OpenTTD-patches/players.c

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20 KiB
C
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#include "stdafx.h"
#include "ttd.h"
#include "table/strings.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 "ai.h"
#include "sound.h"
#include "network.h"
extern void StartupEconomy();
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( (color<<16) + 0x0307836A, 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 = (face >> 4) & 3;
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 = (face >> 6)&15;
uint val2 = (face >> 20)&7;
uint32 high = 0x314<<16;
if (val2 >= 6) {
high = 0x30F<<16;
if (val2 != 6)
high = 0x30D<<16;
}
if (!(flag & 2)) {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 12 >> 4) + 0x832B), x, y);
} else {
DrawSprite(high+(val1 + 0x8337), x, y);
}
} else {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 11 >> 4) + 0x839A), x, y);
} else {
DrawSprite(high+(val1 + 0x83B8), x, y);
}
}
}
/* draw the mouth */
{
uint val = (face >> 10) & 63;
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 = (face >> 16) & 15;
if (!(flag&2)) {
if (!(flag&1)) {
DrawSprite(0x382 + (val*9>>4), x, y);
} else {
DrawSprite(0x38B + (val*5>>4), x, y);
}
} else {
if (!(flag&1)) {
DrawSprite(0x3D4 + (val*5>>4), x, y);
} else {
DrawSprite(0x3D9 + (val*5>>4), x, y);
}
}
}
/* draw the tie */
{
uint val = (face >> 20) & 0xFF;
if (!(flag&1)) {
DrawSprite(0x36B + ((val&3)*3>>2), x, y);
DrawSprite(0x36E + ((val>>2)&3), x, y);
DrawSprite(0x372 + ((val>>4)*6>>4), x, y);
} else {
DrawSprite(0x378 + ((val&3)*3>>2), x, y);
DrawSprite(0x37B + ((val>>2)&3), x, y);
val >>= 4;
if (val < 3) {
DrawSprite((flag&2 ? 0x3D1 : 0x37F) + val, x, y);
}
}
}
/* draw the glasses */
{
uint val = (face >> 28) & 7;
if (!(flag&2)) {
if (val<=1) {
DrawSprite(0x347 + val, x, y);
}
} else {
if (val<=1) {
DrawSprite(0x3AE + val, x, y);
}
}
}
}
void InvalidatePlayerWindows(Player *p)
{
uint pid = p->index;
if ( (byte)pid == _local_player)
InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_FINANCES, pid);
}
bool CheckPlayerHasMoney(int32 cost)
{
if (cost > 0) {
uint pid = _current_player;
if (pid < MAX_PLAYERS && cost > DEREF_PLAYER(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 ( ( 1 << _yearly_expenses_type ) & (1<<7|1<<8|1<<9|1<<10))
p->cur_economy.income -= cost;
else if (( 1 << _yearly_expenses_type ) & (1<<2|1<<3|1<<4|1<<5|1<<6|1<<11))
p->cur_economy.expenses -= cost;
InvalidatePlayerWindows(p);
}
void SubtractMoneyFromPlayer(int32 cost)
{
uint pid = _current_player;
if (pid < MAX_PLAYERS)
SubtractMoneyFromAnyPlayer(DEREF_PLAYER(pid), cost);
}
void SubtractMoneyFromPlayerFract(byte player, int32 cost)
{
Player *p = DEREF_PLAYER(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(byte owner, uint tile)
{
SetDParam(2, owner);
if (owner != OWNER_TOWN) {
if (owner >= 8)
SetDParam(0, STR_0150_SOMEONE);
else {
Player *p = DEREF_PLAYER(owner);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
}
} else {
Town *t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, t->townnametype);
SetDParam(1, t->townnameparts);
}
}
bool CheckOwnership(byte owner)
{
assert(owner <= OWNER_WATER);
if (owner == _current_player)
return true;
_error_message = STR_013B_OWNED_BY;
GetNameOfOwner(owner, 0);
return false;
}
bool CheckTileOwnership(uint tile)
{
byte owner = _map_owner[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 (_current_player == _local_player)
GetNameOfOwner(owner, tile);
return false;
}
static void GenerateCompanyName(Player *p)
{
uint 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()
{
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(r & 0xF, (r >> 4) & 0xF);
} 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
i = 0;
for(;;) {
if (colors[i] != 0xFF)
return colors[i];
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 (str_eq(buffer2, buffer))
goto restart;
}
}
return;
}
}
extern int GetPlayerMaxRailtype(int p);
static Player *AllocatePlayer()
{
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;
int index;
p = AllocatePlayer();
if (p == NULL) return NULL;
index = p->index;
// Make a color
p->player_color = GeneratePlayerColor();
_player_colors[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] = 0xFF;
p->max_railtype = GetPlayerMaxRailtype(index);
p->inaugurated_year = _cur_year;
p->face = Random();
GeneratePresidentName(p);
InvalidateWindow(WC_GRAPH_LEGEND, 0);
InvalidateWindow(WC_TOOLBAR_MENU, 0);
InvalidateWindow(WC_CLIENT_LIST, 0);
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(p=_players; p!=endof(_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 < RandomRange(_opt.diff.max_no_competitors + 2))
DoStartupNewPlayer(true);
// The next AI starts like the difficulty setting said, with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
}
void InitializePlayers()
{
int 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()
{
Player *p;
if (_game_mode == GM_EDITOR)
return;
p = DEREF_PLAYER(_cur_player_tick_index);
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p);
if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) {
MaybeStartNewPlayer();
}
}
void RunOtherPlayersLoop()
{
Player *p;
_is_ai_player = true;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
_current_player = p->index;
if (_patches.ainew_active)
AiNewDoGameLoop(p);
else
AiDoGameLoop(p);
}
}
_is_ai_player = false;
_current_player = OWNER_NONE;
}
// index is the next parameter in _decode_parameters to set up
StringID GetPlayerNameString(byte player, byte 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()
{
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 = DEREF_PLAYER(_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(int pi)
{
DeleteWindowById(WC_COMPANY, pi);
DeleteWindowById(WC_FINANCES, pi);
DeleteWindowById(WC_STATION_LIST, pi);
DeleteWindowById(WC_TRAINS_LIST, pi);
DeleteWindowById(WC_ROADVEH_LIST, pi);
DeleteWindowById(WC_SHIPS_LIST, pi);
DeleteWindowById(WC_AIRCRAFT_LIST, pi);
DeleteWindowById(WC_BUY_COMPANY, pi);
}
static void DeletePlayerStuff(int pi)
{
Player *p;
DeletePlayerWindows(pi);
p = DEREF_PLAYER(pi);
DeleteName(p->name_1);
DeleteName(p->president_name_1);
p->name_1 = 0;
p->president_name_1 = 0;
}
// functionality.
