src/players.cpp
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8309 5d3e63cd70e0
child 8763 81fadd257f67
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */

/** @file players.cpp
 */
#include "stdafx.h"
#include "openttd.h"
#include "engine.h"
#include "player_func.h"
#include "player_gui.h"
#include "town.h"
#include "station.h"
#include "news.h"
#include "saveload.h"
#include "command_func.h"
#include "network/network.h"
#include "network/network_internal.h"
#include "variables.h"
#include "engine.h"
#include "ai/ai.h"
#include "player_face.h"
#include "group.h"
#include "window_func.h"
#include "tile_map.h"
#include "strings_func.h"
#include "gfx_func.h"
#include "functions.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "string_func.h"
#include "ai/default/default.h"
#include "ai/trolly/trolly.h"
#include "road_func.h"
#include "rail.h"

#include "table/strings.h"
#include "table/sprites.h"

Player _players[MAX_PLAYERS];
PlayerByte _local_player;
PlayerByte _current_player;
/* NOSAVE: can be determined from player structs */
byte _player_colors[MAX_PLAYERS];
PlayerFace _player_face; ///< for player face storage in openttd.cfg
HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5

/**
 * Sets the local player and updates the patch settings that are set on a
 * per-company (player) basis to reflect the core's state in the GUI.
 * @param new_player the new player
 * @pre IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE
 */
void SetLocalPlayer(PlayerID new_player)
{
	/* Player could also be PLAYER_SPECTATOR or OWNER_NONE */
	assert(IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE);

	_local_player = new_player;

	/* Do not update the patches if we are in the intro GUI */
	if (IsValidPlayer(new_player) && _game_mode != GM_MENU) {
		const Player *p = GetPlayer(new_player);
		_patches.autorenew        = p->engine_renew;
		_patches.autorenew_months = p->engine_renew_months;
		_patches.autorenew_money  = p->engine_renew_money;
		InvalidateWindow(WC_GAME_OPTIONS, 0);
	}
}

bool IsHumanPlayer(PlayerID pi)
{
	return !GetPlayer(pi)->is_ai;
}


uint16 GetDrawStringPlayerColor(PlayerID player)
{
	/* Get the color for DrawString-subroutines which matches the color
	 * of the player */
	if (!IsValidPlayer(player)) return _colour_gradient[COLOUR_WHITE][4] | IS_PALETTE_COLOR;
	return (_colour_gradient[_player_colors[player]][4]) | IS_PALETTE_COLOR;
}

void DrawPlayerIcon(PlayerID p, int x, int y)
{
	DrawSprite(SPR_PLAYER_ICON, PLAYER_SPRITE_COLOR(p), x, y);
}

/**
 * Converts an old player face format to the new player face format
 *
 * Meaning of the bits in the old face (some bits are used in several times):
 * - 4 and 5: chin
 * - 6 to 9: eyebrows
 * - 10 to 13: nose
 * - 13 to 15: lips (also moustache for males)
 * - 16 to 19: hair
 * - 20 to 22: eye color
 * - 20 to 27: tie, ear rings etc.
 * - 28 to 30: glasses
 * - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white)
 * - 31: gender (0 = male, 1 = female)
 *
 * @param face the face in the old format
 * @return the face in the new format
 */
PlayerFace ConvertFromOldPlayerFace(uint32 face)
{
	PlayerFace pf = 0;
	GenderEthnicity ge = GE_WM;

	if (HasBit(face, 31)) SetBit(ge, GENDER_FEMALE);
	if (HasBit(face, 27) && (HasBit(face, 26) == HasBit(face, 19))) SetBit(ge, ETHNICITY_BLACK);

	SetPlayerFaceBits(pf, PFV_GEN_ETHN,    ge, ge);
	SetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge, GB(face, 28, 3) <= 1);
	SetPlayerFaceBits(pf, PFV_EYE_COLOUR,  ge, HasBit(ge, ETHNICITY_BLACK) ? 0 : ClampU(GB(face, 20, 3), 5, 7) - 5);
	SetPlayerFaceBits(pf, PFV_CHIN,        ge, ScalePlayerFaceValue(PFV_CHIN,     ge, GB(face,  4, 2)));
	SetPlayerFaceBits(pf, PFV_EYEBROWS,    ge, ScalePlayerFaceValue(PFV_EYEBROWS, ge, GB(face,  6, 4)));
	SetPlayerFaceBits(pf, PFV_HAIR,        ge, ScalePlayerFaceValue(PFV_HAIR,     ge, GB(face, 16, 4)));
	SetPlayerFaceBits(pf, PFV_JACKET,      ge, ScalePlayerFaceValue(PFV_JACKET,   ge, GB(face, 20, 2)));
	SetPlayerFaceBits(pf, PFV_COLLAR,      ge, ScalePlayerFaceValue(PFV_COLLAR,   ge, GB(face, 22, 2)));
	SetPlayerFaceBits(pf, PFV_GLASSES,     ge, GB(face, 28, 1));

