Mercurial > hg > openttd
annotate src/misc_cmd.cpp @ 6909:6d1b28e5f91f draft
(svn r10158) -Codechange: port some changes from NoAI and FS#872 to make the loan commands a little better readable.
author | rubidium <rubidium@openttd.org> |
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date | Thu, 14 Jun 2007 15:24:34 +0000 |
parents | 5f4bfd9f649d |
children | fd42cb9816c6 |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 /** @file misc_cmd.cpp */ |
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4 |
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5 #include "stdafx.h" |
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6 #include "openttd.h" |
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7 #include "functions.h" |
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8 #include "string.h" |
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9 #include "table/strings.h" |
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10 #include "command.h" |
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11 #include "player.h" |
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12 #include "gfx.h" |
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13 #include "window.h" |
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14 #include "gui.h" |
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15 #include "economy.h" |
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16 #include "network/network.h" |
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17 #include "variables.h" |
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18 #include "livery.h" |
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19 #include "player_face.h" |
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20 |
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21 /** Change the player's face. |
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22 * @param tile unused |
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23 * @param flags operation to perform |
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24 * @param p1 unused |
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25 * @param p2 face bitmasked |
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26 */ |
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27 int32 CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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28 { |
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29 PlayerFace pf = (PlayerFace)p2; |
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30 |
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31 if (!IsValidPlayerFace(pf)) return CMD_ERROR; |
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32 |
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33 if (flags & DC_EXEC) { |
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34 GetPlayer(_current_player)->face = pf; |
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35 MarkWholeScreenDirty(); |
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36 } |
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37 return 0; |
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38 } |
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39 |
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40 /** Change the player's company-colour |
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41 * @param tile unused |
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42 * @param flags operation to perform |
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43 * @param p1 bitstuffed: |
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44 * p1 bits 0-7 scheme to set |
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45 * p1 bits 8-9 set in use state or first/second colour |
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46 * @param p2 new colour for vehicles, property, etc. |
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47 */ |
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48 int32 CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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49 { |
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50 Player *p, *pp; |
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51 byte colour; |
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52 LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8); |
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53 byte state = GB(p1, 8, 2); |
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54 |
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55 if (p2 >= 16) return CMD_ERROR; // max 16 colours |
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56 colour = p2; |
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57 |
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58 if (scheme >= LS_END || state >= 3) return CMD_ERROR; |
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59 |
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60 p = GetPlayer(_current_player); |
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61 |
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62 /* Ensure no two companies have the same primary colour */ |
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63 if (scheme == LS_DEFAULT && state == 0) { |
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64 FOR_ALL_PLAYERS(pp) { |
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65 if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR; |
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66 } |
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67 } |
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68 |
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69 if (flags & DC_EXEC) { |
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70 switch (state) { |
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71 case 0: |
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72 p->livery[scheme].colour1 = colour; |
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73 |
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74 /* If setting the first colour of the default scheme, adjust the |
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75 * original and cached player colours too. */ |
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76 if (scheme == LS_DEFAULT) { |
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77 _player_colors[_current_player] = colour; |
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78 p->player_color = colour; |
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79 } |
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80 break; |
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81 |
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82 case 1: |
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83 p->livery[scheme].colour2 = colour; |
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84 break; |
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85 |
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86 case 2: |
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87 p->livery[scheme].in_use = colour != 0; |
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88 |
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89 /* Now handle setting the default scheme's in_use flag. |
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90 * This is different to the other schemes, as it signifies if any |
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91 * scheme is active at all. If this flag is not set, then no |
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92 * processing of vehicle types occurs at all, and only the default |
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93 * colours will be used. */ |
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94 |
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95 /* If enabling a scheme, set the default scheme to be in use too */ |
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96 if (colour != 0) { |
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97 p->livery[LS_DEFAULT].in_use = true; |
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98 break; |
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99 } |
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100 |
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101 /* Else loop through all schemes to see if any are left enabled. |
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102 * If not, disable the default scheme too. */ |
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103 p->livery[LS_DEFAULT].in_use = false; |
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104 for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) { |
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105 if (p->livery[scheme].in_use) { |
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106 p->livery[LS_DEFAULT].in_use = true; |
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107 break; |
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108 } |
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109 } |
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110 break; |
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111 |
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112 default: |
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113 break; |
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114 } |
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115 MarkWholeScreenDirty(); |
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116 } |
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117 return 0; |
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118 } |
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119 |
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120 /** Increase the loan of your company. |
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121 * @param tile unused |
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122 * @param flags operation to perform |
