--- a/player.h Fri Aug 27 11:01:26 2004 +0000
+++ b/player.h Tue Aug 31 16:12:52 2004 +0000
@@ -47,19 +47,19 @@
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];
} PlayerAI;
@@ -76,58 +76,68 @@
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
} Ai_PathFinderInfo;
+// The amount of memory reserved for the AI-special-vehicles
+#define AI_MAX_SPECIAL_VEHICLES 100
+
+typedef struct Ai_SpecialVehicle {
+ VehicleID veh_id;
+ uint32 flag;
+} Ai_SpecialVehicle;
+
typedef struct PlayerAiNew {
uint8 state;
uint tick;
uint idle;
-
+
int temp; // A value used in more then one function, but it just temporary
// The use is pretty simple: with this we can 'think' about stuff
// in more then one tick, and more then 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
-
+
byte cargo;
byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
int new_cost;
-
+
byte action;
-
+
uint last_id; // here is stored the last id of the searched city/industry
-
+ uint 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;
byte 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;
-
+
} PlayerAiNew;
@@ -155,12 +165,12 @@
TileIndex location_of_house;
TileIndex last_build_coordinate;
-
+
byte share_owners[4];
-
+
byte inaugurated_year;
byte num_valid_stat_ent;
-
+
byte quarters_of_bankrupcy;
byte bankrupt_asked; // which players were asked about buying it?
int16 bankrupt_timeout;
@@ -170,7 +180,7 @@
byte is_ai;
PlayerAI ai;
PlayerAiNew ainew;
-
+
int64 yearly_expenses[3][13];
PlayerEconomyEntry cur_economy;
PlayerEconomyEntry old_economy[24];