command.c
author bjarni
Sun, 23 Jan 2005 22:01:51 +0000
changeset 1128 d3ffc98b92ad
parent 1093 e8d26c7dc42f
child 1217 ab9f02a224ab
permissions -rw-r--r--
(svn r1629) added a counter to tell how many engines you have of each type to the autoreplace vehicle windows and made them show only the vehicles you actually have in the left list.
this also fixes some window updates issues when autoreplacing
#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "network.h"

#define DEF_COMMAND(yyyy) int32 yyyy(int x, int y, uint32 flags, uint32 p1, uint32 p2)

DEF_COMMAND(CmdBuildRailroadTrack);
DEF_COMMAND(CmdRemoveRailroadTrack);
DEF_COMMAND(CmdBuildSingleRail);
DEF_COMMAND(CmdRemoveSingleRail);

DEF_COMMAND(CmdLandscapeClear);

DEF_COMMAND(CmdBuildBridge);

DEF_COMMAND(CmdBuildRailroadStation);
DEF_COMMAND(CmdRemoveFromRailroadStation);
DEF_COMMAND(CmdConvertRail);

DEF_COMMAND(CmdBuildSignals);
DEF_COMMAND(CmdRemoveSignals);

DEF_COMMAND(CmdTerraformLand);

DEF_COMMAND(CmdPurchaseLandArea);
DEF_COMMAND(CmdSellLandArea);

DEF_COMMAND(CmdBuildTunnel);

DEF_COMMAND(CmdBuildTrainDepot);
DEF_COMMAND(CmdBuildTrainWaypoint);
DEF_COMMAND(CmdRenameWaypoint);
DEF_COMMAND(CmdRemoveTrainWaypoint);

DEF_COMMAND(CmdBuildTruckStation);

DEF_COMMAND(CmdBuildBusStation);

DEF_COMMAND(CmdBuildLongRoad);
DEF_COMMAND(CmdRemoveLongRoad);
DEF_COMMAND(CmdBuildRoad);
DEF_COMMAND(CmdRemoveRoad);

DEF_COMMAND(CmdBuildRoadDepot);

DEF_COMMAND(CmdBuildAirport);

DEF_COMMAND(CmdBuildDock);

DEF_COMMAND(CmdBuildShipDepot);

DEF_COMMAND(CmdBuildBuoy);

DEF_COMMAND(CmdPlantTree);

DEF_COMMAND(CmdBuildRailVehicle);
DEF_COMMAND(CmdMoveRailVehicle);

DEF_COMMAND(CmdStartStopTrain);

DEF_COMMAND(CmdSellRailWagon);

DEF_COMMAND(CmdTrainGotoDepot);
DEF_COMMAND(CmdForceTrainProceed);
DEF_COMMAND(CmdReverseTrainDirection);

DEF_COMMAND(CmdModifyOrder);
DEF_COMMAND(CmdSkipOrder);
DEF_COMMAND(CmdDeleteOrder);
DEF_COMMAND(CmdInsertOrder);
DEF_COMMAND(CmdChangeTrainServiceInt);
DEF_COMMAND(CmdRestoreOrderIndex);

DEF_COMMAND(CmdBuildIndustry);
//DEF_COMMAND(CmdDestroyIndustry);

DEF_COMMAND(CmdBuildCompanyHQ);
DEF_COMMAND(CmdDestroyCompanyHQ);
DEF_COMMAND(CmdSetPlayerFace);
DEF_COMMAND(CmdSetPlayerColor);

DEF_COMMAND(CmdIncreaseLoan);
DEF_COMMAND(CmdDecreaseLoan);

DEF_COMMAND(CmdWantEnginePreview);

DEF_COMMAND(CmdNameVehicle);
DEF_COMMAND(CmdRenameEngine);

DEF_COMMAND(CmdChangeCompanyName);
DEF_COMMAND(CmdChangePresidentName);

DEF_COMMAND(CmdRenameStation);

