OpenTTD-patches/players.c

1321 lines
37 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 "sound.h"
#include "network.h"
#include "variables.h"
#include "engine.h"
#include "ai/ai.h"
#include "date.h"
uint16 GetDrawStringPlayerColor(PlayerID player)
{
/* Get the color for DrawString-subroutines which matches the color of the
* player
*/
if (player == OWNER_SPECTATOR || player == OWNER_SPECTATOR - 1) return 1;
return (_colour_gradient[_player_colors[player]][4]) | IS_PALETTE_COLOR;
}
static const SpriteID cheeks_table[4] = {
0x325, 0x326,
0x390, 0x3B0,
};
static const SpriteID mouth_table[3] = {
0x34C, 0x34D, 0x34F
};
void DrawPlayerFace(uint32 face, int color, int x, int y)
{
byte flag = 0;
if ( (int32)face < 0)
flag |= 1;
if ((((((face >> 7) ^ face) >> 7) ^ face) & 0x8080000) == 0x8000000)
flag |= 2;
/* draw the gradient */
DrawSprite(GENERAL_SPRITE_COLOR(color) + SPRITE_PALETTE(SPR_GRADIENT), x, y);
/* draw the cheeks */
DrawSprite(cheeks_table[flag&3], x, y);
/* draw the chin */
/* FIXME: real code uses -2 in zoomlevel 1 */
{
uint val = GB(face, 4, 2);
if (!(flag & 2)) {
DrawSprite(0x327 + (flag&1?0:val), x, y);
} else {
DrawSprite((flag&1?0x3B1:0x391) + (val>>1), x, y);
}
}
/* draw the eyes */
{
uint val1 = GB(face, 6, 4);
uint val2 = GB(face, 20, 3);
uint32 high = 0x314 << PALETTE_SPRITE_START;
if (val2 >= 6) {
high = 0x30F << PALETTE_SPRITE_START;
if (val2 != 6)
high = 0x30D << PALETTE_SPRITE_START;
}
if (!(flag & 2)) {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 12 >> 4) + SPRITE_PALETTE(0x32B)), x, y);
} else {
DrawSprite(high+(val1 + SPRITE_PALETTE(0x337)), x, y);
}
} else {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 11 >> 4) + SPRITE_PALETTE(0x39A)), x, y);
} else {
DrawSprite(high+(val1 + SPRITE_PALETTE(0x3B8)), x, y);
}
}
}
/* draw the mouth */
{
uint val = GB(face, 10, 6);
uint val2;
if (!(flag&1)) {
val2 = ((val&0xF) * 15 >> 4);
if (val2 < 3) {
DrawSprite((flag&2 ? 0x397 : 0x367) + val2, x, y);
/* skip the rest */
goto skip_mouth;
}
val2 -= 3;
if (flag & 2) {
if (val2 > 8) val2 = 0;
val2 += 0x3A5 - 0x35B;
}
DrawSprite(val2 + 0x35B, x, y);
} else if (!(flag&2)) {
DrawSprite(((val&0xF) * 10 >> 4) + 0x351, x, y);
} else {
DrawSprite(((val&0xF) * 9 >> 4) + 0x3C8, x, y);
}
val >>= 3;
if (!(flag&2)) {
if (!(flag&1)) {
DrawSprite(0x349 + val, x, y);
} else {
DrawSprite( mouth_table[(val*3>>3)], x, y);
}
} else {
if (!(flag&1)) {
DrawSprite(0x393 + (val&3), x, y);
} else {
DrawSprite(0x3B3 + (val*5>>3), x, y);
}
}
skip_mouth:;
}
/* draw the hair */
{
uint val = GB(face, 16, 4);
if (flag & 2) {
if (flag & 1) {
DrawSprite(0x3D9 + (val * 5 >> 4), x, y);
} else {
DrawSprite(0x3D4 + (val * 5 >> 4), x, y);
}
} else {
if (flag & 1) {
DrawSprite(0x38B + (val * 5 >> 4), x, y);
} else {
DrawSprite(0x382 + (val * 9 >> 4), x, y);
}
}
}
/* draw the tie */
{
uint val = GB(face, 20, 8);
if (!(flag&1)) {
DrawSprite(0x36B + (GB(val, 0, 2) * 3 >> 2), x, y);
DrawSprite(0x36E + (GB(val, 2, 2) * 4 >> 2), x, y);
DrawSprite(0x372 + (GB(val, 4, 4) * 6 >> 4), x, y);
} else {
DrawSprite(0x378 + (GB(val, 0, 2) * 3 >> 2), x, y);
DrawSprite(0x37B + (GB(val, 2, 2) * 4 >> 2), x, y);
val >>= 4;
if (val < 3) DrawSprite((flag & 2 ? 0x3D1 : 0x37F) + val, x, y);
}
}
/* draw the glasses */
{
uint val = GB(face, 28, 3);
if (flag & 2) {
if (val <= 1) DrawSprite(0x3AE + val, x, y);
} else {
if (val <= 1) DrawSprite(0x347 + val, x, y);
}
}
}
void InvalidatePlayerWindows(const Player *p)
{
PlayerID pid = p->index;
if (pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_FINANCES, pid);
}
bool CheckPlayerHasMoney(int32 cost)
{
if (cost > 0) {
