1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
|
/* $Id$ */
/** @file players.cpp Handling of players. */
#include "stdafx.h"
#include "openttd.h"
#include "engine_func.h"
#include "engine_base.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_func.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 "core/alloc_func.hpp"
#include "core/sort_func.hpp"
#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 "debug.h"
#include "oldpool_func.h"
#include "table/strings.h"
#include "table/sprites.h"
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
DEFINE_OLD_POOL_GENERIC(Player, Player)
Player::Player(uint16 name_1, bool is_ai) : name_1(name_1), is_ai(is_ai)
{
for (uint j = 0; j < 4; j++) this->share_owners[j] = PLAYER_SPECTATOR;
}
Player::~Player()
{
free(this->name);
free(this->president_name);
free(this->num_engines);
if (CleaningPool()) return;
DeletePlayerWindows(this->index);
this->name_1 = 0;
}
/**
* 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 IsValidPlayerID(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(IsValidPlayerID(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 (IsValidPlayerID(new_player) && _game_mode != GM_MENU) {
const Player *p = GetPlayer(new_player);
_settings_client.gui.autorenew = p->engine_renew;
_settings_client.gui.autorenew_months = p->engine_renew_months;
_settings_client.gui.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 (!IsValidPlayerID(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 IsValidPlayerIDFace(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 (IsValidPlayerID(pid) && cost.GetCost() > GetPlayer(pid)->player_money) {
SetDParam(0, cost.GetCost());
_error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES;
return false;
}
}
return true;
}
/** Backs up current economic data for a player
*/
PlayerMoneyBackup::PlayerMoneyBackup(Player *player)
{
p = player;
memcpy(backup_yearly_expenses, p->yearly_expenses, EXPENSES_END * sizeof(Money));
backup_cur_economy = p->cur_economy;
}
/** Restore the economic data from last backup
* This should only be used right after Player::BackupEconomy()
*/
void PlayerMoneyBackup::Restore()
{
memcpy(p->yearly_expenses, backup_yearly_expenses, EXPENSES_END * sizeof(Money));
p->cur_economy = backup_cur_economy;
}
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 (IsValidPlayerID(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 (!IsValidPlayerID(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)) {
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
cni->FillData(p);
SetDParam(0, STR_705E_NEW_TRANSPORT_COMPANY_LAUNCHED);
SetDParam(1, STR_705F_STARTS_CONSTRUCTION_NEAR);
SetDParamStr(2, cni->company_name);
SetDParam(3, t->index);
AddNewsItem(STR_02B6, NS_COMPANY_NEW, p->last_build_coordinate, 0, cni);
}
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;
}
}
static const byte _colour_sort[COLOUR_END] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1};
static const Colours _similar_colour[COLOUR_END][2] = {
{ COLOUR_BLUE, COLOUR_LIGHT_BLUE }, // COLOUR_DARK_BLUE
{ COLOUR_GREEN, COLOUR_DARK_GREEN }, // COLOUR_PALE_GREEN
{ INVALID_COLOUR, INVALID_COLOUR }, // COLOUR_PINK
{ COLOUR_ORANGE, INVALID_COLOUR }, // COLOUR_YELLOW
{ INVALID_COLOUR, INVALID_COLOUR }, // COLOUR_RED
{ COLOUR_DARK_BLUE, COLOUR_BLUE }, // COLOUR_LIGHT_BLUE
{ COLOUR_PALE_GREEN, COLOUR_DARK_GREEN }, // COLOUR_GREEN
{ COLOUR_PALE_GREEN, COLOUR_GREEN }, // COLOUR_DARK_GREEN
{ COLOUR_BLUE, COLOUR_LIGHT_BLUE }, // COLOUR_BLUE
{ COLOUR_BROWN, COLOUR_ORANGE }, // COLOUR_CREAM
{ COLOUR_PURPLE, INVALID_COLOUR }, // COLOUR_MAUVE
{ COLOUR_MAUVE, INVALID_COLOUR }, // COLOUR_PURPLE
{ COLOUR_YELLOW, COLOUR_CREAM }, // COLOUR_ORANGE
{ COLOUR_CREAM, INVALID_COLOUR }, // COLOUR_BROWN
{ COLOUR_WHITE, INVALID_COLOUR }, // COLOUR_GREY
{ COLOUR_GREY, INVALID_COLOUR }, // COLOUR_WHITE
};
static byte GeneratePlayerColour()
{
Colours colours[COLOUR_END];
/* Initialize array */
for (uint i = 0; i < COLOUR_END; i++) colours[i] = (Colours)i;
/* And randomize it */
for (uint i = 0; i < 100; i++) {
