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#ifndef PLAYER_H
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#define PLAYER_H
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typedef struct PlayerEconomyEntry {
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int32 income;
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int32 expenses;
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int32 delivered_cargo;
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int32 performance_history;
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int32 company_value;
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} PlayerEconomyEntry;
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typedef 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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byte cargo;
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} AiBuildRec;
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typedef 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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uint16 state_counter;
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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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byte railtype_to_use;
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byte 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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byte cur_dir_a;
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byte start_dir_a;
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TileIndex start_tile_b;
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TileIndex cur_tile_b;
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byte cur_dir_b;
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byte 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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} PlayerAI;
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typedef struct Player {
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uint32 name_2;
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uint16 name_1;
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uint16 president_name_1;
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uint32 president_name_2;
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uint32 face;
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int32 player_money;
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int32 current_loan;
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int64 money64; // internal 64-bit version of the money. the 32-bit field will be clamped to plus minus 2 billion
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byte player_color;
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byte player_money_fraction;
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byte max_railtype;
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byte block_preview;
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byte index;
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uint16 cargo_types; /* which cargo types were transported the last year */
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TileIndex location_of_house;
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TileIndex last_build_coordinate;
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byte share_owners[4];
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byte inaugurated_year;
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byte num_valid_stat_ent;
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byte quarters_of_bankrupcy;
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byte bankrupt_asked; // which players were asked about buying it?
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int16 bankrupt_timeout;
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int32 bankrupt_value;
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bool is_active;
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byte is_ai;
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PlayerAI ai;
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int64 yearly_expenses[3][13];
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PlayerEconomyEntry cur_economy;
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PlayerEconomyEntry old_economy[24];
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} Player;
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void ChangeOwnershipOfPlayerItems(byte old_player, byte new_player);
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void GetNameOfOwner(byte owner, uint tile);
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uint32 CalculateCompanyValue(Player *p);
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void InvalidatePlayerWindows(Player *p);
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void AiDoGameLoop(Player *p);
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void UpdatePlayerMoney32(Player *p);
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#define DEREF_PLAYER(i) (&_players[i])
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#define FOR_ALL_PLAYERS(p) for(p=_players; p != endof(_players); p++)
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#define MAX_PLAYERS 8
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VARDEF Player _players[MAX_PLAYERS];
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#define IS_HUMAN_PLAYER(p) (!DEREF_PLAYER((byte)(p))->is_ai)
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#define IS_INTERACTIVE_PLAYER(p) (((byte)p) == _local_player)
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#endif /* PLAYER_H */
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