#include "stdafx.h" #include "ttd.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" extern void StartupEconomy(); static const SpriteID cheeks_table[4] = { 0x325, 0x326, 0x390, 0x3B0, }; static const SpriteID mouth_table[3] = { 0x34C, 0x34D, 0x34F }; void DrawPlayerFace(uint32 face, int color, int x, int y) { byte flag = 0; if ( (int32)face < 0) flag |= 1; if ((((((face >> 7) ^ face) >> 7) ^ face) & 0x8080000) == 0x8000000) flag |= 2; /* draw the gradient */ DrawSprite( (color<<16) + 0x0307836A, x, y); /* draw the cheeks */ DrawSprite(cheeks_table[flag&3], x, y); /* draw the chin */ /* FIXME: real code uses -2 in zoomlevel 1 */ { uint val = (face >> 4) & 3; if (!(flag & 2)) { DrawSprite(0x327 + (flag&1?0:val), x, y); } else { DrawSprite((flag&1?0x3B1:0x391) + (val>>1), x, y); } } /* draw the eyes */ { uint val1 = (face >> 6)&15; uint val2 = (face >> 20)&7; uint32 high = 0x314<<16; if (val2 >= 6) { high = 0x30F<<16; if (val2 != 6) high = 0x30D<<16; } if (!(flag & 2)) { if (!(flag & 1)) { DrawSprite(high+((val1 * 12 >> 4) + 0x832B), x, y); } else { DrawSprite(high+(val1 + 0x8337), x, y); } } else { if (!(flag & 1)) { DrawSprite(high+((val1 * 11 >> 4) + 0x839A), x, y); } else { DrawSprite(high+(val1 + 0x83B8), x, y); } } } /* draw the mouth */ { uint val = (face >> 10) & 63; uint val2; if (!(flag&1)) { val2 = ((val&0xF) * 15 >> 4); if (val2 < 3) { DrawSprite((flag&2 ? 0x397 : 0x367) + val2, x, y); /* skip the rest */ goto skip_mouth; } val2 -= 3; if (flag & 2) { if (val2 > 8) val2 = 0; val2 += 0x3A5 - 0x35B; } DrawSprite(val2 + 0x35B, x, y); } else if (!(flag&2)) { DrawSprite(((val&0xF) * 10 >> 4) + 0x351, x, y); } else { DrawSprite(((val&0xF) * 9 >> 4) + 0x3C8, x, y); } val >>= 3; if (!(flag&2)) { if (!(flag&1)) { DrawSprite(0x349 + val, x, y); } else { DrawSprite( mouth_table[(val*3>>3)], x, y); } } else { if (!(flag&1)) { DrawSprite(0x393 + (val&3), x, y); } else { DrawSprite(0x3B3 + (val*5>>3), x, y); } } skip_mouth:; } /* draw the hair */ { uint val = (face >> 16) & 15; if (!(flag&2)) { if (!(flag&1)) { DrawSprite(0x382 + (val*9>>4), x, y); } else { DrawSprite(0x38B + (val*5>>4), x, y); } } else { if (!(flag&1)) { DrawSprite(0x3D4 + (val*5>>4), x, y); } else { DrawSprite(0x3D9 + (val*5>>4), x, y); } } } /* draw the tie */ { uint val = (face >> 20) & 0xFF; if (!(flag&1)) { DrawSprite(0x36B + ((val&3)*3>>2), x, y); DrawSprite(0x36E + ((val>>2)&3), x, y); DrawSprite(0x372 + ((val>>4)*6>>4), x, y); } else { DrawSprite(0x378 + ((val&3)*3>>2), x, y); DrawSprite(0x37B + ((val>>2)&3), x, y); val >>= 4; if (val < 3) { DrawSprite((flag&2 ? 0x3D1 : 0x37F) + val, x, y); } } } /* draw the glasses */ { uint val = (face >> 28) & 7; if (!(flag&2)) { if (val<=1) { DrawSprite(0x347 + val, x, y); } } else { if (val<=1) { DrawSprite(0x3AE + val, x, y); } } } } void InvalidatePlayerWindows(Player *p) { uint pid = p->index; if ( (byte)pid == _local_player) InvalidateWindow(WC_STATUS_BAR, 0); InvalidateWindow(WC_FINANCES, pid); } bool CheckPlayerHasMoney(int32 cost) { if (cost > 0) { uint pid = _current_player; if (pid < MAX_PLAYERS && cost > DEREF_PLAYER(pid)->player_money) { SET_DPARAM32(0, cost); _error_message = STR_0003_NOT_ENOUGH_CASH_REQUIRES; return false; } } return true; } static void SubtractMoneyFromAnyPlayer(Player *p, int32 cost) { p->money64 -= cost; UpdatePlayerMoney32(p); p->yearly_expenses[0][_yearly_expenses_type] += cost; if ( ( 1 << _yearly_expenses_type ) & (1<<7|1<<8|1<<9|1<<10)) p->cur_economy.income -= cost; else if (( 1 << _yearly_expenses_type ) & (1<<2|1<<3|1<<4|1<<5|1<<6|1<<11)) p->cur_economy.expenses -= cost; InvalidatePlayerWindows(p); } void SubtractMoneyFromPlayer(int32 cost) { uint pid = _current_player; if (pid < MAX_PLAYERS) SubtractMoneyFromAnyPlayer(DEREF_PLAYER(pid), cost); } void SubtractMoneyFromPlayerFract(byte player, int32 cost) { Player *p = DEREF_PLAYER(player); byte m = p->player_money_fraction; p->player_money_fraction = m - (byte)cost; cost >>= 8; if (p->player_money_fraction > m) cost++; if (cost != 0) SubtractMoneyFromAnyPlayer(p, cost); } // the player_money field is kept as it is, but money64 contains the actual amount of money. void UpdatePlayerMoney32(Player *p) { if (p->money64 < -2000000000) p->player_money = -2000000000; else if (p->money64 > 2000000000) p->player_money = 2000000000; else p->player_money = (int32)p->money64; } void GetNameOfOwner(byte owner, uint tile) { SET_DPARAM8(2, owner); if (owner != OWNER_TOWN) { if (owner >= 8) SET_DPARAM16(0, STR_0150_SOMEONE); else { Player *p = DEREF_PLAYER(owner); SET_DPARAM16(0, p->name_1); SET_DPARAM32(1, p->name_2); } } else { Town *t = ClosestTownFromTile(tile, (uint)-1); SET_DPARAM16(0, t->townnametype); SET_DPARAM32(1, t->townnameparts); } } bool CheckOwnership(byte owner) { assert(owner <= OWNER_WATER); if (owner == _current_player) return true; _error_message = STR_013B_OWNED_BY; GetNameOfOwner(owner, 0); return false; } bool CheckTileOwnership(uint tile) { byte owner = _map_owner[tile]; assert(owner <= OWNER_WATER); if (owner == _current_player) return true; _error_message = STR_013B_OWNED_BY; // no need to get the name of the owner unless we're the local player (saves some time) if (_current_player == _local_player) GetNameOfOwner(owner, tile); return false; } static void GenerateCompanyName(Player *p) { uint tile; Town *t; StringID str; Player *pp; uint32 strp; char buffer[100]; if (p->name_1 != STR_SV_UNNAMED) return; tile = p->last_build_coordinate; if (tile == 0) return; t = ClosestTownFromTile(tile, (uint)-1); if (IS_INT_INSIDE(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST+1)) { str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START; strp = t->townnameparts; verify_name:; // No player must have this name already FOR_ALL_PLAYERS(pp) { if (pp->name_1 == str && pp->name_2 == strp) goto bad_town_name; } GetString(buffer, str); if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 150) goto bad_town_name; set_name:; p->name_1 = str; p->name_2 = strp; MarkWholeScreenDirty(); if (!IS_HUMAN_PLAYER(p->index)) { SET_DPARAM16(0, t->index); AddNewsItem(p->index + (4 << 4), NEWS_FLAGS(NM_CALLBACK, NF_TILE, NT_COMPANY_INFO, DNC_BANKRUPCY), p->last_build_coordinate, 0); } return; } bad_town_name:; if (p->president_name_1 == SPECSTR_PRESIDENT_NAME) { str = SPECSTR_ANDCO_NAME; strp = p->president_name_2; goto set_name; } else { str = SPECSTR_ANDCO_NAME; strp = Random(); goto verify_name; } } #define COLOR_SWAP(i,j) do { byte t=colors[i];colors[i]=colors[j];colors[j]=t; } while(0) static const byte _color_sort[16] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1}; static const byte _color_similar_1[16] = {8, 6, 255, 12, 255, 0, 1, 1, 0, 13, 11, 10, 3, 9, 15, 14}; static const byte _color_similar_2[16] = {5, 7, 255, 255, 255, 8, 7, 6, 5, 12, 255, 255, 9, 255, 255, 255}; static byte GeneratePlayerColor() { byte colors[16], pcolor, t2; int i,j,n; uint32 r; Player *p; // Initialize array for(i=0; i!