uint r = Random();
Swap(colours[GB(r, 0, 4)], colours[GB(r, 4, 4)]);
}
/* Bubble sort it according to the values in table 1 */
for (uint i = 0; i < COLOUR_END; i++) {
for (uint j = 1; j < COLOUR_END; j++) {
if (_colour_sort[colours[j - 1]] < _colour_sort[colours[j]]) {
Swap(colours[j - 1], colours[j]);
}
}
};
/* Move the colors that look similar to each player's color to the side */
Player *p;
FOR_ALL_PLAYERS(p) {
Colours pcolour = (Colours)p->player_color;
for (uint i = 0; i < COLOUR_END; i++) {
if (colours[i] == pcolour) {
colours[i] = INVALID_COLOUR;
break;
}
}
for (uint j = 0; j < 2; j++) {
Colours similar = _similar_colour[pcolour][j];
if (similar == INVALID_COLOUR) break;
for (uint i = 1; i < COLOUR_END; i++) {
if (colours[i - 1] == similar) Swap(colours[i - 1], colours[i]);
}
}
}
/* Return the first available color */
for (uint i = 0; i < COLOUR_END; i++) {
if (colours[i] != INVALID_COLOUR) return colours[i];
}
NOT_REACHED();
}
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 (p != pp) {
SetDParam(0, pp->index);
GetString(buffer2, STR_PLAYER_NAME, lastof(buffer2));
if (strcmp(buffer2, buffer) == 0)
goto restart;
}
}
return;
}
}
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 = new Player(STR_SV_UNNAMED, is_ai);
if (p == NULL) return NULL;
memset(&_players_ai[p->index], 0, sizeof(PlayerAI));
memset(&_players_ainew[p->index], 0, sizeof(PlayerAiNew));
/* Make a color */
p->player_color = GeneratePlayerColour();
ResetPlayerLivery(p);
_player_colors[p->index] = p->player_color;
p->player_money = p->current_loan = 100000;
_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 = _settings_client.gui.autorenew;
p->engine_renew_months = _settings_client.gui.autorenew_months;
p->engine_renew_money = _settings_client.gui.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);
p->num_engines = CallocT<uint16>(GetEnginePoolSize());
return p;
}
void StartupPlayers()
{
/* The AI starts like in the setting with +2 month max */
_next_competitor_start = _settings_game.difficulty.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_ai) n++;
}
/* when there's a lot of computers in game, the probability that a new one starts is lower */
if (n < (uint)_settings_game.difficulty.max_no_competitors &&
n < (_network_server ?
InteractiveRandomRange(_settings_game.difficulty.max_no_competitors + 2) :
RandomRange(_settings_game.difficulty.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 = _settings_game.difficulty.competitor_start_time * 90 * DAY_TICKS + 1;
_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
}
void InitializePlayers()
{
_Player_pool.CleanPool();
_Player_pool.AddBlockToPool();
_cur_player_tick_index = 0;
}
void OnTick_Players()
{
if (_game_mode == GM_EDITOR) return;
if (IsValidPlayerID((PlayerID)_cur_player_tick_index)) {
Player *p = GetPlayer((PlayerID)_cur_player_tick_index);
if (p->name_1 != 0) GenerateCompanyName(p);
if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start) {
MaybeStartNewPlayer();
}
}
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
}
void PlayersYearlyLoop()
{
Player *p;
/* Copy statistics */
FOR_ALL_PLAYERS(p) {
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 (_settings_client.gui.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);
}
}
}
/** 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 16-31 = 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 (!IsValidPlayerID(_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()) {
_settings_client.gui.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()) {
_settings_client.gui.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()) {
_settings_client.gui.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()) {
_settings_client.gui.autorenew = p->engine_renew;
_settings_client.gui.autorenew_months = p->engine_renew_months;
_settings_client.gui.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();
}
/**
* Fill the CompanyNewsInformation struct with the required data.
* @param p the current company.
* @param other the other company.
