src/player.h
branchNewGRF_ports
changeset 6872 1c4a4a609f85
parent 6871 5a9dc001e1ad
child 6873 86bf4ccb580d
--- a/src/player.h	Mon Dec 03 23:39:38 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,382 +0,0 @@
-/* $Id$ */
-
-/** @file player.h */
-
-#ifndef PLAYER_H
-#define PLAYER_H
-
-#include "oldpool.h"
-#include "aystar.h"
-#include "rail.h"
-#include "road.h"
-#include "engine.h"
-#include "livery.h"
-#include "genworld.h"
-#include "gfx.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 */