/* $Id$ */ /** @file players.cpp */ #include "stdafx.h" #include "openttd.h" #include "engine_func.h" #include "player_func.h" #include "player_gui.h" #include "town.h" #include "news_func.h" #include "saveload.h" #include "command_func.h" #include "network/network.h" #include "network/network_internal.h" #include "variables.h" #include "cheat_func.h" #include "ai/ai.h" #include "player_face.h" #include "group.h" #include "window_func.h" #include "tile_map.h" #include "strings_func.h" #include "gfx_func.h" #include "functions.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "autoreplace_func.h" #include "autoreplace_gui.h" #include "string_func.h" #include "ai/default/default.h" #include "ai/trolly/trolly.h" #include "road_func.h" #include "rail.h" #include "sprite.h" #include "table/strings.h" #include "table/sprites.h" Player _players[MAX_PLAYERS]; PlayerByte _local_player; PlayerByte _current_player; /* NOSAVE: can be determined from player structs */ byte _player_colors[MAX_PLAYERS]; PlayerFace _player_face; ///< for player face storage in openttd.cfg HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5 /** * Sets the local player and updates the patch settings that are set on a * per-company (player) basis to reflect the core's state in the GUI. * @param new_player the new player * @pre IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE */ void SetLocalPlayer(PlayerID new_player) { /* Player could also be PLAYER_SPECTATOR or OWNER_NONE */ assert(IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE); _local_player = new_player; /* Do not update the patches if we are in the intro GUI */ if (IsValidPlayer(new_player) && _game_mode != GM_MENU) { const Player *p = GetPlayer(new_player); _patches.autorenew = p->engine_renew; _patches.autorenew_months = p->engine_renew_months; _patches.autorenew_money = p->engine_renew_money; InvalidateWindow(WC_GAME_OPTIONS, 0); } } bool IsHumanPlayer(PlayerID pi) { return !GetPlayer(pi)->is_ai; } uint16 GetDrawStringPlayerColor(PlayerID player) { /* Get the color for DrawString-subroutines which matches the color * of the player */ if (!IsValidPlayer(player)) return _colour_gradient[COLOUR_WHITE][4] | IS_PALETTE_COLOR; return (_colour_gradient[_player_colors[player]][4]) | IS_PALETTE_COLOR; } void DrawPlayerIcon(PlayerID p, int x, int y) { DrawSprite(SPR_PLAYER_ICON, PLAYER_SPRITE_COLOR(p), x, y); } /** * Converts an old player face format to the new player face format * * Meaning of the bits in the old face (some bits are used in several times): * - 4 and 5: chin * - 6 to 9: eyebrows * - 10 to 13: nose * - 13 to 15: lips (also moustache for males) * - 16 to 19: hair * - 20 to 22: eye color * - 20 to 27: tie, ear rings etc. * - 28 to 30: glasses * - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white) * - 31: gender (0 = male, 1 = female) * * @param face the face in the old format * @return the face in the new format */ PlayerFace ConvertFromOldPlayerFace(uint32 face) { PlayerFace pf = 0; GenderEthnicity ge = GE_WM; if (HasBit(face, 31)) SetBit(ge, GENDER_FEMALE); if (HasBit(face, 27) && (HasBit(face, 26) == HasBit(face, 19))) SetBit(ge, ETHNICITY_BLACK); SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge); SetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge, GB(face, 28, 3) <= 1); SetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge, HasBit(ge, ETHNICITY_BLACK) ? 