	uint lips = GB(face, 10, 4);
	if (!HasBit(ge, GENDER_FEMALE) && lips < 4) {
		SetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge, true);
		SetPlayerFaceBits(pf, PFV_MOUSTACHE,     ge, max(lips, 1U) - 1);
	} else {
		if (!HasBit(ge, GENDER_FEMALE)) {
			lips = lips * 15 / 16;
			lips -= 3;
			if (HasBit(ge, ETHNICITY_BLACK) && lips > 8) lips = 0;
		} else {
			lips = ScalePlayerFaceValue(PFV_LIPS, ge, lips);
		}
		SetPlayerFaceBits(pf, PFV_LIPS, ge, lips);

		uint nose = GB(face, 13, 3);
		if (ge == GE_WF) {
			nose = (nose * 3 >> 3) * 3 >> 2; // There is 'hole' in the nose sprites for females
		} else {
			nose = ScalePlayerFaceValue(PFV_NOSE, ge, nose);
		}
		SetPlayerFaceBits(pf, PFV_NOSE, ge, nose);
	}

	uint tie_earring = GB(face, 24, 4);
	if (!HasBit(ge, GENDER_FEMALE) || tie_earring < 3) { // Not all females have an earring
		if (HasBit(ge, GENDER_FEMALE)) SetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge, true);
		SetPlayerFaceBits(pf, PFV_TIE_EARRING, ge, HasBit(ge, GENDER_FEMALE) ? tie_earring : ScalePlayerFaceValue(PFV_TIE_EARRING, ge, tie_earring / 2));
	}

	return pf;
}

/**
 * Checks whether a player's face is a valid encoding.
 * Unused bits are not enforced to be 0.
 * @param pf the fact to check
 * @return true if and only if the face is valid
 */
bool IsValidPlayerFace(PlayerFace pf)
{
	if (!ArePlayerFaceBitsValid(pf, PFV_GEN_ETHN, GE_WM)) return false;

	GenderEthnicity ge   = (GenderEthnicity)GetPlayerFaceBits(pf, PFV_GEN_ETHN, GE_WM);
	bool has_moustache   = !HasBit(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE,   ge) != 0;
	bool has_tie_earring = !HasBit(ge, GENDER_FEMALE) || GetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge) != 0;
	bool has_glasses     = GetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge) != 0;

	if (!ArePlayerFaceBitsValid(pf, PFV_EYE_COLOUR, ge)) return false;
	for (PlayerFaceVariable pfv = PFV_CHEEKS; pfv < PFV_END; pfv++) {
		switch (pfv) {
			case PFV_MOUSTACHE:   if (!has_moustache)   continue; break;
			case PFV_LIPS:        /* FALL THROUGH */
			case PFV_NOSE:        if (has_moustache)    continue; break;
			case PFV_TIE_EARRING: if (!has_tie_earring) continue; break;
			case PFV_GLASSES:     if (!has_glasses)     continue; break;
			default: break;
		}
		if (!ArePlayerFaceBitsValid(pf, pfv, ge)) return false;
	}

	return true;
}

void InvalidatePlayerWindows(const Player *p)
{
	PlayerID pid = p->index;

	if (pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0);
	InvalidateWindow(WC_FINANCES, pid);
}

bool CheckPlayerHasMoney(CommandCost cost)
{
	if (cost.GetCost() > 0) {
		PlayerID pid = _current_player;
		if (IsValidPlayer(pid) && cost.GetCost() > GetPlayer(pid)->player_money) {
			SetDParam(0, cost.GetCost());
			_error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES;
			return false;
		}
	}
	return true;
}

static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost)
{
	if (cost.GetCost() == 0) return;
	assert(cost.GetExpensesType() != INVALID_EXPENSES);

	p->player_money -= cost.GetCost();
	p->yearly_expenses[0][cost.GetExpensesType()] += cost.GetCost();

	if (HasBit(1 << EXPENSES_TRAIN_INC    |
	           1 << EXPENSES_ROADVEH_INC  |
	           1 << EXPENSES_AIRCRAFT_INC |
	           1 << EXPENSES_SHIP_INC, cost.GetExpensesType())) {
		p->cur_economy.income -= cost.GetCost();
	} else if (HasBit(1 << EXPENSES_TRAIN_RUN    |
	                  1 << EXPENSES_ROADVEH_RUN  |
	                  1 << EXPENSES_AIRCRAFT_RUN |
	                  1 << EXPENSES_SHIP_RUN     |
	                  1 << EXPENSES_PROPERTY     |
	                  1 << EXPENSES_LOAN_INT, cost.GetExpensesType())) {
		p->cur_economy.expenses -= cost.GetCost();
	}

	InvalidatePlayerWindows(p);
}

void SubtractMoneyFromPlayer(CommandCost cost)
{
	PlayerID pid = _current_player;

	if (IsValidPlayer(pid)) SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost);
}

void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cst)
{
	Player *p = GetPlayer(player);
	byte m = p->player_money_fraction;
	Money cost = cst.GetCost();

	p->player_money_fraction = m - (byte)cost;
	cost >>= 8;
	if (p->player_money_fraction > m) cost++;
	if (cost != 0) SubtractMoneyFromAnyPlayer(p, CommandCost(cst.GetExpensesType(), cost));
}

void GetNameOfOwner(Owner owner, TileIndex tile)
{
	SetDParam(2, owner);

	if (owner != OWNER_TOWN) {
		if (!IsValidPlayer(owner)) {
			SetDParam(0, STR_0150_SOMEONE);
		} else {
			const Player* p = GetPlayer(owner);

