Mercurial > hg > openttd
annotate src/misc_cmd.cpp @ 6190:f9ef22413f22 draft
(svn r8969) -Codechange: rework of the player face bits.
- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer
- replace tons of ifs/switches/magic numbers by table lookups
author | rubidium <rubidium@openttd.org> |
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date | Fri, 02 Mar 2007 01:17:11 +0000 (2007-03-02) |
parents | c44c070c5032 |
children | 3b141366478a |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 #include "stdafx.h" |
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4 #include "openttd.h" |
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5 #include "functions.h" |
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6 #include "string.h" |
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7 #include "table/strings.h" |
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8 #include "command.h" |
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9 #include "player.h" |
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10 #include "gfx.h" |
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11 #include "window.h" |
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12 #include "gui.h" |
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13 #include "economy.h" |
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14 #include "network/network.h" |
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15 #include "variables.h" |
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16 #include "livery.h" |
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17 #include "player_face.h" |
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18 |
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19 /** Change the player's face. |
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20 * @param tile unused |
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21 * @param p1 unused |
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22 * @param p2 face bitmasked |
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23 */ |
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24 int32 CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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25 { |
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26 PlayerFace pf = (PlayerFace)p2; |
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27 |
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28 if (!IsValidPlayerFace(pf)) return CMD_ERROR; |
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29 |
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30 if (flags & DC_EXEC) { |
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31 GetPlayer(_current_player)->face = pf; |
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32 MarkWholeScreenDirty(); |
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33 } |
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34 return 0; |
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35 } |
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36 |
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37 /** Change the player's company-colour |
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38 * @param tile unused |
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39 * @param p1 bitstuffed: |
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40 * p1 bits 0-7 scheme to set |
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41 * p1 bits 8-9 set in use state or first/second colour |
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42 * @param p2 new colour for vehicles, property, etc. |
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43 */ |
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44 int32 CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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45 { |
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46 Player *p, *pp; |
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47 byte colour; |
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48 LiveryScheme scheme = (LiveryScheme)GB(p1, 0, 8); |
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49 byte state = GB(p1, 8, 2); |
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50 |
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51 if (p2 >= 16) return CMD_ERROR; // max 16 colours |
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52 colour = p2; |
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53 |
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54 if (scheme >= LS_END || state >= 3) return CMD_ERROR; |
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55 |
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56 p = GetPlayer(_current_player); |
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57 |
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58 /* Ensure no two companies have the same primary colour */ |
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59 if (scheme == LS_DEFAULT && state == 0) { |
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60 FOR_ALL_PLAYERS(pp) { |
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61 if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR; |
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62 } |
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63 } |
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64 |
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65 if (flags & DC_EXEC) { |
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66 switch (state) { |
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67 case 0: |
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68 p->livery[scheme].colour1 = colour; |
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69 |
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70 /* If setting the first colour of the default scheme, adjust the |
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71 * original and cached player colours too. */ |
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72 if (scheme == LS_DEFAULT) { |
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73 _player_colors[_current_player] = colour; |
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74 p->player_color = colour; |
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75 } |
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76 break; |
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77 |
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78 case 1: |
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79 p->livery[scheme].colour2 = colour; |
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80 break; |
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81 |
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82 case 2: |
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83 p->livery[scheme].in_use = colour != 0; |
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84 |
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85 /* Now handle setting the default scheme's in_use flag. |
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86 * This is different to the other schemes, as it signifies if any |
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87 * scheme is active at all. If this flag is not set, then no |
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88 * processing of vehicle types occurs at all, and only the default |
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89 * colours will be used. */ |
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90 |
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91 /* If enabling a scheme, set the default scheme to be in use too */ |
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92 if (colour != 0) { |
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93 p->livery[LS_DEFAULT].in_use = true; |
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94 break; |
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95 } |
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96 |
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97 /* Else loop through all schemes to see if any are left enabled. |
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98 * If not, disable the default scheme too. */ |
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99 p->livery[LS_DEFAULT].in_use = false; |
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100 for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) { |
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101 if (p->livery[scheme].in_use) { |
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102 p->livery[LS_DEFAULT].in_use = true; |
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103 break; |
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104 } |
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105 } |
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106 break; |
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107 |
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108 default: |
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109 break; |
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110 } |
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111 MarkWholeScreenDirty(); |
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112 } |
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113 return 0; |
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114 } |
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115 |
