Files @ r8197:5f087672abf6
Branch filter:

Location: cpp/openttd-patchpack/source/src/player.h

smatz
(svn r11760) -Codechange: unify the way how other end of a tunnel/bridge is determined at some places
-Fix: adding road/tram to tram/road bridge was cheaper by one tile
/* $Id$ */

/** @file player.h */

#ifndef PLAYER_H
#define PLAYER_H

#include "oldpool.h"
#include "aystar.h"
#include "rail_type.h"
#include "road_func.h"
#include "cargo_type.h"
#include "command_type.h"
#include "date_type.h"
#include "engine.h"
#include "livery.h"
#include "genworld.h"

struct PlayerEconomyEntry {
	Money income;
	Money expenses;
	int32 delivered_cargo;
	int32 performance_history; ///< player score (scale 0-1000)
	Money company_value;
};

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;
};

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;
	RailTypeByte 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;
	DiagDirectionByte cur_dir_a;
	DiagDirectionByte start_dir_a;

	TileIndex start_tile_b;
	TileIndex cur_tile_b;
	DiagDirectionByte cur_dir_b;
	DiagDirectionByte 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];
};

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
	DiagDirection start_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
	DiagDirection 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
};

/* The amount of memory reserved for the AI-special-vehicles */
#define AI_MAX_SPECIAL_VEHICLES 100

struct Ai_SpecialVehicle {
	VehicleID veh_id;
	uint32 flag;
};

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
	Money 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;

	DiagDirectionByte from_direction;
	DiagDirectionByte to_direction;

	bool from_deliver; ///< True if this is the station that GIVES cargo
	bool to_deliver;

	TileIndex depot_tile;
	DiagDirectionByte 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;

};


/* The "steps" in loan size, in British Pounds! */
enum {
	LOAN_INTERVAL        = 10000,
	LOAN_INTERVAL_OLD_AI = 50000,
};

struct Player {
	uint32 name_2;
	uint16 name_1;

	uint16 president_name_1;
	uint32 president_name_2;

	PlayerFace face;

	Money player_money;
	Money current_loan;

	byte player_color;
	Livery livery[LS_END];
	byte player_money_fraction;
	byte avail_railtypes;
	byte avail_roadtypes;
	byte block_preview;
	PlayerByte index;

	uint16 cargo_types; ///< which cargo types were transported the last year

	TileIndex location_of_house;
	TileIndex last_build_coordinate;

	PlayerByte 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;
	Money bankrupt_value;

	bool is_active;
	bool is_ai;
	PlayerAI ai;
	PlayerAiNew ainew;

	Money 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)
};

uint16 GetDrawStringPlayerColor(PlayerID player);

void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player);
void GetNameOfOwner(Owner owner, TileIndex tile);
Money CalculateCompanyValue(const Player *p);
void InvalidatePlayerWindows(const Player *p);
void SetLocalPlayer(PlayerID new_player);
#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)

VARDEF PlayerByte _local_player;
VARDEF PlayerByte _current_player;

VARDEF Player _players[MAX_PLAYERS];
/* NOSAVE: can be determined from player structs */
VARDEF byte _player_colors[MAX_PLAYERS];

static inline byte ActivePlayerCount()
{
	const Player *p;
	byte count = 0;

	FOR_ALL_PLAYERS(p) {
		if (p->is_active) count++;
	}

	return count;
}

static inline Player *GetPlayer(PlayerID i)
{
	assert(IsInsideBS(i, PLAYER_FIRST, lengthof(_players)));
	return &_players[i];
}

static inline bool IsLocalPlayer()
{
	return _local_player == _current_player;
}

static inline bool IsValidPlayer(PlayerID pi)
{
	return IsInsideBS(pi, PLAYER_FIRST, MAX_PLAYERS);
}

byte GetPlayerRailtypes(PlayerID p);
byte GetPlayerRoadtypes(PlayerID p);

/** Finds out if a Player has a certain railtype available
 * @param p Player in question
 * @param Railtype requested RailType
 * @return true if player has requested RailType available
 */
static inline bool HasRailtypeAvail(const Player *p, const RailType Railtype)
{
	return HasBit(p->avail_railtypes, Railtype);
}

/** Finds out, whether given player has all given RoadTypes available
 * @param PlayerID ID of player
 * @param rts RoadTypes to test
 * @return true if player has all requested RoadTypes available
 */
static inline bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts)
{
	RoadTypes avail_roadtypes;

	if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
		avail_roadtypes = ROADTYPES_ROAD;
	} else {
		if (!IsValidPlayer(p)) return false;
		avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
	}
	return (rts & ~avail_roadtypes) == 0;
}

static inline bool IsHumanPlayer(PlayerID pi)
{
	return !GetPlayer(pi)->is_ai;
}

static inline bool IsInteractivePlayer(PlayerID pi)
{
	return pi == _local_player;
}

void DrawPlayerIcon(PlayerID p, int x, int y);

/* Validate functions for rail building */
static inline bool ValParamRailtype(const uint32 rail) { return HasBit(GetPlayer(_current_player)->avail_railtypes, rail);}

/* Validate functions for road building */
static inline bool ValParamRoadType(const RoadType rt) { return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt));}

/** 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;
}

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
};

VARDEF HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5
void SaveToHighScore();
void LoadFromHighScore();
int8 SaveHighScoreValue(const Player *p);
int8 SaveHighScoreValueNetwork();

/* 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, GroupID group) { return EngineReplacement(p->engine_renew_list, engine, group); }

/**
 * 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, GroupID group) { return EngineReplacementForPlayer(p, engine, group) != 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 CommandCost AddEngineReplacementForPlayer(Player *p, EngineID old_engine, EngineID new_engine, GroupID group, uint32 flags) { return AddEngineReplacement(&p->engine_renew_list, old_engine, new_engine, group, 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 CommandCost RemoveEngineReplacementForPlayer(Player *p, EngineID engine, GroupID group, uint32 flags) {return RemoveEngineReplacement(&p->engine_renew_list, engine, group, 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 */