OpenTTD-patches/players.c
celestar 238e47cd42 (svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic numbers
by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
2005-07-24 15:56:31 +00:00

1160 lines
30 KiB
C

/* $Id$ */
/** @file players.c
* @todo Cleanup the messy DrawPlayerFace function asap
*/
#include "stdafx.h"
#include "openttd.h"
#include "engine.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "map.h"
#include "player.h"
#include "town.h"
#include "vehicle.h"
#include "station.h"
#include "gfx.h"
#include "news.h"
#include "saveload.h"
#include "command.h"
#include "ai_new.h"
#include "sound.h"
#include "network.h"
#include "variables.h"
PlayerID _current_player;
extern void StartupEconomy(void);
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 + 0x307) << PALETTE_SPRITE_START | PALETTE_MODIFIER_COLOR | 0x36A, x, y);
/* draw the cheeks */
DrawSprite(cheeks_table[flag&3], x, y);
/* draw the chin */
/* FIXME: real code uses -2 in zoomlevel 1 */
{
uint val = GB(face, 4, 2);
if (!(flag & 2)) {
DrawSprite(0x327 + (flag&1?0:val), x, y);
} else {
DrawSprite((flag&1?0x3B1:0x391) + (val>>1), x, y);
}
}
/* draw the eyes */
{
uint val1 = GB(face, 6, 4);
uint val2 = GB(face, 20, 3);
uint32 high = 0x314 << PALETTE_SPRITE_START;
if (val2 >= 6) {
high = 0x30F << PALETTE_SPRITE_START;
if (val2 != 6)
high = 0x30D << PALETTE_SPRITE_START;
}
if (!(flag & 2)) {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 12 >> 4) + (0x32B | PALETTE_MODIFIER_COLOR)), x, y);
} else {
DrawSprite(high+(val1 + (0x337 | PALETTE_MODIFIER_COLOR)), x, y);
}
} else {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 11 >> 4) + (0x39A | PALETTE_MODIFIER_COLOR)), x, y);
} else {
DrawSprite(high+(val1 + (0x3B8 | PALETTE_MODIFIER_COLOR)), x, y);
}
}
}
/* draw the mouth */
{
uint val = GB(face, 10, 6);
uint val2;
if (!(flag&1)) {
val2 = ((val&0xF) * 15 >> 4);
if (val2 < 3) {
DrawSprite((flag&2 ? 0x397 : 0x367) + val2, x, y);
/* skip the rest */
goto skip_mouth;
}
val2 -= 3;
if (flag & 2) {
if (val2 > 8) val2 = 0;
val2 += 0x3A5 - 0x35B;
}
DrawSprite(val2 + 0x35B, x, y);
} else if (!(flag&2)) {
DrawSprite(((val&0xF) * 10 >> 4) + 0x351, x, y);
} else {
DrawSprite(((val&0xF) * 9 >> 4) + 0x3C8, x, y);
}
val >>= 3;
if (!(flag&2)) {
if (!(flag&1)) {
DrawSprite(0x349 + val, x, y);
} else {
DrawSprite( mouth_table[(val*3>>3)], x, y);
}
} else {
if (!(flag&1)) {
DrawSprite(0x393 + (val&3), x, y);
} else {
DrawSprite(0x3B3 + (val*5>>3), x, y);
}
}
skip_mouth:;
}
/* draw the hair */
{
uint val = GB(face, 16, 4);
if (!(flag&2)) {
if (!(flag&1)) {
DrawSprite(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 = GB(face, 20, 8);
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 = GB(face, 28, 3);
if (!(flag&2)) {
if (val<=1) {
DrawSprite(0x347 + val, x, y);
}
} else {
if (val<=1) {
DrawSprite(0x3AE + val, x, y);
}
}
}
}
void InvalidatePlayerWindows(Player *p)
{
PlayerID pid = p->index;
if (pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_FINANCES, pid);
}
bool CheckPlayerHasMoney(int32 cost)
{
if (cost > 0) {
uint pid = _current_player;
if (pid < MAX_PLAYERS && cost > GetPlayer(pid)->player_money) {
SetDParam(0, cost);
_error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES;
return false;
}
}
return true;
}
static void SubtractMoneyFromAnyPlayer(Player *p, int32 cost)
{
p->money64 -= cost;
UpdatePlayerMoney32(p);
p->yearly_expenses[0][_yearly_expenses_type] += cost;
if ( ( 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)
{
PlayerID pid = _current_player;
if (pid < MAX_PLAYERS)
SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost);
}
void SubtractMoneyFromPlayerFract(byte player, int32 cost)
{
Player *p = GetPlayer(player);
byte m = p->player_money_fraction;
p->player_money_fraction = m - (byte)cost;
cost >>= 8;
if (p->player_money_fraction > m)
cost++;
if (cost != 0)
SubtractMoneyFromAnyPlayer(p, cost);
}
// the player_money field is kept as it is, but money64 contains the actual amount of money.