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123 * @param p1 unused |
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124 * @param p2 when 0: loans LOAN_INTERVAL |
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125 * when 1: loans the maximum loan permitting money (press CTRL), |
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126 */ |
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127 int32 CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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128 { |
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129 Player *p = GetPlayer(_current_player); |
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130 |
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131 if (p->current_loan >= _economy.max_loan) { |
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132 SetDParam(0, _economy.max_loan); |
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133 return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN); |
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134 } |
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135 |
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136 int32 loan; |
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137 switch (p2) { |
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138 default: return CMD_ERROR; // Invalid method |
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139 case 0: // Take some extra loan |
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140 loan = (IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI; |
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141 break; |
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142 case 1: // Take a loan as big as possible |
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143 loan = _economy.max_loan - p->current_loan; |
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144 break; |
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145 } |
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146 |
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147 if (flags & DC_EXEC) { |
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148 p->money64 += loan; |
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149 p->current_loan += loan; |
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150 UpdatePlayerMoney32(p); |
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151 InvalidatePlayerWindows(p); |
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152 } |
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153 |
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154 return 0; |
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155 } |
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156 |
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157 /** Decrease the loan of your company. |
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158 * @param tile unused |
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159 * @param flags operation to perform |
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160 * @param p1 unused |
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161 * @param p2 when 0: pays back LOAN_INTERVAL |
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162 * when 1: pays back the maximum loan permitting money (press CTRL), |
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163 */ |
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164 int32 CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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165 { |
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166 Player *p = GetPlayer(_current_player); |
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167 |
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168 if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED); |
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169 |
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170 int32 loan; |
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171 switch (p2) { |
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172 default: return CMD_ERROR; // Invalid method |
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173 case 0: // Pay back one step |
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174 loan = min(p->current_loan, (IsHumanPlayer(_current_player) || _patches.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI); |
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175 break; |
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176 case 1: // Pay back as much as possible |
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177 loan = max(min(p->current_loan, p->player_money), (int32)LOAN_INTERVAL); |
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178 loan -= loan % LOAN_INTERVAL; |
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179 break; |
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180 } |
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181 |
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182 if (p->player_money < loan) { |
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183 SetDParam(0, loan); |
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184 return_cmd_error(STR_702E_REQUIRED); |
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185 } |
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186 |
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187 if (flags & DC_EXEC) { |
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188 p->money64 -= loan; |
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189 p->current_loan -= loan; |
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190 UpdatePlayerMoney32(p); |
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191 InvalidatePlayerWindows(p); |
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192 } |
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193 return 0; |
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194 } |
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195 |
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196 /** Change the name of the company. |
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197 * @param tile unused |
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198 * @param flags operation to perform |
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199 * @param p1 unused |
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200 * @param p2 unused |
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201 */ |
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202 int32 CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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203 { |
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204 StringID str; |
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205 Player *p; |
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206 |
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207 if (_cmd_text[0] == '\0') return CMD_ERROR; |
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208 |
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209 str = AllocateNameUnique(_cmd_text, 4); |
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210 if (str == 0) return CMD_ERROR; |
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211 |
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212 if (flags & DC_EXEC) { |
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213 p = GetPlayer(_current_player); |
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214 DeleteName(p->name_1); |
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215 p->name_1 = str; |
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216 MarkWholeScreenDirty(); |
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217 } else { |
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218 DeleteName(str); |
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219 } |
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220 |
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221 return 0; |
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222 } |
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223 |
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224 /** Change the name of the president. |
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225 * @param tile unused |
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226 * @param flags operation to perform |
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227 * @param p1 unused |
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228 * @param p2 unused |
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229 */ |
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230 int32 CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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231 { |
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232 StringID str; |
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233 Player *p; |
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234 |
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235 if (_cmd_text[0] == '\0') return CMD_ERROR; |
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236 |
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237 str = AllocateNameUnique(_cmd_text, 4); |
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238 if (str == 0) return CMD_ERROR; |
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239 |
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240 if (flags & DC_EXEC) { |
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241 p = GetPlayer(_current_player); |
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242 DeleteName(p->president_name_1); |
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243 p->president_name_1 = str; |
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244 |
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245 if (p->name_1 == STR_SV_UNNAMED) { |
