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https://github.com/JGRennison/OpenTTD-patches.git
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4c9d9a87f1
actual playable player (< MAX_PLAYERS) or not.
353 lines
9.7 KiB
C
353 lines
9.7 KiB
C
/* $Id$ */
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "pool.h"
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#include "aystar.h"
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#include "rail.h"
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#include "engine.h"
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#include "livery.h"
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typedef struct PlayerEconomyEntry {
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int32 income;
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int32 expenses;
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int32 delivered_cargo;
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int32 performance_history; // player score (scale 0-1000)
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int64 company_value;
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} PlayerEconomyEntry;
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typedef struct AiBuildRec {
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TileIndex spec_tile;
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TileIndex use_tile;
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byte rand_rng;
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byte cur_building_rule;
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byte unk6;
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byte unk7;
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byte buildcmd_a;
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byte buildcmd_b;
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byte direction;
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CargoID cargo;
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} AiBuildRec;
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typedef struct PlayerAI {
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byte state;
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byte tick; // Used to determine how often to move
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uint32 state_counter; // Can hold tile index!
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uint16 timeout_counter;
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byte state_mode;
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byte banned_tile_count;
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byte railtype_to_use;
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CargoID cargo_type;
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byte num_wagons;
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byte build_kind;
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byte num_build_rec;
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byte num_loco_to_build;
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byte num_want_fullload;
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byte route_type_mask;
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TileIndex start_tile_a;
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TileIndex cur_tile_a;
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byte cur_dir_a;
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byte start_dir_a;
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TileIndex start_tile_b;
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TileIndex cur_tile_b;
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byte cur_dir_b;
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byte start_dir_b;
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Vehicle *cur_veh; /* only used by some states */
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AiBuildRec src, dst, mid1, mid2;
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VehicleID wagon_list[9];
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byte order_list_blocks[20];
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TileIndex banned_tiles[16];
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byte banned_val[16];
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} PlayerAI;
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typedef struct Ai_PathFinderInfo {
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TileIndex start_tile_tl; // tl = top-left
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TileIndex start_tile_br; // br = bottom-right
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TileIndex end_tile_tl; // tl = top-left
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TileIndex end_tile_br; // br = bottom-right
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byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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TileIndex route[500];
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byte route_extra[500]; // Some extra information about the route like bridge/tunnel
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int route_length;
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int position; // Current position in the build-path, needed to build the path
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bool rail_or_road; // true = rail, false = road
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} Ai_PathFinderInfo;
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// The amount of memory reserved for the AI-special-vehicles
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#define AI_MAX_SPECIAL_VEHICLES 100
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typedef struct Ai_SpecialVehicle {
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VehicleID veh_id;
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uint32 flag;
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} Ai_SpecialVehicle;
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typedef struct PlayerAiNew {
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uint8 state;
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uint tick;
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uint idle;
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int temp; // A value used in more than one function, but it just temporary
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// The use is pretty simple: with this we can 'think' about stuff
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// in more than one tick, and more than one AI. A static will not
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// do, because they are not saved. This way, the AI is almost human ;)
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int counter; // For the same reason as temp, we have counter. It can count how
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// long we are trying something, and just abort if it takes too long
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// Pathfinder stuff
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Ai_PathFinderInfo path_info;
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AyStar *pathfinder;
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// Route stuff
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CargoID cargo;
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byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
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int new_cost;
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byte action;
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int last_id; // here is stored the last id of the searched city/industry
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Date last_vehiclecheck_date; // Used in CheckVehicle
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Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; // Some vehicles have some special flags
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TileIndex from_tile;
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TileIndex to_tile;
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byte from_direction;
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byte to_direction;
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bool from_deliver; // True if this is the station that GIVES cargo
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bool to_deliver;
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TileIndex depot_tile;
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byte depot_direction;
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byte amount_veh; // How many vehicles we are going to build in this route
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byte cur_veh; // How many vehicles did we bought?
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VehicleID veh_id; // Used when bought a vehicle
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VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
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int from_ic; // ic = industry/city. This is the ID of them
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byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
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int to_ic;
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byte to_type;
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} PlayerAiNew;
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typedef struct Player {
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uint32 name_2;
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uint16 name_1;
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uint16 president_name_1;
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uint32 president_name_2;
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uint32 face;
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int32 player_money;
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int32 current_loan;
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int64 money64; // internal 64-bit version of the money. the 32-bit field will be clamped to plus minus 2 billion
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byte player_color;
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Livery livery[LS_END];
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byte player_money_fraction;
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byte avail_railtypes;
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byte block_preview;
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PlayerID index;
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uint16 cargo_types; /* which cargo types were transported the last year */
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TileIndex location_of_house;
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TileIndex last_build_coordinate;
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PlayerID share_owners[4];
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Year inaugurated_year;
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byte num_valid_stat_ent;
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byte quarters_of_bankrupcy;
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byte bankrupt_asked; // which players were asked about buying it?
