/* $Id$ */ /** @file players.c * @todo Cleanup the messy DrawPlayerFace function asap */ #include "stdafx.h" #include "openttd.h" #include "engine.h" #include "functions.h" #include "string.h" #include "strings.h" #include "table/strings.h" #include "table/sprites.h" #include "map.h" #include "player.h" #include "town.h" #include "vehicle.h" #include "station.h" #include "gfx.h" #include "news.h" #include "saveload.h" #include "command.h" #include "sound.h" #include "network.h" #include "variables.h" #include "engine.h" #include "ai/ai.h" #include "date.h" static const SpriteID cheeks_table[4] = { 0x325, 0x326, 0x390, 0x3B0, }; static const SpriteID mouth_table[3] = { 0x34C, 0x34D, 0x34F }; void DrawPlayerFace(uint32 face, int color, int x, int y) { byte flag = 0; if ( (int32)face < 0) flag |= 1; if ((((((face >> 7) ^ face) >> 7) ^ face) & 0x8080000) == 0x8000000) flag |= 2; /* draw the gradient */ DrawSprite(GENERAL_SPRITE_COLOR(color) + SPRITE_PALETTE(SPR_GRADIENT), x, y); /* draw the cheeks */ DrawSprite(cheeks_table[flag&3], x, y); /* draw the chin */ /* FIXME: real code uses -2 in zoomlevel 1 */ { uint val = GB(face, 4, 2); if (!(flag & 2)) { DrawSprite(0x327 + (flag&1?0:val), x, y); } else { DrawSprite((flag&1?0x3B1:0x391) + (val>>1), x, y); } } /* draw the eyes */ { uint val1 = GB(face, 6, 4); uint val2 = GB(face, 20, 3); uint32 high = 0x314 << PALETTE_SPRITE_START; if (val2 >= 6) { high = 0x30F << PALETTE_SPRITE_START; if (val2 != 6) high = 0x30D << PALETTE_SPRITE_START; } if (!(flag & 2)) { if (!(flag & 1)) { DrawSprite(high+((val1 * 12 >> 4) + SPRITE_PALETTE(0x32B)), x, y); } else { DrawSprite(high+(val1 + SPRITE_PALETTE(0x337)), x, y); } } else { if (!(flag & 1)) { DrawSprite(high+((val1 * 11 >> 4) + SPRITE_PALETTE(0x39A)), x, y); } else { DrawSprite(high+(val1 + SPRITE_PALETTE(0x3B8)), x, y); } } } /* draw the mouth */ { uint val = GB(face, 10, 6); uint val2; if (!(flag&1)) { val2 = ((val&0xF) * 15 >> 4); if (val2 < 3) { DrawSprite((flag&2 ? 0x397 : 0x367) + val2, x, y); /* skip the rest */ goto skip_mouth; } val2 -= 3; if (flag & 2) { if (val2 > 8) val2 = 0; val2 += 0x3A5 - 0x35B; } DrawSprite(val2 + 0x35B, x, y); } else if (!(flag&2)) { DrawSprite(((val&0xF) * 10 >> 4) + 0x351, x, y); } else { DrawSprite(((val&0xF) * 9 >> 4) + 0x3C8, x, y); } val >>= 3; if (!(flag&2)) { if (!(flag&1)) { DrawSprite(0x349 + val, x, y); } else { DrawSprite( mouth_table[(val*3>>3)], x, y); } } else { if (!(flag&1)) { DrawSprite(0x393 + (val&3), x, y); } else { DrawSprite(0x3B3 + (val*5>>3), x, y); } } skip_mouth:; } /* draw the hair */ { uint val = GB(face, 16, 4); if (flag & 2) { if (flag & 1) { DrawSprite(0x3D9 + (val * 5 >> 4), x, y); } else { DrawSprite(0x3D4 + (val * 5 >> 4), x, y); } } else { if (flag & 1) { DrawSprite(0x38B + (val * 5 >> 4), x, y); } else { DrawSprite(0x382 + (val * 9 >> 4), x, y); } } } /* draw the tie */ { uint val = GB(face, 20, 8); if (!(flag&1)) { DrawSprite(0x36B + (GB(val, 0, 2) * 3 >> 2), x, y); DrawSprite(0x36E + (GB(val, 2, 2) * 4 >> 2), x, y); DrawSprite(0x372 + (GB(val, 4, 4) * 6 >> 4), x, y); } else { DrawSprite(0x378 + (GB(val, 0, 2) * 3 >> 2), x, y); DrawSprite(0x37B + (GB(val, 2, 2) * 4 >> 2), x, y); val >>= 4; if (val < 3) DrawSprite((flag & 2 ? 0x3D1 : 0x37F) + val, x, y); } } /* draw the glasses */ { uint val = GB(face, 28, 3); if (flag & 2) { if (val <= 1) DrawSprite(0x3AE + val, x, y); } else { if (val <= 1) DrawSprite(0x347 + val, x, y); } } } byte ActivePlayerCount(void) { const Player *p; byte count = 0; FOR_ALL_PLAYERS(p) { if (p->is_active) count++; } return count; } void InvalidatePlayerWindows(const Player *p) { PlayerID pid = p->index; if (pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0); InvalidateWindow(WC_FINANCES, pid); } bool CheckPlayerHasMoney(int32 cost) { if (cost > 0) { PlayerID pid = _current_player; if (pid < MAX_PLAYERS && cost > GetPlayer(pid)->player_money) { SetDParam(0, cost); _error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES; return false; } } return true; } static void SubtractMoneyFromAnyPlayer(Player *p, int32 cost) { p->money64 -= cost; UpdatePlayerMoney32(p); p->yearly_expenses[0][_yearly_expenses_type] += cost; if (HASBIT(1<<7|1<<8|1<<9|1<<10, _yearly_expenses_type)) { p->cur_economy.income -= cost; } else if (HASBIT(1<<2|1<<3|1<<4|1<<5|1<<6|1<<11, _yearly_expenses_type)) { p->cur_economy.expenses -= cost; } InvalidatePlayerWindows(p); } void SubtractMoneyFromPlayer(int32 cost) { PlayerID pid = _current_player; if (pid < MAX_PLAYERS) SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost); } void SubtractMoneyFromPlayerFract(PlayerID player, int32 cost) { Player *p = GetPlayer(player); byte m = p->player_money_fraction; p->player_money_fraction = m - (byte)cost; cost >>= 8; if (p->player_money_fraction > m) cost++; if (cost != 0) SubtractMoneyFromAnyPlayer(p, cost); } // the player_money field is kept as it is, but money64 contains the actual amount of money. void UpdatePlayerMoney32(Player *p) { if (p->money64 < -2000000000) { p->player_money = -2000000000; } else if (p->money64 > 2000000000) { p->player_money = 2000000000; } else { p->player_money = (int32)p->money64; } } void GetNameOfOwner(PlayerID owner, TileIndex tile) { SetDParam(2, owner); if (owner != OWNER_TOWN) { if (owner >= MAX_PLAYERS) { SetDParam(0, STR_0150_SOMEONE); } else { const Player* p = GetPlayer(owner); SetDParam(0, p->name_1); SetDParam(1, p->name_2); } } else { const Town* t = ClosestTownFromTile(tile, (uint)-1); SetDParam(0, STR_TOWN); SetDParam(1, t->index); } } bool CheckOwnership(PlayerID owner) { assert(owner <= OWNER_WATER); if (owner == _current_player) return true; _error_message = STR_013B_OWNED_BY; GetNameOfOwner(owner, 0); return false; } bool CheckTileOwnership(TileIndex tile) { PlayerID owner = GetTileOwner(tile); assert(owner <= OWNER_WATER); if (owner == _current_player) return true; _error_message = STR_013B_OWNED_BY; // no need to get the name of the owner unless we're the local player (saves some time) if (IsLocalPlayer()) GetNameOfOwner(owner, tile); return false; } static void GenerateCompanyName(Player *p) { TileIndex tile; Town *t; StringID str; Player *pp; uint32 strp; char buffer[100]; if (p->name_1 != STR_SV_UNNAMED) return; tile = p->last_build_coordinate; if (tile == 0) return; t = ClosestTownFromTile(tile, (uint)-1); if (IS_INT_INSIDE(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST+1)) { str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START; strp = t->townnameparts; verify_name:; // No player must have this name already FOR_ALL_PLAYERS(pp) { if (pp->name_1 == str && pp->name_2 == strp) goto bad_town_name; } GetString(buffer, str); if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 150) goto bad_town_name; set_name:; p->name_1 = str; p->name_2 = strp; MarkWholeScreenDirty(); if (!IS_HUMAN_PLAYER(p->index)) { SetDParam(0, t->index); AddNewsItem(p->index + (4 << 4), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0); } return; } bad_town_name:; if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) { str = SPECSTR_ANDCO_NAME; strp = p->president_name_2; goto set_name; } else { str = SPECSTR_ANDCO_NAME; strp = Random(); goto verify_name; } } #define COLOR_SWAP(i,j) do { byte t=colors[i];colors[i]=colors[j];colors[j]=t; } while(0) static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1}; static const byte _color_similar_1[16] = {8, 6, 255, 12, 255, 0, 1, 1, 0, 13, 11, 10, 3, 9, 15, 14}; static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255}; static byte GeneratePlayerColor(void) { byte colors[16], pcolor, t2; int i,j,n; uint32 r; Player *p; // Initialize array for (i = 0; i != 16; i++) colors[i] = i; // And randomize it n = 100; do { r = Random(); COLOR_SWAP(GB(r, 0, 4), GB(r, 4, 4)); } while (--n); // Bubble sort it according to the values in table 1 i = 16; do { for (j = 0; j != 15; j++) { if (_color_sort[colors[j]] < _color_sort[colors[j + 1]]) { COLOR_SWAP(j, j + 1); } } } while (--i); // Move the colors that look similar to each player's color to the side FOR_ALL_PLAYERS(p) if (p->is_active) { pcolor = p->player_color; for (i=0; i!=16; i++) if (colors[i] == pcolor) { colors[i] = 0xFF; t2 = _color_similar_1[pcolor]; if (t2 == 0xFF) break; for (i=0; i!