0 : ClampU(GB(face, 20, 3), 5, 7) - 5); SetPlayerFaceBits(pf, PFV_CHIN, ge, ScalePlayerFaceValue(PFV_CHIN, ge, GB(face, 4, 2))); SetPlayerFaceBits(pf, PFV_EYEBROWS, ge, ScalePlayerFaceValue(PFV_EYEBROWS, ge, GB(face, 6, 4))); SetPlayerFaceBits(pf, PFV_HAIR, ge, ScalePlayerFaceValue(PFV_HAIR, ge, GB(face, 16, 4))); SetPlayerFaceBits(pf, PFV_JACKET, ge, ScalePlayerFaceValue(PFV_JACKET, ge, GB(face, 20, 2))); SetPlayerFaceBits(pf, PFV_COLLAR, ge, ScalePlayerFaceValue(PFV_COLLAR, ge, GB(face, 22, 2))); SetPlayerFaceBits(pf, PFV_GLASSES, ge, GB(face, 28, 1)); uint lips = GB(face, 10, 4); if (!HasBit(ge, GENDER_FEMALE) && lips < 4) { SetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge, true); SetPlayerFaceBits(pf, PFV_MOUSTACHE, ge, max(lips, 1U) - 1); } else { if (!HasBit(ge, GENDER_FEMALE)) { lips = lips * 15 / 16; lips -= 3; if (HasBit(ge, ETHNICITY_BLACK) && lips > 8) lips = 0; } else { lips = ScalePlayerFaceValue(PFV_LIPS, ge, lips); } SetPlayerFaceBits(pf, PFV_LIPS, ge, lips); uint nose = GB(face, 13, 3); if (ge == GE_WF) { nose = (nose * 3 >> 3) * 3 >> 2; // There is 'hole' in the nose sprites for females } else { nose = ScalePlayerFaceValue(PFV_NOSE, ge, nose); } SetPlayerFaceBits(pf, PFV_NOSE, ge, nose); } uint tie_earring = GB(face, 24, 4); if (!HasBit(ge, GENDER_FEMALE) || tie_earring < 3) { // Not all females have an earring if (HasBit(ge, GENDER_FEMALE)) SetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge, true); SetPlayerFaceBits(pf, PFV_TIE_EARRING, ge, HasBit(ge, GENDER_FEMALE) ? tie_earring : ScalePlayerFaceValue(PFV_TIE_EARRING, ge, tie_earring / 2)); } return pf; } /** * Checks whether a player's face is a valid encoding. * Unused bits are not enforced to be 0. * @param pf the fact to check * @return true if and only if the face is valid */ bool IsValidPlayerFace(PlayerFace pf) { if (!ArePlayerFaceBitsValid(pf, PFV_GEN_ETHN, GE_WM)) return false; GenderEthnicity ge = (GenderEthnicity)GetPlayerFaceBits(pf, PFV_GEN_ETHN, GE_WM); bool has_moustache = !HasBit(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0; bool has_tie_earring = !HasBit(ge, GENDER_FEMALE) || GetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge) != 0; bool has_glasses = GetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge) != 0; if (!ArePlayerFaceBitsValid(pf, PFV_EYE_COLOUR, ge)) return false; for (PlayerFaceVariable pfv = PFV_CHEEKS; pfv < PFV_END; pfv++) { switch (pfv) { case PFV_MOUSTACHE: if (!has_moustache) continue; break; case PFV_LIPS: /* FALL THROUGH */ case PFV_NOSE: if (has_moustache) continue; break; case PFV_TIE_EARRING: if (!has_tie_earring) continue; break; case PFV_GLASSES: if (!has_glasses) continue; break; default: break; } if (!ArePlayerFaceBitsValid(pf, pfv, ge)) return false; } return true; } void InvalidatePlayerWindows(const Player *p) { PlayerID pid = p->index; if (pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0); InvalidateWindow(WC_FINANCES, pid); } bool CheckPlayerHasMoney(CommandCost cost) { if (cost.GetCost() > 0) { PlayerID pid = _current_player; if (IsValidPlayer(pid) && cost.GetCost() > GetPlayer(pid)->player_money) { SetDParam(0, cost.GetCost()); _error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES; return false; } } return true; } static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost) { if (cost.GetCost() == 0) return; assert(cost.GetExpensesType() != INVALID_EXPENSES); p->player_money -= cost.GetCost(); p->yearly_expenses[0][cost.GetExpensesType()] += cost.GetCost(); if (HasBit(1 << EXPENSES_TRAIN_INC | 1 << EXPENSES_ROADVEH_INC | 1 << EXPENSES_AIRCRAFT_INC | 1 << EXPENSES_SHIP_INC, cost.GetExpensesType())) { p->cur_economy.income -= cost.GetCost(); } else if (HasBit(1 << EXPENSES_TRAIN_RUN | 1 << EXPENSES_ROADVEH_RUN | 1 << EXPENSES_AIRCRAFT_RUN | 1 << EXPENSES_SHIP_RUN | 1 << EXPENSES_PROPERTY | 1 << EXPENSES_LOAN_INT, cost.GetExpensesType())) { p->cur_economy.expenses -= cost.GetCost(); } InvalidatePlayerWindows(p); } void SubtractMoneyFromPlayer(CommandCost cost) { PlayerID pid = _current_player; if (IsValidPlayer(pid)) SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost); } void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cst) { Player *p = GetPlayer(player); byte m = p->player_money_fraction; Money cost = cst.GetCost(); p->player_money_fraction = m - (byte)cost; cost >>= 8; if (p->player_money_fraction > m) cost++; if (cost != 0) SubtractMoneyFromAnyPlayer(p, CommandCost(cst.GetExpensesType(), cost)); } void GetNameOfOwner(Owner owner, TileIndex tile) { SetDParam(2, owner); if (owner != OWNER_TOWN) { if (!IsValidPlayer(owner)) { SetDParam(0, STR_0150_SOMEONE); } else { const Player* p = GetPlayer(owner); SetDParam(0, STR_COMPANY_NAME); SetDParam(1, p->index); } } else { const Town* t = ClosestTownFromTile(tile, (uint)-1); SetDParam(0, STR_TOWN); SetDParam(1, t->index); } } bool CheckOwnership(PlayerID owner) { assert(owner < OWNER_END); if (owner == _current_player) return true; _error_message = STR_013B_OWNED_BY; GetNameOfOwner(owner, 0); return false; } bool CheckTileOwnership(TileIndex tile) { Owner owner = GetTileOwner(tile); assert(owner < OWNER_END); 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 (IsInsideMM(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, lastof(buffer)); if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 150) goto bad_town_name; set_name:; p->name_1 = str; p->name_2 = strp; MarkWholeScreenDirty(); if (!IsHumanPlayer(p->index)) { SetDParam(0, t->index); AddNewsItem((StringID)(p->index | NB_BNEWCOMPANY), 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() { 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->index); GetString(buffer, STR_PLAYER_NAME, lastof(buffer)); if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 94) continue; FOR_ALL_PLAYERS(pp) { if (pp->is_active && p != pp) { SetDParam(0, pp->index); GetString(buffer2, STR_PLAYER_NAME, lastof(buffer2)); if (strcmp(buffer2, buffer) == 0) goto restart; } } return; } } static Player *AllocatePlayer() { Player *p; /* Find a free slot */ FOR_ALL_PLAYERS(p) { if (!p->is_active) { PlayerID i = p->index; memset(p, 0, sizeof(Player)); memset(&_players_ai[i], 0, sizeof(PlayerAI)); memset(&_players_ainew[i], 0, sizeof(PlayerAiNew)); p->index = i; return p; } } return NULL; } void ResetPlayerLivery(Player *p) { for (LiveryScheme scheme = LS_BEGIN; scheme < LS_END; scheme++) { p->livery[scheme].in_use = false; p->livery[scheme].colour1 = p->player_color; p->livery[scheme].colour2 = p->player_color; } } /** * Create a new player and sets all player variables default values * * @param is_ai is a ai player? * @return the player struct */ Player *DoStartupNewPlayer(bool is_ai) { Player *p; p = AllocatePlayer(); if (p == NULL) return NULL; /* Make a color */ p->player_color = GeneratePlayerColor(); ResetPlayerLivery(p); _player_colors[p->index] = p->player_color; p->name_1 = STR_SV_UNNAMED; p->is_active = true; p->player_money = p->current_loan = 100000; p->is_ai = is_ai; _players_ai[p->index].state = 5; // AIS_WANT_NEW_ROUTE p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = PLAYER_SPECTATOR; p->avail_railtypes = GetPlayerRailtypes(p->index); p->avail_roadtypes = GetPlayerRoadtypes(p->index); p->inaugurated_year = _cur_year; RandomPlayerFaceBits(p->face, (GenderEthnicity)Random(), false); // create a random player face /* Engine renewal settings */ p->engine_renew_list = NULL; p->renew_keep_length = false; p->engine_renew = _patches_newgame.autorenew; p->engine_renew_months = _patches_newgame.autorenew_months; p->engine_renew_money = _patches_newgame.autorenew_money; 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); memset(p->num_engines, 0, sizeof(p->num_engines)); return p; } void StartupPlayers() { /* 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() { 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() { memset(_players, 0, sizeof(_players)); for (PlayerID i = PLAYER_FIRST; i != MAX_PLAYERS; i++) { _players[i].index = i; for (uint j = 0; j < 4; j++) _players[i].share_owners[j] = PLAYER_SPECTATOR; } _cur_player_tick_index = 0; } void OnTick_Players() { Player *p; if (_game_mode == GM_EDITOR) return; p = GetPlayer((PlayerID)_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(); } extern void ShowPlayerFinances(PlayerID player); void PlayersYearlyLoop() { 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 != PLAYER_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); } } } static void DeletePlayerStuff(PlayerID pi) { Player *p; DeletePlayerWindows(pi); p = GetPlayer(pi); p->name_1 = STR_NULL; p->president_name_1 = STR_NULL; free(p->name); free(p->president_name); p->name = NULL; p->president_name = NULL; } /** Change engine renewal parameters * @param tile unused * @param flags operation to perform * @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: * - p1 bits 8-15 = engine group * - 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 */ CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidPlayer(_current_player)) return CMD_ERROR; Player *p = GetPlayer(_current_player); switch (GB(p1, 0, 3)) { case 0: if (p->engine_renew == HasBit(p2, 0)) return CMD_ERROR; if (flags & DC_EXEC) { p->engine_renew = HasBit(p2, 0); if (IsLocalPlayer()) { _patches.autorenew = p->engine_renew; InvalidateWindow(WC_GAME_OPTIONS, 0); } } break; case 1: if (Clamp((int16)p2, -12, 12) != (int16)p2) return CMD_ERROR; 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 (ClampU(p2, 0, 2000000) != p2) return CMD_ERROR; if (p->engine_renew_money == p2) return CMD_ERROR; if (flags & DC_EXEC) { p->engine_renew_money = 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); GroupID id_g = GB(p1, 16, 16); CommandCost cost; if (!IsValidGroupID(id_g) && !IsAllGroupID(id_g) && !IsDefaultGroupID(id_g)) return CMD_ERROR; 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, id_g, flags); } else { cost = RemoveEngineReplacementForPlayer(p, old_engine_type, id_g, flags); } if (IsLocalPlayer()) InvalidateAutoreplaceWindow(old_engine_type, id_g); return cost; } case 4: if (Clamp((int16)GB(p1, 16, 16), -12, 12) != (int16)GB(p1, 16, 16)) return CMD_ERROR; if (ClampU(p2, 0, 2000000) != p2) return CMD_ERROR; if (flags & DC_EXEC) { p->engine_renew = HasBit(p1, 15); p->engine_renew_months = (int16)GB(p1, 16, 16); p->engine_renew_money = 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 == HasBit(p2, 0)) return CMD_ERROR; if (flags & DC_EXEC) { p->renew_keep_length = HasBit(p2, 0); if (IsLocalPlayer()) { InvalidateWindow(WC_REPLACE_VEHICLE, VEH_TRAIN); } } break; } return CommandCost(); } /** Control the players: add, delete, etc. * @param tile unused * @param flags operation to perform * @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! Someone fix this up :) 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 */ CommandCost 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 */ /* Joining Client: * _local_player: PLAYER_SPECTATOR * _network_playas/cid = requested company/player * * Other client(s)/server: * _local_player/_network_playas: what they play as * cid = requested company/player of joining client */ Player *p; #ifdef ENABLE_NETWORK uint16 cid = p2; // ClientID #endif /* ENABLE_NETWORK */ /* This command is only executed in a multiplayer game */ if (!