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116 /** Increase the loan of your company. |
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117 * @param tile unused |
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118 * @param p1 unused |
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119 * @param p2 when set, loans the maximum amount in one go (press CTRL) |
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120 */ |
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121 int32 CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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122 { |
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123 Player *p; |
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124 |
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125 p = GetPlayer(_current_player); |
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126 |
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127 if (p->current_loan >= _economy.max_loan) { |
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128 SetDParam(0, _economy.max_loan); |
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129 return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN); |
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130 } |
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131 |
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132 if (flags & DC_EXEC) { |
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133 /* Loan the maximum amount or not? */ |
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134 int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000; |
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135 |
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136 p->money64 += loan; |
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137 p->current_loan += loan; |
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138 UpdatePlayerMoney32(p); |
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139 InvalidatePlayerWindows(p); |
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140 } |
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141 |
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142 return 0; |
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143 } |
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144 |
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145 /** Decrease the loan of your company. |
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146 * @param tile unused |
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147 * @param p1 unused |
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148 * @param p2 when set, pays back the maximum loan permitting money (press CTRL) |
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149 */ |
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150 int32 CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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151 { |
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152 Player *p; |
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153 int32 loan; |
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154 |
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155 p = GetPlayer(_current_player); |
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156 |
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157 if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED); |
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158 |
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159 loan = p->current_loan; |
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160 |
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161 /* p2 is true while CTRL is pressed (repay all possible loan, or max money you have) |
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162 * Repay any loan in chunks of 10.000 pounds */ |
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163 if (p2) { |
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164 loan = min(loan, p->player_money); |
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165 loan = max(loan, 10000); |
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166 loan -= loan % 10000; |
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167 } else { |
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168 loan = min(loan, (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000); |
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169 } |
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170 |
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171 if (p->player_money < loan) { |
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172 SetDParam(0, loan); |
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173 return_cmd_error(STR_702E_REQUIRED); |
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174 } |
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175 |
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176 if (flags & DC_EXEC) { |
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177 p->money64 -= loan; |
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178 p->current_loan -= loan; |
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179 UpdatePlayerMoney32(p); |
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180 InvalidatePlayerWindows(p); |
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181 } |
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182 return 0; |
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183 } |
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184 |
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185 /** Change the name of the company. |
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186 * @param tile unused |
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187 * @param p1 unused |
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188 * @param p2 unused |
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189 */ |
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190 int32 CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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191 { |
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192 StringID str; |
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193 Player *p; |
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194 |
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195 if (_cmd_text[0] == '\0') return CMD_ERROR; |
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196 |
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197 str = AllocateNameUnique(_cmd_text, 4); |
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198 if (str == 0) return CMD_ERROR; |
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199 |
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200 if (flags & DC_EXEC) { |
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201 p = GetPlayer(_current_player); |
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202 DeleteName(p->name_1); |
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203 p->name_1 = str; |
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204 MarkWholeScreenDirty(); |
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205 } else { |
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206 DeleteName(str); |
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207 } |
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208 |
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209 return 0; |
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210 } |
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211 |
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212 /** Change the name of the president. |
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213 * @param tile unused |
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214 * @param p1 unused |
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215 * @param p2 unused |
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216 */ |
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217 int32 CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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218 { |
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219 StringID str; |
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220 Player *p; |
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221 |
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222 if (_cmd_text[0] == '\0') return CMD_ERROR; |
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223 |
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224 str = AllocateNameUnique(_cmd_text, 4); |
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225 if (str == 0) return CMD_ERROR; |
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226 |
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227 if (flags & DC_EXEC) { |
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228 p = GetPlayer(_current_player); |
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229 DeleteName(p->president_name_1); |
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230 p->president_name_1 = str; |
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231 |
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232 if (p->name_1 == STR_SV_UNNAMED) { |
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233 char buf[80]; |
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234 |