void UpdatePlayerMoney32(Player *p)
{
if (p->money64 < -2000000000)
p->player_money = -2000000000;
else if (p->money64 > 2000000000)
p->player_money = 2000000000;
else
p->player_money = (int32)p->money64;
}
void GetNameOfOwner(byte owner, TileIndex tile)
{
SetDParam(2, owner);
if (owner != OWNER_TOWN) {
if (owner >= 8)
SetDParam(0, STR_0150_SOMEONE);
else {
Player *p = GetPlayer(owner);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
}
} else {
Town *t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, STR_TOWN);
SetDParam(1, t->index);
}
}
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(TileIndex tile)
{
byte owner = GetTileOwner(tile);
assert(owner <= OWNER_WATER);
if (owner == _current_player)
return true;
_error_message = STR_013B_OWNED_BY;
// no need to get the name of the owner unless we're the local player (saves some time)
if (_current_player == _local_player)
GetNameOfOwner(owner, tile);
return false;
}
static void GenerateCompanyName(Player *p)
{
TileIndex tile;
Town *t;
StringID str;
Player *pp;
uint32 strp;
char buffer[100];
if (p->name_1 != STR_SV_UNNAMED)
return;
tile = p->last_build_coordinate;
if (tile == 0)
return;
t = ClosestTownFromTile(tile, (uint)-1);
if (IS_INT_INSIDE(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST+1)) {
str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START;
strp = t->townnameparts;
verify_name:;
// No player must have this name already
FOR_ALL_PLAYERS(pp) {
if (pp->name_1 == str && pp->name_2 == strp)
goto bad_town_name;
}
GetString(buffer, str);
if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 150)
goto bad_town_name;
set_name:;
p->name_1 = str;
p->name_2 = strp;
MarkWholeScreenDirty();
if (!IS_HUMAN_PLAYER(p->index)) {
SetDParam(0, t->index);
AddNewsItem(p->index + (4 << 4), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0);
}
return;
}
bad_town_name:;
if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) {
str = SPECSTR_ANDCO_NAME;
strp = p->president_name_2;
goto set_name;
} else {
str = SPECSTR_ANDCO_NAME;
strp = Random();
goto verify_name;
}
}
#define COLOR_SWAP(i,j) do { byte t=colors[i];colors[i]=colors[j];colors[j]=t; } while(0)
static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1};
static const byte _color_similar_1[16] = {8, 6, 255, 12, 255, 0, 1, 1, 0, 13, 11, 10, 3, 9, 15, 14};
static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255};
static byte GeneratePlayerColor(void)
{
byte colors[16], pcolor, t2;
int i,j,n;
uint32 r;
Player *p;
// Initialize array
for(i=0; i!=16; i++)
colors[i] = i;
// And randomize it
n = 100;
do {
r = Random();
COLOR_SWAP(GB(r, 0, 4), GB(r, 4, 4));
} while (--n);
// Bubble sort it according to the values in table 1
i = 16;
do {
for(j=0; j!=15; j++) {
if (_color_sort[colors[j]] < _color_sort[colors[j+1]]) {
COLOR_SWAP(j,j+1);
}
}
} while (--i);
// Move the colors that look similar to each player's color to the side
FOR_ALL_PLAYERS(p) if (p->is_active) {
pcolor = p->player_color;
for(i=0; i!=16; i++) if (colors[i] == pcolor) {
colors[i] = 0xFF;
t2 = _color_similar_1[pcolor];
if (t2 == 0xFF) break;
for(i=0; i!=15; i++) {
if (colors[i] == t2) {
do COLOR_SWAP(i,i+1); while (++i != 15);
break;
}
}
t2 = _color_similar_2[pcolor];
if (t2 == 0xFF) break;
for(i=0; i!=15; i++) {
if (colors[i] == t2) {