DEF_COMMAND(CmdSellAircraft);
DEF_COMMAND(CmdStartStopAircraft);
DEF_COMMAND(CmdBuildAircraft);
DEF_COMMAND(CmdSendAircraftToHangar);
DEF_COMMAND(CmdChangeAircraftServiceInt);
DEF_COMMAND(CmdRefitAircraft);

DEF_COMMAND(CmdPlaceSign);
DEF_COMMAND(CmdRenameSign);

DEF_COMMAND(CmdBuildRoadVeh);
DEF_COMMAND(CmdStartStopRoadVeh);
DEF_COMMAND(CmdSellRoadVeh);
DEF_COMMAND(CmdSendRoadVehToDepot);
DEF_COMMAND(CmdTurnRoadVeh);
DEF_COMMAND(CmdChangeRoadVehServiceInt);

DEF_COMMAND(CmdPause);
DEF_COMMAND(CmdResume);

DEF_COMMAND(CmdBuyShareInCompany);
DEF_COMMAND(CmdSellShareInCompany);
DEF_COMMAND(CmdBuyCompany);

DEF_COMMAND(CmdBuildTown);

DEF_COMMAND(CmdRenameTown);
DEF_COMMAND(CmdDoTownAction);

DEF_COMMAND(CmdSetRoadDriveSide);
DEF_COMMAND(CmdSetTownNameType);

DEF_COMMAND(CmdChangeDifficultyLevel);
DEF_COMMAND(CmdChangePatchSetting);

DEF_COMMAND(CmdStartStopShip);
DEF_COMMAND(CmdSellShip);
DEF_COMMAND(CmdBuildShip);
DEF_COMMAND(CmdSendShipToDepot);
DEF_COMMAND(CmdChangeShipServiceInt);
DEF_COMMAND(CmdRefitShip);


DEF_COMMAND(CmdStartNewGame);
DEF_COMMAND(CmdLoadGame);
DEF_COMMAND(CmdCreateScenario);
DEF_COMMAND(CmdSetSinglePlayer);

DEF_COMMAND(CmdSetNewLandscapeType);

DEF_COMMAND(CmdGenRandomNewGame);
DEF_COMMAND(CmdCloneOrder);

DEF_COMMAND(CmdClearArea);

DEF_COMMAND(CmdGiveMoney);
DEF_COMMAND(CmdMoneyCheat);
DEF_COMMAND(CmdBuildCanal);
DEF_COMMAND(CmdBuildLock);

DEF_COMMAND(CmdPlayerCtrl);

DEF_COMMAND(CmdLevelLand);

DEF_COMMAND(CmdRefitRailVehicle);

DEF_COMMAND(CmdStartScenario);

DEF_COMMAND(CmdBuildManySignals);

DEF_COMMAND(CmdReplaceVehicle);

/* The master command table */
static CommandProc * const _command_proc_table[] = {
	CmdBuildRailroadTrack,				/* 0  */
	CmdRemoveRailroadTrack,				/* 1  */
	CmdBuildSingleRail,						/* 2  */
	CmdRemoveSingleRail,					/* 3  */
	CmdLandscapeClear,						/* 4  */
	CmdBuildBridge,								/* 5  */
	CmdBuildRailroadStation,			/* 6  */
	CmdBuildTrainDepot,						/* 7  */
	CmdBuildSignals,							/* 8  */
	CmdRemoveSignals,							/* 9  */
	CmdTerraformLand,							/* 10 */
	CmdPurchaseLandArea,					/* 11 */
	CmdSellLandArea,							/* 12 */
	CmdBuildTunnel,								/* 13 */
	CmdRemoveFromRailroadStation,	/* 14 */
	CmdConvertRail,								/* 15 */
	CmdBuildTrainWaypoint,				/* 16 */
	CmdRenameWaypoint,						/* 17 */
	CmdRemoveTrainWaypoint,				/* 18 */
	CmdBuildTruckStation,					/* 19 */
	NULL,													/* 20 */
	CmdBuildBusStation,						/* 21 */
	NULL,													/* 22 */
	CmdBuildLongRoad,							/* 23 */
	CmdRemoveLongRoad,						/* 24 */
	CmdBuildRoad,									/* 25 */
	CmdRemoveRoad,								/* 26 */
	CmdBuildRoadDepot,						/* 27 */
	NULL,													/* 28 */
	CmdBuildAirport,							/* 29 */
	CmdBuildDock,									/* 30 */
	CmdBuildShipDepot,						/* 31 */
	CmdBuildBuoy,									/* 32 */
	CmdPlantTree,									/* 33 */
	CmdBuildRailVehicle,					/* 34 */
	CmdMoveRailVehicle,						/* 35 */
	CmdStartStopTrain,						/* 36 */
	NULL,													/* 37 */
	CmdSellRailWagon,							/* 38 */
	CmdTrainGotoDepot,						/* 39 */
	CmdForceTrainProceed,					/* 40 */
	CmdReverseTrainDirection,			/* 41 */

