Files @ r9334:6d079081ec24
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Location: cpp/openttd-patchpack/source/src/player_base.h

belugas
(svn r13226) -Feature: Allow to have more than only two airports per town. The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
/* $Id$ */

/** @file player_base.h Definition of stuff that is very close to a player, like the player struct itself. */

#ifndef PLAYER_BASE_H
#define PLAYER_BASE_H

#include "road_type.h"
#include "rail_type.h"
#include "date_type.h"
#include "engine_type.h"
#include "livery.h"
#include "autoreplace_type.h"
#include "economy_type.h"
#include "tile_type.h"

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

struct Player {
	uint32 name_2;
	uint16 name_1;
	char *name;

	uint16 president_name_1;
	uint32 president_name_2;
	char *president_name;

	PlayerFace face;

	Money player_money;
	Money current_loan;

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

	uint32 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;

	Money yearly_expenses[3][EXPENSES_END];
	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; ///< caches the number of engines of each type the player owns (no need to save this)
};

struct PlayerMoneyBackup {
private:
	Money backup_yearly_expenses[EXPENSES_END];
	PlayerEconomyEntry backup_cur_economy;
	Player *p;

public:
	PlayerMoneyBackup(Player *player);

	void Restore();
};

extern Player _players[MAX_PLAYERS];
#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)

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];
}

Money CalculateCompanyValue(const Player *p);

#endif /* PLAYER_BASE_H */