PlayerID pid = _current_player;
if (pid < MAX_PLAYERS && cost > GetPlayer(pid)->player_money) {
SetDParam(0, cost);
_error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES;
return false;
}
}
return true;
}
static void SubtractMoneyFromAnyPlayer(Player *p, int32 cost)
{
p->money64 -= cost;
UpdatePlayerMoney32(p);
p->yearly_expenses[0][_yearly_expenses_type] += cost;
if (HASBIT(1<<7|1<<8|1<<9|1<<10, _yearly_expenses_type)) {
p->cur_economy.income -= cost;
} else if (HASBIT(1<<2|1<<3|1<<4|1<<5|1<<6|1<<11, _yearly_expenses_type)) {
p->cur_economy.expenses -= cost;
}
InvalidatePlayerWindows(p);
}
void SubtractMoneyFromPlayer(int32 cost)
{
PlayerID pid = _current_player;
if (pid < MAX_PLAYERS) SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost);
}
void SubtractMoneyFromPlayerFract(PlayerID player, int32 cost)
{
Player *p = GetPlayer(player);
byte m = p->player_money_fraction;
p->player_money_fraction = m - (byte)cost;
cost >>= 8;
if (p->player_money_fraction > m) cost++;
if (cost != 0) SubtractMoneyFromAnyPlayer(p, cost);
}
// the player_money field is kept as it is, but money64 contains the actual amount of money.
void UpdatePlayerMoney32(Player *p)
{
if (p->money64 < -2000000000) {
p->player_money = -2000000000;
} else if (p->money64 > 2000000000) {
p->player_money = 2000000000;
} else {
p->player_money = (int32)p->money64;
}
}
void GetNameOfOwner(PlayerID owner, TileIndex tile)
{
SetDParam(2, owner);
if (owner != OWNER_TOWN) {
if (owner >= MAX_PLAYERS) {
SetDParam(0, STR_0150_SOMEONE);
} else {
const Player* p = GetPlayer(owner);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
}
} else {
const Town* t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, STR_TOWN);
SetDParam(1, t->index);
}
}
bool CheckOwnership(PlayerID owner)
{
assert(owner <= OWNER_WATER);
if (owner == _current_player) return true;
_error_message = STR_013B_OWNED_BY;
GetNameOfOwner(owner, 0);
return false;
}
bool CheckTileOwnership(TileIndex tile)
{
PlayerID owner = GetTileOwner(tile);
assert(owner <= OWNER_WATER);
if (owner == _current_player) return true;
_error_message = STR_013B_OWNED_BY;
// no need to get the name of the owner unless we're the local player (saves some time)
if (IsLocalPlayer()) GetNameOfOwner(owner, tile);
return false;
}
static void GenerateCompanyName(Player *p)
{
TileIndex tile;
Town *t;
StringID str;
Player *pp;
uint32 strp;
char buffer[100];
if (p->name_1 != STR_SV_UNNAMED) return;
tile = p->last_build_coordinate;
if (tile == 0) return;
t = ClosestTownFromTile(tile, (uint)-1);
if (IS_INT_INSIDE(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST+1)) {
str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START;
strp = t->townnameparts;
verify_name:;
// No player must have this name already
FOR_ALL_PLAYERS(pp) {
if (pp->name_1 == str && pp->name_2 == strp) goto bad_town_name;
}
GetString(buffer, str);
if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 150)
goto bad_town_name;
set_name:;
p->name_1 = str;
p->name_2 = strp;
MarkWholeScreenDirty();
if (!IS_HUMAN_PLAYER(p->index)) {
SetDParam(0, t->index);
AddNewsItem(p->index + (4 << 4), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0);
}
return;
}
bad_town_name:;
if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) {
str = SPECSTR_ANDCO_NAME;
strp = p->president_name_2;
goto set_name;
} else {
str = SPECSTR_ANDCO_NAME;
strp = Random();
goto verify_name;
}
}
#define COLOR_SWAP(i,j) do { byte t=colors[i];colors[i]=colors[j];colors[j]=t; } while(0)
static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1};
static const byte _color_similar_1[16] = {8, 6, 255, 12, 255, 0, 1, 1, 0, 13, 11, 10, 3, 9, 15, 14};
