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There is a nice feature that synchronises the client settings upon setting up the company. Before this, those commands would not be executed when no-actions-while-paused is set. This means that, silently and depending on the server configuration, your wished for configuration might not be there. Similarly there is the president's face that's being set while creating a new company and setting of the president/company name upon creation, when no-actions-while-paused is set. So, just allow these operations also while paused to get a uniform experience when joining. To keep the UI somewhat consistent, apply this "freedom" also to the other bits set from the company UI; specifically company name and company colour.
433 lines
16 KiB
C++
433 lines
16 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file command.cpp Handling of commands. */
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#include "stdafx.h"
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#include "landscape.h"
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#include "error.h"
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#include "gui.h"
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#include "command_func.h"
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#include "network/network_type.h"
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#include "network/network.h"
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#include "genworld.h"
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#include "strings_func.h"
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#include "texteff.hpp"
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#include "town.h"
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#include "timer/timer_game_economy.h"
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#include "company_func.h"
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#include "company_base.h"
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#include "signal_func.h"
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#include "core/backup_type.hpp"
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#include "object_base.h"
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#include "autoreplace_cmd.h"
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#include "company_cmd.h"
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#include "depot_cmd.h"
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#include "economy_cmd.h"
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#include "engine_cmd.h"
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#include "goal_cmd.h"
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#include "group_cmd.h"
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#include "industry_cmd.h"
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#include "league_cmd.h"
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#include "landscape_cmd.h"
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#include "misc_cmd.h"
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#include "news_cmd.h"
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#include "object_cmd.h"
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#include "order_cmd.h"
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#include "rail_cmd.h"
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#include "road_cmd.h"
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#include "roadveh_cmd.h"
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#include "settings_cmd.h"
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#include "signs_cmd.h"
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#include "station_cmd.h"
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#include "story_cmd.h"
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#include "subsidy_cmd.h"
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#include "terraform_cmd.h"
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#include "timetable_cmd.h"
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#include "town_cmd.h"
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#include "train_cmd.h"
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#include "tree_cmd.h"
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#include "tunnelbridge_cmd.h"
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#include "vehicle_cmd.h"
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#include "viewport_cmd.h"
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#include "water_cmd.h"
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#include "waypoint_cmd.h"
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#include "misc/endian_buffer.hpp"
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#include "string_func.h"
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#include "table/strings.h"
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#include "safeguards.h"
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int RecursiveCommandCounter::_counter = 0;
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/**
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* Define a command with the flags which belongs to it.
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*
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* This struct connects a command handler function with the flags created with
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* the #CMD_AUTO, #CMD_OFFLINE and #CMD_SERVER values.
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*/
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struct CommandInfo {
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const char *name; ///< A human readable name for the procedure
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CommandFlags flags; ///< The (command) flags to that apply to this command
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CommandType type; ///< The type of command.
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};
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/* Helpers to generate the master command table from the command traits. */
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template <typename T>
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inline constexpr CommandInfo CommandFromTrait() noexcept { return { T::name, T::flags, T::type }; };
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template<typename T, T... i>
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inline constexpr auto MakeCommandsFromTraits(std::integer_sequence<T, i...>) noexcept {
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return std::array<CommandInfo, sizeof...(i)>{{ CommandFromTrait<CommandTraits<static_cast<Commands>(i)>>()... }};
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}
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/**
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* The master command table
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*
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* This table contains all possible CommandProc functions with
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* the flags which belongs to it. The indices are the same
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* as the value from the CMD_* enums.
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*/
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static constexpr auto _command_proc_table = MakeCommandsFromTraits(std::make_integer_sequence<std::underlying_type_t<Commands>, CMD_END>{});
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/**
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* This function range-checks a cmd.
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*
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* @param cmd The integer value of a command
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* @return true if the command is valid (and got a CommandProc function)
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*/
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bool IsValidCommand(Commands cmd)
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{
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return cmd < _command_proc_table.size();
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}
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/**
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* This function mask the parameter with CMD_ID_MASK and returns
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* the flags which belongs to the given command.
