tron@2186: /* $Id$ */ tron@2186: belugas@6443: /** @file players.cpp rubidium@4549: */ truelight@0: #include "stdafx.h" Darkvater@1891: #include "openttd.h" rubidium@9837: #include "engine_func.h" rubidium@9724: #include "player_func.h" rubidium@9724: #include "player_gui.h" truelight@0: #include "town.h" rubidium@9826: #include "news_func.h" truelight@0: #include "saveload.h" rubidium@9723: #include "command_func.h" rubidium@5720: #include "network/network.h" rubidium@9724: #include "network/network_internal.h" tron@2159: #include "variables.h" rubidium@10249: #include "cheat_func.h" truelight@9429: #include "ai/ai.h" rubidium@6516: #include "player_face.h" glx@9624: #include "group.h" rubidium@9723: #include "window_func.h" rubidium@9723: #include "tile_map.h" rubidium@9723: #include "strings_func.h" rubidium@9723: #include "gfx_func.h" rubidium@9723: #include "functions.h" rubidium@9723: #include "date_func.h" rubidium@9723: #include "vehicle_func.h" rubidium@9723: #include "sound_func.h" rubidium@9723: #include "autoreplace_func.h" rubidium@9723: #include "autoreplace_gui.h" rubidium@9723: #include "string_func.h" rubidium@9724: #include "road_func.h" rubidium@9724: #include "rail.h" rubidium@9724: #include "settings_type.h" rubidium@9837: #include "sprite.h" rubidium@9724: rubidium@9724: #include "table/strings.h" rubidium@9724: #include "table/sprites.h" rubidium@9724: rubidium@9724: Player _players[MAX_PLAYERS]; rubidium@9724: PlayerByte _local_player; rubidium@9724: PlayerByte _current_player; rubidium@9724: /* NOSAVE: can be determined from player structs */ rubidium@9724: byte _player_colors[MAX_PLAYERS]; rubidium@9724: PlayerFace _player_face; ///< for player face storage in openttd.cfg rubidium@9724: HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5 truelight@0: rubidium@5564: /** rubidium@5564: * Sets the local player and updates the patch settings that are set on a rubidium@5564: * per-company (player) basis to reflect the core's state in the GUI. rubidium@5564: * @param new_player the new player rubidium@5564: * @pre IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE rubidium@5564: */ rubidium@5564: void SetLocalPlayer(PlayerID new_player) rubidium@5564: { rubidium@5564: /* Player could also be PLAYER_SPECTATOR or OWNER_NONE */ rubidium@5564: assert(IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE); rubidium@5564: rubidium@5564: _local_player = new_player; rubidium@5564: rubidium@5564: /* Do not update the patches if we are in the intro GUI */ rubidium@5564: if (IsValidPlayer(new_player) && _game_mode != GM_MENU) { rubidium@5564: const Player *p = GetPlayer(new_player); rubidium@5564: _patches.autorenew = p->engine_renew; rubidium@5564: _patches.autorenew_months = p->engine_renew_months; rubidium@5564: _patches.autorenew_money = p->engine_renew_money; rubidium@5564: InvalidateWindow(WC_GAME_OPTIONS, 0); rubidium@5564: } rubidium@5564: } rubidium@5564: rubidium@9724: bool IsHumanPlayer(PlayerID pi) rubidium@9724: { rubidium@9724: return !GetPlayer(pi)->is_ai; rubidium@9724: } rubidium@9724: tron@4428: tron@4428: uint16 GetDrawStringPlayerColor(PlayerID player) tron@4428: { Darkvater@4944: /* Get the color for DrawString-subroutines which matches the color Darkvater@4944: * of the player */ Darkvater@4944: if (!IsValidPlayer(player)) return _colour_gradient[COLOUR_WHITE][4] | IS_PALETTE_COLOR; tron@4444: return (_colour_gradient[_player_colors[player]][4]) | IS_PALETTE_COLOR; tron@4428: } tron@4428: maedhros@6001: void DrawPlayerIcon(PlayerID p, int x, int y) maedhros@6001: { maedhros@6001: DrawSprite(SPR_PLAYER_ICON, PLAYER_SPRITE_COLOR(p), x, y); maedhros@6001: } maedhros@6001: rubidium@6463: /** rubidium@6516: * Converts an old player face format to the new player face format rubidium@6463: * rubidium@6516: * Meaning of the bits in the old face (some bits are used in several times): rubidium@6463: * - 4 and 5: chin rubidium@6475: * - 6 to 9: eyebrows rubidium@6463: * - 10 to 13: nose rubidium@6463: * - 13 to 15: lips (also moustache for males) rubidium@6463: * - 16 to 19: hair rubidium@6475: * - 20 to 22: eye color rubidium@6463: * - 20 to 27: tie, ear rings etc. rubidium@6463: * - 28 to 30: glasses rubidium@6463: * - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white) rubidium@6463: * - 31: gender (0 = male, 1 = female) rubidium@6463: * rubidium@6516: * @param face the face in the old format rubidium@6516: * @return the face in the new format rubidium@6463: */ rubidium@6516: PlayerFace ConvertFromOldPlayerFace(uint32 face) truelight@0: { rubidium@6516: PlayerFace pf = 0; rubidium@6516: GenderEthnicity ge = GE_WM; truelight@0: rubidium@9722: if (HasBit(face, 31)) SetBit(ge, GENDER_FEMALE); rubidium@9722: if (HasBit(face, 27) && (HasBit(face, 26) == HasBit(face, 19))) SetBit(ge, ETHNICITY_BLACK); truelight@201: rubidium@6516: SetPlayerFaceBits(pf, PFV_GEN_ETHN, ge, ge); rubidium@6516: SetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge, GB(face, 28, 3) <= 1); rubidium@9722: SetPlayerFaceBits(pf, PFV_EYE_COLOUR, ge, HasBit(ge, ETHNICITY_BLACK) ? 0 : ClampU(GB(face, 20, 3), 5, 7) - 5); rubidium@6516: SetPlayerFaceBits(pf, PFV_CHIN, ge, ScalePlayerFaceValue(PFV_CHIN, ge, GB(face, 4, 2))); rubidium@6516: SetPlayerFaceBits(pf, PFV_EYEBROWS, ge, ScalePlayerFaceValue(PFV_EYEBROWS, ge, GB(face, 6, 4))); rubidium@6516: SetPlayerFaceBits(pf, PFV_HAIR, ge, ScalePlayerFaceValue(PFV_HAIR, ge, GB(face, 16, 4))); rubidium@6516: SetPlayerFaceBits(pf, PFV_JACKET, ge, ScalePlayerFaceValue(PFV_JACKET, ge, GB(face, 20, 2))); rubidium@6516: SetPlayerFaceBits(pf, PFV_COLLAR, ge, ScalePlayerFaceValue(PFV_COLLAR, ge, GB(face, 22, 2))); rubidium@6516: SetPlayerFaceBits(pf, PFV_GLASSES, ge, GB(face, 28, 1)); rubidium@6516: rubidium@6516: uint lips = GB(face, 10, 4); rubidium@9722: if (!HasBit(ge, GENDER_FEMALE) && lips < 4) { rubidium@6516: SetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge, true); rubidium@6516: SetPlayerFaceBits(pf, PFV_MOUSTACHE, ge, max(lips, 1U) - 1); rubidium@6463: } else { rubidium@9722: if (!HasBit(ge, GENDER_FEMALE)) { glx@9505: lips = lips * 15 / 16; rubidium@6516: lips -= 3; rubidium@9722: if (HasBit(ge, ETHNICITY_BLACK) && lips > 8) lips = 0; rubidium@6516: } else { rubidium@6516: lips = ScalePlayerFaceValue(PFV_LIPS, ge, lips); rubidium@6516: } rubidium@6516: SetPlayerFaceBits(pf, PFV_LIPS, ge, lips); truelight@0: rubidium@6516: uint nose = GB(face, 13, 3); rubidium@6516: if (ge == GE_WF) { rubidium@6516: nose = (nose * 3 >> 3) * 3 >> 2; // There is 'hole' in the nose sprites for females rubidium@6516: } else { rubidium@6516: nose = ScalePlayerFaceValue(PFV_NOSE, ge, nose); rubidium@6516: } rubidium@6516: SetPlayerFaceBits(pf, PFV_NOSE, ge, nose); rubidium@6463: } rubidium@6463: rubidium@6516: uint tie_earring = GB(face, 24, 4); rubidium@9722: if (!HasBit(ge, GENDER_FEMALE) || tie_earring < 3) { // Not all females have an earring rubidium@9722: if (HasBit(ge, GENDER_FEMALE)) SetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge, true); rubidium@9722: SetPlayerFaceBits(pf, PFV_TIE_EARRING, ge, HasBit(ge, GENDER_FEMALE) ? tie_earring : ScalePlayerFaceValue(PFV_TIE_EARRING, ge, tie_earring / 2)); truelight@0: } truelight@0: rubidium@6516: return pf; rubidium@6516: } rubidium@6516: rubidium@6516: /** rubidium@6516: * Checks whether a player's face is a valid encoding. rubidium@6516: * Unused bits are not enforced to be 0. rubidium@6516: * @param pf the fact to check rubidium@6516: * @return true if and only if the face is valid rubidium@6516: */ rubidium@6516: bool IsValidPlayerFace(PlayerFace pf) rubidium@6516: { rubidium@6516: if (!ArePlayerFaceBitsValid(pf, PFV_GEN_ETHN, GE_WM)) return false; rubidium@6516: rubidium@6516: GenderEthnicity ge = (GenderEthnicity)GetPlayerFaceBits(pf, PFV_GEN_ETHN, GE_WM); rubidium@9722: bool has_moustache = !HasBit(ge, GENDER_FEMALE) && GetPlayerFaceBits(pf, PFV_HAS_MOUSTACHE, ge) != 0; rubidium@9722: bool has_tie_earring = !HasBit(ge, GENDER_FEMALE) || GetPlayerFaceBits(pf, PFV_HAS_TIE_EARRING, ge) != 0; rubidium@6516: bool has_glasses = GetPlayerFaceBits(pf, PFV_HAS_GLASSES, ge) != 0; rubidium@6516: rubidium@6516: if (!ArePlayerFaceBitsValid(pf, PFV_EYE_COLOUR, ge)) return false; rubidium@6516: for (PlayerFaceVariable pfv = PFV_CHEEKS; pfv < PFV_END; pfv++) { rubidium@6516: switch (pfv) { rubidium@6516: case PFV_MOUSTACHE: if (!has_moustache) continue; break; rubidium@6516: case PFV_LIPS: /* FALL THROUGH */ rubidium@6516: case PFV_NOSE: if (has_moustache) continue; break; rubidium@6516: case PFV_TIE_EARRING: if (!has_tie_earring) continue; break; rubidium@6516: case PFV_GLASSES: if (!has_glasses) continue; break; rubidium@6516: default: break; KUDr@6470: } rubidium@6516: if (!ArePlayerFaceBitsValid(pf, pfv, ge)) return false; truelight@0: } truelight@0: rubidium@6516: return true; truelight@0: } truelight@0: tron@2475: void InvalidatePlayerWindows(const Player *p) truelight@0: { tron@2150: PlayerID pid = p->index; truelight@0: tron@2150: if (pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0); truelight@0: InvalidateWindow(WC_FINANCES, pid); truelight@0: } truelight@0: glx@9629: bool CheckPlayerHasMoney(CommandCost cost) truelight@0: { glx@9629: if (cost.GetCost() > 0) { tron@2498: PlayerID pid = _current_player; glx@9629: if (IsValidPlayer(pid) && cost.GetCost() > GetPlayer(pid)->player_money) { glx@9629: SetDParam(0, cost.GetCost()); truelight@0: _error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES; truelight@0: return false; truelight@0: } truelight@0: } truelight@0: return true; truelight@0: } truelight@0: glx@9629: static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost) truelight@0: { rubidium@9723: if (cost.GetCost() == 0) return; rubidium@9723: assert(cost.GetExpensesType() != INVALID_EXPENSES); truelight@201: rubidium@9723: p->player_money -= cost.GetCost(); rubidium@9723: p->yearly_expenses[0][cost.GetExpensesType()] += cost.GetCost(); truelight@0: rubidium@9722: if (HasBit(1 << EXPENSES_TRAIN_INC | glx@9626: 1 << EXPENSES_ROADVEH_INC | glx@9626: 1 << EXPENSES_AIRCRAFT_INC | rubidium@9723: 1 << EXPENSES_SHIP_INC, cost.GetExpensesType())) { rubidium@9724: p->cur_economy.income -= cost.GetCost(); rubidium@9722: } else if (HasBit(1 << EXPENSES_TRAIN_RUN | glx@9626: 1 << EXPENSES_ROADVEH_RUN | glx@9626: 1 << EXPENSES_AIRCRAFT_RUN | glx@9626: 1 << EXPENSES_SHIP_RUN | glx@9626: 1 << EXPENSES_PROPERTY | rubidium@9723: 1 << EXPENSES_LOAN_INT, cost.GetExpensesType())) { rubidium@9724: p->cur_economy.expenses -= cost.GetCost(); tron@4077: } truelight@201: truelight@0: InvalidatePlayerWindows(p); truelight@0: } truelight@0: glx@9629: void SubtractMoneyFromPlayer(CommandCost cost) truelight@0: { Darkvater@1796: PlayerID pid = _current_player; tron@4077: Darkvater@4850: if (IsValidPlayer(pid)) SubtractMoneyFromAnyPlayer(GetPlayer(pid), cost); truelight@0: } truelight@0: glx@9629: void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cst) truelight@0: { celestar@1962: Player *p = GetPlayer(player); truelight@0: byte m = p->player_money_fraction; glx@9629: Money cost = cst.GetCost(); tron@4077: truelight@0: p->player_money_fraction = m - (byte)cost; truelight@0: cost >>= 8; tron@4077: if (p->player_money_fraction > m) cost++; rubidium@9723: if (cost != 0) SubtractMoneyFromAnyPlayer(p, CommandCost(cst.GetExpensesType(), cost)); truelight@0: } truelight@0: Darkvater@4849: void GetNameOfOwner(Owner owner, TileIndex tile) truelight@0: { tron@534: SetDParam(2, owner); truelight@201: truelight@0: if (owner != OWNER_TOWN) { Darkvater@4850: if (!IsValidPlayer(owner)) { tron@534: SetDParam(0, STR_0150_SOMEONE); tron@4077: } else { tron@4000: const Player* p = GetPlayer(owner); tron@4077: glx@9629: SetDParam(0, STR_COMPANY_NAME); glx@9629: SetDParam(1, p->index); truelight@0: } truelight@0: } else { tron@4077: const Town* t = ClosestTownFromTile(tile, (uint)-1); tron@4077: ludde@2070: SetDParam(0, STR_TOWN); ludde@2070: SetDParam(1, t->index); truelight@0: } truelight@0: } truelight@0: truelight@0: Darkvater@2436: bool CheckOwnership(PlayerID owner) truelight@0: { Darkvater@4849: assert(owner < OWNER_END); truelight@0: tron@4077: if (owner == _current_player) return true; truelight@0: _error_message = STR_013B_OWNED_BY; truelight@0: GetNameOfOwner(owner, 0); truelight@0: return false; truelight@0: } truelight@0: tron@1977: bool CheckTileOwnership(TileIndex tile) truelight@0: { Darkvater@4849: Owner owner = GetTileOwner(tile); tron@1901: Darkvater@4849: assert(owner < OWNER_END); tron@1901: tron@4077: if (owner == _current_player) return true; truelight@0: _error_message = STR_013B_OWNED_BY; truelight@201: glx@9505: /* no need to get the name of the owner unless we're the local player (saves some time) */ Darkvater@2425: if (IsLocalPlayer()) GetNameOfOwner(owner, tile); truelight@0: return false; truelight@0: } truelight@0: truelight@0: static void GenerateCompanyName(Player *p) truelight@0: { tron@1977: TileIndex tile; truelight@0: Town *t; truelight@0: StringID str; truelight@0: Player *pp; truelight@0: uint32 strp; truelight@0: char buffer[100]; truelight@0: tron@4077: if (p->name_1 != STR_SV_UNNAMED) return; truelight@0: truelight@0: tile = p->last_build_coordinate; tron@4077: if (tile == 0) return; truelight@0: truelight@0: t = ClosestTownFromTile(tile, (uint)-1); truelight@0: rubidium@10249: if (IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST + 1)) { truelight@0: str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START; truelight@0: strp = t->townnameparts; truelight@0: truelight@0: verify_name:; glx@9505: /* No player must have this name already */ truelight@0: FOR_ALL_PLAYERS(pp) { tron@4077: if (pp->name_1 == str && pp->name_2 == strp) goto bad_town_name; truelight@0: } truelight@0: Darkvater@4912: GetString(buffer, str, lastof(buffer)); Darkvater@4609: if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 150) truelight@0: goto bad_town_name; truelight@0: truelight@0: set_name:; truelight@0: p->name_1 = str; truelight@0: p->name_2 = strp; truelight@0: truelight@0: MarkWholeScreenDirty(); truelight@0: Darkvater@4845: if (!IsHumanPlayer(p->index)) { tron@534: SetDParam(0, t->index); rubidium@9826: AddNewsItem((StringID)(p->index | NB_BNEWCOMPANY), NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY, p->last_build_coordinate, 0); truelight@0: } truelight@0: return; truelight@0: } truelight@0: bad_town_name:; truelight@201: truelight@0: if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) { truelight@0: str = SPECSTR_ANDCO_NAME; truelight@0: strp = p->president_name_2; truelight@201: goto set_name; truelight@0: } else { truelight@0: str = SPECSTR_ANDCO_NAME; truelight@0: strp = Random(); truelight@0: goto verify_name; truelight@0: } truelight@0: } truelight@0: rubidium@10249: #define COLOR_SWAP(i, j) do { byte t = colors[i];colors[i] = colors[j];colors[j] = t; } while(0) truelight@0: truelight@0: static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1}; truelight@0: static const byte _color_similar_1[16] = {8, 6, 255, 12, 255, 0, 1, 1, 0, 13, 11, 10, 3, 9, 15, 14}; truelight@0: static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255}; truelight@0: rubidium@6573: static byte GeneratePlayerColor() truelight@0: { truelight@0: byte colors[16], pcolor, t2; rubidium@10249: int i, j, n; truelight@0: uint32 r; truelight@0: Player *p; truelight@0: glx@9505: /* Initialize array */ tron@2952: for (i = 0; i != 16; i++) colors[i] = i; truelight@0: glx@9505: /* And randomize it */ truelight@0: n = 100; truelight@0: do { truelight@0: r = Random(); tron@2140: COLOR_SWAP(GB(r, 0, 4), GB(r, 4, 4)); truelight@0: } while (--n); truelight@0: glx@9505: /* Bubble sort it according to the values in table 1 */ truelight@0: i = 16; truelight@0: do { tron@2952: for (j = 0; j != 15; j++) { tron@2952: if (_color_sort[colors[j]] < _color_sort[colors[j + 1]]) { tron@2952: COLOR_SWAP(j, j + 1); truelight@0: } truelight@0: } truelight@0: } while (--i); truelight@0: glx@9505: /* Move the colors that look similar to each player's color to the side */ truelight@0: FOR_ALL_PLAYERS(p) if (p->is_active) { truelight@0: pcolor = p->player_color; rubidium@10249: for (i = 0; i != 16; i++) if (colors[i] == pcolor) { truelight@0: colors[i] = 0xFF; truelight@0: truelight@201: t2 = _color_similar_1[pcolor]; truelight@0: if (t2 == 0xFF) break; rubidium@10249: for (i = 0; i != 15; i++) { truelight@0: if (colors[i] == t2) { rubidium@10249: do COLOR_SWAP(i, i + 1); while (++i != 15); truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@201: t2 = _color_similar_2[pcolor]; truelight@0: if (t2 == 0xFF) break; tron@2952: for (i = 0; i != 15; i++) { truelight@0: if (colors[i] == t2) { tron@2952: do COLOR_SWAP(i, i + 1); while (++i != 15); truelight@0: break; truelight@0: } truelight@0: } truelight@0: break; truelight@0: } truelight@0: } truelight@0: glx@9505: /* Return the first available color */ tron@4077: for (i = 0;; i++) { tron@4077: if (colors[i] != 0xFF) return colors[i]; truelight@0: } truelight@0: } truelight@0: truelight@0: static void GeneratePresidentName(Player *p) truelight@0: { truelight@0: Player *pp; truelight@0: char buffer[100], buffer2[40]; truelight@0: tron@2952: for (;;) { truelight@0: restart:; truelight@0: truelight@0: p->president_name_2 = Random(); truelight@0: p->president_name_1 = SPECSTR_PRESIDENT_NAME; truelight@201: glx@9629: SetDParam(0, p->index); glx@9629: GetString(buffer, STR_PLAYER_NAME, lastof(buffer)); Darkvater@4609: if (strlen(buffer) >= 32 || GetStringBoundingBox(buffer).width >= 94) truelight@0: continue; truelight@0: truelight@0: FOR_ALL_PLAYERS(pp) { truelight@0: if (pp->is_active && p != pp) { glx@9629: SetDParam(0, pp->index); glx@9629: GetString(buffer2, STR_PLAYER_NAME, lastof(buffer2)); tron@1304: if (strcmp(buffer2, buffer) == 0) truelight@0: goto restart; truelight@0: } truelight@0: } truelight@0: return; truelight@0: } truelight@0: } truelight@0: rubidium@6573: static Player *AllocatePlayer() truelight@0: { truelight@0: Player *p; glx@9505: /* Find a free slot */ truelight@0: FOR_ALL_PLAYERS(p) { truelight@0: if (!p->is_active) { rubidium@5838: PlayerID i = p->index; truelight@0: memset(p, 0, sizeof(Player)); truelight@0: p->index = i; rubidium@9598: p->is_noai = true; truelight@0: return p; truelight@0: } truelight@0: } truelight@0: return NULL; truelight@0: } truelight@0: peter1138@4603: void ResetPlayerLivery(Player *p) peter1138@4603: { rubidium@5838: for (LiveryScheme scheme = LS_BEGIN; scheme < LS_END; scheme++) { peter1138@4603: p->livery[scheme].in_use = false; peter1138@4603: p->livery[scheme].colour1 = p->player_color; peter1138@4603: p->livery[scheme].colour2 = p->player_color; peter1138@4603: } peter1138@4603: } peter1138@4603: truelight@9718: /** truelight@9718: * Create a new player and sets all player variables default values truelight@9718: * truelight@9718: * @param is_ai is a ai player? truelight@9718: * @return the player struct truelight@9718: */ truelight@0: Player *DoStartupNewPlayer(bool is_ai) truelight@0: { truelight@0: Player *p; truelight@0: truelight@0: p = AllocatePlayer(); tron@4000: if (p == NULL) return NULL; truelight@0: glx@9505: /* Make a color */ truelight@0: p->player_color = GeneratePlayerColor(); peter1138@4603: ResetPlayerLivery(p); truelight@2395: _player_colors[p->index] = p->player_color; truelight@0: p->name_1 = STR_SV_UNNAMED; truelight@0: p->is_active = true; truelight@201: glx@9629: p->player_money = p->current_loan = 100000; truelight@0: truelight@0: p->is_ai = is_ai; Darkvater@4848: p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = PLAYER_SPECTATOR; truelight@0: truelight@2395: p->avail_railtypes = GetPlayerRailtypes(p->index); rubidium@9625: p->avail_roadtypes = GetPlayerRoadtypes(p->index); rubidium@4326: p->inaugurated_year = _cur_year; truelight@9718: RandomPlayerFaceBits(p->face, (GenderEthnicity)Random(), false); // create a random player face truelight@0: bjarni@2293: /* Engine renewal settings */ peter1138@2848: p->engine_renew_list = NULL; bjarni@2617: p->renew_keep_length = false; rubidium@9722: p->engine_renew = _patches_newgame.autorenew; rubidium@9722: p->engine_renew_months = _patches_newgame.autorenew_months; rubidium@9722: p->engine_renew_money = _patches_newgame.autorenew_money; bjarni@2293: truelight@0: GeneratePresidentName(p); truelight@0: truelight@0: InvalidateWindow(WC_GRAPH_LEGEND, 0); truelight@0: InvalidateWindow(WC_TOOLBAR_MENU, 0); truelight@543: InvalidateWindow(WC_CLIENT_LIST, 0); truelight@0: truelight@9360: if (is_ai) AI_StartNewAI(p->index); truelight@2395: bjarni@4580: memset(p->num_engines, 0, sizeof(p->num_engines)); bjarni@4574: truelight@0: return p; truelight@0: } truelight@0: rubidium@6573: void StartupPlayers() truelight@0: { glx@9505: /* The AI starts like in the setting with +2 month max */ darkvater@165: _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; truelight@0: } truelight@0: rubidium@6573: static void MaybeStartNewPlayer() truelight@0: { truelight@0: uint n; truelight@0: Player *p; truelight@201: glx@9505: /* count number of competitors */ truelight@0: n = 0; truelight@2395: FOR_ALL_PLAYERS(p) { tron@4000: if (p->is_active && p->is_ai) n++; truelight@2395: } truelight@0: glx@9505: /* when there's a lot of computers in game, the probability that a new one starts is lower */ tron@4000: if (n < (uint)_opt.diff.max_no_competitors && tron@4000: n < (_network_server ? tron@4000: InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : tron@4000: RandomRange(_opt.diff.max_no_competitors + 2) tron@4000: )) { tron@4000: /* Send a command to all clients to start up a new AI. tron@4000: * Works fine for Multiplayer and Singleplayer */ tron@4000: DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL); tron@4000: } truelight@201: glx@9505: /* The next AI starts like the difficulty setting said, with +2 month max */ truelight@2092: _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1; truelight@2682: _next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS); truelight@0: } truelight@0: rubidium@6573: void InitializePlayers() truelight@0: { truelight@0: memset(_players, 0, sizeof(_players)); rubidium@9723: for (PlayerID i = PLAYER_FIRST; i != MAX_PLAYERS; i++) { rubidium@9723: _players[i].index = i; rubidium@9723: for (uint j = 0; j < 4; j++) _players[i].share_owners[j] = PLAYER_SPECTATOR; rubidium@9723: } truelight@0: _cur_player_tick_index = 0; truelight@0: } truelight@0: rubidium@6573: void OnTick_Players() truelight@0: { truelight@0: Player *p; truelight@0: tron@4000: if (_game_mode == GM_EDITOR) return; truelight@201: rubidium@5838: p = GetPlayer((PlayerID)_cur_player_tick_index); truelight@0: _cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS; truelight@0: if (p->name_1 != 0) GenerateCompanyName(p); truelight@0: truelight@2682: if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start) truelight@201: MaybeStartNewPlayer(); truelight@0: } truelight@0: rubidium@5838: extern void ShowPlayerFinances(PlayerID player); truelight@0: rubidium@6573: void PlayersYearlyLoop() truelight@0: { truelight@0: Player *p; truelight@0: glx@9505: /* Copy statistics */ truelight@0: FOR_ALL_PLAYERS(p) { truelight@0: if (p->is_active) { truelight@0: memmove(&p->yearly_expenses[1], &p->yearly_expenses[0], sizeof(p->yearly_expenses) - sizeof(p->yearly_expenses[0])); truelight@0: memset(&p->yearly_expenses[0], 0, sizeof(p->yearly_expenses[0])); truelight@0: InvalidateWindow(WC_FINANCES, p->index); truelight@0: } truelight@0: } truelight@0: Darkvater@4848: if (_patches.show_finances && _local_player != PLAYER_SPECTATOR) { truelight@0: ShowPlayerFinances(_local_player); celestar@1962: p = GetPlayer(_local_player); truelight@0: if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) { tron@541: SndPlayFx(SND_01_BAD_YEAR); truelight@0: } else { tron@541: SndPlayFx(SND_00_GOOD_YEAR); truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@2544: static void DeletePlayerStuff(PlayerID pi) truelight@0: { truelight@0: Player *p; truelight@0: truelight@0: DeletePlayerWindows(pi); celestar@1962: p = GetPlayer(pi); rubidium@9724: p->name_1 = STR_NULL; rubidium@9724: p->president_name_1 = STR_NULL; rubidium@9724: free(p->name); rubidium@9724: free(p->president_name); rubidium@9724: p->name = NULL; rubidium@9724: p->president_name = NULL; truelight@0: } truelight@0: bjarni@2293: /** Change engine renewal parameters tron@3491: * @param tile unused rubidium@9601: * @param flags operation to perform bjarni@2293: * @param p1 bits 0-3 command bjarni@2293: * - p1 = 0 - change auto renew bool bjarni@2293: * - p1 = 1 - change auto renew months bjarni@2293: * - p1 = 2 - change auto renew money bjarni@2293: * - p1 = 3 - change auto renew array bjarni@2293: * - p1 = 4 - change bool, months & money all together bjarni@2617: * - p1 = 5 - change renew_keep_length bjarni@2293: * @param p2 value to set bjarni@2293: * if p1 = 0, then: bjarni@2293: * - p2 = enable engine renewal bjarni@2293: * if p1 = 1, then: bjarni@2293: * - p2 = months left before engine expires to replace it bjarni@2293: * if p1 = 2, then bjarni@2293: * - p2 = minimum amount of money available bjarni@2293: * if p1 = 3, then: glx@9624: * - p1 bits 8-15 = engine group bjarni@2293: * - p2 bits 0-15 = old engine type bjarni@2293: * - p2 bits 16-31 = new engine type bjarni@2293: * if p1 = 4, then: bjarni@2293: * - p1 bit 15 = enable engine renewal bjarni@2293: * - p1 bits 16-31 = months left before engine expires to replace it bjarni@2293: * - p2 bits 0-31 = minimum amount of money available bjarni@2617: * if p1 = 5, then bjarni@2617: * - p2 = enable renew_keep_length bjarni@2293: */ glx@9629: CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) bjarni@2293: { bjarni@2293: Player *p; Darkvater@4850: if (!IsValidPlayer(_current_player)) return CMD_ERROR; bjarni@2293: bjarni@2293: p = GetPlayer(_current_player); bjarni@2293: switch (GB(p1, 0, 3)) { bjarni@2293: case 0: rubidium@9722: if (p->engine_renew == HasBit(p2, 0)) bjarni@2293: return CMD_ERROR; bjarni@2293: bjarni@2293: if (flags & DC_EXEC) { rubidium@9722: p->engine_renew = HasBit(p2, 0); Darkvater@2425: if (IsLocalPlayer()) { bjarni@2293: _patches.autorenew = p->engine_renew; bjarni@2293: InvalidateWindow(WC_GAME_OPTIONS, 0); bjarni@2293: } bjarni@2293: } bjarni@2293: break; bjarni@2293: case 1: bjarni@2293: if (p->engine_renew_months == (int16)p2) bjarni@2293: return CMD_ERROR; bjarni@2293: bjarni@2293: if (flags & DC_EXEC) { bjarni@2293: p->engine_renew_months = (int16)p2; Darkvater@2425: if (IsLocalPlayer()) { bjarni@2293: _patches.autorenew_months = p->engine_renew_months; bjarni@2293: InvalidateWindow(WC_GAME_OPTIONS, 0); bjarni@2293: } bjarni@2293: } bjarni@2293: break; bjarni@2293: case 2: bjarni@2293: if (p->engine_renew_money == (uint32)p2) bjarni@2293: return CMD_ERROR; bjarni@2293: bjarni@2293: if (flags & DC_EXEC) { bjarni@2293: p->engine_renew_money = (uint32)p2; Darkvater@2425: if (IsLocalPlayer()) { bjarni@2293: _patches.autorenew_money = p->engine_renew_money; bjarni@2293: InvalidateWindow(WC_GAME_OPTIONS, 