static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255};
static byte GeneratePlayerColor(void)
{
byte colors[16], pcolor, t2;
int i,j,n;
uint32 r;
Player *p;
// Initialize array
for (i = 0; i != 16; i++) colors[i] = i;
// And randomize it
n = 100;
do {
r = Random();
COLOR_SWAP(GB(r, 0, 4), GB(r, 4, 4));
} while (--n);
// Bubble sort it according to the values in table 1
i = 16;
do {
for (j = 0; j != 15; j++) {
if (_color_sort[colors[j]] < _color_sort[colors[j + 1]]) {
COLOR_SWAP(j, j + 1);
}
}
} while (--i);
// Move the colors that look similar to each player's color to the side
FOR_ALL_PLAYERS(p) if (p->is_active) {
pcolor = p->player_color;
for (i=0; i!=16; i++) if (colors[i] == pcolor) {
colors[i] = 0xFF;
t2 = _color_similar_1[pcolor];
if (t2 == 0xFF) break;
for (i=0; i!=15; i++) {
if (colors[i] == t2) {
do COLOR_SWAP(i,i+1); while (++i != 15);
break;
}
}
t2 = _color_similar_2[pcolor];
if (t2 == 0xFF) break;
for (i = 0; i != 15; i++) {
if (colors[i] == t2) {
do COLOR_SWAP(i, i + 1); while (++i != 15);
break;
}
}
break;
}
}
// Return the first available color
for (i = 0;; i++) {
if (colors[i] != 0xFF) return colors[i];
}
}
static void GeneratePresidentName(Player *p)
{
Player *pp;
char buffer[100], buffer2[40];
for (;;) {
restart:;
p->president_name_2 = Random();
p->president_name_1 = SPECSTR_PRESIDENT_NAME;
SetDParam(0, p->president_name_2);
GetString(buffer, p->president_name_1);
if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 94)
continue;
FOR_ALL_PLAYERS(pp) {
if (pp->is_active && p != pp) {
SetDParam(0, pp->president_name_2);
GetString(buffer2, pp->president_name_1);
if (strcmp(buffer2, buffer) == 0)
goto restart;
}
}
return;
}
}
static Player *AllocatePlayer(void)
{
Player *p;
// Find a free slot
FOR_ALL_PLAYERS(p) {
if (!p->is_active) {
int i = p->index;
memset(p, 0, sizeof(Player));
p->index = i;
return p;
}
}
return NULL;
}
void ResetPlayerLivery(Player *p)
{
LiveryScheme scheme;
for (scheme = 0; scheme < LS_END; scheme++) {
p->livery[scheme].in_use = false;
p->livery[scheme].colour1 = p->player_color;
p->livery[scheme].colour2 = p->player_color;
}
}
Player *DoStartupNewPlayer(bool is_ai)
{
Player *p;
p = AllocatePlayer();
if (p == NULL) return NULL;
// Make a color
p->player_color = GeneratePlayerColor();
ResetPlayerLivery(p);
_player_colors[p->index] = p->player_color;
p->name_1 = STR_SV_UNNAMED;
p->is_active = true;
p->money64 = p->player_money = p->current_loan = 100000;
p->is_ai = is_ai;
p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */
p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = OWNER_SPECTATOR;
p->avail_railtypes = GetPlayerRailtypes(p->index);
p->inaugurated_year = _cur_year;
p->face = Random();
/* Engine renewal settings */
p->engine_renew_list = NULL;
p->renew_keep_length = false;
p->engine_renew = false;
p->engine_renew_months = -6;
p->engine_renew_money = 100000;
GeneratePresidentName(p);
InvalidateWindow(WC_GRAPH_LEGEND, 0);
InvalidateWindow(WC_TOOLBAR_MENU, 0);
InvalidateWindow(WC_CLIENT_LIST, 0);
if (is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);
memset(p->num_engines, 0, sizeof(p->num_engines));
return p;
}
void StartupPlayers(void)
{
// The AI starts like in the setting with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
}
static void MaybeStartNewPlayer(void)
{
uint n;
Player *p;
// count number of competitors
n = 0;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) n++;
}
// when there's a lot of computers in game, the probability that a new one starts is lower
if (n < (uint)_opt.diff.max_no_competitors &&
n < (_network_server ?
