players.c
author Darkvater
Sun, 29 Jan 2006 19:50:01 +0000
changeset 2919 5a867896b255
parent 2913 fca9b500c9f9
child 2944 7c392e7b51c6
permissions -rw-r--r--
(svn r3475) - Fix: you couldn't remove an item from a list-type of config ingame from the configuration file. Whatever you did, upon restart of OpenTTD those items were still there. To fix this we initialize the first item to NULL in SaveList as it is rebuilt anyways fully.
/* $Id$ */

/** @file players.c
  * @todo Cleanup the messy DrawPlayerFace function asap
  */
#include "stdafx.h"
#include "openttd.h"
#include "engine.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "map.h"
#include "player.h"
#include "town.h"
#include "vehicle.h"
#include "station.h"
#include "gfx.h"
#include "news.h"
#include "saveload.h"
#include "command.h"
#include "sound.h"
#include "network.h"
#include "variables.h"
#include "engine.h"
#include "ai/ai.h"

static const SpriteID cheeks_table[4] = {
	0x325, 0x326,
	0x390, 0x3B0,
};

static const SpriteID mouth_table[3] = {
	0x34C, 0x34D, 0x34F
};

void DrawPlayerFace(uint32 face, int color, int x, int y)
{
	byte flag = 0;

	if ( (int32)face < 0)
		flag |= 1;
	if ((((((face >> 7) ^ face) >> 7) ^ face) & 0x8080000) == 0x8000000)
		flag |= 2;

	/* draw the gradient */
	DrawSprite((color + 0x307) << PALETTE_SPRITE_START | PALETTE_MODIFIER_COLOR | 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) + (0x32B | PALETTE_MODIFIER_COLOR)), x, y);
			} else {
				DrawSprite(high+(val1 + (0x337 | PALETTE_MODIFIER_COLOR)), x, y);
			}
		} else {
			if (!(flag & 1)) {
				DrawSprite(high+((val1 * 11 >> 4) + (0x39A | PALETTE_MODIFIER_COLOR)), x, y);
			} else {
				DrawSprite(high+(val1 + (0x3B8 | PALETTE_MODIFIER_COLOR)), x, y);
			}
		}
	}

	/* draw the mouth */
	{
		uint val = GB(face, 10, 6);
		uint val2;

		if (!(flag&1)) {
			val2 = ((val&0xF) * 15 >> 4);

			if (val2 < 3) {
				DrawSprite((flag&2 ? 0x397 : 0x367) + val2, x, y);
				/* skip the rest */
				goto skip_mouth;
			}

			val2 -= 3;
			if (flag & 2) {
				if (val2 > 8) val2 = 0;
				val2 += 0x3A5 - 0x35B;
			}
			DrawSprite(val2 + 0x35B, x, y);
		} else if (!(flag&2)) {
			DrawSprite(((val&0xF) * 10 >> 4) + 0x351, x, y);
		} else {
			DrawSprite(((val&0xF) * 9 >> 4) + 0x3C8, x, y);
		}

		val >>= 3;

		if (!(flag&2)) {
			if (!(flag&1)) {
				DrawSprite(0x349 + val, x, y);
			} else {
				DrawSprite( mouth_table[(val*3>>3)], x, y);
			}
		} else {
			if (!(flag&1)) {
				DrawSprite(0x393 + (val&3), x, y);
			} else {
				DrawSprite(0x3B3 + (val*5>>3), x, y);
			}
		}

		skip_mouth:;
	}


	/* draw the hair */
	{
		uint val = GB(face, 16, 4);
		if (flag & 2) {
			if (flag & 1) {
				DrawSprite(0x3D9 + (val * 5 >> 4), x, y);
			} else {
				DrawSprite(0x3D4 + (val * 5 >> 4), x, y);
			}
		} else {
			if (flag & 1) {
				DrawSprite(0x38B + (val * 5 >> 4), x, y);
			} else {
				DrawSprite(0x382 + (val * 9 >> 4), x, y);
			}
		}
	}

