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#ifndef PLAYER_H
#define PLAYER_H
typedef struct PlayerEconomyEntry {
int32 income;
int32 expenses;
int32 delivered_cargo;
int32 performance_history;
int32 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;
byte cargo;
} AiBuildRec;
typedef struct PlayerAI {
byte state;
byte tick; // Used to determine how often to move
uint16 state_counter;
uint16 timeout_counter;
byte state_mode;
byte banned_tile_count;
byte railtype_to_use;
byte 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 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;
byte player_money_fraction;
byte max_railtype;
byte block_preview;
byte index;
uint16 cargo_types; /* which cargo types were transported the last year */
TileIndex location_of_house;
TileIndex last_build_coordinate;
byte share_owners[4];
byte 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;
byte is_ai;
PlayerAI ai;
int64 yearly_expenses[3][13];
PlayerEconomyEntry cur_economy;
PlayerEconomyEntry old_economy[24];
} Player;
void ChangeOwnershipOfPlayerItems(byte old_player, byte new_player);
void GetNameOfOwner(byte owner, uint tile);
uint32 CalculateCompanyValue(Player *p);
void InvalidatePlayerWindows(Player *p);
void AiDoGameLoop(Player *p);
void UpdatePlayerMoney32(Player *p);
#define DEREF_PLAYER(i) (&_players[i])
#define FOR_ALL_PLAYERS(p) for(p=_players; p != endof(_players); p++)
#define MAX_PLAYERS 8
VARDEF Player _players[MAX_PLAYERS];
#define IS_HUMAN_PLAYER(p) (!DEREF_PLAYER((byte)(p))->is_ai)
#define IS_INTERACTIVE_PLAYER(p) (((byte)p) == _local_player)
#endif /* PLAYER_H */
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