InteractiveRandomRange(_opt.diff.max_no_competitors + 2) :
RandomRange(_opt.diff.max_no_competitors + 2)
)) {
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
}
// The next AI starts like the difficulty setting said, with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
}
void InitializePlayers(void)
{
uint i;
memset(_players, 0, sizeof(_players));
for (i = 0; i != MAX_PLAYERS; i++) _players[i].index = i;
_cur_player_tick_index = 0;
}
void OnTick_Players(void)
{
Player *p;
if (_game_mode == GM_EDITOR) return;
p = GetPlayer(_cur_player_tick_index);
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p);
if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start)
MaybeStartNewPlayer();
}
// index is the next parameter in _decode_parameters to set up
StringID GetPlayerNameString(PlayerID player, uint index)
{
if (IS_HUMAN_PLAYER(player) && player < MAX_PLAYERS) {
SetDParam(index, player+1);
return STR_7002_PLAYER;
}
return STR_EMPTY;
}
extern void ShowPlayerFinances(int player);
void PlayersYearlyLoop(void)
{
Player *p;
// Copy statistics
FOR_ALL_PLAYERS(p) {
if (p->is_active) {
memmove(&p->yearly_expenses[1], &p->yearly_expenses[0], sizeof(p->yearly_expenses) - sizeof(p->yearly_expenses[0]));
memset(&p->yearly_expenses[0], 0, sizeof(p->yearly_expenses[0]));
InvalidateWindow(WC_FINANCES, p->index);
}
}
if (_patches.show_finances && _local_player != OWNER_SPECTATOR) {
ShowPlayerFinances(_local_player);
p = GetPlayer(_local_player);
if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) {
SndPlayFx(SND_01_BAD_YEAR);
} else {
SndPlayFx(SND_00_GOOD_YEAR);
}
}
}
void DeletePlayerWindows(PlayerID pi)
{
DeleteWindowById(WC_COMPANY, pi);
DeleteWindowById(WC_PLAYER_COLOR, pi);
DeleteWindowById(WC_FINANCES, pi);
DeleteWindowById(WC_STATION_LIST, pi);
DeleteWindowById(WC_TRAINS_LIST, (INVALID_STATION << 16) | pi);
DeleteWindowById(WC_ROADVEH_LIST, (INVALID_STATION << 16) | pi);
DeleteWindowById(WC_SHIPS_LIST, (INVALID_STATION << 16) | pi);
DeleteWindowById(WC_AIRCRAFT_LIST, (INVALID_STATION << 16) | pi);
DeleteWindowById(WC_BUY_COMPANY, pi);
}
byte GetPlayerRailtypes(PlayerID p)
{
byte rt = 0;
EngineID i;
for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
const Engine* e = GetEngine(i);
const EngineInfo *ei = EngInfo(i);
if (e->type == VEH_Train && HASBIT(ei->climates, _opt.landscape) &&
(HASBIT(e->player_avail, p) || _date >= (e->intro_date + 365)) &&
!(RailVehInfo(i)->flags & RVI_WAGON)) {
assert(e->railtype < RAILTYPE_END);
SETBIT(rt, e->railtype);
}
}
return rt;
}
static void DeletePlayerStuff(PlayerID pi)
{
Player *p;
DeletePlayerWindows(pi);
p = GetPlayer(pi);
DeleteName(p->name_1);
DeleteName(p->president_name_1);
p->name_1 = 0;
p->president_name_1 = 0;
}
/** Change engine renewal parameters
* @param tile unused
* @param p1 bits 0-3 command
* - p1 = 0 - change auto renew bool
* - p1 = 1 - change auto renew months
* - p1 = 2 - change auto renew money
* - p1 = 3 - change auto renew array
* - p1 = 4 - change bool, months & money all together
* - p1 = 5 - change renew_keep_length
* @param p2 value to set
* if p1 = 0, then:
* - p2 = enable engine renewal
* if p1 = 1, then:
* - p2 = months left before engine expires to replace it
* if p1 = 2, then
* - p2 = minimum amount of money available
* if p1 = 3, then:
* - p2 bits 0-15 = old engine type
* - p2 bits 16-31 = new engine type
* if p1 = 4, then:
* - p1 bit 15 = enable engine renewal
* - p1 bits 16-31 = months left before engine expires to replace it
* - p2 bits 0-31 = minimum amount of money available
* if p1 = 5, then
* - p2 = enable renew_keep_length
*/
int32 CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p;
if (!(_current_player < MAX_PLAYERS))
return CMD_ERROR;
p = GetPlayer(_current_player);
switch (GB(p1, 0, 3)) {
case 0:
if (p->engine_renew == (bool)GB(p2, 0, 1))
return CMD_ERROR;
if (flags & DC_EXEC) {
p->engine_renew = (bool)GB(p2, 0, 1);
if (IsLocalPlayer()) {
_patches.autorenew = p->engine_renew;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
break;
case 1:
if (p->engine_renew_months == (int16)p2)
return CMD_ERROR;
if (flags & DC_EXEC) {
p->engine_renew_months = (int16)p2;
if (IsLocalPlayer()) {
_patches.autorenew_months = p->engine_renew_months;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
break;
case 2:
if (p->engine_renew_money == (uint32)p2)
return CMD_ERROR;
if (flags & DC_EXEC) {
p->engine_renew_money = (uint32)p2;
if (IsLocalPlayer()) {
_patches.autorenew_money = p->engine_renew_money;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
break;
case 3: {
EngineID old_engine_type = GB(p2, 0, 16);
EngineID new_engine_type = GB(p2, 16, 16);
int32 cost;
if (new_engine_type != INVALID_ENGINE) {
/* First we make sure that it's a valid type the user requested
* check that it's an engine that is in the engine array */
