Files
@ r6656:f5841f081711
Branch filter:
Location: cpp/openttd-patchpack/source/src/player.h
r6656:f5841f081711
9.6 KiB
text/x-c
(svn r9887) -Fix (r9867): Industry production statistics messed up...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 | /* $Id$ */
/** @file player.h */
#ifndef PLAYER_H
#define PLAYER_H
#include "oldpool.h"
#include "aystar.h"
#include "rail.h"
#include "engine.h"
#include "livery.h"
struct PlayerEconomyEntry {
int32 income;
int32 expenses;
int32 delivered_cargo;
int32 performance_history; ///< player score (scale 0-1000)
int64 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;
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];
};
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
byte start_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
byte 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
int 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;
byte from_direction;
byte 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;
};
typedef uint32 PlayerFace;
struct Player {
uint32 name_2;
uint16 name_1;
uint16 president_name_1;
uint32 president_name_2;
PlayerFace 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;
Livery livery[LS_END];
byte player_money_fraction;
byte avail_railtypes;
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;
int32 bankrupt_value;
bool is_active;
bool is_ai;
PlayerAI ai;
PlayerAiNew ainew;
int64 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);
int64 CalculateCompanyValue(const Player* p);
void InvalidatePlayerWindows(const Player* p);
void UpdatePlayerMoney32(Player *p);
void SetLocalPlayer(PlayerID new_player);
#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
VARDEF PlayerID _local_player;
VARDEF PlayerID _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(IS_INSIDE_1D(i, PLAYER_FIRST, lengthof(_players)));
return &_players[i];
}
static inline bool IsLocalPlayer()
{
return _local_player == _current_player;
}
static inline bool IsValidPlayer(PlayerID pi)
{
return IS_INSIDE_1D(pi, PLAYER_FIRST, MAX_PLAYERS);
}
byte GetPlayerRailtypes(PlayerID p);
/** Finds out if a Player has a certain railtype available */
static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
{
return HASBIT(p->avail_railtypes, Railtype);
}
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(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
/** 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 int32 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 int32 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 */
|