			SetDParam(0, STR_COMPANY_NAME);
			SetDParam(1, p->index);
		}
	} else {
		const Town* t = ClosestTownFromTile(tile, (uint)-1);

		SetDParam(0, STR_TOWN);
		SetDParam(1, t->index);
	}
}


bool CheckOwnership(PlayerID owner)
{
	assert(owner < OWNER_END);

	if (owner == _current_player) return true;
	_error_message = STR_013B_OWNED_BY;
	GetNameOfOwner(owner, 0);
	return false;
}

bool CheckTileOwnership(TileIndex tile)
{
	Owner owner = GetTileOwner(tile);

	assert(owner < OWNER_END);

	if (owner == _current_player) return true;
	_error_message = STR_013B_OWNED_BY;

	/* no need to get the name of the owner unless we're the local player (saves some time) */
	if (IsLocalPlayer()) GetNameOfOwner(owner, tile);
	return false;
}

static void GenerateCompanyName(Player *p)
{
	TileIndex tile;
	Town *t;
	StringID str;
	Player *pp;
	uint32 strp;
	char buffer[100];

	if (p->name_1 != STR_SV_UNNAMED) return;

	tile = p->last_build_coordinate;
	if (tile == 0) return;

	t = ClosestTownFromTile(tile, (uint)-1);

	if (IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST+1)) {
		str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START;
		strp = t->townnameparts;

verify_name:;
		/* No player must have this name already */
		FOR_ALL_PLAYERS(pp) {
			if (pp->name_1 == str && pp->name_2 == strp) goto bad_town_name;
		}

		GetString(buffer, str, lastof(buffer));
		if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 150)
			goto bad_town_name;

set_name:;
		p->name_1 = str;
		p->name_2 = strp;

		MarkWholeScreenDirty();

		if (!IsHumanPlayer(p->index)) {
			SetDParam(0, t->index);
			AddNewsItem((StringID)(p->index | NB_BNEWCOMPANY), 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(GB(r, 0, 4), GB(r, 4, 4));
	} while (--n);

	/* Bubble sort it according to the values in table 1 */
	i = 16;
	do {
		for (j = 0; j != 15; j++) {
			if (_color_sort[colors[j]] < _color_sort[colors[j + 1]]) {
				COLOR_SWAP(j, j + 1);
			}
		}
	} while (--i);

	/* Move the colors that look similar to each player's color to the side */
	FOR_ALL_PLAYERS(p) if (p->is_active) {
		pcolor = p->player_color;
		for (i=0; i!=16; i++) if (colors[i] == pcolor) {
			colors[i] = 0xFF;

			t2 = _color_similar_1[pcolor];
			if (t2 == 0xFF) break;
			for (i=0; i!=15; i++) {
				if (colors[i] == t2) {
					do COLOR_SWAP(i,i+1); while (++i != 15);
					break;
				}
			}

			t2 = _color_similar_2[pcolor];
			if (t2 == 0xFF) break;
			for (i = 0; i != 15; i++) {
				if (colors[i] == t2) {
					do COLOR_SWAP(i, i + 1); while (++i != 15);
					break;
				}
			}
			break;
		}
	}

	/* Return the first available color */
	for (i = 0;; i++) {
		if (colors[i] != 0xFF) return colors[i];
	}
}

static void GeneratePresidentName(Player *p)
{
	Player *pp;
	char buffer[100], buffer2[40];

	for (;;) {
restart:;

		p->president_name_2 = Random();
		p->president_name_1 = SPECSTR_PRESIDENT_NAME;

		SetDParam(0, p->index);
		GetString(buffer, STR_PLAYER_NAME, lastof(buffer));
		if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 94)
			continue;

		FOR_ALL_PLAYERS(pp) {
			if (pp->is_active && p != pp) {
				SetDParam(0, pp->index);
				GetString(buffer2, STR_PLAYER_NAME, lastof(buffer2));
				if (strcmp(buffer2, buffer) == 0)
					goto restart;
			}
		}
		return;
	}
}

static Player *AllocatePlayer()
{
	Player *p;
	/* Find a free slot */
	FOR_ALL_PLAYERS(p) {
		if (!p->is_active) {
			PlayerID i = p->index;
			memset(p, 0, sizeof(Player));
			memset(&_players_ai[i], 0, sizeof(PlayerAI));
			memset(&_players_ainew[i], 0, sizeof(PlayerAiNew));
			p->index = i;
			return p;
		}
	}
	return NULL;
}

void ResetPlayerLivery(Player *p)
{
	for (LiveryScheme scheme = LS_BEGIN; scheme < LS_END; scheme++) {
		p->livery[scheme].in_use  = false;
		p->livery[scheme].colour1 = p->player_color;
		p->livery[scheme].colour2 = p->player_color;
	}
}