=15; i++) { if (colors[i] == t2) { do COLOR_SWAP(i,i+1); while (++i != 15); break; } } t2 = _color_similar_2[pcolor]; if (t2 == 0xFF) break; for (i = 0; i != 15; i++) { if (colors[i] == t2) { do COLOR_SWAP(i, i + 1); while (++i != 15); break; } } break; } } // Return the first available color for (i = 0;; i++) { if (colors[i] != 0xFF) return colors[i]; } } static void GeneratePresidentName(Player *p) { Player *pp; char buffer[100], buffer2[40]; for (;;) { restart:; p->president_name_2 = Random(); p->president_name_1 = SPECSTR_PRESIDENT_NAME; SetDParam(0, p->president_name_2); GetString(buffer, p->president_name_1); if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 94) continue; FOR_ALL_PLAYERS(pp) { if (pp->is_active && p != pp) { SetDParam(0, pp->president_name_2); GetString(buffer2, pp->president_name_1); if (strcmp(buffer2, buffer) == 0) goto restart; } } return; } } static Player *AllocatePlayer(void) { Player *p; // Find a free slot FOR_ALL_PLAYERS(p) { if (!p->is_active) { int i = p->index; memset(p, 0, sizeof(Player)); p->index = i; return p; } } return NULL; } Player *DoStartupNewPlayer(bool is_ai) { Player *p; p = AllocatePlayer(); if (p == NULL) return NULL; // Make a color p->player_color = GeneratePlayerColor(); _player_colors[p->index] = p->player_color; p->name_1 = STR_SV_UNNAMED; p->is_active = true; p->money64 = p->player_money = p->current_loan = 100000; p->is_ai = is_ai; p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */ p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = OWNER_SPECTATOR; p->avail_railtypes = GetPlayerRailtypes(p->index); p->inaugurated_year = _cur_year; p->face = Random(); /* Engine renewal settings */ p->engine_renew_list = NULL; p->renew_keep_length = false; p->engine_renew = false; p->engine_renew_months = -6; p->engine_renew_money = 100000; GeneratePresidentName(p); InvalidateWindow(WC_GRAPH_LEGEND, 0); InvalidateWindow(WC_TOOLBAR_MENU, 0); InvalidateWindow(WC_CLIENT_LIST, 0); if (is_ai && (!_networking || _network_server) && _ai.enabled) AI_StartNewAI(p->index); return p; } void StartupPlayers(void) { // The AI starts like in the setting with +2 month max _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; } static void MaybeStartNewPlayer(void) { uint n; Player *p; // count number of competitors n = 0; FOR_ALL_PLAYERS(p) { if (p->is_active && p->is_ai) n++; } // when there's a lot of computers in game, the probability that a new one starts is lower if (n < (uint)_opt.diff.max_no_competitors && n < (_network_server ? InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : RandomRange(_opt.diff.max_no_competitors + 2) )) { /* Send a command to all clients to start up a new AI. * Works fine for Multiplayer and Singleplayer */ DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL); } // The next AI starts like the difficulty setting said, with +2 month max _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1; _next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS); } void InitializePlayers(void) { uint i; memset(_players, 0, sizeof(_players)); for (i = 0; i != MAX_PLAYERS; i++) _players[i].index = i; _cur_player_tick_index = 0; } void OnTick_Players(void) { Player *p; if (_game_mode == GM_EDITOR) return; p = GetPlayer(_cur_player_tick_index); _cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS; if (p->name_1 != 0) GenerateCompanyName(p); if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start) MaybeStartNewPlayer(); } // index is the next parameter in _decode_parameters to set up StringID GetPlayerNameString(PlayerID player, uint index) { if (IS_HUMAN_PLAYER(player) && player < MAX_PLAYERS) { SetDParam(index, player+1); return STR_7002_PLAYER; } return STR_EMPTY; } extern void ShowPlayerFinances(int player); void PlayersYearlyLoop(void) { Player *p; // Copy statistics FOR_ALL_PLAYERS(p) { if (p->is_active) { memmove(&p->yearly_expenses[1], &p->yearly_expenses[0], sizeof(p->yearly_expenses) - sizeof(p->yearly_expenses[0])); memset(&p->yearly_expenses[0], 0, sizeof(p->yearly_expenses[0])); InvalidateWindow(WC_FINANCES, p->index); } } if (_patches.show_finances && _local_player != OWNER_SPECTATOR) { ShowPlayerFinances(_local_player); p = GetPlayer(_local_player); if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) { SndPlayFx(SND_01_BAD_YEAR); } else { SndPlayFx(SND_00_GOOD_YEAR); } } } void DeletePlayerWindows(PlayerID pi) { DeleteWindowById(WC_COMPANY, pi); DeleteWindowById(WC_FINANCES, pi); DeleteWindowById(WC_STATION_LIST, pi); DeleteWindowById(WC_TRAINS_LIST, (INVALID_STATION << 16) | pi); DeleteWindowById(WC_ROADVEH_LIST, (INVALID_STATION << 16) | pi); DeleteWindowById(WC_SHIPS_LIST, (INVALID_STATION << 16) | pi); DeleteWindowById(WC_AIRCRAFT_LIST, (INVALID_STATION << 16) | pi); DeleteWindowById(WC_BUY_COMPANY, pi); } byte GetPlayerRailtypes(PlayerID p) { byte rt = 0; EngineID i; for (i = 0; i != TOTAL_NUM_ENGINES; i++) { const Engine* e = GetEngine(i); const EngineInfo *ei = EngInfo(i); if (e->type == VEH_Train && HASBIT(ei->climates, _opt.landscape) && (HASBIT(e->player_avail, p) || _date >= (e->intro_date + 365)) && !(RailVehInfo(i)->flags & RVI_WAGON)) { assert(e->railtype < RAILTYPE_END); SETBIT(rt, e->railtype); } } return rt; } static void DeletePlayerStuff(PlayerID pi) { Player *p; DeletePlayerWindows(pi); p = GetPlayer(pi); DeleteName(p->name_1); DeleteName(p->president_name_1); p->name_1 = 0; p->president_name_1 = 0; } /** Change engine renewal parameters * @param tile unused * @param p1 bits 0-3 command * - p1 = 0 - change auto renew bool * - p1 = 1 - change auto renew months * - p1 = 2 - change auto renew money * - p1 = 3 - change auto renew array * - p1 = 4 - change bool, months & money all together * - p1 = 5 - change renew_keep_length * @param p2 value to set * if p1 = 0, then: * - p2 = enable engine renewal * if p1 = 1, then: * - p2 = months left before engine expires to replace it * if p1 = 2, then * - p2 = minimum amount of money available * if p1 = 3, then: * - p2 bits 0-15 = old engine type * - p2 bits 16-31 = new engine type * if p1 = 4, then: * - p1 bit 15 = enable engine renewal * - p1 bits 16-31 = months left before engine expires to replace it * - p2 bits 0-31 = minimum amount of money available * if p1 = 5, then * - p2 = enable renew_keep_length */ int32 CmdReplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p; if (!(_current_player < MAX_PLAYERS)) return CMD_ERROR; p = GetPlayer(_current_player); switch (GB(p1, 0, 3)) { case 0: if (p->engine_renew == (bool)GB(p2, 0, 1)) return CMD_ERROR; if (flags & DC_EXEC) { p->engine_renew = (bool)GB(p2, 0, 1); if (IsLocalPlayer()) { _patches.autorenew = p->engine_renew; InvalidateWindow(WC_GAME_OPTIONS, 0); } } break; case 1: if (p->engine_renew_months == (int16)p2) return CMD_ERROR; if (flags & DC_EXEC) { p->engine_renew_months = (int16)p2; if (IsLocalPlayer()) { _patches.autorenew_months = p->engine_renew_months; InvalidateWindow(WC_GAME_OPTIONS, 0); } } break; case 2: if (p->engine_renew_money == (uint32)p2) return CMD_ERROR; if (flags & DC_EXEC) { p->engine_renew_money = (uint32)p2; if (IsLocalPlayer()) { _patches.autorenew_money = p->engine_renew_money; InvalidateWindow(WC_GAME_OPTIONS, 0); } } break; case 3: { EngineID old_engine_type = GB(p2, 0, 16); EngineID new_engine_type = GB(p2, 16, 16); int32 cost; if (new_engine_type != INVALID_ENGINE) { /* First we make sure that it's a valid type the user requested * check that it's an engine that is in the engine array */ if (!IsEngineIndex(new_engine_type)) return CMD_ERROR; // check that the new vehicle type is the same as the original one if (GetEngine(old_engine_type)->type != GetEngine(new_engine_type)->type) return CMD_ERROR; // make sure that we do not replace a plane with a helicopter or vise versa if (GetEngine(new_engine_type)->type == VEH_Aircraft && (AircraftVehInfo(old_engine_type)->subtype & AIR_CTOL) != (AircraftVehInfo(new_engine_type)->subtype & AIR_CTOL)) return CMD_ERROR; // make sure that the player can actually buy the new engine if (!HASBIT(GetEngine(new_engine_type)->player_avail, _current_player)) return CMD_ERROR; cost = AddEngineReplacementForPlayer(p, old_engine_type, new_engine_type, flags); } else { cost = RemoveEngineReplacementForPlayer(p, old_engine_type, flags); } if (IsLocalPlayer()) InvalidateWindow(WC_REPLACE_VEHICLE, GetEngine(old_engine_type)->type); return cost; } case 4: if (flags & DC_EXEC) { p->engine_renew = (bool)GB(p1, 