney32(p);
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   141
		InvalidatePlayerWindows(p);
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   142
	}
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   143
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   144
	return 0;
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   145
}
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   146
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Darkvater
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   147
/** Decrease the loan of your company.
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tron
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diff changeset
   148
 * @param tile 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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4c8427796c64 (svn r4342) Change the first two parameters of commands - virtual pixel coordinates of the tile to operate on - to a TileIndex
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   152
int32 CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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{
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	Player *p;
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   155
	int32 loan;
0
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   156
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tron
parents: 1728
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   157
	p = GetPlayer(_current_player);
0
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   158
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Darkvater
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   159
	if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);
0
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   160
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Darkvater
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   161
	loan = p->current_loan;
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Darkvater
parents: 1767
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   162
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Darkvater
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   163
	/* p2 is true while CTRL is pressed (repay all possible loan, or max money you have)
a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
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   164
	 * Repay any loan in chunks of 10.000 pounds */
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Darkvater
parents: 1767
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   165
	if (p2) {
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Darkvater
parents: 1767
diff changeset
   166
		loan = min(loan, p->player_money);
a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
parents: 1767
diff changeset
   167
		loan = max(loan, 10000);
a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
parents: 1767
diff changeset
   168
		loan -= loan % 10000;
a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
parents: 1767
diff changeset
   169
	} else {
4845
49105d3b5a9a (svn r6771) -Codechange: Replace two macros with functions. IS_HUMAN_PLAYER and
Darkvater
parents: 4603
diff changeset
   170
		loan = min(loan, (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000);
0
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   171
	}
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   172
1786
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Darkvater
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diff changeset
   173
	if (p->player_money < loan) {
a54634efeb98 (svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
Darkvater
parents: 1767
diff changeset
   174
		SetDParam(0, loan);
0
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diff changeset
   175
		return_cmd_error(STR_702E_REQUIRED);
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diff changeset
   176
	}
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diff changeset
   177
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   178
	if (flags & DC_EXEC) {
1786
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Darkvater
parents: 1767
diff changeset
   179
		p->money64 -= loan;
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Darkvater
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   180
		p->current_loan -= loan;
0
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diff changeset
   181
		UpdatePlayerMoney32(p);
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   182
		InvalidatePlayerWindows(p);
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diff changeset
   183
	}
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   184
	return 0;
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diff changeset
   185
}
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diff changeset
   186
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Darkvater
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diff changeset
   187
/** Change the name of the company.
3491
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tron
parents: 2767
diff changeset
   188
 * @param tile unused
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Darkvater
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diff changeset
   189
 * @param p1 unused
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Darkvater
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diff changeset
   190
 * @param p2 unused
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diff changeset
   191
 */
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4c8427796c64 (svn r4342) Change the first two parameters of commands - virtual pixel coordinates of the tile to operate on - to a TileIndex
tron
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diff changeset
   192
int32 CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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diff changeset
   193
{
1787
79730785d7e7 (svn r2291) - Fix (regression): When a client joined it changed the server-player's name. Funny effect; but not desired. Thanks for pointing it out Tron. It needed a bit of hacking, but is not less of a hack than the one used before :)
Darkvater
parents: 1786
diff changeset
   194
	StringID str;
0
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   195
	Player *p;
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diff changeset
   196
1840
c181d5cb4ffe (svn r2345) - Fix: Don't allow stuff to be renamed to nothing if we don't support it. Only valid ones are signs (delete) and waypoints (rename to default).
Darkvater
parents: 1820
diff changeset
   197
	if (_cmd_text[0] == '\0') return CMD_ERROR;
c181d5cb4ffe (svn r2345) - Fix: Don't allow stuff to be renamed to nothing if we don't support it. Only valid ones are signs (delete) and waypoints (rename to default).