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*
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* @param cmd The integer value of the command
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* @return The flags for this command
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*/
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CommandFlags GetCommandFlags(Commands cmd)
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{
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assert(IsValidCommand(cmd));
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return _command_proc_table[cmd].flags;
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}
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/**
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* This function mask the parameter with CMD_ID_MASK and returns
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* the name which belongs to the given command.
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*
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* @param cmd The integer value of the command
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* @return The name for this command
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*/
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const char *GetCommandName(Commands cmd)
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{
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assert(IsValidCommand(cmd));
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return _command_proc_table[cmd].name;
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}
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/**
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* Returns whether the command is allowed while the game is paused.
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* @param cmd The command to check.
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* @return True if the command is allowed while paused, false otherwise.
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*/
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bool IsCommandAllowedWhilePaused(Commands cmd)
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{
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/* Lookup table for the command types that are allowed for a given pause level setting. */
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static const int command_type_lookup[] = {
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CMDPL_ALL_ACTIONS, ///< CMDT_LANDSCAPE_CONSTRUCTION
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CMDPL_NO_LANDSCAPING, ///< CMDT_VEHICLE_CONSTRUCTION
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CMDPL_NO_LANDSCAPING, ///< CMDT_MONEY_MANAGEMENT
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CMDPL_NO_CONSTRUCTION, ///< CMDT_VEHICLE_MANAGEMENT
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CMDPL_NO_CONSTRUCTION, ///< CMDT_ROUTE_MANAGEMENT
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CMDPL_NO_CONSTRUCTION, ///< CMDT_OTHER_MANAGEMENT
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CMDPL_NO_ACTIONS, ///< CMDT_COMPANY_SETTING
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CMDPL_NO_ACTIONS, ///< CMDT_SERVER_SETTING
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CMDPL_NO_ACTIONS, ///< CMDT_CHEAT
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};
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static_assert(lengthof(command_type_lookup) == CMDT_END);
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assert(IsValidCommand(cmd));
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return _game_mode == GM_EDITOR || command_type_lookup[_command_proc_table[cmd].type] <= _settings_game.construction.command_pause_level;
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}
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/**
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* Prepare for calling a command proc.
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* @param top_level Top level of command execution, i.e. command from a command.
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* @param test Test run of command?
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*/
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void CommandHelperBase::InternalDoBefore(bool top_level, bool test)
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{
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if (top_level) _cleared_object_areas.clear();
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if (test) SetTownRatingTestMode(true);
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}
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/**
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* Process result after calling a command proc.
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* @param[in,out] res Command result, may be modified.
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* @param flags Command flags.
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* @param top_level Top level of command execution, i.e. command from a command.
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* @param test Test run of command?
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*/
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void CommandHelperBase::InternalDoAfter(CommandCost &res, DoCommandFlag flags, bool top_level, bool test)
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{
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if (test) {
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SetTownRatingTestMode(false);
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if (res.Succeeded() && top_level && !(flags & DC_QUERY_COST) && !(flags & DC_BANKRUPT)) {
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CheckCompanyHasMoney(res); // CheckCompanyHasMoney() modifies 'res' to an error if it fails.
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}
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} else {
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/* If top-level, subtract the money. */
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if (res.Succeeded() && top_level && !(flags & DC_BANKRUPT)) {
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SubtractMoneyFromCompany(res);
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}
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}
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}
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/**
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* Decide what to do with the command depending on current game state.
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* @param cmd Command to execute.
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* @param flags Command flags.
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* @param tile Tile of command execution.
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* @param err_message Message prefix to show on error.
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* @param network_command Does this command come from the network?
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* @return error state + do only cost estimation? + send to network only?