15, 1); p->engine_renew_months = (int16)GB(p1, 16, 16); p->engine_renew_money = (uint32)p2; if (IsLocalPlayer()) { _patches.autorenew = p->engine_renew; _patches.autorenew_months = p->engine_renew_months; _patches.autorenew_money = p->engine_renew_money; InvalidateWindow(WC_GAME_OPTIONS, 0); } } break; case 5: if (p->renew_keep_length == (bool)GB(p2, 0, 1)) return CMD_ERROR; if (flags & DC_EXEC) { p->renew_keep_length = (bool)GB(p2, 0, 1); if (IsLocalPlayer()) { InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); } } break; } return 0; } /** Control the players: add, delete, etc. * @param tile unused * @param p1 various functionality * - p1 = 0 - create a new player, Which player (network) it will be is in p2 * - p1 = 1 - create a new AI player * - p1 = 2 - delete a player. Player is identified by p2 * - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2 * @param p2 various functionality, dictated by p1 * - p1 = 0 - ClientID of the newly created player * - p1 = 2 - PlayerID of the that is getting deleted * - p1 = 3 - #1 p2 = (bit 0-15) - player to merge (p2 & 0xFFFF) * - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF) * @todo In the case of p1=0, create new player, the clientID of the new player is in parameter * p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) * on the server itself. First of all this is unbelievably ugly; second of all, well, * it IS ugly! <b>Someone fix this up :)</b> So where to fix?@n * @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n * @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received */ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) _current_player = OWNER_NONE; switch (p1) { case 0: { /* Create a new player */ Player *p; PlayerID pid = p2; if (!(flags & DC_EXEC) || pid >= MAX_PLAYERS) return 0; p = DoStartupNewPlayer(false); #ifdef ENABLE_NETWORK if (_networking && !_network_server && _local_player == OWNER_SPECTATOR) { /* In case we are a client joining a server... */ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); } #endif /* ENABLE_NETWORK */ if (p != NULL) { if (_local_player == OWNER_SPECTATOR && (!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) { /* Check if we do not want to be a spectator in network */ if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR || _ai.network_client) { if (_ai.network_client) { /* As ai-network-client, we have our own rulez (disable GUI and stuff) */ _ai.network_playas = p->index; _local_player = OWNER_SPECTATOR; if (_ai.network_playas != OWNER_SPECTATOR) { /* If we didn't join the game as a spectator, activate the AI */ AI_StartNewAI(_ai.network_playas); } } else { _local_player = p->index; } MarkWholeScreenDirty(); } } else if (p->index == _local_player) { DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE); } #ifdef ENABLE_NETWORK if (_network_server) { /* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at * server-side in network_server.c:838, function * DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */ NetworkClientInfo *ci = &_network_client_info[pid]; ci->client_playas = p->index + 1; NetworkUpdateClientInfo(ci->client_index); if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) { PlayerID player_backup = _local_player; _network_player_info[p->index].months_empty = 0; /* XXX - When a client joins, we automatically set its name to the * player's name (for some reason). As it stands now only the server * knows the client's name, so it needs to send out a "broadcast" to * do this. To achieve this we send a network command. However, it * uses _local_player to execute the command as. To prevent abuse * (eg. only yourself can change your name/company), we 'cheat' by * impersonation _local_player as the server. Not the best solution; * but it works. * TODO: Perhaps this could be improved by when the client is ready * with joining to let it send itself the command, and not the server? * For example in network_client.c:534? */ _cmd_text = ci->client_name; _local_player = ci->client_playas - 1; NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL); _local_player = player_backup; } } } else if (_network_server) { // Creating player failed, defer client to spectator /* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at * server-side in network_server.c:838, function * DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */ NetworkClientInfo *ci = &_network_client_info[pid]; ci->client_playas = OWNER_SPECTATOR; NetworkUpdateClientInfo(ci->client_index); #endif /* ENABLE_NETWORK */ } } break; case 1: /* Make a new AI player */ if (!