(svn r1955) Fix: Make the town growth frequency scale properly both up and down. The scaling is now also based on the number of towns instead of the map size. (In cooperation with HackyKid.)
#include "stdafx.h"
#include "ttd.h"
#include "string.h"
#include "strings.h"
#include "table/strings.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.h"
#include "sound.h"
#include "network.h"
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<<16) + 0x0307836A, x, y);
/* draw the cheeks */
DrawSprite(cheeks_table[flag&3], x, y);
/* draw the chin */
/* FIXME: real code uses -2 in zoomlevel 1 */
{
uint val = (face >> 4) & 3;
if (!(flag & 2)) {
DrawSprite(0x327 + (flag&1?0:val), x, y);
} else {
DrawSprite((flag&1?0x3B1:0x391) + (val>>1), x, y);
}
}
/* draw the eyes */
{
uint val1 = (face >> 6)&15;
uint val2 = (face >> 20)&7;
uint32 high = 0x314<<16;
if (val2 >= 6) {
high = 0x30F<<16;
if (val2 != 6)
high = 0x30D<<16;
}
if (!(flag & 2)) {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 12 >> 4) + 0x832B), x, y);
} else {
DrawSprite(high+(val1 + 0x8337), x, y);
}
} else {
if (!(flag & 1)) {
DrawSprite(high+((val1 * 11 >> 4) + 0x839A), x, y);
} else {
DrawSprite(high+(val1 + 0x83B8), x, y);
}
}
}
/* draw the mouth */
{
uint val = (face >> 10) & 63;
uint val2;
if (!(flag&1)) {
val2 = ((val&0xF) * 15 >> 4);
if (val2 < 3) {
DrawSprite((flag&2 ? 0x397 : 0x367) + val2, x, y);
/* skip the rest */
goto skip_mouth;
}
val2 -= 3;
if (flag & 2) {
if (val2 > 8) val2 = 0;
val2 += 0x3A5 - 0x35B;
}
DrawSprite(val2 + 0x35B, x, y);
} else if (!(flag&2)) {
DrawSprite(((val&0xF) * 10 >> 4) + 0x351, x, y);
} else {
DrawSprite(((val&0xF) * 9 >> 4) + 0x3C8, x, y);
}
val >>= 3;
if (!(flag&2)) {
if (!(flag&1)) {
DrawSprite(0x349 + val, x, y);
} else {
DrawSprite( mouth_table[(val*3>>3)], x, y);
}
} else {
if (!(flag&1)) {
DrawSprite(0x393 + (val&3), x, y);
} else {
DrawSprite(0x3B3 + (val*5>>3), x, y);
}
}
skip_mouth:;
}
/* draw the hair */
{
uint val = (face >> 16) & 15;
if (!(flag&2)) {
if (!(flag&1)) {
DrawSprite(0x382 + (val*9>>4), x, y);
} else {
DrawSprite(0x38B + (val*5>>4), x, y);
}
} else {
if (!(flag&1)) {
DrawSprite(0x3D4 + (val*5>>4), x, y);
} else {
DrawSprite(0x3D9 + (val*5>>4), x, y);
}
}
}
/* draw the tie */
{
uint val = (face >> 20) & 0xFF;
if (!(flag&1)) {
DrawSprite(0x36B + ((val&3)*3>>2), x, y);
DrawSprite(0x36E + ((val>>2)&3), x, y);
DrawSprite(0x372 + ((val>>4)*6>>4), x, y);
} else {
DrawSprite(0x378 + ((val&3)*3>>2), x, y);
DrawSprite(0x37B + ((val>>2)&3), x, y);
val >>= 4;
if (val < 3) {
DrawSprite((flag&2 ? 0x3D1 : 0x37F) + val, x, y);
}
}
}
/* draw the glasses */
{
uint val = (face >> 28) & 7;
if (!(flag&2)) {
if (val<=1) {
DrawSprite(0x347 + val, x, y);
}
} else {
if (val<=1) {
DrawSprite(0x3AE + val, x, y);
}
}
}
}
void InvalidatePlayerWindows(Player *p)
{
uint pid = p->index;
if ( (byte)pid == _local_player)
InvalidateWindow(WC_STATUS_BAR, 0);
InvalidateWindow(WC_FINANCES, pid);
}
bool CheckPlayerHasMoney(int32 cost)
{
if (cost > 0) {
uint pid = _current_player;
if (pid < MAX_PLAYERS && cost > DEREF_PLAYER(pid)->player_money) {
SetDParam(0, cost);
_error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES;
return false;
}
}