Darkvater
parents: 1820
diff changeset
   198
1820
9b6458526480 (svn r2324) Introduce _cmd_text for passing strings with a command instead of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
tron
parents: 1799
diff changeset
   199
	str = AllocateNameUnique(_cmd_text, 4);
1786
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Darkvater
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diff changeset
   200
	if (str == 0) return CMD_ERROR;
193
0a7025304867 (svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!
truelight
parents: 84
diff changeset
   201
0
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diff changeset
   202
	if (flags & DC_EXEC) {
1962
51ee4f459268 (svn r2468) -Codechange: Got rid of DEREF_PLAYER and replaced it by GetPlayer
celestar
parents: 1891
diff changeset
   203
		p = GetPlayer(_current_player);
1787
79730785d7e7 (svn r2291) - Fix (regression): When a client joined it changed the server-player's name. Funny effect; but not desired. Thanks for pointing it out Tron. It needed a bit of hacking, but is not less of a hack than the one used before :)
Darkvater
parents: 1786
diff changeset
   204
		DeleteName(p->name_1);
0
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diff changeset
   205
		p->name_1 = str;
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diff changeset
   206
		MarkWholeScreenDirty();
4077
d3022f976946 (svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectacular
tron
parents: 3491
diff changeset
   207
	} else {
0
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parents:
diff changeset
   208
		DeleteName(str);
4077
d3022f976946 (svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectacular
tron
parents: 3491
diff changeset
   209
	}
0
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diff changeset
   210
29654efe3188 (svn r1) Import of revision 975 of old (crashed) SVN
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diff changeset
   211
	return 0;
29654efe3188 (svn r1) Import of revision 975 of old (crashed) SVN
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diff changeset
   212
}
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/** Change the name of the president.
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 * @param tile unused
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 * @param p1 unused
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 * @param p2 unused
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 */
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int32 CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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{
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	StringID str;
0
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	Player *p;
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	if (_cmd_text[0] == '\0') return CMD_ERROR;
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	str = AllocateNameUnique(_cmd_text, 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 = GetPlayer(_current_player);
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		DeleteName(p->president_name_1);
0
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		p->president_name_1 = str;
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		if (p->name_1 == STR_SV_UNNAMED) {
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			char buf[80];
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			snprintf(buf, lengthof(buf), "%s Transport", _cmd_text);
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			_cmd_text = buf;
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			DoCommand(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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	}
0
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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 tile 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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 */
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int32 CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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{
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	if (flags & DC_EXEC) {
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		_pause_game += (p1 == 1) ? 1 : -1;
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		if (_pause_game == (byte)-1) _pause_game = 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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/** Change the financial flow of your company.
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 * This is normally only enabled in offline mode, but if there is a debug
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 * build, you can cheat (to test).
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 * @param tile unused
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 * @param p1 the amount of money to receive (if negative), or spend (if positive)
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 * @param p2 unused
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 */
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int32 CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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{
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#ifndef _DEBUG
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	if (_networking) return CMD_ERROR;
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#endif
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	SET_EXPENSES_TYPE(EXPENSES_OTHER);
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	return -(int32)p1;
0
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}
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/** Transfer funds (money) from one player to another.
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 * To prevent abuse in multiplayer games you can only send money to other
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 * players if you have paid off your loan (either explicitely, or implicitely
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 * given the fact that you have more money than loan).
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 * @param tile unused
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 * @param p1 the amount of money to transfer; max 20.000.000
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 * @param p2 the player to transfer the money to
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 */
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int32 CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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	const Player *p = GetPlayer(_current_player);
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	int32 amount = min((int32)p1, 20000000);
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	SET_EXPENSES_TYPE(EXPENSES_OTHER);
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	/* You can only transfer funds that is in excess of your loan */
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	if (p->money64 - p->current_loan < amount || amount <= 0) return CMD_ERROR;
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   301
	if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR;
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   302
543
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	if (flags & DC_EXEC) {
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		/* Add money to player */
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		PlayerID old_cp = _current_player;
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		_current_player = (PlayerID)p2;
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		SubtractMoneyFromPlayer(-amount);
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		_current_player = old_cp;
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   309
	}
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	/* Subtract money from local-player */
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	return amount;
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}
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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 tile 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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 * @param p2 new value for a difficulty setting or difficulty level
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   323
 */
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   324
int32 CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
0
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{
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	if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR;
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   327
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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		} else {
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			_opt_ptr->diff_level = p2;
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		}
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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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			ShowGameDifficulty();
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	}
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	return 0;
0
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}