mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
df6c48fdba
-Trains will now remember the length of stations it visits and sell cars when being autoreplaced if they became too long -If it needs to remove cars, then it starts from the front and sells all it can find until the train is short enough -This only works for trains, that knows the station length of the route so a full uninterrupted run is needed -a train needs 1-2 runs to detect if the shortest station is expanded -This feature can be turned on and off in the train replace window and each company can have it's own setting -NOTE: minor savegame version bump
267 lines
6.8 KiB
C
267 lines
6.8 KiB
C
/* $Id$ */
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#ifndef PLAYER_H
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#define PLAYER_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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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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byte 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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byte 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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byte 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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uint 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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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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byte 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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byte 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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EngineID engine_replacement[TOTAL_NUM_ENGINES];
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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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} Player;
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void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player);
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void GetNameOfOwner(PlayerID 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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#define MAX_PLAYERS 8
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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 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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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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*/
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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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/* 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
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* have our own priority list here. When adding
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* 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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return RAILTYPE_RAIL;
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}
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#define IS_HUMAN_PLAYER(p) (!GetPlayer(p)->is_ai)
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#define IS_INTERACTIVE_PLAYER(p) ((p) == _local_player)
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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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#endif /* PLAYER_H */
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