	/* draw the tie */
	{
		uint val = GB(face, 20, 8);

		if (!(flag&1)) {
			DrawSprite(0x36B + (GB(val, 0, 2) * 3 >> 2), x, y);
			DrawSprite(0x36E + (GB(val, 2, 2) * 4 >> 2), x, y);
			DrawSprite(0x372 + (GB(val, 4, 4) * 6 >> 4), x, y);
		} else {
			DrawSprite(0x378 + (GB(val, 0, 2) * 3 >> 2), x, y);
			DrawSprite(0x37B + (GB(val, 2, 2) * 4 >> 2), x, y);

			val >>= 4;
			if (val < 3) DrawSprite((flag & 2 ? 0x3D1 : 0x37F) + val, x, y);
		}
	}

	/* draw the glasses */
	{
		uint val = GB(face, 28, 3);

		if (flag & 2) {
			if (val <= 1) DrawSprite(0x3AE + val, x, y);
		} else {
			if (val <= 1) DrawSprite(0x347 + val, x, y);
		}
	}
}

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

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

bool CheckPlayerHasMoney(int32 cost)
{
	if (cost > 0) {
		PlayerID pid = _current_player;
		if (pid < MAX_PLAYERS && cost > GetPlayer(pid)->player_money) {
			SetDParam(0, cost);
			_error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES;
			return false;
		}
	}
	return true;
}

static void SubtractMoneyFromAnyPlayer(Player *p, int32 cost)
{
	p->money64 -= cost;
	UpdatePlayerMoney32(p);

	p->yearly_expenses[0][_yearly_expenses_type] += cost;

	if ( ( 1 << _yearly_expenses_type ) & (1<<7|1<<8|1<<9|1<<10))
		p->cur_economy.income -= cost;
	else if (( 1 << _yearly_expenses_type ) & (1<<2|1<<3|1<<4|1<<5|1<<6|1<<11))
		p->cur_economy.expenses -= cost;

	InvalidatePlayerWindows(p);
}

void SubtractMoneyFromPlayer(int32 cost)
{
	PlayerID pid = _current_player;
	if (pid < MAX_PLAYERS)
		SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost);
}

void SubtractMoneyFromPlayerFract(PlayerID player, int32 cost)
{
	Player *p = GetPlayer(player);
	byte m = p->player_money_fraction;
	p->player_money_fraction = m - (byte)cost;
	cost >>= 8;
	if (p->player_money_fraction > m)
		cost++;
	if (cost != 0)
		SubtractMoneyFromAnyPlayer(p, cost);
}

// the player_money field is kept as it is, but money64 contains the actual amount of money.
void UpdatePlayerMoney32(Player *p)
{
	if (p->money64 < -2000000000)
		p->player_money = -2000000000;
	else if (p->money64 > 2000000000)
		p->player_money = 2000000000;
	else
		p->player_money = (int32)p->money64;
}

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

	if (owner != OWNER_TOWN) {
		if (owner >= 8)
			SetDParam(0, STR_0150_SOMEONE);
		else {
			Player *p = GetPlayer(owner);
			SetDParam(0, p->name_1);
			SetDParam(1, p->name_2);
		}
	} else {
		Town *t = ClosestTownFromTile(tile, (uint)-1);
		SetDParam(0, STR_TOWN);
		SetDParam(1, t->index);
	}
}


bool CheckOwnership(PlayerID owner)
{
	assert(owner <= OWNER_WATER);

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

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

	assert(owner <= OWNER_WATER);

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

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

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

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

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

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

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

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

		GetString(buffer, str);
		if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 150)
			goto bad_town_name;

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

		MarkWholeScreenDirty();

		if (!IS_HUMAN_PLAYER(p->index)) {
			SetDParam(0, t->index);
			AddNewsItem(p->index + (4 << 4), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0);
		}
		return;
	}
bad_town_name:;

	if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) {
		str = SPECSTR_ANDCO_NAME;
		strp = p->president_name_2;
		goto set_name;
	} else {
		str = SPECSTR_ANDCO_NAME;
		strp = Random();
		goto verify_name;
	}
}