_networking) return CMD_ERROR; /* Has the network client a correct ClientID? */ if (!(flags & DC_EXEC)) return CommandCost(); #ifdef ENABLE_NETWORK if (cid >= MAX_CLIENT_INFO) return CommandCost(); #endif /* ENABLE_NETWORK */ /* Delete multiplayer progress bar */ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); p = DoStartupNewPlayer(false); /* A new player could not be created, revert to being a spectator */ if (p == NULL) { #ifdef ENABLE_NETWORK if (_network_server) { NetworkClientInfo *ci = &_network_client_info[cid]; ci->client_playas = PLAYER_SPECTATOR; NetworkUpdateClientInfo(ci->client_index); } else if (_local_player == PLAYER_SPECTATOR) { _network_playas = PLAYER_SPECTATOR; } #endif /* ENABLE_NETWORK */ break; } /* This is the joining client who wants a new company */ if (_local_player != _network_playas && _network_playas == p->index) { assert(_local_player == PLAYER_SPECTATOR); SetLocalPlayer(p->index); #ifdef ENABLE_NETWORK if (!StrEmpty(_network_default_company_pass)) { char *password = _network_default_company_pass; NetworkChangeCompanyPassword(1, &password); } #endif /* ENABLE_NETWORK */ MarkWholeScreenDirty(); } /* Now that we have a new player, broadcast its autorenew settings to * all clients so everything is in sync */ DoCommand(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, DC_EXEC, CMD_SET_AUTOREPLACE ); #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[cid]; ci->client_playas = p->index; NetworkUpdateClientInfo(ci->client_index); if (IsValidPlayer(ci->client_playas)) { 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; NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL); _local_player = player_backup; } } #endif /* ENABLE_NETWORK */ } break; case 1: /* Make a new AI player */ if (!(flags & DC_EXEC)) return CommandCost(); DoStartupNewPlayer(true); break; case 2: { /* Delete a player */ Player *p; if (!IsValidPlayer((PlayerID)p2)) return CMD_ERROR; if (!(flags & DC_EXEC)) return CommandCost(); p = GetPlayer((PlayerID)p2); /* Only allow removal of HUMAN companies */ if (IsHumanPlayer(p->index)) { /* Delete any open window of the company */ DeletePlayerWindows(p->index); /* Show the bankrupt news */ SetDParam(0, p->index); AddNewsItem((StringID)(p->index | NB_BBANKRUPT), NM_CALLBACK, NF_NONE, NT_COMPANY_INFO, DNC_BANKRUPCY, 0, 0); /* Remove the company */ ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR); p->is_active = false; } RemoveAllEngineReplacementForPlayer(p); RemoveAllGroupsForPlayer(p->index); } break; case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */ PlayerID pid_old = (PlayerID)GB(p2, 0, 16); PlayerID pid_new = (PlayerID)GB(p2, 16, 16); if (!IsValidPlayer(pid_old) || !IsValidPlayer(pid_new)) return CMD_ERROR; if (!