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@@ -5,12 +5,7 @@
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "oldpool.h"
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#include "aystar.h"
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#include "rail_type.h"
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#include "road_func.h"
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#include "cargo_type.h"
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#include "command_type.h"
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#include "date_type.h"
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#include "engine.h"
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#include "livery.h"
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@@ -25,136 +20,6 @@ struct PlayerEconomyEntry {
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Money company_value;
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};
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struct AiBuildRec {
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TileIndex spec_tile;
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TileIndex use_tile;
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byte rand_rng;
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byte cur_building_rule;
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byte unk6;
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byte unk7;
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byte buildcmd_a;
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byte buildcmd_b;
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byte direction;
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CargoID cargo;
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};
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struct PlayerAI {
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byte state;
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byte tick; ///< Used to determine how often to move
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uint32 state_counter; ///< Can hold tile index!
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uint16 timeout_counter;
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byte state_mode;
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byte banned_tile_count;
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RailTypeByte railtype_to_use;
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CargoID cargo_type;
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byte num_wagons;
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byte build_kind;
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byte num_build_rec;
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byte num_loco_to_build;
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byte num_want_fullload;
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byte route_type_mask;
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TileIndex start_tile_a;
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TileIndex cur_tile_a;
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DiagDirectionByte cur_dir_a;
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DiagDirectionByte start_dir_a;
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TileIndex start_tile_b;
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TileIndex cur_tile_b;
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DiagDirectionByte cur_dir_b;
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DiagDirectionByte start_dir_b;
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Vehicle *cur_veh; ///< only used by some states
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AiBuildRec src, dst, mid1, mid2;
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VehicleID wagon_list[9];
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byte order_list_blocks[20];
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TileIndex banned_tiles[16];
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byte banned_val[16];
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};
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struct Ai_PathFinderInfo {
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TileIndex start_tile_tl; ///< tl = top-left
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TileIndex start_tile_br; ///< br = bottom-right
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TileIndex end_tile_tl; ///< tl = top-left
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TileIndex end_tile_br; ///< br = bottom-right
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DiagDirection start_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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DiagDirection end_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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TileIndex route[500];
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byte route_extra[500]; ///< Some extra information about the route like bridge/tunnel
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int route_length;
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int position; ///< Current position in the build-path, needed to build the path
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bool rail_or_road; ///< true = rail, false = road
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};
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/* The amount of memory reserved for the AI-special-vehicles */
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#define AI_MAX_SPECIAL_VEHICLES 100
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struct Ai_SpecialVehicle {
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VehicleID veh_id;
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uint32 flag;
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};
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struct PlayerAiNew {
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uint8 state;
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uint tick;
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uint idle;
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int temp; ///< A value used in more than one function, but it just temporary
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///< The use is pretty simple: with this we can 'think' about stuff
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///< in more than one tick, and more than one AI. A static will not
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///< do, because they are not saved. This way, the AI is almost human ;)
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int counter; ///< For the same reason as temp, we have counter. It can count how
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///< long we are trying something, and just abort if it takes too long
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/* Pathfinder stuff */
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Ai_PathFinderInfo path_info;
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AyStar *pathfinder;
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/* Route stuff */
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CargoID cargo;
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byte tbt; ///< train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
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Money new_cost;
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byte action;
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int last_id; ///< here is stored the last id of the searched city/industry
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Date last_vehiclecheck_date; // Used in CheckVehicle
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Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; ///< Some vehicles have some special flags
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TileIndex from_tile;
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TileIndex to_tile;
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DiagDirectionByte from_direction;
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DiagDirectionByte to_direction;
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bool from_deliver; ///< True if this is the station that GIVES cargo
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bool to_deliver;
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TileIndex depot_tile;
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DiagDirectionByte depot_direction;
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byte amount_veh; ///< How many vehicles we are going to build in this route
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byte cur_veh; ///< How many vehicles did we bought?
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VehicleID veh_id; ///< Used when bought a vehicle
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VehicleID veh_main_id; ///< The ID of the first vehicle, for shared copy
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int from_ic; ///< ic = industry/city. This is the ID of them
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byte from_type; ///< AI_NO_TYPE/AI_CITY/AI_INDUSTRY
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int to_ic;
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byte to_type;
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};
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/* The "steps" in loan size, in British Pounds! */
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enum {
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LOAN_INTERVAL = 10000,
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@@ -198,8 +63,6 @@ struct Player {
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bool is_active;
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bool is_ai;
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PlayerAI ai;
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PlayerAiNew ainew;
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Money yearly_expenses[3][13];
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PlayerEconomyEntry cur_economy;
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