(svn r10775) [NoAI] -Sync: with trunk r10535:r10774.
/* $Id$ */
/** @file player.h */
#ifndef PLAYER_H
#define PLAYER_H
#include "oldpool.h"
#include "aystar.h"
#include "rail.h"
#include "engine.h"
#include "livery.h"
struct PlayerEconomyEntry {
Money income;
Money expenses;
int32 delivered_cargo;
int32 performance_history; ///< player score (scale 0-1000)
Money company_value;
};
/* The "steps" in loan size, in British Pounds! */
enum {
LOAN_INTERVAL = 10000,
};
typedef uint32 PlayerFace;
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;
bool is_noai; ///< This is a NoAI player (for loading old savegames properly). Part of the NoAI 'hack' to retain savegame compatability with trunk.
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 PlayerID _local_player;
VARDEF PlayerID _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(IS_INSIDE_1D(i, PLAYER_FIRST, lengthof(_players)));
return &_players[i];
}
static inline bool IsLocalPlayer()
{
return _local_player == _current_player;
}
static inline bool IsValidPlayer(PlayerID pi)
{
return IS_INSIDE_1D(pi, PLAYER_FIRST, MAX_PLAYERS);
}
byte GetPlayerRailtypes(PlayerID p);
byte GetPlayerRoadtypes(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);
}
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(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;
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 */