return true;
}
static void SubtractMoneyFromAnyPlayer(Player *p, int32 cost)
{
p->money64 -= cost;
UpdatePlayerMoney32(p);
p->yearly_expenses[0][_yearly_expenses_type] += cost;
if ( ( 1 << _yearly_expenses_type ) & (1<<7|1<<8|1<<9|1<<10))
p->cur_economy.income -= cost;
else if (( 1 << _yearly_expenses_type ) & (1<<2|1<<3|1<<4|1<<5|1<<6|1<<11))
p->cur_economy.expenses -= cost;
InvalidatePlayerWindows(p);
}
void SubtractMoneyFromPlayer(int32 cost)
{
uint pid = _current_player;
if (pid < MAX_PLAYERS)
SubtractMoneyFromAnyPlayer(DEREF_PLAYER(pid), cost);
}
void SubtractMoneyFromPlayerFract(byte player, int32 cost)
{
Player *p = DEREF_PLAYER(player);
byte m = p->player_money_fraction;
p->player_money_fraction = m - (byte)cost;
cost >>= 8;
if (p->player_money_fraction > m)
cost++;
if (cost != 0)
SubtractMoneyFromAnyPlayer(p, cost);
}
// the player_money field is kept as it is, but money64 contains the actual amount of money.
void UpdatePlayerMoney32(Player *p)
{
if (p->money64 < -2000000000)
p->player_money = -2000000000;
else if (p->money64 > 2000000000)
p->player_money = 2000000000;
else
p->player_money = (int32)p->money64;
}
void GetNameOfOwner(byte owner, uint tile)
{
SetDParam(2, owner);
if (owner != OWNER_TOWN) {
if (owner >= 8)
SetDParam(0, STR_0150_SOMEONE);
else {
Player *p = DEREF_PLAYER(owner);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
}
} else {
Town *t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, t->townnametype);
SetDParam(1, t->townnameparts);
}
}
bool CheckOwnership(byte owner)
{
assert(owner <= OWNER_WATER);
if (owner == _current_player)
return true;
_error_message = STR_013B_OWNED_BY;
GetNameOfOwner(owner, 0);
return false;
}
bool CheckTileOwnership(uint tile)
{
byte owner = _map_owner[tile];
assert(owner <= OWNER_WATER);
if (owner == _current_player)
return true;
_error_message = STR_013B_OWNED_BY;
// no need to get the name of the owner unless we're the local player (saves some time)
if (_current_player == _local_player)
GetNameOfOwner(owner, tile);
return false;
}
static void GenerateCompanyName(Player *p)
{
uint tile;
Town *t;
StringID str;
Player *pp;
uint32 strp;
char buffer[100];
if (p->name_1 != STR_SV_UNNAMED)
return;
tile = p->last_build_coordinate;
if (tile == 0)
return;
t = ClosestTownFromTile(tile, (uint)-1);
if (IS_INT_INSIDE(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST+1)) {
str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START;
strp = t->townnameparts;
verify_name:;
// No player must have this name already
FOR_ALL_PLAYERS(pp) {
if (pp->name_1 == str && pp->name_2 == strp)
goto bad_town_name;
}
GetString(buffer, str);
if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 150)
goto bad_town_name;
set_name:;
p->name_1 = str;
p->name_2 = strp;
MarkWholeScreenDirty();
if (!IS_HUMAN_PLAYER(p->index)) {
SetDParam(0, t->index);
AddNewsItem(p->index + (4 << 4), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0);
}
return;
}
bad_town_name:;
if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) {
str = SPECSTR_ANDCO_NAME;
strp = p->president_name_2;
goto set_name;
} else {
str = SPECSTR_ANDCO_NAME;
strp = Random();
goto verify_name;
}
}