/**
 * Create a new player and sets all player variables default values
 *
 * @param is_ai is a ai player?
 * @return the player struct
 */
Player *DoStartupNewPlayer(bool is_ai)
{
	Player *p;

	p = AllocatePlayer();
	if (p == NULL) return NULL;

	/* Make a color */
	p->player_color = GeneratePlayerColor();
	ResetPlayerLivery(p);
	_player_colors[p->index] = p->player_color;
	p->name_1 = STR_SV_UNNAMED;
	p->is_active = true;

	p->player_money = p->current_loan = 100000;

	p->is_ai = is_ai;
	_players_ai[p->index].state = 5; // AIS_WANT_NEW_ROUTE
	p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = PLAYER_SPECTATOR;

	p->avail_railtypes = GetPlayerRailtypes(p->index);
	p->avail_roadtypes = GetPlayerRoadtypes(p->index);
	p->inaugurated_year = _cur_year;
	RandomPlayerFaceBits(p->face, (GenderEthnicity)Random(), false); // create a random player face

	/* Engine renewal settings */
	p->engine_renew_list = NULL;
	p->renew_keep_length = false;
	p->engine_renew = _patches_newgame.autorenew;
	p->engine_renew_months = _patches_newgame.autorenew_months;
	p->engine_renew_money = _patches_newgame.autorenew_money;

	GeneratePresidentName(p);

	InvalidateWindow(WC_GRAPH_LEGEND, 0);
	InvalidateWindow(WC_TOOLBAR_MENU, 0);
	InvalidateWindow(WC_CLIENT_LIST, 0);

	if (is_ai && (!_networking || _network_server) && _ai.enabled)
		AI_StartNewAI(p->index);

	memset(p->num_engines, 0, sizeof(p->num_engines));

	return p;
}

void StartupPlayers()
{
	/* The AI starts like in the setting with +2 month max */
	_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
}

static void MaybeStartNewPlayer()
{
	uint n;
	Player *p;

	/* count number of competitors */
	n = 0;
	FOR_ALL_PLAYERS(p) {
		if (p->is_active && p->is_ai) n++;
	}

	/* when there's a lot of computers in game, the probability that a new one starts is lower */
	if (n < (uint)_opt.diff.max_no_competitors &&
			n < (_network_server ?
				InteractiveRandomRange(_opt.diff.max_no_competitors + 2) :
				RandomRange(_opt.diff.max_no_competitors + 2)
			)) {
		/* Send a command to all clients to start up a new AI.
		 * Works fine for Multiplayer and Singleplayer */
		DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
	}

	/* The next AI starts like the difficulty setting said, with +2 month max */
	_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
	_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
}

void InitializePlayers()
{
	memset(_players, 0, sizeof(_players));
	for (PlayerID i = PLAYER_FIRST; i != MAX_PLAYERS; i++) {
		_players[i].index = i;
		for (uint j = 0; j < 4; j++) _players[i].share_owners[j] = PLAYER_SPECTATOR;
	}
	_cur_player_tick_index = 0;
}

void OnTick_Players()
{
	Player *p;

	if (_game_mode == GM_EDITOR) return;

	p = GetPlayer((PlayerID)_cur_player_tick_index);
	_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
	if (p->name_1 != 0) GenerateCompanyName(p);

	if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start)
		MaybeStartNewPlayer();
}

extern void ShowPlayerFinances(PlayerID player);

void PlayersYearlyLoop()
{
	Player *p;

	/* Copy statistics */
	FOR_ALL_PLAYERS(p) {
		if (p->is_active) {
			memmove(&p->yearly_expenses[1], &p->yearly_expenses[0], sizeof(p->yearly_expenses) - sizeof(p->yearly_expenses[0]));
			memset(&p->yearly_expenses[0], 0, sizeof(p->yearly_expenses[0]));
			InvalidateWindow(WC_FINANCES, p->index);
		}
	}

	if (_patches.show_finances && _local_player != PLAYER_SPECTATOR) {
		ShowPlayerFinances(_local_player);
		p = GetPlayer(_local_player);
		if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) {
			SndPlayFx(SND_01_BAD_YEAR);
		} else {
			SndPlayFx(SND_00_GOOD_YEAR);
		}
	}
}

static void DeletePlayerStuff(PlayerID pi)
{
	Player *p;

	DeletePlayerWindows(pi);
	p = GetPlayer(pi);
	p->name_1 = STR_NULL;
	p->president_name_1 = STR_NULL;
	free(p->name);
	free(p->president_name);
	p->name = NULL;
	p->president_name = NULL;
}

