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/* $Id$ */
/** @file player_type.h Types related to players. */
#ifndef PLAYER_TYPE_H
#define PLAYER_TYPE_H
#include "core/enum_type.hpp"
/**
* Enum for all players/owners.
*/
enum Owner {
/* Player identifiers All players below MAX_PLAYERS are playable
* players, above, they are special, computer controlled players */
OWNER_BEGIN = 0x00, ///< First Owner
PLAYER_FIRST = 0x00, ///< First Player, same as owner
MAX_PLAYERS = 0x08, ///< Maximum numbe rof players
OWNER_TOWN = 0x0F, ///< A town owns the tile, or a town is expanding
OWNER_NONE = 0x10, ///< The tile has no ownership
OWNER_WATER = 0x11, ///< The tile/execution is done by "water"
OWNER_END, ///< Last + 1 owner
INVALID_OWNER = 0xFF, ///< An invalid owner
INVALID_PLAYER = 0xFF, ///< And a valid owner
/* 'Fake' Players used for networks */
PLAYER_INACTIVE_CLIENT = 253, ///< The client is joining
PLAYER_NEW_COMPANY = 254, ///< The client wants a new company
PLAYER_SPECTATOR = 255, ///< The client is spectating
};
DECLARE_POSTFIX_INCREMENT(Owner);
/** Define basic enum properties */
template <> struct EnumPropsT<Owner> : MakeEnumPropsT<Owner, byte, OWNER_BEGIN, OWNER_END, INVALID_OWNER> {};
typedef TinyEnumT<Owner> OwnerByte;
typedef Owner PlayerID;
typedef OwnerByte PlayerByte;
struct Player;
typedef uint32 PlayerFace; ///< player face bits, info see in player_face.h
#endif /* PLAYER_TYPE_H */
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