#define COLOR_SWAP(i,j) do { byte t=colors[i];colors[i]=colors[j];colors[j]=t; } while(0)
static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1};
static const byte _color_similar_1[16] = {8, 6, 255, 12, 255, 0, 1, 1, 0, 13, 11, 10, 3, 9, 15, 14};
static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255};
static byte GeneratePlayerColor(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(r & 0xF, (r >> 4) & 0xF);
} while (--n);
// Bubble sort it according to the values in table 1
i = 16;
do {
for(j=0; j!=15; j++) {
if (_color_sort[colors[j]] < _color_sort[colors[j+1]]) {
COLOR_SWAP(j,j+1);
}
}
} while (--i);
// Move the colors that look similar to each player's color to the side
FOR_ALL_PLAYERS(p) if (p->is_active) {
pcolor = p->player_color;
for(i=0; i!=16; i++) if (colors[i] == pcolor) {
colors[i] = 0xFF;
t2 = _color_similar_1[pcolor];
if (t2 == 0xFF) break;
for(i=0; i!=15; i++) {
if (colors[i] == t2) {
do COLOR_SWAP(i,i+1); while (++i != 15);
break;
}
}
t2 = _color_similar_2[pcolor];
if (t2 == 0xFF) break;
for(i=0; i!=15; i++) {
if (colors[i] == t2) {
do COLOR_SWAP(i,i+1); while (++i != 15);
break;
}
}
break;
}
}
// Return the first available color
i = 0;
for(;;) {
if (colors[i] != 0xFF)
return colors[i];
i++;
}
}
static void GeneratePresidentName(Player *p)
{
Player *pp;
char buffer[100], buffer2[40];
for(;;) {
restart:;
p->president_name_2 = Random();
p->president_name_1 = SPECSTR_PRESIDENT_NAME;
SetDParam(0, p->president_name_2);
GetString(buffer, p->president_name_1);
if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 94)
continue;
FOR_ALL_PLAYERS(pp) {
if (pp->is_active && p != pp) {
SetDParam(0, pp->president_name_2);
GetString(buffer2, pp->president_name_1);
if (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->max_railtype = GetPlayerMaxRailtype(index);
p->inaugurated_year = _cur_year;
p->face = Random();
GeneratePresidentName(p);
InvalidateWindow(WC_GRAPH_LEGEND, 0);
InvalidateWindow(WC_TOOLBAR_MENU, 0);
InvalidateWindow(WC_CLIENT_LIST, 0);
return p;
}
void StartupPlayers(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 && n < RandomRange(_opt.diff.max_no_competitors + 2))
DoStartupNewPlayer(true);
// The next AI starts like the difficulty setting said, with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
}
void InitializePlayers(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 = DEREF_PLAYER(_cur_player_tick_index);
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p);
if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) {
MaybeStartNewPlayer();
}
}
void RunOtherPlayersLoop(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 = DEREF_PLAYER(_local_player);
if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) {
SndPlayFx(SND_01_BAD_YEAR);
} else {
SndPlayFx(SND_00_GOOD_YEAR);
}
}
}
void DeletePlayerWindows(int pi)
{
DeleteWindowById(WC_COMPANY, pi);
DeleteWindowById(WC_FINANCES, pi);
DeleteWindowById(WC_STATION_LIST, pi);
/* 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);
}
static void DeletePlayerStuff(int pi)
{
Player *p;
DeletePlayerWindows(pi);
p = DEREF_PLAYER(pi);
DeleteName(p->name_1);
DeleteName(p->president_name_1);
p->name_1 = 0;
p->president_name_1 = 0;
}
// functionality.
