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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /player.h
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'player.h')
-rw-r--r--player.h354
1 files changed, 0 insertions, 354 deletions
diff --git a/player.h b/player.h
deleted file mode 100644
index df959c6e0..000000000
--- a/player.h
+++ /dev/null
@@ -1,354 +0,0 @@
-/* $Id$ */
-
-#ifndef PLAYER_H
-#define PLAYER_H
-
-#include "oldpool.h"
-#include "aystar.h"
-#include "rail.h"
-#include "engine.h"
-#include "livery.h"
-
-typedef struct PlayerEconomyEntry {
- int32 income;
- int32 expenses;
- int32 delivered_cargo;
- int32 performance_history; // player score (scale 0-1000)
- int64 company_value;
-} PlayerEconomyEntry;
-
-typedef struct AiBuildRec {
- TileIndex spec_tile;
- TileIndex use_tile;
- byte rand_rng;
- byte cur_building_rule;
- byte unk6;
- byte unk7;
- byte buildcmd_a;
- byte buildcmd_b;
- byte direction;
- CargoID cargo;
-} AiBuildRec;
-
-typedef struct PlayerAI {
- byte state;
- byte tick; // Used to determine how often to move
- uint32 state_counter; // Can hold tile index!
- uint16 timeout_counter;
-
- byte state_mode;
- byte banned_tile_count;
- byte railtype_to_use;
-
- CargoID cargo_type;
- byte num_wagons;
- byte build_kind;
- byte num_build_rec;
- byte num_loco_to_build;
- byte num_want_fullload;
-
- byte route_type_mask;
-
- TileIndex start_tile_a;
- TileIndex cur_tile_a;
- byte cur_dir_a;
- byte start_dir_a;
-
- TileIndex start_tile_b;
- TileIndex cur_tile_b;
- byte cur_dir_b;
- byte start_dir_b;
-
- Vehicle *cur_veh; /* only used by some states */
-
- AiBuildRec src, dst, mid1, mid2;
-
- VehicleID wagon_list[9];
- byte order_list_blocks[20];
-
- TileIndex banned_tiles[16];
- byte banned_val[16];
-} PlayerAI;
-
-typedef struct Ai_PathFinderInfo {
- TileIndex start_tile_tl; // tl = top-left
- TileIndex start_tile_br; // br = bottom-right
- TileIndex end_tile_tl; // tl = top-left
- TileIndex end_tile_br; // br = bottom-right
- byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
- byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
-
- TileIndex route[500];
- byte route_extra[500]; // Some extra information about the route like bridge/tunnel
- int route_length;
- int position; // Current position in the build-path, needed to build the path
-
- bool rail_or_road; // true = rail, false = road
-} Ai_PathFinderInfo;
-
-// The amount of memory reserved for the AI-special-vehicles
-#define AI_MAX_SPECIAL_VEHICLES 100
-
-typedef struct Ai_SpecialVehicle {
- VehicleID veh_id;
- uint32 flag;
-} Ai_SpecialVehicle;
-
-typedef struct PlayerAiNew {
- uint8 state;
- uint tick;
- uint idle;
-
- int temp; // A value used in more than one function, but it just temporary
- // The use is pretty simple: with this we can 'think' about stuff
- // in more than one tick, and more than one AI. A static will not
- // do, because they are not saved. This way, the AI is almost human ;)
- int counter; // For the same reason as temp, we have counter. It can count how
- // long we are trying something, and just abort if it takes too long
-
- // Pathfinder stuff
- Ai_PathFinderInfo path_info;
- AyStar *pathfinder;
-
- // Route stuff
-
- CargoID cargo;
- byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
- int new_cost;
-
- byte action;
-
- int last_id; // here is stored the last id of the searched city/industry
- Date last_vehiclecheck_date; // Used in CheckVehicle
- Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; // Some vehicles have some special flags
-
- TileIndex from_tile;
- TileIndex to_tile;
-
- byte from_direction;
- byte to_direction;
-
- bool from_deliver; // True if this is the station that GIVES cargo
- bool to_deliver;
-
- TileIndex depot_tile;
- byte depot_direction;
-
- byte amount_veh; // How many vehicles we are going to build in this route
- byte cur_veh; // How many vehicles did we bought?
- VehicleID veh_id; // Used when bought a vehicle
- VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
-
- int from_ic; // ic = industry/city. This is the ID of them
- byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
- int to_ic;
- byte to_type;
-
-} PlayerAiNew;
-
-
-
-typedef struct Player {
- uint32 name_2;
- uint16 name_1;
-
- uint16 president_name_1;
- uint32 president_name_2;
-
- uint32 face;
-
- int32 player_money;
- int32 current_loan;
- int64 money64; // internal 64-bit version of the money. the 32-bit field will be clamped to plus minus 2 billion
-
- byte player_color;
- Livery livery[LS_END];
- byte player_money_fraction;
- byte avail_railtypes;
- byte block_preview;
- PlayerID index;
-
- uint16 cargo_types; /* which cargo types were transported the last year */
-
- TileIndex location_of_house;
- TileIndex last_build_coordinate;
-
- PlayerID share_owners[4];
-
- Year inaugurated_year;
- byte num_valid_stat_ent;
-
- byte quarters_of_bankrupcy;
- byte bankrupt_asked; // which players were asked about buying it?