#define COLOR_SWAP(i,j) do { byte t=colors[i];colors[i]=colors[j];colors[j]=t; } while(0)

static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1};
static const byte _color_similar_1[16] = {8, 6, 255, 12,  255, 0, 1, 1, 0, 13,  11,  10, 3,   9,  15, 14};
static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255};

static byte GeneratePlayerColor(void)
{
	byte colors[16], pcolor, t2;
	int i,j,n;
	uint32 r;
	Player *p;

	// Initialize array
	for(i=0; i!=16; i++)
		colors[i] = i;

	// And randomize it
	n = 100;
	do {
		r = Random();
		COLOR_SWAP(GB(r, 0, 4), GB(r, 4, 4));
	} while (--n);

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

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

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

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

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

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

	for(;;) {
restart:;

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

		SetDParam(0, p->president_name_2);
		GetString(buffer, p->president_name_1);
		if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 94)
			continue;

		FOR_ALL_PLAYERS(pp) {
			if (pp->is_active && p != pp) {
				SetDParam(0, pp->president_name_2);
				GetString(buffer2, pp->president_name_1);
				if (strcmp(buffer2, buffer) == 0)
					goto restart;
			}
		}
		return;
	}
}

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;

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

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

	p->money64 = p->player_money = p->current_loan = 100000;

	p->is_ai = is_ai;
	p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */
	p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = OWNER_SPECTATOR;

	p->avail_railtypes = GetPlayerRailtypes(p->index);
	p->inaugurated_year = _cur_year;
	p->face = Random();

	/* Engine renewal settings */
	p->engine_renew_list = NULL;
	p->renew_keep_length = false;
	p->engine_renew = false;
	p->engine_renew_months = -6;
	p->engine_renew_money = 100000;

	GeneratePresidentName(p);

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

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

	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)
		if (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)
{
	int i;
	memset(_players, 0, sizeof(_players));
	for(i = 0; i != MAX_PLAYERS; i++)
		_players[i].index=i;
	_cur_player_tick_index = 0;
}

void OnTick_Players(void)
{
	Player *p;

	if (_game_mode == GM_EDITOR)
		return;

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

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

// index is the next parameter in _decode_parameters to set up
StringID GetPlayerNameString(PlayerID player, uint index)
{
	if (IS_HUMAN_PLAYER(player) && player < MAX_PLAYERS) {
		SetDParam(index, player+1);
		return STR_7002_PLAYER;
	}
	return STR_EMPTY;
}

extern void ShowPlayerFinances(int player);

void PlayersYearlyLoop(void)
{
	Player *p;

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

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

void DeletePlayerWindows(PlayerID pi)
{
	DeleteWindowById(WC_COMPANY, pi);
	DeleteWindowById(WC_FINANCES, pi);
	DeleteWindowById(WC_STATION_LIST, pi);
	DeleteWindowById(WC_TRAINS_LIST,   (INVALID_STATION << 16) | pi);
	DeleteWindowById(WC_ROADVEH_LIST,  (INVALID_STATION << 16) | pi);
	DeleteWindowById(WC_SHIPS_LIST,    (INVALID_STATION << 16) | pi);
	DeleteWindowById(WC_AIRCRAFT_LIST, (INVALID_STATION << 16) | pi);
	DeleteWindowById(WC_BUY_COMPANY, pi);
}

byte GetPlayerRailtypes(PlayerID p)
{
	byte rt = 0;
	EngineID i;

	for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
		const Engine* e = GetEngine(i);
		const EngineInfo *ei = &_engine_info[i];

		if (e->type == VEH_Train && HASBIT(ei->climates, _opt.landscape) &&
				(HASBIT(e->player_avail, p) || e->intro_date <= _date) &&
				!(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 x,y 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 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p;
	if (!(_current_player < MAX_PLAYERS))
		return CMD_ERROR;