(flags & DC_EXEC)) return CMD_ERROR; ChangeOwnershipOfPlayerItems(pid_old, pid_new); DeletePlayerStuff(pid_old); } break; default: return CMD_ERROR; } return CommandCost(); } 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]; } /** 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->index); SetDParam(1, p->index); GetString(hs[i].company, STR_HIGHSCORE_NAME, lastof(hs[i].company)); // 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() { 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]->index); SetDParam(1, pl[i]->index); GetString(hs->company, STR_HIGHSCORE_NAME, lastof(hs->company)); // 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() { 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() { 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_CONDSTR(Player, name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_VAR(Player, president_name_1, SLE_UINT16), SLE_VAR(Player, president_name_2, SLE_UINT32), SLE_CONDSTR(Player, president_name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_VAR(Player, face, SLE_UINT32), /* money was changed to a 64 bit field in savegame version 1. */ SLE_CONDVAR(Player, player_money, SLE_VAR_I64 | SLE_FILE_I32, 0, 0), SLE_CONDVAR(Player, player_money, SLE_INT64, 1, SL_MAX_VERSION), SLE_CONDVAR(Player, current_loan, SLE_VAR_I64 | SLE_FILE_I32, 0, 64), SLE_CONDVAR(Player, current_loan, SLE_INT64, 65, SL_MAX_VERSION), SLE_VAR(Player, player_color, SLE_UINT8), SLE_VAR(Player, player_money_fraction, SLE_UINT8), SLE_CONDVAR(Player, avail_railtypes, SLE_UINT8, 0, 57), 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_CONDVAR(Player, bankrupt_value, SLE_VAR_I64 | SLE_FILE_I32, 0, 64), SLE_CONDVAR(Player, bankrupt_value, SLE_INT64, 65, SL_MAX_VERSION), /* 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_FILE_I32 | SLE_VAR_I64, 0, 1), SLE_CONDVAR(PlayerEconomyEntry, income, SLE_INT64, 2, SL_MAX_VERSION), SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_INT64, 2, SL_MAX_VERSION), SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), 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_livery_desc[] = { SLE_CONDVAR(Livery, in_use, SLE_BOOL, 34, SL_MAX_VERSION), SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION), SLE_CONDVAR(Livery, colour2, SLE_UINT8, 34, SL_MAX_VERSION), SLE_END() }; static void SaveLoad_PLYR(Player* p) { int i; SlObject(p, _player_desc); /* Write AI? */ if (!IsHumanPlayer(p->index)) { SaveLoad_AI(p->index); } /* 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); } /* Write each livery entry. */ int num_liveries = CheckSavegameVersion(63) ? LS_END - 4 : (CheckSavegameVersion(85) ? LS_END - 2: LS_END); for (i = 0; i < num_liveries; i++) { SlObject(&p->livery[i], _player_livery_desc); } if (num_liveries < LS_END) { /* We want to insert some liveries somewhere in between. This means some have to be moved. */ memmove(&p->livery[LS_FREIGHT_WAGON], &p->livery[LS_PASSENGER_WAGON_MONORAIL], (LS_END - LS_FREIGHT_WAGON) * sizeof(p->livery[0])); p->livery[LS_PASSENGER_WAGON_MONORAIL] = p->livery[LS_MONORAIL]; p->livery[LS_PASSENGER_WAGON_MAGLEV] = p->livery[LS_MAGLEV]; } if (num_liveries == LS_END - 4) { /* Copy bus/truck liveries over to trams */ p->livery[LS_PASSENGER_TRAM] = p->livery[LS_BUS]; p->livery[LS_FREIGHT_TRAM] = p->livery[LS_TRUCK]; } } static void Save_PLYR() { Player *p; FOR_ALL_PLAYERS(p) { if (p->is_active) { SlSetArrayIndex(p->index); SlAutolength((AutolengthProc*)SaveLoad_PLYR, p); } } } static void Load_PLYR() { int index; while ((index = SlIterateArray()) != -1) { Player *p = GetPlayer((PlayerID)index); SaveLoad_PLYR(p); _player_colors[index] = p->player_color; /* 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); } } extern const ChunkHandler _player_chunk_handlers[] = { { 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST}, };