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authortruelight <truelight@openttd.org>2004-08-20 09:32:32 +0000
committertruelight <truelight@openttd.org>2004-08-20 09:32:32 +0000
commit788ace088d8b3ba2afd77a8b21b532abc40d9eba (patch)
tree493248c0850e836b9a0d35c0fdddf9673b2a01b3 /player.h
parent80b1e25b6ce190a773ab9fe50927a983c8f2d038 (diff)
downloadopenttd-788ace088d8b3ba2afd77a8b21b532abc40d9eba.tar.xz
(svn r85) -Add: initial commit of new AI (enable in Patch menu)
-Add: generalised A* Algorithm -Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
Diffstat (limited to 'player.h')
-rw-r--r--player.h71
1 files changed, 71 insertions, 0 deletions
diff --git a/player.h b/player.h
index 168436099..35f2bfb48 100644
--- a/player.h
+++ b/player.h
@@ -1,6 +1,8 @@
#ifndef PLAYER_H
#define PLAYER_H
+#include "aystar.h"
+
typedef struct PlayerEconomyEntry {
int32 income;
int32 expenses;
@@ -62,6 +64,74 @@ typedef struct PlayerAI {
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;
+
+typedef struct PlayerAiNew {
+ uint8 state;
+ uint tick;
+ uint idle;
+
+ int temp; // A value used in more then one function, but it just temporary
+ // The use is pretty simple: with this we can 'think' about stuff
+ // in more then one tick, and more then 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
+
+ byte cargo;
+ byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
+ int new_cost;
+
+ byte action;
+
+ uint last_id; // here is stored the last id of the searched city/industry
+
+ 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;
@@ -99,6 +169,7 @@ typedef struct Player {
bool is_active;
byte is_ai;
PlayerAI ai;
+ PlayerAiNew ainew;
int64 yearly_expenses[3][13];
PlayerEconomyEntry cur_economy;