player.h
author bjarni
Fri, 04 Nov 2005 22:10:49 +0000
changeset 2600 2e6079e37708
parent 2573 1950c5c3aab5
child 2613 b008d366ed8a
permissions -rw-r--r--
(svn r3137) -Fix: [autoreplace] fixed assert that was triggerable when a vehicle entered a depot even though the goto depot was canceled
this assert could be reached by clicking on the goto depot button to cancel goto depot from the orders and the vehicle
still entered the depot. The flags in that case would not be "normal" anymore. An additional check is added to prevent this
/* $Id$ */

#ifndef PLAYER_H
#define PLAYER_H

#include "aystar.h"
#include "rail.h"
#include "engine.h"

typedef struct PlayerEconomyEntry {
	int32 income;
	int32 expenses;
	int32 delivered_cargo;
	int32 performance_history;	// player score (scale 0-1000)
	int64 company_value;
} PlayerEconomyEntry;

typedef 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;
	byte cargo;
} AiBuildRec;

typedef 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;
	byte railtype_to_use;

	byte 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];
} PlayerAI;

typedef 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
} 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 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

	byte 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
	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;



typedef struct Player {
	uint32 name_2;
	uint16 name_1;

	uint16 president_name_1;
	uint32 president_name_2;

	uint32 face;

	int32 player_money;
	int32 current_loan;
	int64 money64; // internal 64-bit version of the money. the 32-bit field will be clamped to plus minus 2 billion

	byte player_color;
	byte player_money_fraction;
	byte avail_railtypes;
	byte block_preview;
	PlayerID index;

	uint16 cargo_types; /* which cargo types were transported the last year */

	TileIndex location_of_house;
	TileIndex last_build_coordinate;

	PlayerID 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;
	int32 bankrupt_value;

	bool is_active;
	byte is_ai;
	PlayerAI ai;
	PlayerAiNew ainew;

	int64 yearly_expenses[3][13];
	PlayerEconomyEntry cur_economy;
	PlayerEconomyEntry old_economy[24];
	EngineID engine_replacement[TOTAL_NUM_ENGINES];
	bool engine_renew;
	int16 engine_renew_months;
	uint32 engine_renew_money;
} Player;

void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player);
void GetNameOfOwner(PlayerID owner, TileIndex tile);
int64 CalculateCompanyValue(const Player* p);
void InvalidatePlayerWindows(const Player* p);
void UpdatePlayerMoney32(Player *p);
#define FOR_ALL_PLAYERS(p) for(p=_players; p != endof(_players); p++)

VARDEF PlayerID _local_player;
VARDEF PlayerID _current_player;

#define MAX_PLAYERS 8
VARDEF Player _players[MAX_PLAYERS];
// NOSAVE: can be determined from player structs
VARDEF byte _player_colors[MAX_PLAYERS];

static inline Player* GetPlayer(PlayerID i)
{
	assert(i < lengthof(_players));
	return &_players[i];
}

static inline bool IsLocalPlayer(void)
{
	return _local_player == _current_player;
}

void DeletePlayerWindows(PlayerID pi);
byte GetPlayerRailtypes(PlayerID p);

/** Finds out if a Player has a certain railtype available
  */
static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
{
	return HASBIT(p->avail_railtypes, Railtype);
}

/* Validate functions for rail building */
static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}

/** 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;
	return RAILTYPE_RAIL;
}

#define IS_HUMAN_PLAYER(p) (!GetPlayer(p)->is_ai)
#define IS_INTERACTIVE_PLAYER(p) ((p) == _local_player)

typedef struct HighScore {
	char company[100];
	StringID title;
	uint16 score;
} HighScore;

VARDEF HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5
void SaveToHighScore(void);
void LoadFromHighScore(void);
int8 SaveHighScoreValue(const Player *p);
int8 SaveHighScoreValueNetwork(void);

#endif /* PLAYER_H */