(flags & DC_EXEC)) return 0; DoStartupNewPlayer(true); break; case 2: { /* Delete a player */ Player *p; if (p2 >= MAX_PLAYERS) return CMD_ERROR; if (!(flags & DC_EXEC)) return 0; p = GetPlayer(p2); /* Only allow removal of HUMAN companies */ if (IS_HUMAN_PLAYER(p->index)) { /* Delete any open window of the company */ DeletePlayerWindows(p->index); /* Show the bankrupt news */ SetDParam(0, p->name_1); SetDParam(1, p->name_2); AddNewsItem( (StringID)(p->index + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0); /* Remove the company */ ChangeOwnershipOfPlayerItems(p->index, OWNER_SPECTATOR); p->is_active = false; } RemoveAllEngineReplacementForPlayer(p); } break; case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */ PlayerID pid_old = GB(p2, 0, 16); PlayerID pid_new = GB(p2, 16, 16); if (pid_old >= MAX_PLAYERS || pid_new >= MAX_PLAYERS) return CMD_ERROR; if (!(flags & DC_EXEC)) return CMD_ERROR; ChangeOwnershipOfPlayerItems(pid_old, pid_new); DeletePlayerStuff(pid_old); } break; default: return CMD_ERROR; } return 0; } static const StringID _endgame_perf_titles[] = { STR_0213_BUSINESSMAN, STR_0213_BUSINESSMAN, STR_0213_BUSINESSMAN, STR_0213_BUSINESSMAN, STR_0213_BUSINESSMAN, STR_0214_ENTREPRENEUR, STR_0214_ENTREPRENEUR, STR_0215_INDUSTRIALIST, STR_0215_INDUSTRIALIST, STR_0216_CAPITALIST, STR_0216_CAPITALIST, STR_0217_MAGNATE, STR_0217_MAGNATE, STR_0218_MOGUL, STR_0218_MOGUL, STR_0219_TYCOON_OF_THE_CENTURY }; StringID EndGameGetPerformanceTitleFromValue(uint value) { value = minu(value / 64, lengthof(_endgame_perf_titles) - 1); return _endgame_perf_titles[value]; } /* Return true if any cheat has been used, false otherwise */ static bool CheatHasBeenUsed(void) { const Cheat* cht = (Cheat*)&_cheats; const Cheat* cht_last = &cht[sizeof(_cheats) / sizeof(Cheat)]; for (; cht != cht_last; cht++) { if (cht->been_used) return true; } return false; } /* Save the highscore for the player */ int8 SaveHighScoreValue(const Player *p) { HighScore *hs = _highscore_table[_opt.diff_level]; uint i; uint16 score = p->old_economy[0].performance_history; /* Exclude cheaters from the honour of being in the highscore table */ if (CheatHasBeenUsed()) return -1; for (i = 0; i < lengthof(_highscore_table[0]); i++) { /* You are in the TOP5. Move all values one down and save us there */ if (hs[i].score <= score) { // move all elements one down starting from the replaced one memmove(&hs[i + 1], &hs[i], sizeof(HighScore) * (lengthof(_highscore_table[0]) - i - 1)); SetDParam(0, p->president_name_1); SetDParam(1, p->president_name_2); SetDParam(2, p->name_1); SetDParam(3, p->name_2); GetString(hs[i].company, STR_HIGHSCORE_NAME); // get manager/company name string hs[i].score = score; hs[i].title = EndGameGetPerformanceTitleFromValue(score); return i; } } return -1; // too bad; we did not make it into the top5 } /* Sort all players given their performance */ static int CDECL HighScoreSorter(const void *a, const void *b) { const Player *pa = *(const Player* const*)a; const Player *pb = *(const Player* const*)b; return pb->old_economy[0].performance_history - pa->old_economy[0].performance_history; } /* Save the highscores in a network game when it has ended */ #define LAST_HS_ITEM lengthof(_highscore_table) - 1 int8 SaveHighScoreValueNetwork(void) { const Player* p; const Player* pl[MAX_PLAYERS]; size_t count = 0; int8 player = -1; /* Sort all active players with the highest score first */ FOR_ALL_PLAYERS(p) if (p->is_active) pl[count++] = p; qsort((Player*)pl, count, sizeof(pl[0]), HighScoreSorter); { uint i; memset(_highscore_table[LAST_HS_ITEM], 0, sizeof(_highscore_table[0])); /* Copy over Top5 companies */ for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < count; i++) { HighScore* hs = &_highscore_table[LAST_HS_ITEM][i]; SetDParam(0, pl[i]->president_name_1); SetDParam(1, pl[i]->president_name_2); SetDParam(2, pl[i]->name_1); SetDParam(3, pl[i]->name_2); GetString(hs->company, STR_HIGHSCORE_NAME); // get manager/company name string hs->score = pl[i]->old_economy[0].performance_history; hs->title = EndGameGetPerformanceTitleFromValue(hs->score); // get the ranking of the local player if (pl[i]->index == _local_player) player = i; } } /* Add top5 players to highscore table */ return player; } /* Save HighScore table to file */ void SaveToHighScore(void) { FILE *fp = fopen(_highscore_file, "wb"); if (fp != NULL) { uint i; HighScore *hs; for (i = 0; i < LAST_HS_ITEM; i++) { // don't save network highscores for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) { /* First character is a command character, so strlen will fail on that */ byte length = min(sizeof(hs->company), (hs->company[0] == '\0') ? 0 : (int)strlen(&hs->company[1]) + 1); fwrite(&length, sizeof(length), 1, fp); // write away string length fwrite(hs->company, length, 1, fp); fwrite(&hs->score, sizeof(hs->score), 1, fp); fwrite("", 2, 1, fp); /* XXX - placeholder for hs->title, not saved anymore; compatibility */ } } fclose(fp); } } /* Initialize the highscore table to 0 and if any file exists, load in values */ void LoadFromHighScore(void) { FILE *fp = fopen(_highscore_file, "rb"); memset(_highscore_table, 0, sizeof(_highscore_table)); if (fp != NULL) { uint i; HighScore *hs; for (i = 0; i < LAST_HS_ITEM; i++) { // don't load network highscores for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) { byte length; fread(&length, sizeof(length), 1, fp); fread(hs->company, 1, length, fp); fread(&hs->score, sizeof(hs->score), 1, fp); fseek(fp, 2, SEEK_CUR); /* XXX - placeholder for hs->title, not saved anymore; compatibility */ hs->title = EndGameGetPerformanceTitleFromValue(hs->score); } } fclose(fp); } /* Initialize end of game variable (when to show highscore chart) */ _patches.ending_year = 2051; } // Save/load of players static const SaveLoad _player_desc[] = { SLE_VAR(Player, name_2, SLE_UINT32), SLE_VAR(Player, name_1, SLE_STRINGID), SLE_VAR(Player, president_name_1,SLE_UINT16), SLE_VAR(Player, president_name_2,SLE_UINT32), SLE_VAR(Player, face, SLE_UINT32), // money was changed to a 64 bit field in savegame version 1. SLE_CONDVAR(Player, money64, SLE_VAR_I64 | SLE_FILE_I32, 0, 0), SLE_CONDVAR(Player, money64, SLE_INT64, 1, SL_MAX_VERSION), SLE_VAR(Player, current_loan, SLE_INT32), SLE_VAR(Player, player_color, SLE_UINT8), SLE_VAR(Player, player_money_fraction, SLE_UINT8), SLE_VAR(Player, avail_railtypes, SLE_UINT8), SLE_VAR(Player, block_preview, SLE_UINT8), SLE_VAR(Player, cargo_types, SLE_UINT16), SLE_CONDVAR(Player, location_of_house, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Player, location_of_house, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Player, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Player, last_build_coordinate, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Player, inaugurated_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Player, inaugurated_year, SLE_INT32, 31, SL_MAX_VERSION), SLE_ARR(Player, share_owners, SLE_UINT8, 4), SLE_VAR(Player, num_valid_stat_ent, SLE_UINT8), SLE_VAR(Player, quarters_of_bankrupcy, SLE_UINT8), SLE_VAR(Player, bankrupt_asked, SLE_UINT8), SLE_VAR(Player, bankrupt_timeout, SLE_INT16), SLE_VAR(Player, bankrupt_value, SLE_INT32), // yearly expenses was changed to 64-bit in savegame version 2. SLE_CONDARR(Player, yearly_expenses, SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1), SLE_CONDARR(Player, yearly_expenses, SLE_INT64, 3 * 13, 2, SL_MAX_VERSION), SLE_CONDVAR(Player, is_ai, SLE_BOOL, 2, SL_MAX_VERSION), SLE_CONDVAR(Player, is_active, SLE_BOOL, 4, SL_MAX_VERSION), // Engine renewal settings SLE_CONDNULL(512, 16, 18), SLE_CONDREF(Player, engine_renew_list, REF_ENGINE_RENEWS, 19, SL_MAX_VERSION), SLE_CONDVAR(Player, engine_renew, SLE_BOOL, 16, SL_MAX_VERSION), SLE_CONDVAR(Player, engine_renew_months, SLE_INT16, 16, SL_MAX_VERSION), SLE_CONDVAR(Player, engine_renew_money, SLE_UINT32, 16, SL_MAX_VERSION), SLE_CONDVAR(Player, renew_keep_length, SLE_BOOL, 