if (!IsEngineIndex(new_engine_type))
return CMD_ERROR;
// check that the new vehicle type is the same as the original one
if (GetEngine(old_engine_type)->type != GetEngine(new_engine_type)->type)
return CMD_ERROR;
// make sure that we do not replace a plane with a helicopter or vise versa
if (GetEngine(new_engine_type)->type == VEH_Aircraft &&
(AircraftVehInfo(old_engine_type)->subtype & AIR_CTOL) != (AircraftVehInfo(new_engine_type)->subtype & AIR_CTOL))
return CMD_ERROR;
// make sure that the player can actually buy the new engine
if (!HASBIT(GetEngine(new_engine_type)->player_avail, _current_player))
return CMD_ERROR;
cost = AddEngineReplacementForPlayer(p, old_engine_type, new_engine_type, flags);
} else {
cost = RemoveEngineReplacementForPlayer(p, old_engine_type, flags);
}
if (IsLocalPlayer()) InvalidateWindow(WC_REPLACE_VEHICLE, GetEngine(old_engine_type)->type);
return cost;
}
case 4:
if (flags & DC_EXEC) {
p->engine_renew = (bool)GB(p1, 15, 1);
p->engine_renew_months = (int16)GB(p1, 16, 16);
p->engine_renew_money = (uint32)p2;
if (IsLocalPlayer()) {
_patches.autorenew = p->engine_renew;
_patches.autorenew_months = p->engine_renew_months;
_patches.autorenew_money = p->engine_renew_money;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
break;
case 5:
if (p->renew_keep_length == (bool)GB(p2, 0, 1))
return CMD_ERROR;
if (flags & DC_EXEC) {
p->renew_keep_length = (bool)GB(p2, 0, 1);
if (IsLocalPlayer()) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
}
}
break;
}
return 0;
}
/** Control the players: add, delete, etc.
* @param tile unused
* @param p1 various functionality
* - p1 = 0 - create a new player, Which player (network) it will be is in p2
* - p1 = 1 - create a new AI player
* - p1 = 2 - delete a player. Player is identified by p2
* - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2
* @param p2 various functionality, dictated by p1
* - p1 = 0 - ClientID of the newly created player
* - p1 = 2 - PlayerID of the that is getting deleted
* - p1 = 3 - #1 p2 = (bit 0-15) - player to merge (p2 & 0xFFFF)
* - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF)
* @todo In the case of p1=0, create new player, the clientID of the new player is in parameter
* p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
* on the server itself. First of all this is unbelievably ugly; second of all, well,
* it IS ugly! <b>Someone fix this up :)</b> So where to fix?@n
* @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n
* @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received
*/
int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) _current_player = OWNER_NONE;
switch (p1) {
case 0: { /* Create a new player */
Player *p;
PlayerID pid = p2;
if (!(flags & DC_EXEC) || pid >= MAX_PLAYERS) return 0;
p = DoStartupNewPlayer(false);
#ifdef ENABLE_NETWORK
if (_networking && !_network_server && _local_player == OWNER_SPECTATOR) {
/* In case we are a client joining a server... */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == OWNER_SPECTATOR &&
(!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
/* Check if we do not want to be a spectator in network */
if (!_networking ||
(_network_server && !_network_dedicated) ||
_network_playas != OWNER_SPECTATOR ||
_ai.network_client) {
if (_ai.network_client) {
/* As ai-network-client, we have our own rulez (disable GUI and stuff) */
_ai.network_playas = p->index;
_local_player = OWNER_SPECTATOR;
if (_ai.network_playas != OWNER_SPECTATOR) {
/* If we didn't join the game as a spectator, activate the AI */
AI_StartNewAI(_ai.network_playas);
}
} else {
_local_player = p->index;
}
MarkWholeScreenDirty();
}
} else if (p->index == _local_player) {
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
}
#ifdef ENABLE_NETWORK
if (_network_server) {
/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
* server-side in network_server.c:838, function
* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
NetworkClientInfo *ci = &_network_client_info[pid];
ci->client_playas = p->index + 1;
NetworkUpdateClientInfo(ci->client_index);
if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) {
PlayerID player_backup = _local_player;
_network_player_info[p->index].months_empty = 0;
/* XXX - When a client joins, we automatically set its name to the
* player's name (for some reason). As it stands now only the server
* knows the client's name, so it needs to send out a "broadcast" to
* do this. To achieve this we send a network command. However, it
* uses _local_player to execute the command as. To prevent abuse
* (eg. only yourself can change your name/company), we 'cheat' by
* impersonation _local_player as the server. Not the best solution;
* but it works.
* TODO: Perhaps this could be improved by when the client is ready
* with joining to let it send itself the command, and not the server?