do COLOR_SWAP(i,i+1); while (++i != 15);
break;
}
}
break;
}
}
// Return the first available color
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 (strcmp(buffer2, buffer) == 0)
goto restart;
}
}
return;
}
}
extern int GetPlayerMaxRailtype(int p);
static Player *AllocatePlayer(void)
{
Player *p;
// Find a free slot
FOR_ALL_PLAYERS(p) {
if (!p->is_active) {
int i = p->index;
memset(p, 0, sizeof(Player));
p->index = i;
return p;
}
}
return NULL;
}
Player *DoStartupNewPlayer(bool is_ai)
{
Player *p;
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->avail_railtypes = GetPlayerRailtypes(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(void)
{
// The AI starts like in the setting with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
}
static void MaybeStartNewPlayer(void)
{
uint n;
Player *p;
// count number of competitors
n = 0;
for(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)
if (n < (!_network_server ? RandomRange(_opt.diff.max_no_competitors + 2) : InteractiveRandomRange(_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 + 1;
_next_competitor_start += (!_network_server) ? RandomRange(60 * DAY_TICKS) : InteractiveRandomRange(60 * DAY_TICKS);
}
void InitializePlayers(void)
{
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(void)
{
Player *p;
if (_game_mode == GM_EDITOR)
return;
p = GetPlayer(_cur_player_tick_index);
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p);
if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) {
MaybeStartNewPlayer();
}
}
void RunOtherPlayersLoop(void)
{
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(void)
{
Player *p;
// Copy statistics
FOR_ALL_PLAYERS(p) {
if (p->is_active) {
memmove(&p->yearly_expenses[1], &p->yearly_expenses[0], sizeof(p->yearly_expenses) - sizeof(p->yearly_expenses[0]));
memset(&p->yearly_expenses[0], 0, sizeof(p->yearly_expenses[0]));
InvalidateWindow(WC_FINANCES, p->index);
}
}
if (_patches.show_finances && _local_player != OWNER_SPECTATOR) {
ShowPlayerFinances(_local_player);
p = GetPlayer(_local_player);
if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) {
SndPlayFx(SND_01_BAD_YEAR);
} else {
SndPlayFx(SND_00_GOOD_YEAR);
}
}
}
void DeletePlayerWindows(int pi)
{
DeleteWindowById(WC_COMPANY, pi);
DeleteWindowById(WC_FINANCES, pi);
DeleteWindowById(WC_STATION_LIST, pi);
/* The vehicle list windows also have station in the window_number
* A stationindex of -1 means the global vehicle list */
DeleteWindowById(WC_TRAINS_LIST, (-1 << 16) | pi);
DeleteWindowById(WC_ROADVEH_LIST, (-1 << 16) | pi);
DeleteWindowById(WC_SHIPS_LIST, (-1 << 16) | pi);
DeleteWindowById(WC_AIRCRAFT_LIST, (-1 << 16) | pi);
DeleteWindowById(WC_BUY_COMPANY, pi);
}
byte GetPlayerRailtypes(int p)
{
Engine *e;
int rt = 0;
int i;
for(e = _engines, i = 0; i != lengthof(_engines); e++, i++) {
if (!HASBIT(e->player_avail, p))
continue;
/* Skip all wagons */
if ((i >= 27 && i < 54) || (i >= 57 && i < 84) || (i >= 89 && i < 116))
continue;
assert(e->railtype < RAILTYPE_END);
SETBIT(rt, e->railtype);
}
return rt;
}
static void DeletePlayerStuff(int pi)
{
Player *p;
DeletePlayerWindows(pi);
p = GetPlayer(pi);
DeleteName(p->name_1);
DeleteName(p->president_name_1);
p->name_1 = 0;
p->president_name_1 = 0;
}
/** Control the players: add, delete, etc.
