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-rw-r--r--src/player.h137
1 files changed, 0 insertions, 137 deletions
diff --git a/src/player.h b/src/player.h
index 2cc7c7485..1d17c7f26 100644
--- a/src/player.h
+++ b/src/player.h
@@ -5,12 +5,7 @@
#ifndef PLAYER_H
#define PLAYER_H
-#include "oldpool.h"
-#include "aystar.h"
-#include "rail_type.h"
#include "road_func.h"
-#include "cargo_type.h"
-#include "command_type.h"
#include "date_type.h"
#include "engine.h"
#include "livery.h"
@@ -25,136 +20,6 @@ struct PlayerEconomyEntry {
Money company_value;
};
-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;
-};
-
-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;
- RailTypeByte 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;
- DiagDirectionByte cur_dir_a;
- DiagDirectionByte start_dir_a;
-
- TileIndex start_tile_b;
- TileIndex cur_tile_b;
- DiagDirectionByte cur_dir_b;
- DiagDirectionByte 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];
-};
-
-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
- DiagDirection start_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
- DiagDirection 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
-};
-
-/* The amount of memory reserved for the AI-special-vehicles */
-#define AI_MAX_SPECIAL_VEHICLES 100
-
-struct Ai_SpecialVehicle {
- VehicleID veh_id;
- uint32 flag;
-};
-
-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
- Money 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;
-
- DiagDirectionByte from_direction;
- DiagDirectionByte to_direction;
-
- bool from_deliver; ///< True if this is the station that GIVES cargo
- bool to_deliver;
-
- TileIndex depot_tile;
- DiagDirectionByte 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;
-
-};
-
-
/* The "steps" in loan size, in British Pounds! */
enum {
LOAN_INTERVAL = 10000,
@@ -198,8 +63,6 @@ struct Player {
bool is_active;
bool is_ai;
- PlayerAI ai;
- PlayerAiNew ainew;
Money yearly_expenses[3][13];
PlayerEconomyEntry cur_economy;