	p = GetPlayer(_current_player);
	switch (GB(p1, 0, 3)) {
		case 0:
			if (p->engine_renew == (bool)GB(p2, 0, 1))
				return CMD_ERROR;

			if (flags & DC_EXEC) {
				p->engine_renew = (bool)GB(p2, 0, 1);
				if (IsLocalPlayer()) {
					_patches.autorenew = p->engine_renew;
					InvalidateWindow(WC_GAME_OPTIONS, 0);
				}
			}
			break;
		case 1:
			if (p->engine_renew_months == (int16)p2)
				return CMD_ERROR;

			if (flags & DC_EXEC) {
				p->engine_renew_months = (int16)p2;
				if (IsLocalPlayer()) {
					_patches.autorenew_months = p->engine_renew_months;
					InvalidateWindow(WC_GAME_OPTIONS, 0);
				}
			}
			break;
		case 2:
			if (p->engine_renew_money == (uint32)p2)
				return CMD_ERROR;

			if (flags & DC_EXEC) {
				p->engine_renew_money = (uint32)p2;
				if (IsLocalPlayer()) {
					_patches.autorenew_money = p->engine_renew_money;
					InvalidateWindow(WC_GAME_OPTIONS, 0);
				}
			}
			break;
		case 3: {
			EngineID old_engine_type = GB(p2, 0, 16);
			EngineID new_engine_type = GB(p2, 16, 16);
			int32 cost;

			if (new_engine_type != INVALID_ENGINE) {
				/* First we make sure that it's a valid type the user requested
				 * check that it's an engine that is in the engine array */
				if(!IsEngineIndex(new_engine_type))
					return CMD_ERROR;

				// check that the new vehicle type is the same as the original one
				if (GetEngine(old_engine_type)->type != GetEngine(new_engine_type)->type)
					return CMD_ERROR;

				// make sure that we do not replace a plane with a helicopter or vise versa
				if (GetEngine(new_engine_type)->type == VEH_Aircraft && HASBIT(AircraftVehInfo(old_engine_type)->subtype, 0) != HASBIT(AircraftVehInfo(new_engine_type)->subtype, 0))
					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 x,y unused
 * @param p1 various functionality
 * - p1 = 0 - create a new player, Which player (network) it will be is in p2
 * - p1 = 1 - create a new AI player
 * - p1 = 2 - delete a player. Player is identified by p2
 * - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2
 * @param p2 various functionality, dictated by p1
 * - p1 = 0 - ClientID of the newly created player
 * - p1 = 2 - PlayerID of the that is getting deleted
 * - p1 = 3 - #1 p2 = (bit  0-15) - player to merge (p2 & 0xFFFF)
 *          - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF)
 * @todo In the case of p1=0, create new player, the clientID of the new player is in parameter
 * p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 * on the server itself. First of all this is unbelievably ugly; second of all, well,
 * it IS ugly! <b>Someone fix this up :)</b> So where to fix?@n
 * @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n
 * @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received
 */
int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	if (flags & DC_EXEC) _current_player = OWNER_NONE;

	switch (p1) {
	case 0: { /* Create a new player */
		Player *p;
		PlayerID pid = p2;

		if (!(flags & DC_EXEC) || pid >= MAX_PLAYERS) return 0;

		p = DoStartupNewPlayer(false);