=16; i++) colors[i] = i; // And randomize it n = 100; do { r = Random(); COLOR_SWAP(r & 0xF, (r >> 4) & 0xF); } while (--n); // Bubble sort it according to the values in table 1 i = 16; do { for(j=0; j!=15; j++) { if (_color_sort[colors[j]] < _color_sort[colors[j+1]]) { COLOR_SWAP(j,j+1); } } } while (--i); // Move the colors that look similar to each player's color to the side FOR_ALL_PLAYERS(p) if (p->is_active) { pcolor = p->player_color; for(i=0; i!=16; i++) if (colors[i] == pcolor) { colors[i] = 0xFF; t2 = _color_similar_1[pcolor]; if (t2 == 0xFF) break; for(i=0; i!=15; i++) { if (colors[i] == t2) { do COLOR_SWAP(i,i+1); while (++i != 15); break; } } t2 = _color_similar_2[pcolor]; if (t2 == 0xFF) break; for(i=0; i!=15; i++) { if (colors[i] == t2) { do COLOR_SWAP(i,i+1); while (++i != 15); break; } } break; } } // Return the first available color i = 0; for(;;) { if (colors[i] != 0xFF) return colors[i]; i++; } } static void GeneratePresidentName(Player *p) { Player *pp; char buffer[100], buffer2[40]; for(;;) { restart:; p->president_name_2 = Random(); p->president_name_1 = SPECSTR_PRESIDENT_NAME; SET_DPARAM32(0, p->president_name_2); GetString(buffer, p->president_name_1); if (strlen(buffer) >= 32 || GetStringWidth(buffer) >= 94) continue; FOR_ALL_PLAYERS(pp) { if (pp->is_active && p != pp) { SET_DPARAM32(0, pp->president_name_2); GetString(buffer2, pp->president_name_1); if (str_eq(buffer2, buffer)) goto restart; } } return; } } extern int GetPlayerMaxRailtype(int p); static Player *AllocatePlayer() { Player *p; // Find a free slot FOR_ALL_PLAYERS(p) { if (!p->is_active) { int i = p->index; memset(p, 0, sizeof(Player)); p->index = i; return p; } } return NULL; } Player *DoStartupNewPlayer(bool is_ai) { Player *p; int index; p = AllocatePlayer(); if (p == NULL) return NULL; index = p->index; // Make a color p->player_color = GeneratePlayerColor(); _player_colors[index] = p->player_color; p->name_1 = STR_SV_UNNAMED; p->is_active = true; p->money64 = p->player_money = p->current_loan = 100000; p->is_ai = is_ai; p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */ p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = 0xFF; p->max_railtype = GetPlayerMaxRailtype(index); p->inaugurated_year = _cur_year; p->face = Random(); GeneratePresidentName(p); InvalidateWindow(WC_GRAPH_LEGEND, 0); InvalidateWindow(WC_TOOLBAR_MENU, 0); return p; } void StartupPlayers() { uint32 r; r = Random(); _next_competitor_start = (byte)r + _opt.diff.competitor_start_time * 6882 + 1; } static void MaybeStartNewPlayer() { uint n; Player *p; // count number of competitors n = 0; for(p=_players; p!=endof(_players); p++) if (p->is_active && p->is_ai) n++; // when there's a lot of computers in game, the probability that a new one starts is lower if (n < (uint)_opt.diff.max_no_competitors && n < RandomRange(_opt.diff.max_no_competitors)) DoStartupNewPlayer(true); _next_competitor_start = RandomRange(19980) + 11100; } void InitializePlayers() { int i; memset(_players, 0, sizeof(_players)); for(i = 0; i != MAX_PLAYERS; i++) _players[i].index=i; _cur_player_tick_index = 0; } void OnTick_Players() { Player *p; if (_game_mode == GM_EDITOR) return; p = DEREF_PLAYER(_cur_player_tick_index); _cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS; if (p->name_1 != 0) GenerateCompanyName(p); if (_game_mode != GM_MENU && !