	CmdModifyOrder,								/* 42 */
	CmdSkipOrder,									/* 43 */
	CmdDeleteOrder,								/* 44 */
	CmdInsertOrder,								/* 45 */

	CmdChangeTrainServiceInt,			/* 46 */

	CmdBuildIndustry,							/* 47 */
	CmdBuildCompanyHQ,						/* 48 */
	CmdSetPlayerFace,							/* 49 */
	CmdSetPlayerColor,						/* 50 */

	CmdIncreaseLoan,							/* 51 */
	CmdDecreaseLoan,							/* 52 */

	CmdWantEnginePreview,					/* 53 */

	CmdNameVehicle,								/* 54 */
	CmdRenameEngine,							/* 55 */

	CmdChangeCompanyName,					/* 56 */
	CmdChangePresidentName,				/* 57 */

	CmdRenameStation,							/* 58 */

	CmdSellAircraft,							/* 59 */
	CmdStartStopAircraft,					/* 60 */
	CmdBuildAircraft,							/* 61 */
	CmdSendAircraftToHangar,			/* 62 */
	CmdChangeAircraftServiceInt,	/* 63 */
	CmdRefitAircraft,							/* 64 */

	CmdPlaceSign,									/* 65 */
	CmdRenameSign,								/* 66 */

	CmdBuildRoadVeh,							/* 67 */
	CmdStartStopRoadVeh,					/* 68 */
	CmdSellRoadVeh,								/* 69 */
	CmdSendRoadVehToDepot,				/* 70 */
	CmdTurnRoadVeh,								/* 71 */
	CmdChangeRoadVehServiceInt,		/* 72 */

	CmdPause,											/* 73 */

	CmdBuyShareInCompany,					/* 74 */
	CmdSellShareInCompany,				/* 75 */
	CmdBuyCompany,								/* 76 */

	CmdBuildTown,									/* 77 */
	NULL,													/* 78 */
	NULL,													/* 79 */
	CmdRenameTown,								/* 80 */
	CmdDoTownAction,							/* 81 */

	CmdSetRoadDriveSide,					/* 82 */
	CmdSetTownNameType,						/* 83 */
	NULL,													/* 84 */
	CmdChangeDifficultyLevel,			/* 85 */

	CmdStartStopShip,							/* 86 */
	CmdSellShip,									/* 87 */
	CmdBuildShip,									/* 88 */
	CmdSendShipToDepot,						/* 89 */
	CmdChangeShipServiceInt,			/* 90 */
	CmdRefitShip,									/* 91 */

	CmdStartNewGame,							/* 92 */
	CmdLoadGame,									/* 93 */
	CmdCreateScenario,						/* 94 */
	CmdSetSinglePlayer,						/* 95 */
	NULL,													/* 96 */
	CmdSetNewLandscapeType,				/* 97 */