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246 char buf[80]; |
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247 |
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248 snprintf(buf, lengthof(buf), "%s Transport", _cmd_text); |
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249 _cmd_text = buf; |
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250 DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME); |
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251 } |
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252 MarkWholeScreenDirty(); |
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253 } else { |
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254 DeleteName(str); |
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255 } |
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256 |
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257 return 0; |
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258 } |
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259 |
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260 /** Pause/Unpause the game (server-only). |
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261 * Increase or decrease the pause counter. If the counter is zero, |
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262 * the game is unpaused. A counter is used instead of a boolean value |
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263 * to have more control over the game when saving/loading, etc. |
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264 * @param tile unused |
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265 * @param flags operation to perform |
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266 * @param p1 0 = decrease pause counter; 1 = increase pause counter |
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267 * @param p2 unused |
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268 */ |
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269 int32 CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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270 { |
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271 if (flags & DC_EXEC) { |
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272 _pause_game += (p1 == 1) ? 1 : -1; |
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273 if (_pause_game == (byte)-1) _pause_game = 0; |
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274 InvalidateWindow(WC_STATUS_BAR, 0); |
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275 InvalidateWindow(WC_MAIN_TOOLBAR, 0); |
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276 } |
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277 return 0; |
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278 } |
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279 |
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280 /** Change the financial flow of your company. |
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281 * This is normally only enabled in offline mode, but if there is a debug |
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282 * build, you can cheat (to test). |
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283 * @param tile unused |
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284 * @param flags operation to perform |
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285 * @param p1 the amount of money to receive (if negative), or spend (if positive) |
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286 * @param p2 unused |
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287 */ |
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288 int32 CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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289 { |
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290 #ifndef _DEBUG |
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291 if (_networking) return CMD_ERROR; |
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292 #endif |
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293 SET_EXPENSES_TYPE(EXPENSES_OTHER); |
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294 return -(int32)p1; |
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295 } |
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296 |
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297 /** Transfer funds (money) from one player to another. |
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298 * To prevent abuse in multiplayer games you can only send money to other |
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299 * players if you have paid off your loan (either explicitely, or implicitely |
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300 * given the fact that you have more money than loan). |
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301 * @param tile unused |
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302 * @param flags operation to perform |
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303 * @param p1 the amount of money to transfer; max 20.000.000 |
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304 * @param p2 the player to transfer the money to |
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305 */ |
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306 int32 CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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307 { |
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308 const Player *p = GetPlayer(_current_player); |
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309 int32 amount = min((int32)p1, 20000000); |
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310 |
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311 SET_EXPENSES_TYPE(EXPENSES_OTHER); |
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312 |
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313 /* You can only transfer funds that is in excess of your loan */ |
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314 if (p->money64 - p->current_loan < amount || amount <= 0) return CMD_ERROR; |
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315 if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR; |
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316 |
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317 if (flags & DC_EXEC) { |
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318 /* Add money to player */ |
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319 PlayerID old_cp = _current_player; |
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320 _current_player = (PlayerID)p2; |
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321 SubtractMoneyFromPlayer(-amount); |
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322 _current_player = old_cp; |
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323 } |
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324 |
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325 /* Subtract money from local-player */ |
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326 return amount; |
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327 } |
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328 |
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329 /** Change difficulty level/settings (server-only). |
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330 * We cannot really check for valid values of p2 (too much work mostly); stored |
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331 * in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows |
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332 * what to do and does this correctly |
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333 * @param tile unused |
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334 * @param flags operation to perform |
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335 * @param p1 the difficulty setting being changed. If it is -1, the difficulty level |
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336 * itself is changed. The new value is inside p2 |
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337 * @param p2 new value for a difficulty setting or difficulty level |
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338 */ |
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339 int32 CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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340 { |
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341 if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR; |
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342 |
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343 if (flags & DC_EXEC) { |
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344 if (p1 != (uint32)-1L) { |
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345 ((int*)&_opt_ptr->diff)[p1] = p2; |
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346 _opt_ptr->diff_level = 3; // custom difficulty level |
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347 } else { |
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348 _opt_ptr->diff_level = p2; |
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349 } |
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350 |
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351 /* If we are a network-client, update the difficult setting (if it is open). |
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352 * Use this instead of just dirtying the window because we need to load in |
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353 * the new difficulty settings */ |
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354 if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL) |
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355 ShowGameDifficulty(); |
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356 } |
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357 return 0; |
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358 } |