- int16 bankrupt_timeout;
- int32 bankrupt_value;
-
- bool is_active;
- bool is_ai;
- PlayerAI ai;
- PlayerAiNew ainew;
-
- int64 yearly_expenses[3][13];
- PlayerEconomyEntry cur_economy;
- PlayerEconomyEntry old_economy[24];
- EngineRenewList engine_renew_list; // Defined later
- bool engine_renew;
- bool renew_keep_length;
- int16 engine_renew_months;
- uint32 engine_renew_money;
- uint16 num_engines[TOTAL_NUM_ENGINES]; // caches the number of engines of each type the player owns (no need to save this)
-} Player;
-
-uint16 GetDrawStringPlayerColor(PlayerID player);
-
-void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player);
-void GetNameOfOwner(Owner owner, TileIndex tile);
-int64 CalculateCompanyValue(const Player* p);
-void InvalidatePlayerWindows(const Player* p);
-void UpdatePlayerMoney32(Player *p);
-void SetLocalPlayer(PlayerID new_player);
-#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
-
-VARDEF PlayerID _local_player;
-VARDEF PlayerID _current_player;
-
-/* Player identifiers All players below MAX_PLAYERS are playable
- * players, above, they are special, computer controlled players */
-enum Players {
- PLAYER_INACTIVE_CLIENT = 253,
- PLAYER_NEW_COMPANY = 254, ///< Command 'player' in Multiplayer to create a new company
- PLAYER_SPECTATOR = 255, ///< Spectator in Multiplayer or the player in the scenario editor
- MAX_PLAYERS = 8,
-};
-
-VARDEF Player _players[MAX_PLAYERS];
-// NOSAVE: can be determined from player structs
-VARDEF byte _player_colors[MAX_PLAYERS];
-
-static inline byte ActivePlayerCount(void)
-{
- const Player *p;
- byte count = 0;
-
- FOR_ALL_PLAYERS(p) {
- if (p->is_active) count++;
- }
-
- return count;
-}
-
-static inline Player* GetPlayer(PlayerID i)
-{
- assert(i < lengthof(_players));
- return &_players[i];
-}
-
-static inline bool IsLocalPlayer(void)
-{
- return _local_player == _current_player;
-}
-
-static inline bool IsValidPlayer(PlayerID pi)
-{
- return pi < MAX_PLAYERS;
-}
-
-byte GetPlayerRailtypes(PlayerID p);
-
-/** Finds out if a Player has a certain railtype available */
-static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
-{
- return HASBIT(p->avail_railtypes, Railtype);
-}
-
-static inline bool IsHumanPlayer(PlayerID pi)
-{
- return !GetPlayer(pi)->is_ai;
-}
-
-static inline bool IsInteractivePlayer(PlayerID pi)
-{
- return pi == _local_player;
-}
-
-/* Validate functions for rail building */
-static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
-
-/** Returns the "best" railtype a player can build.
- * As the AI doesn't know what the BEST one is, we have our own priority list
- * here. When adding new railtypes, modify this function
- * @param p the player "in action"
- * @return The "best" railtype a player has available
- */
-static inline RailType GetBestRailtype(const Player* p)
-{
- if (HasRailtypeAvail(p, RAILTYPE_MAGLEV)) return RAILTYPE_MAGLEV;
- if (HasRailtypeAvail(p, RAILTYPE_MONO)) return RAILTYPE_MONO;
- if (HasRailtypeAvail(p, RAILTYPE_ELECTRIC)) return RAILTYPE_ELECTRIC;
- return RAILTYPE_RAIL;
-}
-
-typedef struct HighScore {
- char company[100];
- StringID title; // NO_SAVE, has troubles with changing string-numbers.
- uint16 score; // do NOT change type, will break hs.dat
-} HighScore;
-
-VARDEF HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5
-void SaveToHighScore(void);
-void LoadFromHighScore(void);
-int8 SaveHighScoreValue(const Player *p);
-int8 SaveHighScoreValueNetwork(void);
-
-/* Engine Replacement Functions */
-
-/**
- * Remove all engine replacement settings for the given player.
- * @param p Player.
- */
-static inline void RemoveAllEngineReplacementForPlayer(Player *p) { RemoveAllEngineReplacement(&p->engine_renew_list); }
-
-/**
- * Retrieve the engine replacement for the given player and original engine type.
- * @param p Player.
- * @param engine Engine type.
- * @return The engine type to replace with, or INVALID_ENGINE if no
- * replacement is in the list.
- */
-static inline EngineID EngineReplacementForPlayer(const Player *p, EngineID engine) { return EngineReplacement(p->engine_renew_list, engine); }
-
-/**
- * Check if a player has a replacement set up for the given engine.
- * @param p Player.
- * @param engine Engine type to be replaced.
- * @return true if a replacement was set up, false otherwise.
- */
-static inline bool EngineHasReplacementForPlayer(const Player *p, EngineID engine) { return EngineReplacementForPlayer(p, engine) != INVALID_ENGINE; }
-
-/**
- * Add an engine replacement for the player.
- * @param p Player.
- * @param old_engine The original engine type.
- * @param new_engine The replacement engine type.
- * @param flags The calling command flags.
- * @return 0 on success, CMD_ERROR on failure.
- */
-static inline int32 AddEngineReplacementForPlayer(Player *p, EngineID old_engine, EngineID new_engine, uint32 flags) { return AddEngineReplacement(&p->engine_renew_list, old_engine, new_engine, flags); }
-
-/**
- * Remove an engine replacement for the player.
- * @param p Player.
- * @param engine The original engine type.
- * @param flags The calling command flags.
- * @return 0 on success, CMD_ERROR on failure.
- */
-static inline int32 RemoveEngineReplacementForPlayer(Player *p, EngineID engine, uint32 flags) {return RemoveEngineReplacement(&p->engine_renew_list, engine, flags); }
-
-/**
- * Reset the livery schemes to the player's primary colour.
- * This is used on loading games without livery information and on new player start up.
- * @param p Player to reset.
- */
-void ResetPlayerLivery(Player *p);
-
-#endif /* PLAYER_H */