#ifdef ENABLE_NETWORK
		if (_networking && !_network_server && _local_player == OWNER_SPECTATOR)
			/* In case we are a client joining a server... */
			DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
#endif /* ENABLE_NETWORK */

		if (p != NULL) {
			if (_local_player == OWNER_SPECTATOR && (!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
				/* Check if we do not want to be a spectator in network */
				if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR || _ai.network_client) {
					if (_ai.network_client) {
						/* As ai-network-client, we have our own rulez (disable GUI and stuff) */
						_ai.network_playas = p->index;
						_local_player      = OWNER_SPECTATOR;
						if (_ai.network_playas != OWNER_SPECTATOR) {
							/* If we didn't join the game as a spectator, activate the AI */
							AI_StartNewAI(_ai.network_playas);
						}
					} else {
						_local_player = p->index;
					}
					MarkWholeScreenDirty();
				}
			} else if (p->index == _local_player) {
				DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
			}
#ifdef ENABLE_NETWORK
			if (_network_server) {
				/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at server-side
				 * in network_server.c:838, function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
				NetworkClientInfo *ci = &_network_client_info[pid];
				ci->client_playas = p->index + 1;
				NetworkUpdateClientInfo(ci->client_index);

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

					/* XXX - When a client joins, we automatically set its name to the
					 * player's name (for some reason). As it stands now only the server
					 * knows the client's name, so it needs to send out a "broadcast" to
					 * do this. To achieve this we send a network command. However, it
					 * uses _local_player to execute the command as.  To prevent abuse
					 * (eg. only yourself can change your name/company), we 'cheat' by
					 * impersonation _local_player as the server. Not the best solution;
					 * but it works.
					 * TODO: Perhaps this could be improved by when the client is ready
					 * with joining to let it send itself the command, and not the server?
					 * For example in network_client.c:534? */
					_cmd_text = ci->client_name;
					_local_player = ci->client_playas - 1;
					NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
					_local_player = player_backup;
					_network_game_info.companies_on++;
				}
			}
		} else if (_network_server) { // Creating player failed, defer client to spectator
				/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at server-side
				* in network_server.c:838, function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
			NetworkClientInfo *ci = &_network_client_info[pid];
			ci->client_playas = OWNER_SPECTATOR;
			_network_game_info.spectators_on++;
			NetworkUpdateClientInfo(ci->client_index);
		}
#else
		}
#endif /* ENABLE_NETWORK */
	} break;

	case 1: /* Make a new AI player */
		if (!(flags & DC_EXEC)) return 0;

		DoStartupNewPlayer(true);
		break;

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

		if (p2 >= MAX_PLAYERS) return CMD_ERROR;

		if (!(flags & DC_EXEC)) return 0;

		p = GetPlayer(p2);

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

			/* Show the bankrupt news */
			SetDParam(0, p->name_1);
			SetDParam(1, p->name_2);
			AddNewsItem( (StringID)(p->index + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);

			/* Remove the company */
			ChangeOwnershipOfPlayerItems(p->index, OWNER_SPECTATOR);
			p->money64 = p->player_money = 100000000; // XXX - wtf?
			p->is_active = false;
		}
		RemoveAllEngineReplacementForPlayer(p);
#ifdef ENABLE_NETWORK
		_network_game_info.companies_on--;
#endif /* ENABLE_NETWORK */

	} break;

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

		if (pid_old >= MAX_PLAYERS || pid_new >= MAX_PLAYERS) return CMD_ERROR;

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

		ChangeOwnershipOfPlayerItems(pid_old, pid_new);
		DeletePlayerStuff(pid_old);
	} break;
	default: return CMD_ERROR;
	}

	return 0;
}

static const StringID _endgame_perf_titles[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)
{
	value = minu(value, 1000) >> 6;
	if (value >= lengthof(_endgame_perf_titles)) value = 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) {
			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 < 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 == _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, "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 : 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_date = 2051;
}

// Save/load of players
static const SaveLoad _player_desc[] = {
	SLE_VAR(Player,name_2,					SLE_UINT32),
	SLE_VAR(Player,name_1,					SLE_STRINGID),

	SLE_VAR(Player,president_name_1,SLE_UINT16),
	SLE_VAR(Player,president_name_2,SLE_UINT32),

	SLE_VAR(Player,face,						SLE_UINT32),

	// money was changed to a 64 bit field in savegame version 1.
	SLE_CONDVAR(Player,money64,			SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
	SLE_CONDVAR(Player,money64,			SLE_INT64, 1, 255),