*/
void CompanyNewsInformation::FillData(const Player *p, const Player *other)
{
SetDParam(0, p->index);
GetString(this->company_name, STR_COMPANY_NAME, lastof(this->company_name));
if (other == NULL) {
*this->other_company_name = '\0';
} else {
SetDParam(0, other->index);
GetString(this->other_company_name, STR_COMPANY_NAME, lastof(this->other_company_name));
p = other;
}
SetDParam(0, p->index);
GetString(this->president_name, STR_7058_PRESIDENT, lastof(this->president_name));
this->colour = p->player_color;
this->face = p->face;
}
/** 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! <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
*/
CommandCost CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) _current_player = OWNER_NONE;
InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);
switch (p1) {
case 0: { /* Create a new player */
/* This command is only executed in a multiplayer game */
if (!_networking) return CMD_ERROR;
#ifdef ENABLE_NETWORK
/* 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 */
uint16 cid = p2; // ClientID
/* Has the network client a correct ClientID? */
if (!(flags & DC_EXEC)) return CommandCost();
if (cid >= MAX_CLIENT_INFO) return CommandCost();
/* Delete multiplayer progress bar */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
Player *p = DoStartupNewPlayer(false);
/* A new player could not be created, revert to being a spectator */
if (p == NULL) {
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;
}
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);
if (!StrEmpty(_settings_client.network.default_company_pass)) {
char *password = _settings_client.network.default_company_pass;
NetworkChangeCompanyPassword(1, &password);
}
_current_player = _local_player;
/* Now that we have a new player, broadcast our autorenew settings to
* all clients so everything is in sync */
NetworkSend_Command(0,
(_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4,
_settings_client.gui.autorenew_money,
CMD_SET_AUTOREPLACE,
NULL
);
MarkWholeScreenDirty();
}
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 (IsValidPlayerID(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 (!IsValidPlayerID((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);
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
cni->FillData(p);
/* Show the bankrupt news */
SetDParam(0, STR_705C_BANKRUPT);
SetDParam(1, STR_705D_HAS_BEEN_CLOSED_DOWN_BY);
SetDParamStr(2, cni->company_name);
AddNewsItem(STR_02B6, NS_COMPANY_BANKRUPT, 0, 0, cni);
/* Remove the company */
ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR);
delete p;
}
} 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 (!IsValidPlayerID(pid_old) || !IsValidPlayerID(pid_new)) return CMD_ERROR;
if (!(flags & DC_EXEC)) return CMD_ERROR;
ChangeOwnershipOfPlayerItems(pid_old, pid_new);
delete GetPlayer(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[_settings_game.difficulty.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 Player* const *a, const Player* const *b)
{
return (*b)->old_economy[0].performance_history - (*a)->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];
uint count = 0;
int8 player = -1;
/* Sort all active players with the highest score first */
FOR_ALL_PLAYERS(p) pl[count++] = p;
GSortT(pl, count, &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), StrEmpty(hs->company) ? 0 : (int)strlen(&hs->company[1]) + 1);
if (fwrite(&length, sizeof(length), 1, fp) != 1 || // write away string length
fwrite(hs->company, length, 1, fp) > 1 || // Yes... could be 0 bytes too
fwrite(&hs->score, sizeof(hs->score), 1, fp) != 1 ||
fwrite(" ", 2, 1, fp) != 1) { // XXX - placeholder for hs->title, not saved anymore; compatibility
DEBUG(misc, 1, "Could not save highscore.");
i = LAST_HS_ITEM;
break;
}
}
}
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;
if (fread(&length, sizeof(length), 1, fp) != 1 ||
fread(hs->company, length, 1, fp) > 1 || // Yes... could be 0 bytes too
fread(&hs->score, sizeof(hs->score), 1, fp) != 1 ||
fseek(fp, 2, SEEK_CUR) == -1) { // XXX - placeholder for hs->title, not saved anymore; compatibility
DEBUG(misc, 1, "Highscore corrupted");
i = LAST_HS_ITEM;
break;
}
*lastof(hs->company) = '\0';
hs->title = EndGameGetPerformanceTitleFromValue(hs->score);
}
}
fclose(fp);
}
/* Initialize end of game variable (when to show highscore chart) */
_settings_client.gui.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_CONDVAR(Player, cargo_types, SLE_FILE_U16 | SLE_VAR_U32, 0, 93),
SLE_CONDVAR(Player, cargo_types, SLE_UINT32, 94, SL_MAX_VERSION),
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_CONDNULL(1, 4, 99),
/* 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) {
SlSetArrayIndex(p->index);
SlAutolength((AutolengthProc*)SaveLoad_PLYR, p);
}
}
static void Load_PLYR()
{
int index;
while ((index = SlIterateArray()) != -1) {
Player *p = new (index) Player();
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) {
/* Clear the memory of the new AI, otherwise we might be doing wrong things. */
memset(&_players_ainew[index], 0, sizeof(PlayerAiNew));
AI_StartNewAI(p->index);
}
}
}
extern const ChunkHandler _player_chunk_handlers[] = {
{ 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST},
};
|