/** Change engine renewal parameters
 * @param tile unused
 * @param flags operation to perform
 * @param p1 bits 0-3 command
 * - p1 = 0 - change auto renew bool
 * - p1 = 1 - change auto renew months
 * - p1 = 2 - change auto renew money
 * - p1 = 3 - change auto renew array
 * - p1 = 4 - change bool, months & money all together
 * - p1 = 5 - change renew_keep_length
 * @param p2 value to set
 * if p1 = 0, then:
 * - p2 = enable engine renewal
 * if p1 = 1, then:
 * - p2 = months left before engine expires to replace it
 * if p1 = 2, then
 * - p2 = minimum amount of money available
 * if p1 = 3, then:
 * - p1 bits  8-15 = engine group
 * - p2 bits  0-15 = old engine type
 * - p2 bits 16-31 = new engine type
 * if p1 = 4, then:
 * - p1 bit     15 = enable engine renewal
 * - p1 bits 16-31 = months left before engine expires to replace it
 * - p2 bits  0-31 = minimum amount of money available
 * if p1 = 5, then
 * - p2 = enable renew_keep_length
 */
CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p;
	if (!IsValidPlayer(_current_player)) return CMD_ERROR;

	p = GetPlayer(_current_player);
	switch (GB(p1, 0, 3)) {
		case 0:
			if (p->engine_renew == HasBit(p2, 0))
				return CMD_ERROR;

			if (flags & DC_EXEC) {
				p->engine_renew = HasBit(p2, 0);
				if (IsLocalPlayer()) {
					_patches.autorenew = p->engine_renew;
					InvalidateWindow(WC_GAME_OPTIONS, 0);
				}
			}
			break;
		case 1:
			if (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);
			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 (flags & DC_EXEC) {
				p->engine_renew = HasBit(p1, 15);
				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 == HasBit(p2, 0))
				return CMD_ERROR;

			if (flags & DC_EXEC) {
				p->renew_keep_length = HasBit(p2, 0);
				if (IsLocalPlayer()) {
					InvalidateWindow(WC_REPLACE_VEHICLE, VEH_TRAIN);
				}
			}
		break;

	}
	return CommandCost();
}

/** Control the players: add, delete, etc.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 various functionality
 * - p1 = 0 - create a new player, Which player (network) it will be is in p2
 * - p1 = 1 - create a new AI player
 * - p1 = 2 - delete a player. Player is identified by p2
 * - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2
 * @param p2 various functionality, dictated by p1
 * - p1 = 0 - ClientID of the newly created player
 * - p1 = 2 - PlayerID of the that is getting deleted
 * - p1 = 3 - #1 p2 = (bit  0-15) - player to merge (p2 & 0xFFFF)
 *          - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF)
 * @todo In the case of p1=0, create new player, the clientID of the new player is in parameter
 * p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 * on the server itself. First of all this is unbelievably ugly; second of all, well,
 * it IS ugly! <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;

	switch (p1) {
	case 0: { /* Create a new player */
		/* Joining Client:
		 * _local_player: PLAYER_SPECTATOR
		 * _network_playas/cid = requested company/player
		 *
		 * Other client(s)/server:
		 * _local_player/_network_playas: what they play as
		 * cid = requested company/player of joining client */
		Player *p;
#ifdef ENABLE_NETWORK
		uint16 cid = p2; // ClientID
#endif /* ENABLE_NETWORK */

		/* This command is only executed in a multiplayer game */
		if (!_networking) return CMD_ERROR;

		/* Has the network client a correct ClientID? */
		if (!(flags & DC_EXEC)) return CommandCost();
#ifdef ENABLE_NETWORK
		if (cid >= MAX_CLIENT_INFO) return CommandCost();
#endif /* ENABLE_NETWORK */

		/* Delete multiplayer progress bar */
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);

		p = DoStartupNewPlayer(false);

		/* A new player could not be created, revert to being a spectator */
		if (p == NULL) {
#ifdef ENABLE_NETWORK
			if (_network_server) {
				NetworkClientInfo *ci = &_network_client_info[cid];
				ci->client_playas = PLAYER_SPECTATOR;
				NetworkUpdateClientInfo(ci->client_index);
			} else if (_local_player == PLAYER_SPECTATOR) {
				_network_playas = PLAYER_SPECTATOR;
			}
#endif /* ENABLE_NETWORK */
			break;
		}

		/* This is the joining client who wants a new company */
		if (_local_player != _network_playas && _network_playas == p->index) {
			assert(_local_player == PLAYER_SPECTATOR);
			SetLocalPlayer(p->index);
#ifdef ENABLE_NETWORK
			if (!StrEmpty(_network_default_company_pass)) {
				char *password = _network_default_company_pass;
				NetworkChangeCompanyPassword(1, &password);
			}
#endif /* ENABLE_NETWORK */
			MarkWholeScreenDirty();
		}

		/* Now that we have a new player, broadcast its autorenew settings to
		 * all clients so everything is in sync */
		DoCommand(0,
			(_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4,
			_patches.autorenew_money,
			DC_EXEC,
			CMD_SET_AUTOREPLACE
		);

#ifdef ENABLE_NETWORK
		if (_network_server) {
			/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
			 * server-side in network_server.c:838, function
			 * DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
			NetworkClientInfo *ci = &_network_client_info[cid];
			ci->client_playas = p->index;
			NetworkUpdateClientInfo(ci->client_index);

			if (IsValidPlayer(ci->client_playas)) {
				PlayerID player_backup = _local_player;
				_network_player_info[p->index].months_empty = 0;

