player.h
changeset 145 6e5468217504
parent 84 1e0721c29bad
child 147 d0c8100d18cf
--- 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];