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*/
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std::tuple<bool, bool, bool> CommandHelperBase::InternalPostBefore(Commands cmd, CommandFlags flags, TileIndex tile, StringID err_message, bool network_command)
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{
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/* Cost estimation is generally only done when the
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* local user presses shift while doing something.
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* However, in case of incoming network commands,
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* map generation or the pause button we do want
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* to execute. */
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bool estimate_only = _shift_pressed && IsLocalCompany() && !_generating_world && !network_command && !(flags & CMD_NO_EST);
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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 && !network_command;
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if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cmd) && !estimate_only) {
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ShowErrorMessage(err_message, STR_ERROR_NOT_ALLOWED_WHILE_PAUSED, WL_INFO, TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE);
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return { true, estimate_only, only_sending };
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} else {
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return { false, estimate_only, only_sending };
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}
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}
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/**
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* Process result of executing a command, possibly displaying any error to the player.
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* @param res Command result.
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* @param tile Tile of command execution.
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* @param estimate_only Is this just cost estimation?
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* @param only_sending Was the command only sent to network?
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* @param err_message Message prefix to show on error.
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* @param my_cmd Is the command from this client?
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*/
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void CommandHelperBase::InternalPostResult(const CommandCost &res, TileIndex tile, bool estimate_only, bool only_sending, StringID err_message, bool my_cmd)
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{
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int x = TileX(tile) * TILE_SIZE;
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int y = TileY(tile) * TILE_SIZE;
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if (res.Failed()) {
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/* Only show the error when it's for us. */
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if (estimate_only || (IsLocalCompany() && err_message != 0 && my_cmd)) {
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ShowErrorMessage(err_message, x, y, res);
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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 && 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, GetSlopePixelZ(x, y), res.GetCost());
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}
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}
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/** Helper to make a desync log for a command. */
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void CommandHelperBase::LogCommandExecution(Commands cmd, StringID err_message, const CommandDataBuffer &args, bool failed)
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{
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Debug(desync, 1, "{}: {:08x}; {:02x}; {:02x}; {:08x}; {:08x}; {} ({})", failed ? "cmdf" : "cmd", (uint32_t)TimerGameEconomy::date.base(), TimerGameEconomy::date_fract, (int)_current_company, cmd, err_message, FormatArrayAsHex(args), GetCommandName(cmd));
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}
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/**
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* Prepare for the test run of a command proc call.
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* @param cmd_flags Command flags.
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* @param[in,out] cur_company Backup of current company at start of command execution.
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* @return True if test run can go ahead, false on error.
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*/
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bool CommandHelperBase::InternalExecutePrepTest(CommandFlags cmd_flags, TileIndex, Backup<CompanyID> &cur_company)
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{
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/* Always execute server and spectator commands as spectator */
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bool exec_as_spectator = (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0;
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/* If the company isn't valid it may only do server command or start a new company!
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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 && !exec_as_spectator && !Company::IsValidID(_current_company) && !(_current_company == OWNER_DEITY && (cmd_flags & CMD_DEITY) != 0)) {
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return false;
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}
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if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR);
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/* Enter test mode. */
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_cleared_object_areas.clear();
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SetTownRatingTestMode(true);
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_TESTMODE);
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return true;
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}
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/**
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* Validate result of test run and prepare for real execution.
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* @param cmd_flags Command flags.
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* @param[in,out] res Command result of test run, may be modified.
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* @param estimate_only Is this just cost estimation?
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* @param network_command Does this command come from the network?
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* @param[in,out] cur_company Backup of current company at start of command execution.
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* @return True if test run can go ahead, false on error.
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*/
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std::tuple<bool, bool, bool> CommandHelperBase::InternalExecuteValidateTestAndPrepExec(CommandCost &res, CommandFlags cmd_flags, bool estimate_only, bool network_command, [[maybe_unused]] Backup<CompanyID> &cur_company)
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{
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_TESTMODE);
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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_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0 ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
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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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bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;
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if (res.Failed() || estimate_only || (!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) {
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return { true, !_networking || _generating_world || network_command, false };
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}
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bool send_net = _networking && !_generating_world && !network_command;
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if (!send_net) {
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/* Prepare for command execution. */
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_cleared_object_areas.clear();
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_COMMAND);
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}
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return { false, _debug_desync_level >= 1, send_net };
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}
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/**
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* Process the result of a command test run and execution run.