* For example in network_client.c:534? */
_cmd_text = ci->client_name;
_local_player = ci->client_playas - 1;
NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
_local_player = player_backup;
}
}
} else if (_network_server) {
// Creating player failed, defer client to spectator
/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
* server-side in network_server.c:838, function
* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
NetworkClientInfo *ci = &_network_client_info[pid];
ci->client_playas = OWNER_SPECTATOR;
NetworkUpdateClientInfo(ci->client_index);
#endif /* ENABLE_NETWORK */
}
} break;
case 1: /* Make a new AI player */
if (!(flags & DC_EXEC)) return 0;
DoStartupNewPlayer(true);
break;
case 2: { /* Delete a player */
Player *p;
if (p2 >= MAX_PLAYERS) return CMD_ERROR;
if (!(flags & DC_EXEC)) return 0;
p = GetPlayer(p2);
/* Only allow removal of HUMAN companies */
if (IS_HUMAN_PLAYER(p->index)) {
/* Delete any open window of the company */
DeletePlayerWindows(p->index);
/* Show the bankrupt news */
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
AddNewsItem( (StringID)(p->index + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
/* Remove the company */
ChangeOwnershipOfPlayerItems(p->index, OWNER_SPECTATOR);
p->is_active = false;
}
RemoveAllEngineReplacementForPlayer(p);
} break;
case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */
PlayerID pid_old = GB(p2, 0, 16);
PlayerID pid_new = GB(p2, 16, 16);
if (pid_old >= MAX_PLAYERS || pid_new >= MAX_PLAYERS) return CMD_ERROR;
if (!(flags & DC_EXEC)) return CMD_ERROR;
ChangeOwnershipOfPlayerItems(pid_old, pid_new);
DeletePlayerStuff(pid_old);
} break;
default: return CMD_ERROR;
}
return 0;
}
static const StringID _endgame_perf_titles[] = {
STR_0213_BUSINESSMAN,
STR_0213_BUSINESSMAN,
STR_0213_BUSINESSMAN,
STR_0213_BUSINESSMAN,
STR_0213_BUSINESSMAN,
STR_0214_ENTREPRENEUR,
STR_0214_ENTREPRENEUR,
STR_0215_INDUSTRIALIST,
STR_0215_INDUSTRIALIST,
STR_0216_CAPITALIST,
STR_0216_CAPITALIST,
STR_0217_MAGNATE,
STR_0217_MAGNATE,
STR_0218_MOGUL,
STR_0218_MOGUL,
STR_0219_TYCOON_OF_THE_CENTURY
};
StringID EndGameGetPerformanceTitleFromValue(uint value)
{
value = minu(value / 64, lengthof(_endgame_perf_titles) - 1);
return _endgame_perf_titles[value];
}
/* Return true if any cheat has been used, false otherwise */
static bool CheatHasBeenUsed(void)
{
const Cheat* cht = (Cheat*)&_cheats;
const Cheat* cht_last = &cht[sizeof(_cheats) / sizeof(Cheat)];
for (; cht != cht_last; cht++) {
if (cht->been_used) return true;
}
return false;
}
/* Save the highscore for the player */
int8 SaveHighScoreValue(const Player *p)
{
HighScore *hs = _highscore_table[_opt.diff_level];
uint i;
uint16 score = p->old_economy[0].performance_history;
/* Exclude cheaters from the honour of being in the highscore table */
if (CheatHasBeenUsed()) return -1;
for (i = 0; i < lengthof(_highscore_table[0]); i++) {
/* You are in the TOP5. Move all values one down and save us there */
if (hs[i].score <= score) {
// move all elements one down starting from the replaced one
memmove(&hs[i + 1], &hs[i], sizeof(HighScore) * (lengthof(_highscore_table[0]) - i - 1));
SetDParam(0, p->president_name_1);
SetDParam(1, p->president_name_2);
SetDParam(2, p->name_1);
SetDParam(3, p->name_2);
GetString(hs[i].company, STR_HIGHSCORE_NAME); // get manager/company name string
hs[i].score = score;
hs[i].title = EndGameGetPerformanceTitleFromValue(score);
return i;
}
}
return -1; // too bad; we did not make it into the top5
}
/* Sort all players given their performance */
static int CDECL HighScoreSorter(const void *a, const void *b)
{
const Player *pa = *(const Player* const*)a;
const Player *pb = *(const Player* const*)b;
return pb->old_economy[0].performance_history - pa->old_economy[0].performance_history;
}
/* Save the highscores in a network game when it has ended */
#define LAST_HS_ITEM lengthof(_highscore_table) - 1
int8 SaveHighScoreValueNetwork(void)
{
const Player* p;
const Player* pl[MAX_PLAYERS];
