Files @ r7742:13aaf7ce450a
Branch filter:

Location: cpp/openttd-patchpack/source/src/players.cpp

rubidium
(svn r11279) -Codechange: use a typedeffed type for all magic with GameDifficulty instead on relying ints to always be 32 bits, which they are not.
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
/* $Id$ */

/** @file players.cpp
 */
#include "stdafx.h"
#include "openttd.h"
#include "engine.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "map.h"
#include "player.h"
#include "town.h"
#include "vehicle.h"
#include "station.h"
#include "gfx.h"
#include "news.h"
#include "saveload.h"
#include "command.h"
#include "sound.h"
#include "network/network.h"
#include "variables.h"
#include "engine.h"
#include "ai/ai.h"
#include "date.h"
#include "window.h"
#include "player_face.h"
#include "group.h"

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

	_local_player = new_player;

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


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

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

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

	if (HASBIT(face, 31)) SetBitT(ge, GENDER_FEMALE);
	if (HASBIT(face, 27) && (HASBIT(face, 26) == HASBIT(face, 19))) SetBitT(ge, ETHNICITY_BLACK);

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

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

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

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

	return pf;
}

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

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

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

	return true;
}

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

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

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

static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost)
{
	CommandCost tmp(p->player_money);
	tmp.AddCost(-cost.GetCost());
	p->player_money = tmp.GetCost();

	tmp = CommandCost(p->yearly_expenses[0][_yearly_expenses_type]);
	tmp.AddCost(cost);
	p->yearly_expenses[0][_yearly_expenses_type] = tmp.GetCost();

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

	InvalidatePlayerWindows(p);
}

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

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

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

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

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

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

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

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


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

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

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

	assert(owner < OWNER_END);

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

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

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

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

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

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

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

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

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

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

		MarkWholeScreenDirty();

		if (!IsHumanPlayer(p->index)) {
			SetDParam(0, t->index);
			AddNewsItem((StringID)(p->index | NB_BNEWCOMPANY), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0);
		}
		return;
	}
bad_town_name:;

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

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

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

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

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

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

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

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

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

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

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

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

	for (;;) {
restart:;

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

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

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

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

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

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

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

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

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

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

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

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

	GeneratePresidentName(p);

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

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

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

	return p;
}

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

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

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

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

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

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

void OnTick_Players()
{
	Player *p;

	if (_game_mode == GM_EDITOR) return;

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

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

extern void ShowPlayerFinances(PlayerID player);

void PlayersYearlyLoop()
{
	Player *p;

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

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

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

	for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
		const Engine* e = GetEngine(i);
		const EngineInfo *ei = EngInfo(i);

		if (e->type == VEH_TRAIN && HASBIT(ei->climates, _opt.landscape) &&
				(HASBIT(e->player_avail, p) || _date >= e->intro_date + 365)) {
			const RailVehicleInfo *rvi = RailVehInfo(i);

			if (rvi->railveh_type != RAILVEH_WAGON) {
				assert(rvi->railtype < RAILTYPE_END);
				SETBIT(rt, rvi->railtype);
			}
		}
	}

	return rt;
}

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

	for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
		const Engine* e = GetEngine(i);
		const EngineInfo *ei = EngInfo(i);

		if (e->type == VEH_ROAD && HASBIT(ei->climates, _opt.landscape) &&
				(HASBIT(e->player_avail, p) || _date >= e->intro_date + 365)) {
			SETBIT(rt, HASBIT(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD);
		}
	}

	return rt;
}

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

	DeletePlayerWindows(pi);
	p = GetPlayer(pi);
	DeleteName(p->name_1);
	DeleteName(p->president_name_1);
	p->name_1 = 0;
	p->president_name_1 = 0;
}

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

	p = GetPlayer(_current_player);
	switch (GB(p1, 0, 3)) {
		case 0:
			if (p->engine_renew == (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);
			GroupID id_g = GB(p1, 16, 16);
			CommandCost cost;

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

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

				/* make sure that we do not replace a plane with a helicopter or vise versa */
				if (GetEngine(new_engine_type)->type == VEH_AIRCRAFT &&
						(AircraftVehInfo(old_engine_type)->subtype & AIR_CTOL) != (AircraftVehInfo(new_engine_type)->subtype & AIR_CTOL))
					return CMD_ERROR;

				/* make sure that the player can actually buy the new engine */
				if (!HASBIT(GetEngine(new_engine_type)->player_avail, _current_player))
					return CMD_ERROR;

				cost = AddEngineReplacementForPlayer(p, old_engine_type, new_engine_type, id_g, flags);
			} else {
				cost = RemoveEngineReplacementForPlayer(p, old_engine_type,id_g, flags);
			}

			if (IsLocalPlayer()) InvalidateAutoreplaceWindow(old_engine_type, id_g);

			return cost;
		}

		case 4:
			if (flags & DC_EXEC) {
				p->engine_renew = (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 CommandCost();
}