--_next_competitor_start) { MaybeStartNewPlayer(); } } void RunOtherPlayersLoop() { Player *p; _is_ai_player = true; FOR_ALL_PLAYERS(p) { if (p->is_active) { _current_player = p->index; AiDoGameLoop(p); } } _is_ai_player = false; // XXX: is this needed? _current_player = 0; } StringID GetPlayerNameString(byte player) { if (IS_HUMAN_PLAYER(player) && player < 2) // temporarily fixes the names in the list. return STR_7002_PLAYER_1+player; return STR_EMPTY; } extern void ShowPlayerFinances(int 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 != OWNER_SPECTATOR) { ShowPlayerFinances(_local_player); p = DEREF_PLAYER(_local_player); if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) { SndPlayFx(0x28); } else { SndPlayFx(0x27); } } } void DeletePlayerWindows(int pi) { DeleteWindowById(WC_COMPANY, pi); DeleteWindowById(WC_FINANCES, pi); DeleteWindowById(WC_STATION_LIST, pi); DeleteWindowById(WC_TRAINS_LIST, pi); DeleteWindowById(WC_ROADVEH_LIST, pi); DeleteWindowById(WC_SHIPS_LIST, pi); DeleteWindowById(WC_AIRCRAFT_LIST, pi); DeleteWindowById(WC_BUY_COMPANY, pi); } static void DeletePlayerStuff(int pi) { Player *p; DeletePlayerWindows(pi); p = DEREF_PLAYER(pi); DeleteName(p->name_1); DeleteName(p->president_name_1); p->name_1 = 0; p->president_name_1 = 0; } // functionality. // 0 - make new player // 1 - make new AI player // 2 - delete player (p1 >> 8) & 0xFF // 3 - join player (p1 >> 8) & 0xFF with (p1 >> 16) & 0xFF int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2) { int pi; Player *p; if (!(flags & DC_EXEC)) return 0; switch(p1 & 0xff) { case 0: // make new player p = DoStartupNewPlayer(false); if (_local_player == OWNER_SPECTATOR && p != NULL) { _local_player = p->index; MarkWholeScreenDirty(); } break; case 1: // make new ai player DoStartupNewPlayer(true); break; case 2: // delete player pi = (byte)(p1 >> 8); ChangeOwnershipOfPlayerItems(pi, 255); DeletePlayerStuff(pi); break; case 3: // join player pi = (byte)(p1 >> 8); ChangeOwnershipOfPlayerItems(pi, (byte)(p1 >> 16)); DeletePlayerStuff(pi); break; } return 0; } // Save/load of players static const byte _player_desc[] = { SLE_VAR(Player,name_2, SLE_UINT32), SLE_VAR(Player,name_1, SLE_STRINGID), SLE_VAR(Player,president_name_1,SLE_UINT16), SLE_VAR(Player,president_name_2,SLE_UINT32), SLE_VAR(Player,face, SLE_UINT32), // money was changed to a 64 bit field in savegame version 1. SLE_CONDVAR(Player,money64, SLE_VAR_I64 | SLE_FILE_I32, 0, 0), SLE_CONDVAR(Player,money64, SLE_INT64, 1, 255), SLE_VAR(Player,current_loan, SLE_INT32), SLE_VAR(Player,player_color, SLE_UINT8), SLE_VAR(Player,player_money_fraction,SLE_UINT8), SLE_VAR(Player,max_railtype, SLE_UINT8), SLE_VAR(Player,block_preview, SLE_UINT8), SLE_VAR(Player,cargo_types, SLE_UINT16), SLE_VAR(Player,location_of_house,SLE_UINT16), SLE_VAR(Player,last_build_coordinate,SLE_UINT16), SLE_VAR(Player,inaugurated_year,SLE_UINT8), SLE_ARR(Player,share_owners, SLE_UINT8, 4), SLE_VAR(Player,num_valid_stat_ent,SLE_UINT8), SLE_VAR(Player,quarters_of_bankrupcy,SLE_UINT8), SLE_VAR(Player,bankrupt_asked, SLE_UINT8), SLE_VAR(Player,bankrupt_timeout,SLE_INT16), SLE_VAR(Player,bankrupt_value, SLE_INT32), // yearly expenses was changed to 64-bit in savegame version 2. SLE_CONDARR(Player,yearly_expenses, SLE_FILE_I32|SLE_VAR_I64, 3*13, 0, 1), SLE_CONDARR(Player,yearly_expenses, SLE_INT64, 