	SLE_VAR(Player,current_loan,		SLE_INT32),

	SLE_VAR(Player,player_color,		SLE_UINT8),
	SLE_VAR(Player,player_money_fraction,SLE_UINT8),
	SLE_VAR(Player,avail_railtypes,		SLE_UINT8),
	SLE_VAR(Player,block_preview,		SLE_UINT8),

	SLE_VAR(Player,cargo_types,			SLE_UINT16),
	SLE_CONDVAR(Player, location_of_house,     SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(Player, location_of_house,     SLE_UINT32, 6, 255),
	SLE_CONDVAR(Player, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(Player, last_build_coordinate, SLE_UINT32, 6, 255),
	SLE_VAR(Player,inaugurated_year,SLE_UINT8),

	SLE_ARR(Player,share_owners,		SLE_UINT8, 4),

	SLE_VAR(Player,num_valid_stat_ent,SLE_UINT8),

	SLE_VAR(Player,quarters_of_bankrupcy,SLE_UINT8),
	SLE_VAR(Player,bankrupt_asked,	SLE_UINT8),
	SLE_VAR(Player,bankrupt_timeout,SLE_INT16),
	SLE_VAR(Player,bankrupt_value,	SLE_INT32),

	// yearly expenses was changed to 64-bit in savegame version 2.
	SLE_CONDARR(Player,yearly_expenses,	SLE_FILE_I32|SLE_VAR_I64, 3*13, 0, 1),
	SLE_CONDARR(Player,yearly_expenses,	SLE_INT64, 3*13, 2, 255),

	SLE_CONDVAR(Player,is_ai,			SLE_UINT8, 2, 255),
	SLE_CONDVAR(Player,is_active,	SLE_UINT8, 4, 255),

	// Engine renewal settings
	SLE_CONDARR(NullStruct,null,SLE_FILE_U16 | SLE_VAR_NULL, 256, 16, 18),
	SLE_CONDREF(Player,engine_renew_list, REF_ENGINE_RENEWS, 19, 255),
	SLE_CONDVAR(Player,engine_renew,         SLE_UINT8,      16, 255),
	SLE_CONDVAR(Player,engine_renew_months,  SLE_INT16,      16, 255),
	SLE_CONDVAR(Player,engine_renew_money,  SLE_UINT32,      16, 255),
	SLE_CONDVAR(Player,renew_keep_length,    SLE_UINT8,       2, 255),	// added with 16.1, but was blank since 2

	// reserve extra space in savegame here. (currently 63 bytes)
	SLE_CONDARR(NullStruct,null,SLE_FILE_U8  | SLE_VAR_NULL, 7, 2, 255),
	SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 7, 2, 255),

	SLE_END()
};

static const SaveLoad _player_economy_desc[] = {
	// these were changed to 64-bit in savegame format 2
	SLE_CONDVAR(PlayerEconomyEntry,income,							SLE_INT32, 0, 1),
	SLE_CONDVAR(PlayerEconomyEntry,expenses,						SLE_INT32, 0, 1),
	SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
	SLE_CONDVAR(PlayerEconomyEntry,income,	SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
	SLE_CONDVAR(PlayerEconomyEntry,expenses,SLE_FILE_I64 | SLE_VAR_I32, 2, 255),
	SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_INT64, 2, 255),

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

	SLE_END()
};

static const SaveLoad _player_ai_desc[] = {
	SLE_VAR(PlayerAI,state,							SLE_UINT8),
	SLE_VAR(PlayerAI,tick,							SLE_UINT8),
	SLE_CONDVAR(PlayerAI,state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
	SLE_CONDVAR(PlayerAI,state_counter, SLE_UINT32, 13, 255),
	SLE_VAR(PlayerAI,timeout_counter,		SLE_UINT16),

