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/* $Id$ */
#ifndef PLAYER_H
#define PLAYER_H
#include "pool.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);
#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;
}
void DeletePlayerWindows(PlayerID pi);
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 */
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