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(svn r18785) -Codechange: rewrite/rework DoCommandP in order to simplify it, reduce duplication and remove gotos.
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parent
ebe99fd493
commit
2365819312
221
src/command.cpp
221
src/command.cpp
@ -500,23 +500,90 @@ bool DoCommandP(const CommandContainer *container, bool my_cmd)
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*/
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bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd)
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{
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assert(_docommand_recursive == 0);
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/* Cost estimation is generally only done when the
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* local user presses shift while doing somthing.
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* However, in case of incoming network commands,
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* map generation of the pause button we do want
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* to execute. */
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bool estimate_only = _shift_pressed && IsLocalCompany() &&
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!IsGeneratingWorld() &&
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!(cmd & CMD_NETWORK_COMMAND) &&
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(cmd & CMD_ID_MASK) != CMD_PAUSE;
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CommandCost res, res2;
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/* We're only sending the command, so don't do
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* fancy things for 'success'. */
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bool only_sending = _networking && !(cmd & CMD_NETWORK_COMMAND);
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/* Where to show the message? */
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int x = TileX(tile) * TILE_SIZE;
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int y = TileY(tile) * TILE_SIZE;
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CommandCost res = DoCommandPInternal(tile, p1, p2, cmd, callback, text, my_cmd, estimate_only);
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if (CmdFailed(res)) {
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res.SetGlobalErrorMessage();
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/* Only show the error when it's for us. */
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StringID error_part1 = GB(cmd, 16, 16);
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if (estimate_only || (IsLocalCompany() && error_part1 != 0 && my_cmd)) {
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ShowErrorMessage(error_part1, _error_message, x, y);
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}
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} else if (estimate_only) {
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ShowEstimatedCostOrIncome(res.GetCost(), x, y);
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} else if (!only_sending && res.GetCost() != 0 && tile != 0 && IsLocalCompany() && _game_mode != GM_EDITOR) {
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/* Only show the cost animation when we did actually
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* execute the command, i.e. we're not sending it to
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* the server, when it has cost the local company
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* something. Furthermore in the editor there is no
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* concept of cost, so don't show it there either. */
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ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res.GetCost());
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}
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if (!estimate_only && !only_sending && callback != NULL) {
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callback(res, tile, p1, p2);
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}
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return CmdSucceeded(res);
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}
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/**
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* Helper to deduplicate the code for returning.
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* @param cmd the command cost to return.
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* @param clear whether to keep the storage changes or not.
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*/
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#define return_dcpi(cmd, clear) { _docommand_recursive = 0; ClearStorageChanges(clear); return cmd; }
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/*!
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* Helper function for the toplevel network safe docommand function for the current company.
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*
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* @param tile The tile to perform a command on (see #CommandProc)
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* @param p1 Additional data for the command (see #CommandProc)
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* @param p2 Additional data for the command (see #CommandProc)
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* @param cmd The command to execute (a CMD_* value)
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* @param callback A callback function to call after the command is finished
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* @param text The text to pass
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* @param my_cmd indicator if the command is from a company or server (to display error messages for a user)
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* @param estimate_only whether to give only the estimate or also execute the command
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* @return the command cost of this function.
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*/
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CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd, bool estimate_only)
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{
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/* Prevent recursion; it gives a mess over the network */
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assert(_docommand_recursive == 0);
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_docommand_recursive = 1;
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/* Reset the state. */
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_error_message = INVALID_STRING_ID;
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StringID error_part1 = GB(cmd, 16, 16);
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_additional_cash_required = 0;
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/* get pointer to command handler */
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/* Get pointer to command handler */
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byte cmd_id = cmd & CMD_ID_MASK;
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assert(cmd_id < lengthof(_command_proc_table));
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CommandProc *proc = _command_proc_table[cmd_id].proc;
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if (proc == NULL) return false;
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/* Shouldn't happen, but you never know when someone adds
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* NULLs to the _command_proc_table. */
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assert(proc != NULL);
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/* Command flags are used internally */
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uint cmd_flags = GetCommandFlags(cmd);
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@ -524,7 +591,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
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DoCommandFlag flags = CommandFlagsToDCFlags(cmd_flags);
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/* Do not even think about executing out-of-bounds tile-commands */
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if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return false;
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if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);
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/* Always execute server and spectator commands as spectator */
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if (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) _current_company = COMPANY_SPECTATOR;
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@ -535,51 +602,40 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
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* The server will ditch any server commands a client sends to it, so effectively
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* this guards the server from executing functions for an invalid company. */
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if (_game_mode == GM_NORMAL && (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) == 0 && !Company::IsValidID(_current_company)) {
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if (my_cmd) ShowErrorMessage(error_part1, _error_message, x, y);
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return false;
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return_dcpi(CMD_ERROR, false);
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}
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bool notest = (cmd_flags & CMD_NO_TEST) != 0;
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bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;
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bool skip_test = _networking && (cmd & CMD_NO_TEST_IF_IN_NETWORK) != 0;
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_docommand_recursive = 1;
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/* cost estimation only? */
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if (!IsGeneratingWorld() &&
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_shift_pressed &&
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IsLocalCompany() &&
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!(cmd & CMD_NETWORK_COMMAND) &&
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cmd_id != CMD_PAUSE) {
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/* estimate the cost. */
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/* Do we need to do a test run?