// 0 - make new player
// 1 - make new AI player
// 2 - delete player (p1 >> 8) & 0xFF
// 3 - join player (p1 >> 8) & 0xFF with (p1 >> 16) & 0xFF
int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int pi;
Player *p;
if (!(flags & DC_EXEC))
return 0;
_current_player = OWNER_NONE;
switch(p1 & 0xff) {
case 0: // make new player
p = DoStartupNewPlayer(false);
if (p != NULL) {
if (_local_player == OWNER_SPECTATOR) {
_local_player = p->index;
MarkWholeScreenDirty();
}
#ifdef ENABLE_NETWORK
if (_network_server) {
NetworkClientInfo *ci;
// UGLY! p2 is mis-used to fetch the client-id
ci = &_network_client_info[p2];
ci->client_playas = p->index + 1;
NetworkUpdateClientInfo(ci->client_index);
if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) {
memcpy(_decode_parameters, ci->client_name, 32);
/* XXX - What are the consequents of this? It is needed, but is it bad? */
_docommand_recursive = 0;
DoCommandP(0, ci->client_playas-1, 0, NULL, CMD_CHANGE_PRESIDENT_NAME | CMD_MSG(STR_700D_CAN_T_CHANGE_PRESIDENT));
}
} else {
_network_playas = p->index + 1;
}
} else {
if (_network_server) {
NetworkClientInfo *ci;
// UGLY! p2 is mis-used to fetch the client-id
ci = &_network_client_info[p2];
ci->client_playas = OWNER_SPECTATOR;
NetworkUpdateClientInfo(ci->client_index);
} else {
_network_playas = OWNER_SPECTATOR;
}
#endif /* ENABLE_NETWORK */
}
break;
case 1: // make new ai player
DoStartupNewPlayer(true);
break;
case 2: // delete player
pi = (byte)(p1 >> 8);
ChangeOwnershipOfPlayerItems(pi, 255);
DeletePlayerStuff(pi);
break;
case 3: // join player
pi = (byte)(p1 >> 8);
ChangeOwnershipOfPlayerItems(pi, (byte)(p1 >> 16));
DeletePlayerStuff(pi);
break;
}
return 0;
}
// Save/load of players
static const byte _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, 255),
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,max_railtype, SLE_UINT8),
SLE_VAR(Player,block_preview, SLE_UINT8),
SLE_VAR(Player,cargo_types, SLE_UINT16),
SLE_VAR(Player,location_of_house,SLE_UINT16),
SLE_VAR(Player,last_build_coordinate,SLE_UINT16),
SLE_VAR(Player,inaugurated_year,SLE_UINT8),
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, 255),
SLE_CONDVAR(Player,is_ai, SLE_UINT8, 2, 255),
SLE_CONDVAR(Player,is_active, SLE_UINT8, 4, 255),
// reserve extra space in savegame here. (currently 64 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 8, 2, 255),
SLE_END()
};
static const byte _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_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,income, SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_CONDVAR(PlayerEconomyEntry,expenses,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_CONDVAR(PlayerEconomyEntry,company_value,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_VAR(PlayerEconomyEntry,delivered_cargo, SLE_INT32),
SLE_VAR(PlayerEconomyEntry,performance_history, SLE_INT32),
SLE_END()
};
static const byte _player_ai_desc[] = {
SLE_VAR(PlayerAI,state, SLE_UINT8),
SLE_VAR(PlayerAI,tick, SLE_UINT8),
SLE_VAR(PlayerAI,state_counter, SLE_UINT16),
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_VAR(PlayerAI,start_tile_a, SLE_UINT16),
SLE_VAR(PlayerAI,cur_tile_a, SLE_UINT16),
SLE_VAR(PlayerAI,start_dir_a, SLE_UINT8),
SLE_VAR(PlayerAI,cur_dir_a, SLE_UINT8),
SLE_VAR(PlayerAI,start_tile_b, SLE_UINT16),
SLE_VAR(PlayerAI,cur_tile_b, SLE_UINT16),
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_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 8, 2, 255),
SLE_END()
};
static const byte _player_ai_build_rec_desc[] = {
SLE_VAR(AiBuildRec,spec_tile, SLE_UINT16),
SLE_VAR(AiBuildRec,use_tile, SLE_UINT16),
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.
{
PlayerEconomyEntry *pe;
for(i=p->num_valid_stat_ent,pe=p->old_economy; i!=0; i--,pe++)
SlObject(pe, _player_economy_desc);
}
}
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 = DEREF_PLAYER(index);
p->is_ai = (index != 0);
SaveLoad_PLYR(p);
_player_colors[index] = p->player_color;
UpdatePlayerMoney32(p);
}
}
const ChunkHandler _player_chunk_handlers[] = {
{ 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST},
};