				/* XXX - When a client joins, we automatically set its name to the
				 * player's name (for some reason). As it stands now only the server
				 * knows the client's name, so it needs to send out a "broadcast" to
				 * do this. To achieve this we send a network command. However, it
				 * uses _local_player to execute the command as.  To prevent abuse
				 * (eg. only yourself can change your name/company), we 'cheat' by
				 * impersonation _local_player as the server. Not the best solution;
				 * but it works.
				 * TODO: Perhaps this could be improved by when the client is ready
				 * with joining to let it send itself the command, and not the server?
				 * For example in network_client.c:534? */
				_cmd_text = ci->client_name;
				_local_player = ci->client_playas;
				NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
				_local_player = player_backup;
			}
		}
#endif /* ENABLE_NETWORK */
	} break;

	case 1: /* Make a new AI player */
		if (!(flags & DC_EXEC)) return CommandCost();

		DoStartupNewPlayer(true);
		break;

	case 2: { /* Delete a player */
		Player *p;

		if (!IsValidPlayer((PlayerID)p2)) return CMD_ERROR;

		if (!(flags & DC_EXEC)) return CommandCost();

		p = GetPlayer((PlayerID)p2);

		/* Only allow removal of HUMAN companies */
		if (IsHumanPlayer(p->index)) {
			/* Delete any open window of the company */
			DeletePlayerWindows(p->index);

			/* Show the bankrupt news */
			SetDParam(0, p->index);
			AddNewsItem( (StringID)(p->index | NB_BBANKRUPT), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);

			/* Remove the company */
			ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR);
			p->is_active = false;
		}
		RemoveAllEngineReplacementForPlayer(p);
		RemoveAllGroupsForPlayer(p->index);

	} break;

	case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */
		PlayerID pid_old = (PlayerID)GB(p2,  0, 16);
		PlayerID pid_new = (PlayerID)GB(p2, 16, 16);

		if (!IsValidPlayer(pid_old) || !IsValidPlayer(pid_new)) return CMD_ERROR;

		if (!(flags & DC_EXEC)) return CMD_ERROR;

		ChangeOwnershipOfPlayerItems(pid_old, pid_new);
		DeletePlayerStuff(pid_old);
	} break;

	default: return CMD_ERROR;
	}

	return CommandCost();
}

static const StringID _endgame_perf_titles[] = {
	STR_0213_BUSINESSMAN,
	STR_0213_BUSINESSMAN,
	STR_0213_BUSINESSMAN,
	STR_0213_BUSINESSMAN,
	STR_0213_BUSINESSMAN,
	STR_0214_ENTREPRENEUR,
	STR_0214_ENTREPRENEUR,
	STR_0215_INDUSTRIALIST,
	STR_0215_INDUSTRIALIST,
	STR_0216_CAPITALIST,
	STR_0216_CAPITALIST,
	STR_0217_MAGNATE,
	STR_0217_MAGNATE,
	STR_0218_MOGUL,
	STR_0218_MOGUL,
	STR_0219_TYCOON_OF_THE_CENTURY
};

StringID EndGameGetPerformanceTitleFromValue(uint value)
{
	value = minu(value / 64, lengthof(_endgame_perf_titles) - 1);

	return _endgame_perf_titles[value];
}

/** Return true if any cheat has been used, false otherwise */
static bool CheatHasBeenUsed()
{
	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->index);
			SetDParam(1, p->index);
			GetString(hs[i].company, STR_HIGHSCORE_NAME, lastof(hs[i].company)); // get manager/company name string
			hs[i].score = score;
			hs[i].title = EndGameGetPerformanceTitleFromValue(score);
			return i;
		}
	}

	return -1; // too bad; we did not make it into the top5
}

/** Sort all players given their performance */
static int CDECL HighScoreSorter(const void *a, const void *b)
{
	const Player *pa = *(const Player* const*)a;
	const Player *pb = *(const Player* const*)b;

	return pb->old_economy[0].performance_history - pa->old_economy[0].performance_history;
}

/* Save the highscores in a network game when it has ended */
#define LAST_HS_ITEM lengthof(_highscore_table) - 1
int8 SaveHighScoreValueNetwork()
{
	const Player* p;
	const Player* pl[MAX_PLAYERS];
	size_t count = 0;
	int8 player = -1;

	/* Sort all active players with the highest score first */
	FOR_ALL_PLAYERS(p) if (p->is_active) pl[count++] = p;
	qsort((Player*)pl, count, sizeof(pl[0]), HighScoreSorter);

	{
		uint i;

		memset(_highscore_table[LAST_HS_ITEM], 0, sizeof(_highscore_table[0]));

		/* Copy over Top5 companies */
		for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < count; i++) {
			HighScore* hs = &_highscore_table[LAST_HS_ITEM][i];