/** Control the players: add, delete, etc.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 various functionality
 * - p1 = 0 - create a new player, Which player (network) it will be is in p2
 * - p1 = 1 - create a new AI player
 * - p1 = 2 - delete a player. Player is identified by p2
 * - p1 = 3 - merge two companies together. Player to merge #1 with player #2. Identified by p2
 * @param p2 various functionality, dictated by p1
 * - p1 = 0 - ClientID of the newly created player
 * - p1 = 2 - PlayerID of the that is getting deleted
 * - p1 = 3 - #1 p2 = (bit  0-15) - player to merge (p2 & 0xFFFF)
 *          - #2 p2 = (bit 16-31) - player to be merged into ((p2>>16)&0xFFFF)
 * @todo In the case of p1=0, create new player, the clientID of the new player is in parameter
 * p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 * on the server itself. First of all this is unbelievably ugly; second of all, well,
 * it IS ugly! <b>Someone fix this up :)</b> So where to fix?@n
 * @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n
 * @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received
 */
CommandCost CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (flags & DC_EXEC) _current_player = OWNER_NONE;

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

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

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

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

		p = DoStartupNewPlayer(false);

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

		/* This is the joining client who wants a new company */
		if (_local_player != _network_playas && _network_playas == p->index) {
			assert(_local_player == PLAYER_SPECTATOR);
			SetLocalPlayer(p->index);
			MarkWholeScreenDirty();
		}

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

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

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

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

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

		DoStartupNewPlayer(true);
		break;

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

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

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

		p = GetPlayer((PlayerID)p2);

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

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

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

	} break;

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

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

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

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

	default: return CMD_ERROR;
	}

	return CommandCost();
}

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

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

	return _endgame_perf_titles[value];
}

/** Return true if any cheat has been used, false otherwise */
static bool CheatHasBeenUsed()
{
	const Cheat* cht = (Cheat*)&_cheats;
	const Cheat* cht_last = &cht[sizeof(_cheats) / sizeof(Cheat)];

	for (; cht != cht_last; cht++) {
		if (cht->been_used) return true;
	}

	return false;
}

/** Save the highscore for the player */
int8 SaveHighScoreValue(const Player *p)
{
	HighScore *hs = _highscore_table[_opt.diff_level];
	uint i;
	uint16 score = p->old_economy[0].performance_history;

	/* Exclude cheaters from the honour of being in the highscore table */
	if (CheatHasBeenUsed()) return -1;

	for (i = 0; i < lengthof(_highscore_table[0]); i++) {
		/* You are in the TOP5. Move all values one down and save us there */
		if (hs[i].score <= score) {
			/* move all elements one down starting from the replaced one */
			memmove(&hs[i + 1], &hs[i], sizeof(HighScore) * (lengthof(_highscore_table[0]) - i - 1));
			SetDParam(0, p->index);
			SetDParam(1, p->index);
			GetString(hs[i].company, STR_HIGHSCORE_NAME, lastof(hs[i].company)); // get manager/company name string
			hs[i].score = score;
			hs[i].title = EndGameGetPerformanceTitleFromValue(score);
			return i;
		}
	}

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

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

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

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

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

	{
		uint i;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	    SLE_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, player_money,          SLE_VAR_I64 | SLE_FILE_I32,  0, 0),
	SLE_CONDVAR(Player, player_money,          SLE_INT64,                   1, SL_MAX_VERSION),

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

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

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

	    SLE_ARR(Player, share_owners,          SLE_UINT8, 4),

	    SLE_VAR(Player, num_valid_stat_ent,    SLE_UINT8),

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

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

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

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

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

	SLE_END()
};

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

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

	SLE_END()
};

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

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

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

	    SLE_VAR(PlayerAI, route_type_mask,   SLE_UINT8),

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

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

	    SLE_REF(PlayerAI, cur_veh,           REF_VEHICLE),

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

	SLE_CONDNULL(64, 2, SL_MAX_VERSION),
	SLE_END()
};

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

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

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

	SlObject(p, _player_desc);

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

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

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

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

	if (num_liveries == LS_END - 2) {
		/* Copy bus/truck liveries over to trams */
		p->livery[LS_PASSENGER_TRAM] = p->livery[LS_BUS];
		p->livery[LS_FREIGHT_TRAM]   = p->livery[LS_TRUCK];
	}
}

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

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

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

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