	CmdGenRandomNewGame,					/* 98 */

	CmdCloneOrder,								/* 99 */

	CmdClearArea,									/* 100 */
	CmdResume,										/* 101 */

	CmdMoneyCheat,								/* 102 */
	CmdBuildCanal,								/* 103 */
	CmdPlayerCtrl,								/* 104 */

	CmdLevelLand,									/* 105 */

	CmdRefitRailVehicle,					/* 106 */
	CmdRestoreOrderIndex,					/* 107 */
	CmdBuildLock,									/* 108 */
	CmdStartScenario,							/* 109 */
	CmdBuildManySignals,					/* 110 */
	//CmdDestroyIndustry,						/* 109 */
	CmdDestroyCompanyHQ,					/* 111 */
	CmdGiveMoney,									/* 112 */
	CmdChangePatchSetting,				/* 113 */
	CmdReplaceVehicle,							/* 114 */
};

/* This function range-checks a cmd, and checks if the cmd is not NULL */
bool IsValidCommand(uint cmd)
{
	cmd = cmd & 0xFF;

	if (cmd >= lengthof(_command_proc_table) || _command_proc_table[cmd] == NULL)
		return false;

	return true;
}

int32 DoCommandByTile(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
	return DoCommand(TileX(tile) * 16, TileY(tile) * 16, p1, p2, flags, procc);
}


//extern void _stdcall Sleep(int s);

int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
	int32 res;
	CommandProc *proc;

	proc = _command_proc_table[procc];

	if (_docommand_recursive == 0) {
		_error_message = INVALID_STRING_ID;
		// update last build coord of player
		if ( (x|y) != 0 && _current_player < MAX_PLAYERS) {
			DEREF_PLAYER(_current_player)->last_build_coordinate = TILE_FROM_XY(x,y);
		}
	}

	_docommand_recursive++;

	// only execute the test call if it's toplevel, or we're not execing.
	if (_docommand_recursive == 1 || !(flags & DC_EXEC) || (flags & DC_FORCETEST) ) {
		res = proc(x, y, flags&~DC_EXEC, p1, p2);
		if ((uint32)res >> 16 == 0x8000) {
			if (res & 0xFFFF) _error_message = res & 0xFFFF;
			goto error;
		}

		if (_docommand_recursive == 1) {
			if (!(flags&DC_QUERY_COST) && res != 0 && !CheckPlayerHasMoney(res))
				goto error;
		}

		if (!(flags & DC_EXEC)) {
			_docommand_recursive--;
			return res;
		}
	}

	/* Execute the command here. All cost-relevant functions set the expenses type
	 * themselves with "SET_EXPENSES_TYPE(...);" at the beginning of the function */
	res = proc(x, y, flags, p1, p2);
	if ((uint32)res >> 16 == 0x8000) {
		if (res & 0xFFFF) _error_message = res & 0xFFFF;
error:
		_docommand_recursive--;
		return CMD_ERROR;
	}

	// if toplevel, subtract the money.
	if (--_docommand_recursive == 0) {
		SubtractMoneyFromPlayer(res);
	}

	return res;
}

int32 GetAvailableMoneyForCommand(void)
{
	uint pid = _current_player;
	if (pid >= MAX_PLAYERS) return 0x7FFFFFFF; // max int
	return DEREF_PLAYER(pid)->player_money;
}

// toplevel network safe docommand function for the current player. must not be called recursively.
// the callback is called when the command succeeded or failed.
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd)
{
	int32 res = 0,res2;
	CommandProc *proc;
	uint32 flags;
	bool notest;

	int x = TileX(tile) * 16;
	int y = TileY(tile) * 16;

	assert(_docommand_recursive == 0);

	_error_message = INVALID_STRING_ID;
	_error_message_2 = cmd >> 16;
	_additional_cash_required = 0;

	// spectator has no rights.
	if (_current_player == OWNER_SPECTATOR) {
		ShowErrorMessage(_error_message, _error_message_2, x, y);
		return false;
	}

	flags = 0;
	if (cmd & CMD_AUTO) flags |= DC_AUTO;
	if (cmd & CMD_NO_WATER) flags |= DC_NO_WATER;

