src/player.h
branchnoai
changeset 9359 e915dd81a279
parent 6574 e1d1a12faaf7
child 9374 61379e9b2393
--- a/src/player.h	Tue Mar 13 12:21:13 2007 +0000
+++ b/src/player.h	Tue Mar 13 13:07:17 2007 +0000
@@ -17,136 +17,6 @@
 	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 {
@@ -186,8 +56,6 @@
 
 	bool is_active;
 	bool is_ai;
-	PlayerAI ai;
-	PlayerAiNew ainew;
 
 	int64 yearly_expenses[3][13];
 	PlayerEconomyEntry cur_economy;