src/players.cpp
changeset 5835 e0ff603ae0b7
parent 5726 8f399788f6c9
child 5650 aefc131bf5ce
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/players.cpp	Wed Jan 10 18:12:09 2007 +0000
@@ -0,0 +1,1339 @@
+/* $Id$ */
+
+/** @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/network.h"
+#include "variables.h"
+#include "engine.h"
+#include "ai/ai.h"
+#include "date.h"
+#include "window.h"
+
+/**
+ * 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);
+	}
+}
+
+
+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;
+}
+
+
+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 (IsValidPlayer(pid) && 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 (IsValidPlayer(pid)) 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(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, 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_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 (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, 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(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, lastof(buffer));
+		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, lastof(buffer2));
+				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] = PLAYER_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 (IsHumanPlayer(player) && IsValidPlayer(player)) {
+		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 != 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);
+		}
+	}
+}
+
+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 (!IsValidPlayer(_current_player)) 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 */
+		/* 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;
+		uint16 cid = p2; // ClientID
+
+		/* 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 0;
+#ifdef ENABLE_NETWORK
+		if (cid >= MAX_CLIENT_INFO) return 0;
+#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
+#endif /* ENABLE_NETWORK */
+			{
+				_network_playas = PLAYER_SPECTATOR;
+				SetLocalPlayer(PLAYER_SPECTATOR);
+			}
+			break;
+		}
+
+		/* This is the joining client who wants a new company */
+		if (_local_player != _network_playas) {
+			assert(_local_player == PLAYER_SPECTATOR && _network_playas == p->index);
+			SetLocalPlayer(p->index);
+			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 0;
+
+		DoStartupNewPlayer(true);
+		break;
+
+	case 2: { /* Delete a player */
+		Player *p;
+
+		if (!IsValidPlayer(p2)) return CMD_ERROR;
+
+		if (!(flags & DC_EXEC)) return 0;
+
+		p = GetPlayer(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->name_1);
+			SetDParam(1, p->name_2);
+			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);
+
+	} 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 (!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 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, 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(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, 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(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 (!IsHumanPlayer(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},
+};