size_t count = 0;
int8 player = -1;
/* Sort all active players with the highest score first */
FOR_ALL_PLAYERS(p) if (p->is_active) pl[count++] = p;
qsort((Player*)pl, count, sizeof(pl[0]), HighScoreSorter);
{
uint i;
memset(_highscore_table[LAST_HS_ITEM], 0, sizeof(_highscore_table[0]));
/* Copy over Top5 companies */
for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < count; i++) {
HighScore* hs = &_highscore_table[LAST_HS_ITEM][i];
SetDParam(0, pl[i]->president_name_1);
SetDParam(1, pl[i]->president_name_2);
SetDParam(2, pl[i]->name_1);
SetDParam(3, pl[i]->name_2);
GetString(hs->company, STR_HIGHSCORE_NAME); // get manager/company name string
hs->score = pl[i]->old_economy[0].performance_history;
hs->title = EndGameGetPerformanceTitleFromValue(hs->score);
// get the ranking of the local player
if (pl[i]->index == _local_player) player = i;
}
}
/* Add top5 players to highscore table */
return player;
}
/* Save HighScore table to file */
void SaveToHighScore(void)
{
FILE *fp = fopen(_highscore_file, "wb");
if (fp != NULL) {
uint i;
HighScore *hs;
for (i = 0; i < LAST_HS_ITEM; i++) { // don't save network highscores
for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) {
/* First character is a command character, so strlen will fail on that */
byte length = min(sizeof(hs->company), (hs->company[0] == '\0') ? 0 : (int)strlen(&hs->company[1]) + 1);
fwrite(&length, sizeof(length), 1, fp); // write away string length
fwrite(hs->company, length, 1, fp);
fwrite(&hs->score, sizeof(hs->score), 1, fp);
fwrite("", 2, 1, fp); /* XXX - placeholder for hs->title, not saved anymore; compatibility */
}
}
fclose(fp);
}
}
/* Initialize the highscore table to 0 and if any file exists, load in values */
void LoadFromHighScore(void)
{
FILE *fp = fopen(_highscore_file, "rb");
memset(_highscore_table, 0, sizeof(_highscore_table));
if (fp != NULL) {
uint i;
HighScore *hs;
for (i = 0; i < LAST_HS_ITEM; i++) { // don't load network highscores
for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) {
byte length;
fread(&length, sizeof(length), 1, fp);
fread(hs->company, 1, length, fp);
fread(&hs->score, sizeof(hs->score), 1, fp);
fseek(fp, 2, SEEK_CUR); /* XXX - placeholder for hs->title, not saved anymore; compatibility */
hs->title = EndGameGetPerformanceTitleFromValue(hs->score);
}
}
fclose(fp);
}
/* Initialize end of game variable (when to show highscore chart) */
_patches.ending_year = 2051;
}
// Save/load of players
static const SaveLoad _player_desc[] = {
SLE_VAR(Player, name_2, SLE_UINT32),
SLE_VAR(Player, name_1, SLE_STRINGID),
SLE_VAR(Player, president_name_1,SLE_UINT16),
SLE_VAR(Player, president_name_2,SLE_UINT32),
SLE_VAR(Player, face, SLE_UINT32),
// money was changed to a 64 bit field in savegame version 1.
SLE_CONDVAR(Player, money64, SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
SLE_CONDVAR(Player, money64, SLE_INT64, 1, SL_MAX_VERSION),
SLE_VAR(Player, current_loan, SLE_INT32),
SLE_VAR(Player, player_color, SLE_UINT8),
SLE_VAR(Player, player_money_fraction, SLE_UINT8),
SLE_VAR(Player, avail_railtypes, SLE_UINT8),
SLE_VAR(Player, block_preview, SLE_UINT8),
SLE_VAR(Player, cargo_types, SLE_UINT16),
SLE_CONDVAR(Player, location_of_house, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Player, location_of_house, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Player, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Player, last_build_coordinate, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Player, inaugurated_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Player, inaugurated_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_ARR(Player, share_owners, SLE_UINT8, 4),
SLE_VAR(Player, num_valid_stat_ent, SLE_UINT8),
SLE_VAR(Player, quarters_of_bankrupcy, SLE_UINT8),
SLE_VAR(Player, bankrupt_asked, SLE_UINT8),
SLE_VAR(Player, bankrupt_timeout, SLE_INT16),
SLE_VAR(Player, bankrupt_value, SLE_INT32),
// yearly expenses was changed to 64-bit in savegame version 2.