0); bjarni@2293: } bjarni@2293: } bjarni@2293: break; bjarni@2293: case 3: { bjarni@2293: EngineID old_engine_type = GB(p2, 0, 16); bjarni@2293: EngineID new_engine_type = GB(p2, 16, 16); glx@9624: GroupID id_g = GB(p1, 16, 16); glx@9629: CommandCost cost; bjarni@2293: rubidium@9686: if (!IsValidGroupID(id_g) && !IsAllGroupID(id_g) && !IsDefaultGroupID(id_g)) return CMD_ERROR; bjarni@2293: if (new_engine_type != INVALID_ENGINE) { bjarni@2293: /* First we make sure that it's a valid type the user requested bjarni@2293: * check that it's an engine that is in the engine array */ tron@2952: if (!IsEngineIndex(new_engine_type)) bjarni@2293: return CMD_ERROR; bjarni@2293: glx@9505: /* check that the new vehicle type is the same as the original one */ bjarni@2293: if (GetEngine(old_engine_type)->type != GetEngine(new_engine_type)->type) bjarni@2293: return CMD_ERROR; bjarni@2293: glx@9505: /* make sure that we do not replace a plane with a helicopter or vise versa */ rubidium@6585: if (GetEngine(new_engine_type)->type == VEH_AIRCRAFT && tron@4023: (AircraftVehInfo(old_engine_type)->subtype & AIR_CTOL) != (AircraftVehInfo(new_engine_type)->subtype & AIR_CTOL)) bjarni@2293: return CMD_ERROR; bjarni@2293: glx@9505: /* make sure that the player can actually buy the new engine */ rubidium@9722: if (!HasBit(GetEngine(new_engine_type)->player_avail, _current_player)) bjarni@2293: return CMD_ERROR; bjarni@2293: glx@9624: cost = AddEngineReplacementForPlayer(p, old_engine_type, new_engine_type, id_g, flags); peter1138@2697: } else { rubidium@10249: cost = RemoveEngineReplacementForPlayer(p, old_engine_type, id_g, flags); bjarni@2293: } peter1138@2811: rubidium@9631: if (IsLocalPlayer()) InvalidateAutoreplaceWindow(old_engine_type, id_g); peter1138@2811: peter1138@2811: return cost; tron@2755: } tron@2755: bjarni@2293: case 4: bjarni@2293: if (flags & DC_EXEC) { rubidium@9722: p->engine_renew = HasBit(p1, 15); bjarni@2293: p->engine_renew_months = (int16)GB(p1, 16, 16); bjarni@2293: p->engine_renew_money = (uint32)p2; bjarni@2293: Darkvater@2425: if (IsLocalPlayer()) { bjarni@2293: _patches.autorenew = p->engine_renew; bjarni@2293: _patches.autorenew_months = p->engine_renew_months; bjarni@2293: _patches.autorenew_money = p->engine_renew_money; bjarni@2293: InvalidateWindow(WC_GAME_OPTIONS, 0); bjarni@2293: } bjarni@2293: } bjarni@2293: break; bjarni@2617: case 5: rubidium@9722: if (p->renew_keep_length == HasBit(p2, 0)) bjarni@2617: return CMD_ERROR; bjarni@2617: bjarni@2617: if (flags & DC_EXEC) { rubidium@9722: p->renew_keep_length = HasBit(p2, 0); bjarni@2617: if (IsLocalPlayer()) { rubidium@6585: InvalidateWindow(WC_REPLACE_VEHICLE, VEH_TRAIN); bjarni@2617: } bjarni@2617: } bjarni@2617: break; bjarni@2617: bjarni@2293: } glx@9629: return CommandCost(); bjarni@2293: } bjarni@2293: Darkvater@1796: /** Control the players: add, delete, etc. tron@3491: * @param tile unused rubidium@9601: * @param flags operation to perform Darkvater@1796: * @param p1 various functionality Darkvater@1796: * - p1 = 0 - create a new player, Which player (network) it will be is in p2 Darkvater@1796: * - p1 = 1 - create a new AI player Darkvater@1796: * - p1 = 2 - delete a player. Player is identified by p2 Darkvater@1796: * - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2 Darkvater@1796: * @param p2 various functionality, dictated by p1 Darkvater@1796: * - p1 = 0 - ClientID of the newly created player Darkvater@1796: * - p1 = 2 - PlayerID of the that is getting deleted Darkvater@1796: * - p1 = 3 - #1 p2 = (bit 0-15) - player to merge (p2 & 0xFFFF) Darkvater@1796: * - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF) Darkvater@1796: * @todo In the case of p1=0, create new player, the clientID of the new player is in parameter Darkvater@1796: * p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) Darkvater@1796: * on the server itself. First of all this is unbelievably ugly; second of all, well, Darkvater@1796: * it IS ugly! Someone fix this up :) So where to fix?@n Darkvater@1796: * @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n Darkvater@1796: * @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received Darkvater@1796: */ glx@9629: CommandCost CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) truelight@0: { Darkvater@1796: if (flags & DC_EXEC) _current_player = OWNER_NONE; truelight@0: Darkvater@1796: switch (p1) { Darkvater@1796: case 0: { /* Create a new player */ Darkvater@5067: /* Joining Client: Darkvater@5067: * _local_player: PLAYER_SPECTATOR Darkvater@5067: * _network_playas/cid = requested company/player Darkvater@5067: * Darkvater@5067: * Other client(s)/server: Darkvater@5067: * _local_player/_network_playas: what they play as Darkvater@5067: * cid = requested company/player of joining client */ Darkvater@1796: Player *p; bjarni@5943: #ifdef ENABLE_NETWORK Darkvater@4858: uint16 cid = p2; // ClientID bjarni@5943: #endif /* ENABLE_NETWORK */ truelight@201: Darkvater@5067: /* This command is only executed in a multiplayer game */ Darkvater@5067: if (!_networking) return CMD_ERROR; Darkvater@5067: rubidium@5563: /* Has the network client a correct ClientID? */ glx@9629: if (!(flags & DC_EXEC)) return CommandCost(); Darkvater@5692: #ifdef ENABLE_NETWORK glx@9629: if (cid >= MAX_CLIENT_INFO) return CommandCost(); Darkvater@5692: #endif /* ENABLE_NETWORK */ truelight@543: Darkvater@5067: /* Delete multiplayer progress bar */ Darkvater@5067: DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); Darkvater@5067: truelight@0: p = DoStartupNewPlayer(false); truelight@670: Darkvater@5067: /* A new player could not be created, revert to being a spectator */ Darkvater@5067: if (p == NULL) { truelight@543: #ifdef ENABLE_NETWORK truelight@543: if (_network_server) { Darkvater@4858: NetworkClientInfo *ci = &_network_client_info[cid]; Darkvater@5067: ci->client_playas = PLAYER_SPECTATOR; truelight@543: NetworkUpdateClientInfo(ci->client_index); glx@9629: } else if (_local_player == PLAYER_SPECTATOR) { glx@9629: _network_playas = PLAYER_SPECTATOR; glx@9629: } Darkvater@5067: #endif /* ENABLE_NETWORK */ Darkvater@5067: break; Darkvater@5067: } truelight@690: Darkvater@5067: /* This is the joining client who wants a new company */ glx@9574: if (_local_player != _network_playas && _network_playas == p->index) { glx@9574: assert(_local_player == PLAYER_SPECTATOR); rubidium@5564: SetLocalPlayer(p->index); rubidium@9724: #ifdef ENABLE_NETWORK rubidium@9723: if (!StrEmpty(_network_default_company_pass)) { rubidium@9723: char *password = _network_default_company_pass; rubidium@9723: NetworkChangeCompanyPassword(1, &password); rubidium@9723: } rubidium@9724: #endif /* ENABLE_NETWORK */ Darkvater@5067: MarkWholeScreenDirty(); Darkvater@5067: } Darkvater@5067: Darkvater@5073: /* Now that we have a new player, broadcast its autorenew settings to Darkvater@5073: * all clients so everything is in sync */ Darkvater@5073: DoCommand(0, Darkvater@5073: (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, Darkvater@5073: _patches.autorenew_money, Darkvater@5073: DC_EXEC, Darkvater@5073: CMD_SET_AUTOREPLACE Darkvater@5073: ); Darkvater@5073: Darkvater@5067: #ifdef ENABLE_NETWORK Darkvater@5067: if (_network_server) { tron@4077: /* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at tron@4077: * server-side in network_server.c:838, function tron@4077: * DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */ Darkvater@4858: NetworkClientInfo *ci = &_network_client_info[cid]; Darkvater@5067: ci->client_playas = p->index; Darkvater@1796: NetworkUpdateClientInfo(ci->client_index); Darkvater@5067: Darkvater@5067: if (IsValidPlayer(ci->client_playas)) { Darkvater@5067: PlayerID player_backup = _local_player; Darkvater@5067: _network_player_info[p->index].months_empty = 0; Darkvater@5067: Darkvater@5067: /* XXX - When a client joins, we automatically set its name to the Darkvater@5067: * player's name (for some reason). As it stands now only the server Darkvater@5067: * knows the client's name, so it needs to send out a "broadcast" to Darkvater@5067: * do this. To achieve this we send a network command. However, it Darkvater@5067: * uses _local_player to execute the command as. To prevent abuse Darkvater@5067: * (eg. only yourself can change your name/company), we 'cheat' by Darkvater@5067: * impersonation _local_player as the server. Not the best solution; Darkvater@5067: * but it works. Darkvater@5067: * TODO: Perhaps this could be improved by when the client is ready Darkvater@5067: * with joining to let it send itself the command, and not the server? Darkvater@5067: * For example in network_client.c:534? */ Darkvater@5067: _cmd_text = ci->client_name; Darkvater@5067: _local_player = ci->client_playas; Darkvater@5067: NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL); Darkvater@5067: _local_player = player_backup; Darkvater@5067: } Darkvater@5067: } tron@4077: #endif /* ENABLE_NETWORK */ Darkvater@1796: } break; Darkvater@1796: Darkvater@1796: case 1: /* Make a new AI player */ glx@9629: if (!(flags & DC_EXEC)) return CommandCost(); Darkvater@1796: truelight@0: DoStartupNewPlayer(true); truelight@0: break; Darkvater@1796: Darkvater@1796: case 2: { /* Delete a player */ Darkvater@1796: Player *p; Darkvater@1796: rubidium@5838: if (!IsValidPlayer((PlayerID)p2)) return CMD_ERROR; Darkvater@1796: glx@9629: if (!(flags & DC_EXEC)) return CommandCost(); Darkvater@1796: rubidium@5838: p = GetPlayer((PlayerID)p2); truelight@688: truebrain@10188: /* Delete any open window of the company */ truebrain@10188: DeletePlayerWindows(p->index); truelight@688: truebrain@10188: /* Show the bankrupt news */ truebrain@10188: SetDParam(0, p->index); truebrain@10188: AddNewsItem((StringID)(p->index | NB_BBANKRUPT), NM_CALLBACK, NF_NONE, NT_COMPANY_INFO, DNC_BANKRUPCY, 0, 0); truelight@688: truebrain@10188: /* Remove the company */ truebrain@10188: ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR); truebrain@10188: p->is_active = false; truebrain@10188: if (!IsHumanPlayer(p->index)) AI_PlayerDied(p->index); truebrain@10188: peter1138@2848: RemoveAllEngineReplacementForPlayer(p); rubidium@9724: RemoveAllGroupsForPlayer(p->index); peter1138@2848: Darkvater@1796: } break; truelight@0: Darkvater@1796: case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */ rubidium@5838: PlayerID pid_old = (PlayerID)GB(p2, 0, 16); rubidium@5838: PlayerID pid_new = (PlayerID)GB(p2, 16, 16); Darkvater@1796: Darkvater@4850: if (!IsValidPlayer(pid_old) || !IsValidPlayer(pid_new)) return CMD_ERROR; Darkvater@1796: Darkvater@1796: if (!(flags & DC_EXEC)) return CMD_ERROR; Darkvater@1796: Darkvater@1796: ChangeOwnershipOfPlayerItems(pid_old, pid_new); Darkvater@1796: DeletePlayerStuff(pid_old); Darkvater@1796: } break; Darkvater@5067: Darkvater@1796: default: return CMD_ERROR; truelight@0: } truelight@0: glx@9629: return CommandCost(); truelight@0: } truelight@0: tron@4077: static const StringID _endgame_perf_titles[] = { darkvater@983: STR_0213_BUSINESSMAN, darkvater@983: STR_0213_BUSINESSMAN, darkvater@983: STR_0213_BUSINESSMAN, darkvater@983: STR_0213_BUSINESSMAN, darkvater@983: STR_0213_BUSINESSMAN, darkvater@983: STR_0214_ENTREPRENEUR, darkvater@983: STR_0214_ENTREPRENEUR, darkvater@983: STR_0215_INDUSTRIALIST, darkvater@983: STR_0215_INDUSTRIALIST, darkvater@983: STR_0216_CAPITALIST, darkvater@983: STR_0216_CAPITALIST, darkvater@983: STR_0217_MAGNATE, darkvater@983: STR_0217_MAGNATE, darkvater@983: STR_0218_MOGUL, darkvater@983: STR_0218_MOGUL, tron@4077: STR_0219_TYCOON_OF_THE_CENTURY darkvater@983: }; darkvater@983: darkvater@1016: StringID EndGameGetPerformanceTitleFromValue(uint value) darkvater@983: { tron@4077: value = minu(value / 64, lengthof(_endgame_perf_titles) - 1); Darkvater@2613: Darkvater@2613: return _endgame_perf_titles[value]; darkvater@983: } darkvater@983: glx@9505: /** Save the highscore for the player */ darkvater@998: int8 SaveHighScoreValue(const Player *p) darkvater@983: { darkvater@983: HighScore *hs = _highscore_table[_opt.diff_level]; darkvater@983: uint i; darkvater@983: uint16 score = p->old_economy[0].performance_history; darkvater@983: darkvater@1016: /* Exclude cheaters from the honour of being in the highscore table */ tron@4000: if (CheatHasBeenUsed()) return -1; darkvater@1016: darkvater@983: for (i = 0; i < lengthof(_highscore_table[0]); i++) { darkvater@983: /* You are in the TOP5. Move all values one down and save us there */ darkvater@983: if (hs[i].score <= score) { glx@9505: /* move all elements one down starting from the replaced one */ darkvater@983: memmove(&hs[i + 1], &hs[i], sizeof(HighScore) * (lengthof(_highscore_table[0]) - i - 1)); glx@9629: SetDParam(0, p->index); glx@9629: SetDParam(1, p->index); Darkvater@4912: GetString(hs[i].company, STR_HIGHSCORE_NAME, lastof(hs[i].company)); // get manager/company name string darkvater@983: hs[i].score = score; darkvater@983: hs[i].title = EndGameGetPerformanceTitleFromValue(score); darkvater@983: return i; darkvater@983: } darkvater@983: } darkvater@983: darkvater@983: return -1; // too bad; we did not make it into the top5 darkvater@983: } darkvater@983: glx@9505: /** Sort all players given their performance */ darkvater@998: static int CDECL HighScoreSorter(const void *a, const void *b) darkvater@998: { darkvater@998: const Player *pa = *(const Player* const*)a; darkvater@998: const Player *pb = *(const Player* const*)b; darkvater@998: darkvater@998: return pb->old_economy[0].performance_history - pa->old_economy[0].performance_history; darkvater@998: } darkvater@998: darkvater@998: /* Save the highscores in a network game when it has ended */ darkvater@998: #define LAST_HS_ITEM lengthof(_highscore_table) - 1 rubidium@6573: int8 SaveHighScoreValueNetwork() darkvater@998: { tron@2988: const Player* p; tron@2988: const Player* pl[MAX_PLAYERS]; darkvater@998: size_t count = 0; darkvater@998: int8 player = -1; darkvater@998: darkvater@998: /* Sort all active players with the highest score first */ tron@2988: FOR_ALL_PLAYERS(p) if (p->is_active) pl[count++] = p; Darkvater@2992: qsort((Player*)pl, count, sizeof(pl[0]), HighScoreSorter); darkvater@998: darkvater@998: { tron@2988: uint i; darkvater@998: darkvater@998: memset(_highscore_table[LAST_HS_ITEM], 0, sizeof(_highscore_table[0])); darkvater@998: darkvater@998: /* Copy over Top5 companies */ tron@2484: for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < count; i++) { tron@2988: HighScore* hs = &_highscore_table[LAST_HS_ITEM][i]; tron@2988: glx@9629: SetDParam(0, pl[i]->index); glx@9629: SetDParam(1, pl[i]->index); Darkvater@4912: GetString(hs->company, STR_HIGHSCORE_NAME, lastof(hs->company)); // get manager/company name string tron@2988: hs->score = pl[i]->old_economy[0].performance_history; darkvater@998: hs->title = EndGameGetPerformanceTitleFromValue(hs->score); darkvater@998: glx@9505: /* get the ranking of the local player */ tron@2988: if (pl[i]->index == _local_player) player = i; darkvater@998: } darkvater@998: } darkvater@998: darkvater@998: /* Add top5 players to highscore table */ darkvater@998: return player; darkvater@998: } darkvater@998: glx@9505: /** Save HighScore table to file */ rubidium@6573: void SaveToHighScore() darkvater@983: { Darkvater@2613: FILE *fp = fopen(_highscore_file, "wb"); darkvater@983: darkvater@983: if (fp != NULL) { darkvater@983: uint i; darkvater@983: HighScore *hs; darkvater@983: darkvater@998: for (i = 0; i < LAST_HS_ITEM; i++) { // don't save network highscores darkvater@983: for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) { darkvater@983: /* First character is a command character, so strlen will fail on that */ truelight@4321: byte length = min(sizeof(hs->company), (hs->company[0] == '\0') ? 0 : (int)strlen(&hs->company[1]) + 1); darkvater@983: darkvater@983: fwrite(&length, sizeof(length), 1, fp); // write away string length darkvater@983: fwrite(hs->company, length, 1, fp); darkvater@983: fwrite(&hs->score, sizeof(hs->score), 1, fp); glx@9505: fwrite("", 2, 1, fp); // XXX - placeholder for hs->title, not saved anymore; compatibility darkvater@983: } darkvater@983: } darkvater@983: fclose(fp); darkvater@983: } darkvater@983: } darkvater@983: glx@9505: /** Initialize the highscore table to 0 and if any file exists, load in values */ rubidium@6573: void LoadFromHighScore() darkvater@983: { Darkvater@2613: FILE *fp = fopen(_highscore_file, "rb"); darkvater@983: darkvater@983: memset(_highscore_table, 0, sizeof(_highscore_table)); darkvater@983: darkvater@983: if (fp != NULL) { darkvater@983: uint i; darkvater@983: HighScore *hs; darkvater@983: darkvater@998: for (i = 0; i < LAST_HS_ITEM; i++) { // don't load network highscores darkvater@983: for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) { darkvater@983: byte length; darkvater@983: fread(&length, sizeof(length), 1, fp); darkvater@983: darkvater@983: fread(hs->company, 1, length, fp); darkvater@983: fread(&hs->score, sizeof(hs->score), 1, fp); glx@9505: fseek(fp, 2, SEEK_CUR); // XXX - placeholder for hs->title, not saved anymore; compatibility Darkvater@2613: hs->title = EndGameGetPerformanceTitleFromValue(hs->score); darkvater@983: } darkvater@983: } darkvater@983: fclose(fp); darkvater@983: } tron@1019: darkvater@998: /* Initialize end of game variable (when to show highscore chart) */ rubidium@4285: _patches.ending_year = 2051; darkvater@983: } darkvater@983: glx@9505: /* Save/load of players */ Darkvater@1881: static const SaveLoad _player_desc[] = { rubidium@4344: SLE_VAR(Player, name_2, SLE_UINT32), rubidium@4344: SLE_VAR(Player, name_1, SLE_STRINGID), rubidium@9724: SLE_CONDSTR(Player, name, SLE_STR, 0, 84, SL_MAX_VERSION), truelight@0: rubidium@10249: SLE_VAR(Player, president_name_1, SLE_UINT16), rubidium@10249: SLE_VAR(Player, president_name_2, SLE_UINT32), rubidium@9724: SLE_CONDSTR(Player, president_name, SLE_STR, 0, 84, SL_MAX_VERSION), truelight@0: rubidium@4344: SLE_VAR(Player, face, SLE_UINT32), truelight@201: glx@9505: /* money was changed to a 64 bit field in savegame version 1. */ glx@9629: SLE_CONDVAR(Player, player_money, SLE_VAR_I64 | SLE_FILE_I32, 0, 0), glx@9629: SLE_CONDVAR(Player, player_money, SLE_INT64, 1, SL_MAX_VERSION), truelight@0: glx@9629: SLE_CONDVAR(Player, current_loan, SLE_VAR_I64 | SLE_FILE_I32, 0, 64), glx@9629: SLE_CONDVAR(Player, current_loan, SLE_INT64, 65, SL_MAX_VERSION), truelight@0: rubidium@4344: SLE_VAR(Player, player_color, SLE_UINT8), rubidium@4344: SLE_VAR(Player, player_money_fraction, SLE_UINT8), rubidium@9620: SLE_CONDVAR(Player, avail_railtypes, SLE_UINT8, 0, 57), rubidium@4344: SLE_VAR(Player, block_preview, SLE_UINT8), truelight@0: rubidium@4344: SLE_VAR(Player, cargo_types, SLE_UINT16), rubidium@4344: SLE_CONDVAR(Player, location_of_house, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Player, location_of_house, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Player, last_build_coordinate, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, inaugurated_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Player, inaugurated_year, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_ARR(Player, share_owners, SLE_UINT8, 4), rubidium@4344: rubidium@4344: SLE_VAR(Player, num_valid_stat_ent, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VAR(Player, quarters_of_bankrupcy, SLE_UINT8), rubidium@4344: SLE_VAR(Player, bankrupt_asked, SLE_UINT8), rubidium@4344: SLE_VAR(Player, bankrupt_timeout, SLE_INT16), glx@9629: SLE_CONDVAR(Player, bankrupt_value, SLE_VAR_I64 | SLE_FILE_I32, 0, 64), glx@9629: SLE_CONDVAR(Player, bankrupt_value, SLE_INT64, 65, SL_MAX_VERSION), truelight@0: glx@9505: /* yearly expenses was changed to 64-bit in savegame version 2. */ rubidium@4344: SLE_CONDARR(Player, yearly_expenses, SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1), rubidium@4344: SLE_CONDARR(Player, yearly_expenses, SLE_INT64, 3 * 13, 2, SL_MAX_VERSION), truelight@0: rubidium@4344: SLE_CONDVAR(Player, is_ai, SLE_BOOL, 2, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, is_active, SLE_BOOL, 4, SL_MAX_VERSION), truelight@0: glx@9505: /* Engine renewal settings */ Darkvater@3222: SLE_CONDNULL(512, 16, 18), rubidium@4344: SLE_CONDREF(Player, engine_renew_list, REF_ENGINE_RENEWS, 19, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, engine_renew, SLE_BOOL, 16, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, engine_renew_months, SLE_INT16, 16, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, engine_renew_money, SLE_UINT32, 16, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Player, renew_keep_length, SLE_BOOL, 2, SL_MAX_VERSION), // added with 16.1, but was blank since 2 bjarni@2293: rubidium@9598: /* Reserve extra space in savegame here. (currently 62 bytes) rubidium@9598: * The 63rd byte is used to tell us whether we are a player of the NoAI-branch or not. rubidium@9598: * Part of the NoAI 'hack' to retain savegame compatability with trunk. */ rubidium@9598: SLE_CONDVAR(Player, is_noai, SLE_BOOL, 2, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(62, 2, SL_MAX_VERSION), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _player_economy_desc[] = { glx@9505: /* these were changed to 64-bit in savegame format 2 */ glx@9629: SLE_CONDVAR(PlayerEconomyEntry, income, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), glx@9629: SLE_CONDVAR(PlayerEconomyEntry, income, SLE_INT64, 2, SL_MAX_VERSION), glx@9629: SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), glx@9629: SLE_CONDVAR(PlayerEconomyEntry, expenses, SLE_INT64, 2, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), rubidium@4344: SLE_CONDVAR(PlayerEconomyEntry, company_value, SLE_INT64, 2, SL_MAX_VERSION), truelight@0: rubidium@4344: SLE_VAR(PlayerEconomyEntry, delivered_cargo, SLE_INT32), rubidium@4344: SLE_VAR(PlayerEconomyEntry, performance_history, SLE_INT32), truelight@201: truelight@0: SLE_END() truelight@0: }; truelight@0: truelight@9359: /* We do need to read this single value, as the bigger it gets, the more data is stored */ truelight@9359: struct PlayerOldAI { truelight@9359: uint8 num_build_rec; truelight@9359: }; truelight@0: truelight@9359: static const SaveLoad _player_ai_desc[] = { rubidium@9598: SLE_CONDNULL(2, 0, SL_NOAI_MAX_VERSION), truelight@9359: SLE_CONDNULL(2, 0, 12), rubidium@9598: SLE_CONDNULL(4, 13, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(8, 0, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDVAR(PlayerOldAI, num_build_rec, SLE_UINT8, 0, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(3, 0, SL_NOAI_MAX_VERSION), rubidium@4344: truelight@9359: SLE_CONDNULL(2, 0, 5), rubidium@9598: SLE_CONDNULL(4, 6, SL_NOAI_MAX_VERSION), truelight@9359: SLE_CONDNULL(2, 0, 5), rubidium@9598: SLE_CONDNULL(4, 6, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(2, 0, SL_NOAI_MAX_VERSION), rubidium@4344: truelight@9359: SLE_CONDNULL(2, 0, 5), rubidium@9598: SLE_CONDNULL(4, 6, SL_NOAI_MAX_VERSION), truelight@9359: SLE_CONDNULL(2, 0, 5), rubidium@9598: SLE_CONDNULL(4, 6, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(2, 0, SL_NOAI_MAX_VERSION), rubidium@4344: rubidium@9598: SLE_CONDNULL(2, 0, SL_NOAI_MAX_VERSION), truelight@0: rubidium@9598: SLE_CONDNULL(18, 0, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(20, 0, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(32, 0, SL_NOAI_MAX_VERSION), truelight@9359: rubidium@9598: SLE_CONDNULL(64, 2, SL_NOAI_MAX_VERSION), truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _player_ai_build_rec_desc[] = { truelight@9359: SLE_CONDNULL(2, 0, 5), rubidium@9598: SLE_CONDNULL(4, 6, SL_NOAI_MAX_VERSION), truelight@9359: SLE_CONDNULL(2, 0, 5), rubidium@9598: SLE_CONDNULL(4, 6, SL_NOAI_MAX_VERSION), rubidium@9598: SLE_CONDNULL(8, 0, SL_NOAI_MAX_VERSION), truelight@0: SLE_END() truelight@0: }; truelight@0: peter1138@4603: static const SaveLoad _player_livery_desc[] = { peter1138@4603: SLE_CONDVAR(Livery, in_use, SLE_BOOL, 34, SL_MAX_VERSION), peter1138@4603: SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION), peter1138@4603: SLE_CONDVAR(Livery, colour2, SLE_UINT8, 34, SL_MAX_VERSION), peter1138@4603: SLE_END() peter1138@4603: }; peter1138@4603: tron@2952: static void SaveLoad_PLYR(Player* p) tron@2952: { truelight@0: int i; truelight@0: truelight@0: SlObject(p, _player_desc); truelight@0: truelight@9359: /* Keep backwards compatible for savegames, so load the old AI block */ rubidium@9598: if (!IsHumanPlayer(p->index) && !p->is_noai) { truelight@9359: PlayerOldAI old_ai; truelight@9359: char nothing; truelight@9359: truelight@9359: SlObject(&old_ai, _player_ai_desc); truelight@9359: for (i = 0; i != old_ai.num_build_rec; i++) { truelight@9359: SlObject(¬hing, _player_ai_build_rec_desc); tron@4000: } truelight@0: } truelight@0: glx@9505: /* Write economy */ truelight@0: SlObject(&p->cur_economy, _player_economy_desc); truelight@0: glx@9505: /* Write old economy entries. */ tron@2988: for (i = 0; i < p->num_valid_stat_ent; i++) { tron@2988: SlObject(&p->old_economy[i], _player_economy_desc); truelight@0: } peter1138@4603: glx@9505: /* Write each livery entry. */ rubidium@9724: int num_liveries = CheckSavegameVersion(63) ? LS_END - 4 : (CheckSavegameVersion(85) ? LS_END - 2: LS_END); rubidium@9625: for (i = 0; i < num_liveries; i++) { peter1138@4603: SlObject(&p->livery[i], _player_livery_desc); peter1138@4603: } rubidium@9625: rubidium@9724: if (num_liveries < LS_END) { rubidium@9724: /* We want to insert some liveries somewhere in between. This means some have to be moved. */ rubidium@9724: memmove(&p->livery[LS_FREIGHT_WAGON], &p->livery[LS_PASSENGER_WAGON_MONORAIL], (LS_END - LS_FREIGHT_WAGON) * sizeof(p->livery[0])); rubidium@9724: p->livery[LS_PASSENGER_WAGON_MONORAIL] = p->livery[LS_MONORAIL]; rubidium@9724: p->livery[LS_PASSENGER_WAGON_MAGLEV] = p->livery[LS_MAGLEV]; rubidium@9724: } rubidium@9724: rubidium@9724: if (num_liveries == LS_END - 4) { rubidium@9625: /* Copy bus/truck liveries over to trams */ rubidium@9625: p->livery[LS_PASSENGER_TRAM] = p->livery[LS_BUS]; rubidium@9625: p->livery[LS_FREIGHT_TRAM] = p->livery[LS_TRUCK]; rubidium@9625: } truelight@0: } truelight@0: rubidium@6573: static void Save_PLYR() truelight@0: { truelight@0: Player *p; truelight@0: FOR_ALL_PLAYERS(p) { truelight@0: if (p->is_active) { truelight@0: SlSetArrayIndex(p->index); truelight@0: SlAutolength((AutolengthProc*)SaveLoad_PLYR, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: rubidium@6573: static void Load_PLYR() truelight@0: { truelight@0: int index; truelight@0: while ((index = SlIterateArray()) != -1) { rubidium@5838: Player *p = GetPlayer((PlayerID)index); truelight@0: SaveLoad_PLYR(p); truelight@0: _player_colors[index] = p->player_color; rubidium@9598: p->is_noai = true; truelight@2395: truelight@2395: /* This is needed so an AI is attached to a loaded AI */ truelight@9360: if (p->is_ai) AI_StartNewAI(p->index); truelight@0: } truelight@0: } truelight@0: rubidium@5838: extern const ChunkHandler _player_chunk_handlers[] = { truelight@0: { 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST}, truelight@0: };