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* Basically we need to always do this, except when
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* the no-test-in-network flag is giving and we're
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* in a network game (e.g. restoring orders would
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* fail this test because the first order does not
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* exist yet when inserting the second, giving that
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* a wrong insert location and ignoring the command
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* and thus breaking restoring). However, when we
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* just want to do cost estimation we don't care
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* because it's only done once anyway. */
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CommandCost res;
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if (estimate_only || !skip_test) {
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/* Test the command. */
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SetTownRatingTestMode(true);
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res = proc(tile, flags, p1, p2, text);
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SetTownRatingTestMode(false);
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if (CmdFailed(res)) {
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res.SetGlobalErrorMessage();
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ShowErrorMessage(error_part1, _error_message, x, y);
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} else {
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ShowEstimatedCostOrIncome(res.GetCost(), x, y);
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}
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_docommand_recursive = 0;
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ClearStorageChanges(false);
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return false;
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}
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if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
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/* first test if the command can be executed. */
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SetTownRatingTestMode(true);
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res = proc(tile, flags, p1, p2, text);
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SetTownRatingTestMode(false);
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/* Make sure we're not messing things up here. */
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assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
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if (CmdFailed(res)) {
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res.SetGlobalErrorMessage();
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goto show_error;
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}
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/* no money? Only check if notest is off */
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if (!notest && res.GetCost() != 0 && !CheckCompanyHasMoney(res)) {
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res.SetGlobalErrorMessage();
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goto show_error;
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/* If the command fails, we're doing an estimate
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* or the player does not have enough money
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* (unless it's a command where the test and
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* execution phase might return different costs)
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* we bail out here. */
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if (CmdFailed(res) || estimate_only ||
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(!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) {
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return_dcpi(res, false);
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}
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}
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@ -590,69 +646,54 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
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*/
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if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
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NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
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_docommand_recursive = 0;
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ClearStorageChanges(false);
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return true;
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/* Don't return anything special here; no error, no costs.
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* This way it's not handled by DoCommand and only the
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* actual execution of the command causes messages. Also
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* reset the storages as we've not executed the command. */
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return_dcpi(CommandCost(), false);
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}
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#endif /* ENABLE_NETWORK */
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DEBUG(desync, 1, "cmd: %08x; %08x; %1x; %06x; %08x; %08x; %04x; %s\n", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text);
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/* Actually try and execute the command. If no cost-type is given
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* use the construction one */
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CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
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/* Make sure nothing bad happened, like changing the current company. */
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assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
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/* If the test and execution can differ, or we skipped the test
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* we have to check the return of the command. Otherwise we can
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* check whether the test and execution have yielded the same
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* result, i.e. cost and error state are the same. */
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if (!test_and_exec_can_differ && !skip_test) {
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assert(res.GetCost() == res2.GetCost() && CmdFailed(res) == CmdFailed(res2)); // sanity check
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} else if (CmdFailed(res2)) {
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return_dcpi(res2, false);
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}
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/* If we're needing more money and we haven't done
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* anything yet, ask for the money! */
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if (_additional_cash_required != 0 && res2.GetCost() == 0) {
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SetDParam(0, _additional_cash_required);
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return_dcpi(CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY), false);
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}
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/* update last build coordinate of company. */
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if (tile != 0) {
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Company *c = Company::GetIfValid(_current_company);
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if (c != NULL) c->last_build_coordinate = tile;
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}
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/* Actually try and execute the command. If no cost-type is given
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* use the construction one */
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res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
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assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
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/* If notest is on, it means the result of the test can be different than
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* the real command.. so ignore the test */
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if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
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assert(res.GetCost() == res2.GetCost() && CmdFailed(res) == CmdFailed(res2)); // sanity check
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} else {
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if (CmdFailed(res2)) {
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res2.SetGlobalErrorMessage();
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goto show_error;
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}
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}
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SubtractMoneyFromCompany(res2);
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/* update signals if needed */
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UpdateSignalsInBuffer();
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if (IsLocalCompany() && _game_mode != GM_EDITOR) {
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if (res2.GetCost() != 0 && tile != 0) ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2.GetCost());
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if (_additional_cash_required != 0) {
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SetDParam(0, _additional_cash_required);
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if (my_cmd) ShowErrorMessage(error_part1, STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY, x, y);
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if (res2.GetCost() == 0) goto callb_err;
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}
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}
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_docommand_recursive = 0;
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if (callback) callback(res2, tile, p1, p2);
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ClearStorageChanges(true);
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return true;
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show_error:
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/* show error message if the command fails? */
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if (IsLocalCompany() && error_part1 != 0 && my_cmd) {
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ShowErrorMessage(error_part1, _error_message, x, y);
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}
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callb_err:
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_docommand_recursive = 0;
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if (callback) callback(CMD_ERROR, tile, p1, p2);
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ClearStorageChanges(false);
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return false;
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return_dcpi(res2, true);
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}
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#undef return_dcpi
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CommandCost CommandCost::AddCost(CommandCost ret)
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@ -70,6 +70,9 @@ CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags);
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bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback = NULL, const char *text = NULL, bool my_cmd = true);
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bool DoCommandP(const CommandContainer *container, bool my_cmd = true);
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/** Internal helper function for DoCommandP. Do not use. */
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CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd, bool estimate_only);
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#ifdef ENABLE_NETWORK
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/**
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* Send a command over the network
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