SLE_CONDARR(Player, yearly_expenses, SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1),
SLE_CONDARR(Player, yearly_expenses, SLE_INT64, 3 * 13, 2, SL_MAX_VERSION),
SLE_CONDVAR(Player, is_ai, SLE_BOOL, 2, SL_MAX_VERSION),
SLE_CONDVAR(Player, is_active, SLE_BOOL, 4, SL_MAX_VERSION),
// Engine renewal settings
SLE_CONDNULL(512, 16, 18),
SLE_CONDREF(Player, engine_renew_list, REF_ENGINE_RENEWS, 19, SL_MAX_VERSION),
SLE_CONDVAR(Player, engine_renew, SLE_BOOL, 16, SL_MAX_VERSION),
SLE_CONDVAR(Player, engine_renew_months, SLE_INT16, 16, SL_MAX_VERSION),
SLE_CONDVAR(Player, engine_renew_money, SLE_UINT32, 16, SL_MAX_VERSION),
SLE_CONDVAR(Player, renew_keep_length, SLE_BOOL, 2, SL_MAX_VERSION), // added with 16.1, but was blank since 2
// reserve extra space in savegame here. (currently 63 bytes)
SLE_CONDNULL(63, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _player_economy_desc[] = {
// these were changed to 64-bit in savegame format 2
SLE_CONDVAR(PlayerEconomyEntry, income, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry, income, SLE_FILE_I64 | SLE_VAR_I32, 2, SL_MAX_VERSION),
SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_FILE_I64 | SLE_VAR_I32, 2, SL_MAX_VERSION),
SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_INT64, 2, SL_MAX_VERSION),
SLE_VAR(PlayerEconomyEntry, delivered_cargo, SLE_INT32),
SLE_VAR(PlayerEconomyEntry, performance_history, SLE_INT32),
SLE_END()
};
static const SaveLoad _player_ai_desc[] = {
SLE_VAR(PlayerAI, state, SLE_UINT8),
SLE_VAR(PlayerAI, tick, SLE_UINT8),
SLE_CONDVAR(PlayerAI, state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
SLE_CONDVAR(PlayerAI, state_counter, SLE_UINT32, 13, SL_MAX_VERSION),
SLE_VAR(PlayerAI, timeout_counter, SLE_UINT16),
SLE_VAR(PlayerAI, state_mode, SLE_UINT8),
SLE_VAR(PlayerAI, banned_tile_count, SLE_UINT8),
SLE_VAR(PlayerAI, railtype_to_use, SLE_UINT8),
SLE_VAR(PlayerAI, cargo_type, SLE_UINT8),
SLE_VAR(PlayerAI, num_wagons, SLE_UINT8),
SLE_VAR(PlayerAI, build_kind, SLE_UINT8),
SLE_VAR(PlayerAI, num_build_rec, SLE_UINT8),
SLE_VAR(PlayerAI, num_loco_to_build, SLE_UINT8),
SLE_VAR(PlayerAI, num_want_fullload, SLE_UINT8),
SLE_VAR(PlayerAI, route_type_mask, SLE_UINT8),
SLE_CONDVAR(PlayerAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, start_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(PlayerAI, start_dir_a, SLE_UINT8),
SLE_VAR(PlayerAI, cur_dir_a, SLE_UINT8),
SLE_CONDVAR(PlayerAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, start_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(PlayerAI, start_dir_b, SLE_UINT8),
SLE_VAR(PlayerAI, cur_dir_b, SLE_UINT8),
SLE_REF(PlayerAI, cur_veh, REF_VEHICLE),
SLE_ARR(PlayerAI, wagon_list, SLE_UINT16, 9),
SLE_ARR(PlayerAI, order_list_blocks, SLE_UINT8, 20),
SLE_ARR(PlayerAI, banned_tiles, SLE_UINT16, 16),
SLE_CONDNULL(64, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _player_ai_build_rec_desc[] = {
SLE_CONDVAR(AiBuildRec, spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(AiBuildRec, spec_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(AiBuildRec, use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(AiBuildRec, use_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(AiBuildRec, rand_rng, SLE_UINT8),
SLE_VAR(AiBuildRec, cur_building_rule, SLE_UINT8),
SLE_VAR(AiBuildRec, unk6, SLE_UINT8),
SLE_VAR(AiBuildRec, unk7, SLE_UINT8),
SLE_VAR(AiBuildRec, buildcmd_a, SLE_UINT8),
SLE_VAR(AiBuildRec, buildcmd_b, SLE_UINT8),
SLE_VAR(AiBuildRec, direction, SLE_UINT8),
SLE_VAR(AiBuildRec, cargo, SLE_UINT8),
SLE_END()
};
static 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 (!IS_HUMAN_PLAYER(p->index)) {
SlObject(&p->ai, _player_ai_desc);
for (i = 0; i != p->ai.num_build_rec; i++) {
SlObject(&p->ai.src + i, _player_ai_build_rec_desc);
}
}
// Write economy
SlObject(&p->cur_economy, _player_economy_desc);
// Write old economy entries.
for (i = 0; i < p->num_valid_stat_ent; i++) {
SlObject(&p->old_economy[i], _player_economy_desc);
}
// Write each livery entry.
for (i = 0; i < LS_END; i++) {
SlObject(&p->livery[i], _player_livery_desc);
}
}
static void Save_PLYR(void)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active) {
SlSetArrayIndex(p->index);
SlAutolength((AutolengthProc*)SaveLoad_PLYR, p);
}
}
}
static void Load_PLYR(void)
{
int index;
while ((index = SlIterateArray()) != -1) {
Player *p = GetPlayer(index);
SaveLoad_PLYR(p);
_player_colors[index] = p->player_color;
UpdatePlayerMoney32(p);
/* This is needed so an AI is attached to a loaded AI */
if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);
}
}
const ChunkHandler _player_chunk_handlers[] = {
{ 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST},
};