diff options
Diffstat (limited to 'src/player.h')
-rw-r--r-- | src/player.h | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/src/player.h b/src/player.h new file mode 100644 index 000000000..df959c6e0 --- /dev/null +++ b/src/player.h @@ -0,0 +1,354 @@ +/* $Id$ */ + +#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 */ |