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author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /player.h | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-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.h | 354 |
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 */ |