2, SL_MAX_VERSION), // added with 16.1, but was blank since 2 // reserve extra space in savegame here. (currently 63 bytes) SLE_CONDNULL(63, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _player_economy_desc[] = { // these were changed to 64-bit in savegame format 2 SLE_CONDVAR(PlayerEconomyEntry, income, SLE_INT32, 0, 1), SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_INT32, 0, 1), SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), SLE_CONDVAR(PlayerEconomyEntry, income, SLE_FILE_I64 | SLE_VAR_I32, 2, SL_MAX_VERSION), SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_FILE_I64 | SLE_VAR_I32, 2, SL_MAX_VERSION), SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_INT64, 2, SL_MAX_VERSION), SLE_VAR(PlayerEconomyEntry, delivered_cargo, SLE_INT32), SLE_VAR(PlayerEconomyEntry, performance_history, SLE_INT32), SLE_END() }; static const SaveLoad _player_ai_desc[] = { SLE_VAR(PlayerAI, state, SLE_UINT8), SLE_VAR(PlayerAI, tick, SLE_UINT8), SLE_CONDVAR(PlayerAI, state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12), SLE_CONDVAR(PlayerAI, state_counter, SLE_UINT32, 13, SL_MAX_VERSION), SLE_VAR(PlayerAI, timeout_counter, SLE_UINT16), SLE_VAR(PlayerAI, state_mode, SLE_UINT8), SLE_VAR(PlayerAI, banned_tile_count, SLE_UINT8), SLE_VAR(PlayerAI, railtype_to_use, SLE_UINT8), SLE_VAR(PlayerAI, cargo_type, SLE_UINT8), SLE_VAR(PlayerAI, num_wagons, SLE_UINT8), SLE_VAR(PlayerAI, build_kind, SLE_UINT8), SLE_VAR(PlayerAI, num_build_rec, SLE_UINT8), SLE_VAR(PlayerAI, num_loco_to_build, SLE_UINT8), SLE_VAR(PlayerAI, num_want_fullload, SLE_UINT8), SLE_VAR(PlayerAI, route_type_mask, SLE_UINT8), SLE_CONDVAR(PlayerAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(PlayerAI, start_tile_a, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_UINT32, 6, SL_MAX_VERSION), SLE_VAR(PlayerAI, start_dir_a, SLE_UINT8), SLE_VAR(PlayerAI, cur_dir_a, SLE_UINT8), SLE_CONDVAR(PlayerAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(PlayerAI, start_tile_b, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_UINT32, 6, SL_MAX_VERSION), SLE_VAR(PlayerAI, start_dir_b, SLE_UINT8), SLE_VAR(PlayerAI, cur_dir_b, SLE_UINT8), SLE_REF(PlayerAI, cur_veh, REF_VEHICLE), SLE_ARR(PlayerAI, wagon_list, SLE_UINT16, 9), SLE_ARR(PlayerAI, order_list_blocks, SLE_UINT8, 20), SLE_ARR(PlayerAI, banned_tiles, SLE_UINT16, 16), SLE_CONDNULL(64, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _player_ai_build_rec_desc[] = { SLE_CONDVAR(AiBuildRec, spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(AiBuildRec, spec_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(AiBuildRec, use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(AiBuildRec, use_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_VAR(AiBuildRec, rand_rng, SLE_UINT8), SLE_VAR(AiBuildRec, cur_building_rule, SLE_UINT8), SLE_VAR(AiBuildRec, unk6, SLE_UINT8), SLE_VAR(AiBuildRec, unk7, SLE_UINT8), SLE_VAR(AiBuildRec, buildcmd_a, SLE_UINT8), SLE_VAR(AiBuildRec, buildcmd_b, SLE_UINT8), SLE_VAR(AiBuildRec, direction, SLE_UINT8), SLE_VAR(AiBuildRec, cargo, SLE_UINT8), SLE_END() }; static void SaveLoad_PLYR(Player* p) { int i; SlObject(p, _player_desc); // Write AI? if (!IS_HUMAN_PLAYER(p->index)) { SlObject(&p->ai, _player_ai_desc); for (i = 0; i != p->ai.num_build_rec; i++) { SlObject(&p->ai.src + i, _player_ai_build_rec_desc); } } // Write economy SlObject(&p->cur_economy, _player_economy_desc); // Write old economy entries. for (i = 0; i < p->num_valid_stat_ent; i++) { SlObject(&p->old_economy[i], _player_economy_desc); } } static void Save_PLYR(void) { Player *p; FOR_ALL_PLAYERS(p) { if (p->is_active) { SlSetArrayIndex(p->index); SlAutolength((AutolengthProc*)SaveLoad_PLYR, p); } } } static void Load_PLYR(void) { int index; while ((index = SlIterateArray()) != -1) { Player *p = GetPlayer(index); SaveLoad_PLYR(p); _player_colors[index] = p->player_color; UpdatePlayerMoney32(p); /* This is needed so an AI is attached to a loaded AI */ if (p->is_ai && (!_networking || _network_server) && _ai.enabled) AI_StartNewAI(p->index); } } const ChunkHandler _player_chunk_handlers[] = { { 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST}, };