* @param x,y unused
* @param p1 various functionality
* - p1 = 0 - create a new player, Which player (network) it will be is in p2
* - p1 = 1 - create a new AI player
* - p1 = 2 - delete a player. Player is identified by p2
* - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2
* @param p2 various functionality, dictated by p1
* - p1 = 0 - ClientID of the newly created player
* - p1 = 2 - PlayerID of the that is getting deleted
* - p1 = 3 - #1 p2 = (bit 0-15) - player to merge (p2 & 0xFFFF)
* - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF)
* @todo In the case of p1=0, create new player, the clientID of the new player is in parameter
* p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
* on the server itself. First of all this is unbelievably ugly; second of all, well,
* it IS ugly! <b>Someone fix this up :)</b> So where to fix?@n
* @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n
* @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received
*/
int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) _current_player = OWNER_NONE;
switch (p1) {
case 0: { /* Create a new player */
Player *p;
PlayerID pid = p2;
if (!(flags & DC_EXEC) || pid >= MAX_PLAYERS) return 0;
p = DoStartupNewPlayer(false);
#ifdef ENABLE_NETWORK
if (_networking && !_network_server && _local_player == OWNER_SPECTATOR)
/* In case we are a client joining a server... */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == OWNER_SPECTATOR) {
/* Check if we do not want to be a spectator in network */
if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR) {
_local_player = p->index;
MarkWholeScreenDirty();
}
}
#ifdef ENABLE_NETWORK
if (_network_server) {
/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at server-side
* in network_server.c:838, function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
NetworkClientInfo *ci = &_network_client_info[pid];
ci->client_playas = p->index + 1;
NetworkUpdateClientInfo(ci->client_index);
if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) {
PlayerID player_backup = _local_player;
_network_player_info[p->index].months_empty = 0;
/* XXX - When a client joins, we automatically set its name to the
* player's name (for some reason). As it stands now only the server
* knows the client's name, so it needs to send out a "broadcast" to
* do this. To achieve this we send a network command. However, it
* uses _local_player to execute the command as. To prevent abuse
* (eg. only yourself can change your name/company), we 'cheat' by
* impersonation _local_player as the server. Not the best solution;
* but it works.
* TODO: Perhaps this could be improved by when the client is ready
* with joining to let it send itself the command, and not the server?
* For example in network_client.c:534? */
_cmd_text = ci->client_name;
_local_player = ci->client_playas - 1;
NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
_local_player = player_backup;
}
}
} else if (_network_server) {
/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at server-side
* in network_server.c:838, function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
NetworkClientInfo *ci = &_network_client_info[pid];
ci->client_playas = OWNER_SPECTATOR;
NetworkUpdateClientInfo(ci->client_index);
}
#else
}
#endif /* ENABLE_NETWORK */
} break;
case 1: /* Make a new AI player */
if (!(flags & DC_EXEC)) return 0;
DoStartupNewPlayer(true);
break;
case 2: { /* Delete a player */
Player *p;
if (p2 >= MAX_PLAYERS) return CMD_ERROR;
if (!(flags & DC_EXEC)) return 0;
p = GetPlayer(p2);
/* Only allow removal of HUMAN companies */
if (IS_HUMAN_PLAYER(p->index)) {
/* Delete any open window of the company */
DeletePlayerWindows(p->index);
/* Show the bankrupt news */
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
AddNewsItem( (StringID)(p->index + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
/* Remove the company */
ChangeOwnershipOfPlayerItems(p->index, OWNER_SPECTATOR);
p->money64 = p->player_money = 100000000; // XXX - wtf?