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235 snprintf(buf, lengthof(buf), "%s Transport", _cmd_text); |
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236 _cmd_text = buf; |
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237 DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME); |
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238 } |
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239 MarkWholeScreenDirty(); |
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240 } else { |
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241 DeleteName(str); |
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242 } |
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243 |
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244 return 0; |
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245 } |
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246 |
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247 /** Pause/Unpause the game (server-only). |
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248 * Increase or decrease the pause counter. If the counter is zero, |
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249 * the game is unpaused. A counter is used instead of a boolean value |
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250 * to have more control over the game when saving/loading, etc. |
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251 * @param tile unused |
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252 * @param p1 0 = decrease pause counter; 1 = increase pause counter |
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253 * @param p2 unused |
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254 */ |
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255 int32 CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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256 { |
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257 if (flags & DC_EXEC) { |
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258 _pause += (p1 == 1) ? 1 : -1; |
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259 if (_pause == (byte)-1) _pause = 0; |
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260 InvalidateWindow(WC_STATUS_BAR, 0); |
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261 InvalidateWindow(WC_MAIN_TOOLBAR, 0); |
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262 } |
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263 return 0; |
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264 } |
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265 |
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266 /** Change the financial flow of your company. |
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267 * This is normally only enabled in offline mode, but if there is a debug |
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268 * build, you can cheat (to test). |
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269 * @param tile unused |
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270 * @param p1 the amount of money to receive (if negative), or spend (if positive) |
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271 * @param p2 unused |
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272 */ |
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273 int32 CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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274 { |
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275 #ifndef _DEBUG |
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276 if (_networking) return CMD_ERROR; |
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277 #endif |
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278 SET_EXPENSES_TYPE(EXPENSES_OTHER); |
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279 return -(int32)p1; |
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280 } |
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281 |
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282 /** Transfer funds (money) from one player to another. |
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283 * To prevent abuse in multiplayer games you can only send money to other |
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284 * players if you have paid off your loan (either explicitely, or implicitely |
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285 * given the fact that you have more money than loan). |
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286 * @param tile unused |
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287 * @param p1 the amount of money to transfer; max 20.000.000 |
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288 * @param p2 the player to transfer the money to |
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289 */ |
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290 int32 CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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291 { |
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292 const Player *p = GetPlayer(_current_player); |
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293 int32 amount = min((int32)p1, 20000000); |
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294 |
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295 SET_EXPENSES_TYPE(EXPENSES_OTHER); |
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296 |
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297 /* You can only transfer funds that is in excess of your loan */ |
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298 if (p->money64 - p->current_loan < amount || amount <= 0) return CMD_ERROR; |
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299 if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR; |
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300 |
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301 if (flags & DC_EXEC) { |
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302 /* Add money to player */ |
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303 PlayerID old_cp = _current_player; |
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304 _current_player = (PlayerID)p2; |
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305 SubtractMoneyFromPlayer(-amount); |
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306 _current_player = old_cp; |
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307 } |
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308 |
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309 /* Subtract money from local-player */ |
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310 return amount; |
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311 } |
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312 |
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313 /** Change difficulty level/settings (server-only). |
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314 * We cannot really check for valid values of p2 (too much work mostly); stored |
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315 * in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows |
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316 * what to do and does this correctly |
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317 * @param tile unused |
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318 * @param p1 the difficulty setting being changed. If it is -1, the difficulty level |
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319 * itself is changed. The new value is inside p2 |
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320 * @param p2 new value for a difficulty setting or difficulty level |
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321 */ |
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322 int32 CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
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323 { |
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324 if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR; |
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325 |
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326 if (flags & DC_EXEC) { |
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327 if (p1 != (uint32)-1L) { |
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328 ((int*)&_opt_ptr->diff)[p1] = p2; |
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329 _opt_ptr->diff_level = 3; // custom difficulty level |
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330 } else { |
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331 _opt_ptr->diff_level = p2; |
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332 } |
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333 |
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334 /* If we are a network-client, update the difficult setting (if it is open). |
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335 * Use this instead of just dirtying the window because we need to load in |
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336 * the new difficulty settings */ |
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337 if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL) |
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338 ShowGameDifficulty(); |
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339 } |
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340 return 0; |
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341 } |