// 0 - make new player
// 1 - make new AI player
// 2 - delete player (p2)
// 3 - join player (p1 >> 8) & 0xFF with (p1 >> 16) & 0xFF
int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int pi;
Player *p;
if (!(flags & DC_EXEC))
return 0;
_current_player = OWNER_NONE;
switch(p1 & 0xff) {
case 0: // make new player
p = DoStartupNewPlayer(false);
#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_playas != OWNER_SPECTATOR) {
_local_player = p->index;
MarkWholeScreenDirty();
}
}
#ifdef ENABLE_NETWORK
if (_network_server) {
NetworkClientInfo *ci;
// UGLY! p2 is mis-used to fetch the client-id
ci = &_network_client_info[p2];
ci->client_playas = p->index + 1;
NetworkUpdateClientInfo(ci->client_index);
if (ci->client_playas != 0 && ci->client_playas <= MAX_PLAYERS) {
_network_player_info[p->index].months_empty = 0;
memcpy(_decode_parameters, ci->client_name, 32);
/* XXX - What are the consequents of this? It is needed, but is it bad? */
_docommand_recursive = 0;
DoCommandP(0, ci->client_playas-1, 0, NULL, CMD_CHANGE_PRESIDENT_NAME | CMD_MSG(STR_700D_CAN_T_CHANGE_PRESIDENT));
}
}
} else {
if (_network_server) {
NetworkClientInfo *ci;
// UGLY! p2 is mis-used to fetch the client-id
ci = &_network_client_info[p2];
ci->client_playas = OWNER_SPECTATOR;
NetworkUpdateClientInfo(ci->client_index);
}
#endif /* ENABLE_NETWORK */
}
break;
case 1: // make new ai player
DoStartupNewPlayer(true);
break;
case 2: // delete player
p = DEREF_PLAYER(p2);
/* Only allow removal of HUMAN companies */
if (IS_HUMAN_PLAYER(p2)) {
/* Delete any open window of the company */
DeletePlayerWindows(p2);
/* Show the bankrupt news */
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
AddNewsItem( (StringID)(p2 + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
/* Remove the company */
ChangeOwnershipOfPlayerItems(p2, 255);
p->money64 = p->player_money = 100000000;
p->is_active = false;
}
break;
case 3: // join player
pi = (byte)(p1 >> 8);
ChangeOwnershipOfPlayerItems(pi, (byte)(p1 >> 16));
DeletePlayerStuff(pi);
break;
}
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 byte _player_desc[] = {
SLE_VAR(Player,name_2, SLE_UINT32),
SLE_VAR(Player,name_1, SLE_STRINGID),
SLE_VAR(Player,president_name_1,SLE_UINT16),
SLE_VAR(Player,president_name_2,SLE_UINT32),
SLE_VAR(Player,face, SLE_UINT32),
// money was changed to a 64 bit field in savegame version 1.
SLE_CONDVAR(Player,money64, SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
SLE_CONDVAR(Player,money64, SLE_INT64, 1, 255),
SLE_VAR(Player,current_loan, SLE_INT32),
SLE_VAR(Player,player_color, SLE_UINT8),
SLE_VAR(Player,player_money_fraction,SLE_UINT8),
SLE_VAR(Player,max_railtype, SLE_UINT8),
SLE_VAR(Player,block_preview, SLE_UINT8),
SLE_VAR(Player,cargo_types, SLE_UINT16),
SLE_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 byte _player_economy_desc[] = {
// these were changed to 64-bit in savegame format 2
SLE_CONDVAR(PlayerEconomyEntry,income, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,expenses, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_INT32, 0, 1),
SLE_CONDVAR(PlayerEconomyEntry,income, SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_CONDVAR(PlayerEconomyEntry,expenses,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_CONDVAR(PlayerEconomyEntry,company_value,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
SLE_VAR(PlayerEconomyEntry,delivered_cargo, SLE_INT32),
SLE_VAR(PlayerEconomyEntry,performance_history, SLE_INT32),
SLE_END()
};
static const byte _player_ai_desc[] = {
SLE_VAR(PlayerAI,state, SLE_UINT8),
SLE_VAR(PlayerAI,tick, SLE_UINT8),
SLE_VAR(PlayerAI,state_counter, SLE_UINT16),
SLE_VAR(PlayerAI,timeout_counter, SLE_UINT16),
SLE_VAR(PlayerAI,state_mode, SLE_UINT8),
SLE_VAR(PlayerAI,banned_tile_count, SLE_UINT8),
SLE_VAR(PlayerAI,railtype_to_use, SLE_UINT8),
SLE_VAR(PlayerAI,cargo_type, SLE_UINT8),
SLE_VAR(PlayerAI,num_wagons, SLE_UINT8),
SLE_VAR(PlayerAI,build_kind, SLE_UINT8),
SLE_VAR(PlayerAI,num_build_rec, SLE_UINT8),
SLE_VAR(PlayerAI,num_loco_to_build, SLE_UINT8),
SLE_VAR(PlayerAI,num_want_fullload, SLE_UINT8),
SLE_VAR(PlayerAI,route_type_mask, SLE_UINT8),
SLE_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 byte _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 = DEREF_PLAYER(index);
p->is_ai = (index != 0);
SaveLoad_PLYR(p);
_player_colors[index] = p->player_color;
UpdatePlayerMoney32(p);
}
}
const ChunkHandler _player_chunk_handlers[] = {
{ 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST},
};