p->is_active = false;
}
} break;
case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */
PlayerID pid_old = GB(p2, 0, 16);
PlayerID pid_new = GB(p2, 16, 16);
if (pid_old >= MAX_PLAYERS || pid_new >= MAX_PLAYERS) return CMD_ERROR;
if (!(flags & DC_EXEC)) return CMD_ERROR;
ChangeOwnershipOfPlayerItems(pid_old, pid_new);
DeletePlayerStuff(pid_old);
} break;
default: return CMD_ERROR;
}
return 0;
}
static const StringID _endgame_performance_titles[16] = {
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)
{
return _endgame_performance_titles[minu(value, 1000) >> 6];
}
/* Return true if any cheat has been used, false otherwise */
static bool CheatHasBeenUsed(void)
{
const Cheat* cht = (Cheat*) &_cheats;
const Cheat* cht_last = &cht[sizeof(_cheats) / sizeof(Cheat)];
for (; cht != cht_last; cht++) {
if (cht->been_used)
return true;
}
return false;
}
/* Save the highscore for the player */
int8 SaveHighScoreValue(const Player *p)
{
HighScore *hs = _highscore_table[_opt.diff_level];
uint i;
uint16 score = p->old_economy[0].performance_history;
/* Exclude cheaters from the honour of being in the highscore table */
if (CheatHasBeenUsed())
return -1;
for (i = 0; i < lengthof(_highscore_table[0]); i++) {
/* You are in the TOP5. Move all values one down and save us there */
if (hs[i].score <= score) {
char buf[sizeof(hs[i].company)];
// move all elements one down starting from the replaced one
memmove(&hs[i + 1], &hs[i], sizeof(HighScore) * (lengthof(_highscore_table[0]) - i - 1));
SetDParam(0, p->president_name_1);
SetDParam(1, p->president_name_2);
SetDParam(2, p->name_1);
SetDParam(3, p->name_2);
GetString(buf, STR_HIGHSCORE_NAME); // get manager/company name string
ttd_strlcpy(hs[i].company, buf, sizeof(buf));
hs[i].score = score;
hs[i].title = EndGameGetPerformanceTitleFromValue(score);
return i;
}
}
return -1; // too bad; we did not make it into the top5
}
/* Sort all players given their performance */
static int CDECL HighScoreSorter(const void *a, const void *b)
{
const Player *pa = *(const Player* const*)a;
const Player *pb = *(const Player* const*)b;
return pb->old_economy[0].performance_history - pa->old_economy[0].performance_history;
}
/* Save the highscores in a network game when it has ended */
#define LAST_HS_ITEM lengthof(_highscore_table) - 1
int8 SaveHighScoreValueNetwork(void)
{
Player *p, *player_sort[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)
player_sort[count++] = p;
}
qsort(player_sort, count, sizeof(player_sort[0]), HighScoreSorter);
{
HighScore *hs;
Player* const *p_cur = &player_sort[0];
uint8 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 < (uint8)count; i++) {
char buf[sizeof(_highscore_table[0]->company)];
hs = &_highscore_table[LAST_HS_ITEM][i];
SetDParam(0, (*p_cur)->president_name_1);
SetDParam(1, (*p_cur)->president_name_2);
SetDParam(2, (*p_cur)->name_1);
SetDParam(3, (*p_cur)->name_2);
GetString(buf, STR_HIGHSCORE_NAME); // get manager/company name string
ttd_strlcpy(hs->company, buf, sizeof(buf));
hs->score = (*p_cur)->old_economy[0].performance_history;
hs->title = EndGameGetPerformanceTitleFromValue(hs->score);
// get the ranking of the local player
if ((*p_cur)->index == (int8)_local_player)
player = i;
p_cur++;
}
}
/* Add top5 players to highscore table */
return player;
}
/* Save HighScore table to file */
void SaveToHighScore(void)
{
FILE *fp = fopen(_highscore_file, "w");
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 : 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(&hs->title, sizeof(hs->title), 1, fp);
}
}
fclose(fp);
}
}
/* Initialize the highscore table to 0 and if any file exists, load in values */
void LoadFromHighScore(void)
{
FILE *fp = fopen(_highscore_file, "r");
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);
fread(&hs->title, sizeof(hs->title), 1, fp);
}
}
fclose(fp);
}
/* Initialize end of game variable (when to show highscore chart) */
_patches.ending_date = 2051;
}
// Save/load of players
static const SaveLoad _player_desc[] = {
SLE_VAR(Player,name_2, SLE_UINT32),
SLE_VAR(Player,name_1, SLE_STRINGID),
SLE_VAR(Player,president_name_1,SLE_UINT16),
SLE_VAR(Player,president_name_2,SLE_UINT32),
SLE_VAR(Player,face, SLE_UINT32),
// money was changed to a 64 bit field in savegame version 1.