	SLE_VAR(PlayerAI,state_mode,				SLE_UINT8),
	SLE_VAR(PlayerAI,banned_tile_count,	SLE_UINT8),
	SLE_VAR(PlayerAI,railtype_to_use,		SLE_UINT8),

	SLE_VAR(PlayerAI,cargo_type,				SLE_UINT8),
	SLE_VAR(PlayerAI,num_wagons,				SLE_UINT8),
	SLE_VAR(PlayerAI,build_kind,				SLE_UINT8),
	SLE_VAR(PlayerAI,num_build_rec,			SLE_UINT8),
	SLE_VAR(PlayerAI,num_loco_to_build,	SLE_UINT8),
	SLE_VAR(PlayerAI,num_want_fullload,	SLE_UINT8),

	SLE_VAR(PlayerAI,route_type_mask,		SLE_UINT8),

	SLE_CONDVAR(PlayerAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(PlayerAI, start_tile_a, SLE_UINT32, 6, 255),
	SLE_CONDVAR(PlayerAI, cur_tile_a,   SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(PlayerAI, cur_tile_a,   SLE_UINT32, 6, 255),
	SLE_VAR(PlayerAI,start_dir_a,				SLE_UINT8),
	SLE_VAR(PlayerAI,cur_dir_a,					SLE_UINT8),

	SLE_CONDVAR(PlayerAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(PlayerAI, start_tile_b, SLE_UINT32, 6, 255),
	SLE_CONDVAR(PlayerAI, cur_tile_b,   SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(PlayerAI, cur_tile_b,   SLE_UINT32, 6, 255),
	SLE_VAR(PlayerAI,start_dir_b,				SLE_UINT8),
	SLE_VAR(PlayerAI,cur_dir_b,					SLE_UINT8),

	SLE_REF(PlayerAI,cur_veh,						REF_VEHICLE),

	SLE_ARR(PlayerAI,wagon_list,				SLE_UINT16, 9),
	SLE_ARR(PlayerAI,order_list_blocks,	SLE_UINT8, 20),
	SLE_ARR(PlayerAI,banned_tiles,			SLE_UINT16, 16),

	SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 8, 2, 255),
	SLE_END()
};

static const SaveLoad _player_ai_build_rec_desc[] = {
	SLE_CONDVAR(AiBuildRec,spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(AiBuildRec,spec_tile, SLE_UINT32, 6, 255),
	SLE_CONDVAR(AiBuildRec,use_tile,  SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(AiBuildRec,use_tile,  SLE_UINT32, 6, 255),
	SLE_VAR(AiBuildRec,rand_rng,			SLE_UINT8),
	SLE_VAR(AiBuildRec,cur_building_rule,SLE_UINT8),
	SLE_VAR(AiBuildRec,unk6,					SLE_UINT8),
	SLE_VAR(AiBuildRec,unk7,					SLE_UINT8),
	SLE_VAR(AiBuildRec,buildcmd_a,		SLE_UINT8),
	SLE_VAR(AiBuildRec,buildcmd_b,		SLE_UINT8),
	SLE_VAR(AiBuildRec,direction,			SLE_UINT8),
	SLE_VAR(AiBuildRec,cargo,					SLE_UINT8),
	SLE_END()
};

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

	SlObject(p, _player_desc);

	// Write AI?
	if (!IS_HUMAN_PLAYER(p->index)) {
		SlObject(&p->ai, _player_ai_desc);
		for(i=0; i!=p->ai.num_build_rec; i++)
			SlObject(&p->ai.src + i, _player_ai_build_rec_desc);
	}

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

	// Write old economy entries.
	{
		PlayerEconomyEntry *pe;
		for(i=p->num_valid_stat_ent,pe=p->old_economy; i!=0; i--,pe++)
			SlObject(pe, _player_economy_desc);
	}
}

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

static void Load_PLYR(void)
{
	int index;
	while ((index = SlIterateArray()) != -1) {
		Player *p = GetPlayer(index);
		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},
};