3*13, 2, 255), SLE_CONDVAR(Player,is_ai, SLE_UINT8, 2, 255), SLE_CONDVAR(Player,is_active, SLE_UINT8, 4, 255), // reserve extra space in savegame here. (currently 64 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 8, 2, 255), SLE_END() }; static const byte _player_economy_desc[] = { // these were changed to 64-bit in savegame format 2 SLE_CONDVAR(PlayerEconomyEntry,income, SLE_INT32, 0, 1), SLE_CONDVAR(PlayerEconomyEntry,expenses, SLE_INT32, 0, 1), SLE_CONDVAR(PlayerEconomyEntry,company_value, SLE_INT32, 0, 1), SLE_CONDVAR(PlayerEconomyEntry,income, SLE_FILE_I64 | SLE_VAR_I32, 2, 255), SLE_CONDVAR(PlayerEconomyEntry,expenses,SLE_FILE_I64 | SLE_VAR_I32, 2, 255), SLE_CONDVAR(PlayerEconomyEntry,company_value,SLE_FILE_I64 | SLE_VAR_I32, 2, 255), SLE_VAR(PlayerEconomyEntry,delivered_cargo, SLE_INT32), SLE_VAR(PlayerEconomyEntry,performance_history, SLE_INT32), SLE_END() }; static const byte _player_ai_desc[] = { SLE_VAR(PlayerAI,state, SLE_UINT8), SLE_VAR(PlayerAI,tick, SLE_UINT8), SLE_VAR(PlayerAI,state_counter, SLE_UINT16), SLE_VAR(PlayerAI,timeout_counter, SLE_UINT16), SLE_VAR(PlayerAI,state_mode, SLE_UINT8), SLE_VAR(PlayerAI,banned_tile_count, SLE_UINT8), SLE_VAR(PlayerAI,railtype_to_use, SLE_UINT8), SLE_VAR(PlayerAI,cargo_type, SLE_UINT8), SLE_VAR(PlayerAI,num_wagons, SLE_UINT8), SLE_VAR(PlayerAI,build_kind, SLE_UINT8), SLE_VAR(PlayerAI,num_build_rec, SLE_UINT8), SLE_VAR(PlayerAI,num_loco_to_build, SLE_UINT8), SLE_VAR(PlayerAI,num_want_fullload, SLE_UINT8), SLE_VAR(PlayerAI,route_type_mask, SLE_UINT8), SLE_VAR(PlayerAI,start_tile_a, SLE_UINT16), SLE_VAR(PlayerAI,cur_tile_a, SLE_UINT16), SLE_VAR(PlayerAI,start_dir_a, SLE_UINT8), SLE_VAR(PlayerAI,cur_dir_a, SLE_UINT8), SLE_VAR(PlayerAI,start_tile_b, SLE_UINT16), SLE_VAR(PlayerAI,cur_tile_b, SLE_UINT16), SLE_VAR(PlayerAI,start_dir_b, SLE_UINT8), SLE_VAR(PlayerAI,cur_dir_b, SLE_UINT8), SLE_REF(PlayerAI,cur_veh, REF_VEHICLE), SLE_ARR(PlayerAI,wagon_list, SLE_UINT16, 9), SLE_ARR(PlayerAI,order_list_blocks, SLE_UINT8, 20), SLE_ARR(PlayerAI,banned_tiles, SLE_UINT16, 16), SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 8, 2, 255), SLE_END() }; static const byte _player_ai_build_rec_desc[] = { SLE_VAR(AiBuildRec,spec_tile, SLE_UINT16), SLE_VAR(AiBuildRec,use_tile, SLE_UINT16), SLE_VAR(AiBuildRec,rand_rng, SLE_UINT8), SLE_VAR(AiBuildRec,cur_building_rule,SLE_UINT8), SLE_VAR(AiBuildRec,unk6, SLE_UINT8), SLE_VAR(AiBuildRec,unk7, SLE_UINT8), SLE_VAR(AiBuildRec,buildcmd_a, SLE_UINT8), SLE_VAR(AiBuildRec,buildcmd_b, SLE_UINT8), SLE_VAR(AiBuildRec,direction, SLE_UINT8), SLE_VAR(AiBuildRec,cargo, SLE_UINT8), SLE_END() }; static void SaveLoad_PLYR(Player *p) { int i; SlObject(p, _player_desc); // Write AI? if (!IS_HUMAN_PLAYER(p->index)) { SlObject(&p->ai, _player_ai_desc); for(i=0; i!=p->ai.num_build_rec; i++) SlObject(&p->ai.src + i, _player_ai_build_rec_desc); } // Write economy SlObject(&p->cur_economy, _player_economy_desc); // Write old economy entries. { PlayerEconomyEntry *pe; for(i=p->num_valid_stat_ent,pe=p->old_economy; i!=0; i--,pe++) SlObject(pe, _player_economy_desc); } } static void Save_PLYR() { 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 = DEREF_PLAYER(index); p->is_ai = (index != 0); SaveLoad_PLYR(p); _player_colors[index] = p->player_color; UpdatePlayerMoney32(p); } } const ChunkHandler _player_chunk_handlers[] = { { 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST}, };