SLE_CONDVAR(Player,money64, SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
SLE_CONDVAR(Player,money64, SLE_INT64, 1, 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,avail_railtypes, SLE_UINT8),
SLE_VAR(Player,block_preview, SLE_UINT8),
SLE_VAR(Player,cargo_types, SLE_UINT16),
SLE_CONDVAR(Player, location_of_house, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Player, location_of_house, SLE_UINT32, 6, 255),
SLE_CONDVAR(Player, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Player, last_build_coordinate, SLE_UINT32, 6, 255),
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 SaveLoad _player_economy_desc[] = {
// these were changed to 64-bit in savegame format 2
SLE_CONDVAR(PlayerEconomyEntry,income, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,expenses, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,income, SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_CONDVAR(PlayerEconomyEntry,expenses,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_INT64, 2, 255),
SLE_VAR(PlayerEconomyEntry,delivered_cargo, SLE_INT32),
SLE_VAR(PlayerEconomyEntry,performance_history, SLE_INT32),
SLE_END()
};
static const SaveLoad _player_ai_desc[] = {
SLE_VAR(PlayerAI,state, SLE_UINT8),
SLE_VAR(PlayerAI,tick, SLE_UINT8),
SLE_CONDVAR(PlayerAI,state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
SLE_CONDVAR(PlayerAI,state_counter, SLE_UINT32, 13, 255),
SLE_VAR(PlayerAI,timeout_counter, SLE_UINT16),
SLE_VAR(PlayerAI,state_mode, SLE_UINT8),
SLE_VAR(PlayerAI,banned_tile_count, SLE_UINT8),
SLE_VAR(PlayerAI,railtype_to_use, SLE_UINT8),
SLE_VAR(PlayerAI,cargo_type, SLE_UINT8),
SLE_VAR(PlayerAI,num_wagons, SLE_UINT8),
SLE_VAR(PlayerAI,build_kind, SLE_UINT8),
SLE_VAR(PlayerAI,num_build_rec, SLE_UINT8),
SLE_VAR(PlayerAI,num_loco_to_build, SLE_UINT8),
SLE_VAR(PlayerAI,num_want_fullload, SLE_UINT8),
SLE_VAR(PlayerAI,route_type_mask, SLE_UINT8),
SLE_CONDVAR(PlayerAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, start_tile_a, SLE_UINT32, 6, 255),
SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_UINT32, 6, 255),
SLE_VAR(PlayerAI,start_dir_a, SLE_UINT8),
SLE_VAR(PlayerAI,cur_dir_a, SLE_UINT8),
SLE_CONDVAR(PlayerAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, start_tile_b, SLE_UINT32, 6, 255),
SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_UINT32, 6, 255),
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 SaveLoad _player_ai_build_rec_desc[] = {
SLE_CONDVAR(AiBuildRec,spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(AiBuildRec,spec_tile, SLE_UINT32, 6, 255),
SLE_CONDVAR(AiBuildRec,use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(AiBuildRec,use_tile, SLE_UINT32, 6, 255),
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(void)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active) {
SlSetArrayIndex(p->index);
SlAutolength((AutolengthProc*)SaveLoad_PLYR, p);
}
}
}
static void Load_PLYR(void)
{
int index;
while ((index = SlIterateArray()) != -1) {
Player *p = GetPlayer(index);
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},
};