			SetDParam(0, pl[i]->index);
			SetDParam(1, pl[i]->index);
			GetString(hs->company, STR_HIGHSCORE_NAME, lastof(hs->company)); // get manager/company name string
			hs->score = pl[i]->old_economy[0].performance_history;
			hs->title = EndGameGetPerformanceTitleFromValue(hs->score);

			/* get the ranking of the local player */
			if (pl[i]->index == _local_player) player = i;
		}
	}

	/* Add top5 players to highscore table */
	return player;
}

/** Save HighScore table to file */
void SaveToHighScore()
{
	FILE *fp = fopen(_highscore_file, "wb");

	if (fp != NULL) {
		uint i;
		HighScore *hs;

		for (i = 0; i < LAST_HS_ITEM; i++) { // don't save network highscores
			for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) {
				/* First character is a command character, so strlen will fail on that */
				byte length = min(sizeof(hs->company), (hs->company[0] == '\0') ? 0 : (int)strlen(&hs->company[1]) + 1);

				fwrite(&length, sizeof(length), 1, fp); // write away string length
				fwrite(hs->company, length, 1, fp);
				fwrite(&hs->score, sizeof(hs->score), 1, fp);
				fwrite("", 2, 1, fp); // XXX - placeholder for hs->title, not saved anymore; compatibility
			}
		}
		fclose(fp);
	}
}

/** Initialize the highscore table to 0 and if any file exists, load in values */
void LoadFromHighScore()
{
	FILE *fp = fopen(_highscore_file, "rb");

	memset(_highscore_table, 0, sizeof(_highscore_table));

	if (fp != NULL) {
		uint i;
		HighScore *hs;

		for (i = 0; i < LAST_HS_ITEM; i++) { // don't load network highscores
			for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) {
				byte length;
				fread(&length, sizeof(length), 1, fp);

				fread(hs->company, 1, length, fp);
				fread(&hs->score, sizeof(hs->score), 1, fp);
				fseek(fp, 2, SEEK_CUR); // XXX - placeholder for hs->title, not saved anymore; compatibility
				hs->title = EndGameGetPerformanceTitleFromValue(hs->score);
			}
		}
		fclose(fp);
	}

	/* Initialize end of game variable (when to show highscore chart) */
	_patches.ending_year = 2051;
}

/* Save/load of players */
static const SaveLoad _player_desc[] = {
	    SLE_VAR(Player, name_2,          SLE_UINT32),
	    SLE_VAR(Player, name_1,          SLE_STRINGID),
	SLE_CONDSTR(Player, name,            SLE_STR, 0,                       84, SL_MAX_VERSION),

	    SLE_VAR(Player, president_name_1,SLE_UINT16),
	    SLE_VAR(Player, president_name_2,SLE_UINT32),
	SLE_CONDSTR(Player, president_name,  SLE_STR, 0,                       84, SL_MAX_VERSION),

	    SLE_VAR(Player, face,            SLE_UINT32),

	/* money was changed to a 64 bit field in savegame version 1. */
	SLE_CONDVAR(Player, player_money,          SLE_VAR_I64 | SLE_FILE_I32,  0, 0),
	SLE_CONDVAR(Player, player_money,          SLE_INT64,                   1, SL_MAX_VERSION),

	SLE_CONDVAR(Player, current_loan,          SLE_VAR_I64 | SLE_FILE_I32,  0, 64),
	SLE_CONDVAR(Player, current_loan,          SLE_INT64,                  65, SL_MAX_VERSION),

	    SLE_VAR(Player, player_color,          SLE_UINT8),
	    SLE_VAR(Player, player_money_fraction, SLE_UINT8),
	SLE_CONDVAR(Player, avail_railtypes,       SLE_UINT8,                   0, 57),
	    SLE_VAR(Player, block_preview,         SLE_UINT8),

	    SLE_VAR(Player, cargo_types,           SLE_UINT16),
	SLE_CONDVAR(Player, location_of_house,     SLE_FILE_U16 | SLE_VAR_U32,  0,  5),
	SLE_CONDVAR(Player, location_of_house,     SLE_UINT32,                  6, SL_MAX_VERSION),
	SLE_CONDVAR(Player, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32,  0,  5),
	SLE_CONDVAR(Player, last_build_coordinate, SLE_UINT32,                  6, SL_MAX_VERSION),
	SLE_CONDVAR(Player, inaugurated_year,      SLE_FILE_U8  | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Player, inaugurated_year,      SLE_INT32,                  31, SL_MAX_VERSION),

	    SLE_ARR(Player, share_owners,          SLE_UINT8, 4),

	    SLE_VAR(Player, num_valid_stat_ent,    SLE_UINT8),

	    SLE_VAR(Player, quarters_of_bankrupcy, SLE_UINT8),
	    SLE_VAR(Player, bankrupt_asked,        SLE_UINT8),
	    SLE_VAR(Player, bankrupt_timeout,      SLE_INT16),
	SLE_CONDVAR(Player, bankrupt_value,        SLE_VAR_I64 | SLE_FILE_I32,  0, 64),
	SLE_CONDVAR(Player, bankrupt_value,        SLE_INT64,                  65, SL_MAX_VERSION),