	// get pointer to command handler
	assert((cmd & 0xFF) < lengthof(_command_proc_table));
	proc = _command_proc_table[cmd & 0xFF];

	// Some commands have a different output in dryrun than the realrun
	//  e.g.: if you demolish a whole town, the dryrun would say okay.
	//  but by really destroying, your rating drops and at a certain point
	//  it will fail. so res and res2 are different
	// CMD_REMOVE_ROAD: This command has special local authority
	// restrictions which may cause the test run to fail (the previous
	// road fragments still stay there and the town won't let you
	// disconnect the road system), but the exec will succeed and this
	// fact will trigger an assertion failure. --pasky
	notest =
		(cmd & 0xFF) == CMD_CLEAR_AREA ||
		(cmd & 0xFF) == CMD_CONVERT_RAIL ||
		(cmd & 0xFF) == CMD_LEVEL_LAND ||
		(cmd & 0xFF) == CMD_REMOVE_ROAD;

	_docommand_recursive = 1;

	// cost estimation only?
	if (_shift_pressed && _current_player == _local_player && !(cmd & (CMD_NETWORK_COMMAND | CMD_SHOW_NO_ERROR))) {
		// estimate the cost.
		res = proc(x, y, flags, p1, p2);
		if ((uint32)res >> 16 == 0x8000) {
			if (res & 0xFFFF) _error_message = res & 0xFFFF;
			ShowErrorMessage(_error_message, _error_message_2, x, y);
		} else {
			ShowEstimatedCostOrIncome(res, x, y);
		}

		_docommand_recursive = 0;
		return false;
	}


	if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
		// first test if the command can be executed.
		res = proc(x,y, flags, p1, p2);
		if ((uint32)res >> 16 == 0x8000) {
			if (res & 0xFFFF) _error_message = res & 0xFFFF;
			goto show_error;
		}
		// no money? Only check if notest is off
		if (!notest && res != 0 && !CheckPlayerHasMoney(res)) goto show_error;
	}

#ifdef ENABLE_NETWORK
	// If we are in network, and the command is not from the network
	//   send it to the command-queue and abort execution
	if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
		NetworkSend_Command(tile, p1, p2, cmd, callback);
		_docommand_recursive = 0;
		return true;
	}
#endif /* ENABLE_NETWORK */

	// update last build coordinate of player.
	if ( tile != 0 && _current_player < MAX_PLAYERS) DEREF_PLAYER(_current_player)->last_build_coordinate = tile;

	/* Actually try and execute the command. If no cost-type is given
	 * use the construction one */
	_yearly_expenses_type = EXPENSES_CONSTRUCTION;
	res2 = proc(x,y, flags|DC_EXEC, p1, p2);

	// If notest is on, it means the result of the test can be different than
	//   the real command.. so ignore the test
	if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
		assert(res == res2); // sanity check
	} else {
		if ((uint32)res2 >> 16 == 0x8000) {
			if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
			goto show_error;
		}
	}

	SubtractMoneyFromPlayer(res2);

	if (_current_player == _local_player && _game_mode != GM_EDITOR) {
		if (res2 != 0)
			ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2);
		if (_additional_cash_required) {
			SetDParam(0, _additional_cash_required);
			ShowErrorMessage(STR_0003_NOT_ENOUGH_CASH_REQUIRES, _error_message_2, x,y);
			if (res2 == 0) goto callb_err;
		}
	}

	_docommand_recursive = 0;

	if (callback) callback(true, tile, p1, p2);
	return true;

show_error:
	// show error message if the command fails?
	if (_current_player == _local_player && _error_message_2 != 0)
		ShowErrorMessage(_error_message, _error_message_2, x,y);

callb_err:
	_docommand_recursive = 0;

	if (callback) callback(false, tile, p1, p2);
	return false;
}