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int16 bankrupt_timeout;
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int32 bankrupt_value;
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bool is_active;
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bool is_ai;
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PlayerAI ai;
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PlayerAiNew ainew;
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int64 yearly_expenses[3][13];
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PlayerEconomyEntry cur_economy;
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PlayerEconomyEntry old_economy[24];
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EngineRenewList engine_renew_list; // Defined later
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bool engine_renew;
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bool renew_keep_length;
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int16 engine_renew_months;
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uint32 engine_renew_money;
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uint16 num_engines[TOTAL_NUM_ENGINES]; // caches the number of engines of each type the player owns (no need to save this)
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} Player;
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uint16 GetDrawStringPlayerColor(PlayerID player);
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void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player);
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void GetNameOfOwner(Owner owner, TileIndex tile);
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int64 CalculateCompanyValue(const Player* p);
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void InvalidatePlayerWindows(const Player* p);
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void UpdatePlayerMoney32(Player *p);
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#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
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VARDEF PlayerID _local_player;
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VARDEF PlayerID _current_player;
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/* Player identifiers All players below MAX_PLAYERS are playable
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* players, above, they are special, computer controlled players */
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enum {
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PLAYER_SPECTATOR = 255, ///< Spectator in Multiplayer or the player in the scenario editor
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MAX_PLAYERS = 8,
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};
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VARDEF Player _players[MAX_PLAYERS];
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// NOSAVE: can be determined from player structs
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VARDEF byte _player_colors[MAX_PLAYERS];
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static inline byte ActivePlayerCount(void)
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{
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const Player *p;
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byte count = 0;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active) count++;
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}
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return count;
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}
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static inline Player* GetPlayer(PlayerID i)
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{
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assert(i < lengthof(_players));
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return &_players[i];
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}
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static inline bool IsLocalPlayer(void)
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{
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return _local_player == _current_player;
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}
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static inline bool IsValidPlayer(PlayerID pi)
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{
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return pi < MAX_PLAYERS;
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}
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void DeletePlayerWindows(PlayerID pi);
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byte GetPlayerRailtypes(PlayerID p);
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/** Finds out if a Player has a certain railtype available */
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static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
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{
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return HASBIT(p->avail_railtypes, Railtype);
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}
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static inline bool IsHumanPlayer(PlayerID pi)
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{
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return !GetPlayer(pi)->is_ai;
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}
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static inline bool IsInteractivePlayer(PlayerID pi)
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{
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return pi == _local_player;
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}
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/* Validate functions for rail building */
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static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
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/** Returns the "best" railtype a player can build.
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* As the AI doesn't know what the BEST one is, we have our own priority list
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* here. When adding new railtypes, modify this function
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* @param p the player "in action"
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* @return The "best" railtype a player has available
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*/
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static inline RailType GetBestRailtype(const Player* p)
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{
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if (HasRailtypeAvail(p, RAILTYPE_MAGLEV)) return RAILTYPE_MAGLEV;
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if (HasRailtypeAvail(p, RAILTYPE_MONO)) return RAILTYPE_MONO;
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if (HasRailtypeAvail(p, RAILTYPE_ELECTRIC)) return RAILTYPE_ELECTRIC;
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return RAILTYPE_RAIL;
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}
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typedef struct HighScore {
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char company[100];
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StringID title; // NO_SAVE, has troubles with changing string-numbers.
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uint16 score; // do NOT change type, will break hs.dat
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} HighScore;
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VARDEF HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5
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void SaveToHighScore(void);
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void LoadFromHighScore(void);
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int8 SaveHighScoreValue(const Player *p);
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int8 SaveHighScoreValueNetwork(void);
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/* Engine Replacement Functions */
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/**
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* Remove all engine replacement settings for the given player.
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* @param p Player.
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*/
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static inline void RemoveAllEngineReplacementForPlayer(Player *p) { RemoveAllEngineReplacement(&p->engine_renew_list); }
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/**
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* Retrieve the engine replacement for the given player and original engine type.
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* @param p Player.
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* @param engine Engine type.
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* @return The engine type to replace with, or INVALID_ENGINE if no
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* replacement is in the list.
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*/
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static inline EngineID EngineReplacementForPlayer(const Player *p, EngineID engine) { return EngineReplacement(p->engine_renew_list, engine); }
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/**
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* Check if a player has a replacement set up for the given engine.
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* @param p Player.
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* @param engine Engine type to be replaced.
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* @return true if a replacement was set up, false otherwise.
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*/
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static inline bool EngineHasReplacementForPlayer(const Player *p, EngineID engine) { return EngineReplacementForPlayer(p, engine) != INVALID_ENGINE; }
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/**
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* Add an engine replacement for the player.
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* @param p Player.
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* @param old_engine The original engine type.
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* @param new_engine The replacement engine type.
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* @param flags The calling command flags.
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* @return 0 on success, CMD_ERROR on failure.
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*/
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static inline int32 AddEngineReplacementForPlayer(Player *p, EngineID old_engine, EngineID new_engine, uint32 flags) { return AddEngineReplacement(&p->engine_renew_list, old_engine, new_engine, flags); }
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/**
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* Remove an engine replacement for the player.
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* @param p Player.
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* @param engine The original engine type.
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* @param flags The calling command flags.
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* @return 0 on success, CMD_ERROR on failure.
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*/
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static inline int32 RemoveEngineReplacementForPlayer(Player *p, EngineID engine, uint32 flags) {return RemoveEngineReplacement(&p->engine_renew_list, engine, flags); }
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/**
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* Reset the livery schemes to the player's primary colour.
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* This is used on loading games without livery information and on new player start up.
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* @param p Player to reset.
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*/
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void ResetPlayerLivery(Player *p);
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#endif /* PLAYER_H */
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