	/* yearly expenses was changed to 64-bit in savegame version 2. */
	SLE_CONDARR(Player, yearly_expenses,       SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1),
	SLE_CONDARR(Player, yearly_expenses,       SLE_INT64, 3 * 13,                  2, SL_MAX_VERSION),

	SLE_CONDVAR(Player, is_ai,                 SLE_BOOL, 2, SL_MAX_VERSION),
	SLE_CONDVAR(Player, is_active,             SLE_BOOL, 4, SL_MAX_VERSION),

	/* Engine renewal settings */
	SLE_CONDNULL(512, 16, 18),
	SLE_CONDREF(Player, engine_renew_list,     REF_ENGINE_RENEWS,          19, SL_MAX_VERSION),
	SLE_CONDVAR(Player, engine_renew,          SLE_BOOL,                   16, SL_MAX_VERSION),
	SLE_CONDVAR(Player, engine_renew_months,   SLE_INT16,                  16, SL_MAX_VERSION),
	SLE_CONDVAR(Player, engine_renew_money,    SLE_UINT32,                 16, SL_MAX_VERSION),
	SLE_CONDVAR(Player, renew_keep_length,     SLE_BOOL,                    2, SL_MAX_VERSION), // added with 16.1, but was blank since 2

	/* reserve extra space in savegame here. (currently 63 bytes) */
	SLE_CONDNULL(63, 2, SL_MAX_VERSION),

	SLE_END()
};

static const SaveLoad _player_economy_desc[] = {
	/* these were changed to 64-bit in savegame format 2 */
	SLE_CONDVAR(PlayerEconomyEntry, income,              SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
	SLE_CONDVAR(PlayerEconomyEntry, income,              SLE_INT64,                  2, SL_MAX_VERSION),
	SLE_CONDVAR(PlayerEconomyEntry, expenses,            SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
	SLE_CONDVAR(PlayerEconomyEntry, expenses,            SLE_INT64,                  2, SL_MAX_VERSION),
	SLE_CONDVAR(PlayerEconomyEntry, company_value,       SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
	SLE_CONDVAR(PlayerEconomyEntry, company_value,       SLE_INT64,                  2, SL_MAX_VERSION),

	    SLE_VAR(PlayerEconomyEntry, delivered_cargo,     SLE_INT32),
	    SLE_VAR(PlayerEconomyEntry, performance_history, SLE_INT32),

	SLE_END()
};

static const SaveLoad _player_livery_desc[] = {
	SLE_CONDVAR(Livery, in_use,  SLE_BOOL,  34, SL_MAX_VERSION),
	SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION),
	SLE_CONDVAR(Livery, colour2, SLE_UINT8, 34, SL_MAX_VERSION),
	SLE_END()
};

static void SaveLoad_PLYR(Player* p)
{
	int i;

	SlObject(p, _player_desc);

	/* Write AI? */
	if (!IsHumanPlayer(p->index)) {
		SaveLoad_AI(p->index);
	}

	/* Write economy */
	SlObject(&p->cur_economy, _player_economy_desc);

	/* Write old economy entries. */
	for (i = 0; i < p->num_valid_stat_ent; i++) {
		SlObject(&p->old_economy[i], _player_economy_desc);
	}

	/* Write each livery entry. */
	int num_liveries = CheckSavegameVersion(63) ? LS_END - 4 : (CheckSavegameVersion(85) ? LS_END - 2: LS_END);
	for (i = 0; i < num_liveries; i++) {
		SlObject(&p->livery[i], _player_livery_desc);
	}

	if (num_liveries < LS_END) {
		/* We want to insert some liveries somewhere in between. This means some have to be moved. */
		memmove(&p->livery[LS_FREIGHT_WAGON], &p->livery[LS_PASSENGER_WAGON_MONORAIL], (LS_END - LS_FREIGHT_WAGON) * sizeof(p->livery[0]));
		p->livery[LS_PASSENGER_WAGON_MONORAIL] = p->livery[LS_MONORAIL];
		p->livery[LS_PASSENGER_WAGON_MAGLEV]   = p->livery[LS_MAGLEV];
	}

	if (num_liveries == LS_END - 4) {
		/* Copy bus/truck liveries over to trams */
		p->livery[LS_PASSENGER_TRAM] = p->livery[LS_BUS];
		p->livery[LS_FREIGHT_TRAM]   = p->livery[LS_TRUCK];
	}
}

static void Save_PLYR()
{
	Player *p;
	FOR_ALL_PLAYERS(p) {
		if (p->is_active) {
			SlSetArrayIndex(p->index);
			SlAutolength((AutolengthProc*)SaveLoad_PLYR, p);
		}
	}
}

static void Load_PLYR()
{
	int index;
	while ((index = SlIterateArray()) != -1) {
		Player *p = GetPlayer((PlayerID)index);
		SaveLoad_PLYR(p);
		_player_colors[index] = p->player_color;

		/* This is needed so an AI is attached to a loaded AI */
		if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
			AI_StartNewAI(p->index);
	}
}

extern const ChunkHandler _player_chunk_handlers[] = {
	{ 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST},
};