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* @param cmd Command that was executed.
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* @param cmd_flags Command flags.
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* @param res_test Command result of test run.
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* @param tes_exec Command result of real run.
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* @param extra_cash Additional cash required for successful command execution.
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* @param tile Tile of command execution.
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* @param[in,out] cur_company Backup of current company at start of command execution.
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* @return Final command result.
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*/
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CommandCost CommandHelperBase::InternalExecuteProcessResult(Commands cmd, CommandFlags cmd_flags, [[maybe_unused]] const CommandCost &res_test, const CommandCost &res_exec, Money extra_cash, TileIndex tile, Backup<CompanyID> &cur_company)
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{
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_COMMAND);
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if (cmd == CMD_COMPANY_CTRL) {
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cur_company.Trash();
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/* We are a new company -> Switch to new local company.
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* We were closed down -> Switch to spectator
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* Some other company opened/closed down -> The outside function will switch back */
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_current_company = _local_company;
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} else {
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/* Make sure nothing bad happened, like changing the current company. */
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assert((cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0 ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
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cur_company.Restore();
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}
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/* If the test and execution can differ we have to check the
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* return of the command. Otherwise we can check whether the
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* test and execution have yielded the same result,
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* i.e. cost and error state are the same. */
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bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;
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if (!test_and_exec_can_differ) {
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assert(res_test.GetCost() == res_exec.GetCost() && res_test.Failed() == res_exec.Failed()); // sanity check
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} else if (res_exec.Failed()) {
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return res_exec;
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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 (extra_cash != 0 && res_exec.GetCost() == 0) {
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/* It could happen we removed rail, thus gained money, and deleted something else.
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* So make sure the signal buffer is empty even in this case */
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UpdateSignalsInBuffer();
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SetDParam(0, extra_cash);
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return CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY);
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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 != nullptr) c->last_build_coordinate = tile;
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}
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SubtractMoneyFromCompany(res_exec);
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/* Record if there was a command issues during pause; ignore pause/other setting related changes. */
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if (_pause_mode != PM_UNPAUSED && _command_proc_table[cmd].type != CMDT_SERVER_SETTING) _pause_mode |= PM_COMMAND_DURING_PAUSE;
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/* update signals if needed */
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UpdateSignalsInBuffer();
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return res_exec;
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}
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/**
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* Adds the cost of the given command return value to this cost.
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* Also takes a possible error message when it is set.
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* @param ret The command to add the cost of.
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*/
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void CommandCost::AddCost(const CommandCost &ret)
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{
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this->AddCost(ret.cost);
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if (this->success && !ret.success) {
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this->message = ret.message;
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this->success = false;
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}
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}
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/**
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* Values to put on the #TextRefStack for the error message.
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* There is only one static instance of the array, just like there is only one
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* instance of normal DParams.
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*/
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uint32_t CommandCost::textref_stack[16];
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/**
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* Activate usage of the NewGRF #TextRefStack for the error message.
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* @param grffile NewGRF that provides the #TextRefStack
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* @param num_registers number of entries to copy from the temporary NewGRF registers
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*/
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void CommandCost::UseTextRefStack(const GRFFile *grffile, uint num_registers)
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{
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extern TemporaryStorageArray<int32_t, 0x110> _temp_store;
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assert(num_registers < lengthof(textref_stack));
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this->textref_stack_grffile = grffile;
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this->textref_stack_size = num_registers;
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for (uint i = 0; i < num_registers; i++) {
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textref_stack[i] = _temp_store.GetValue(0x100 + i);
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}
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}
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