2005-07-24 15:12:37 +01:00
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/* $Id$ */
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2007-03-21 17:42:43 +00:00
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/** @file player.h */
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2004-08-09 18:04:08 +01:00
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#ifndef PLAYER_H
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#define PLAYER_H
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2007-12-18 20:38:16 +00:00
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#include "road_func.h"
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2007-12-26 13:50:40 +00:00
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#include "date_type.h"
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2005-10-31 12:01:41 +00:00
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#include "engine.h"
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2006-09-15 13:27:00 +01:00
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#include "livery.h"
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2007-11-11 12:34:44 +00:00
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#include "genworld.h"
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2008-01-07 09:19:53 +00:00
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#include "autoreplace_type.h"
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2004-08-20 10:32:32 +01:00
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2007-03-07 12:11:48 +00:00
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struct PlayerEconomyEntry {
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2007-06-18 22:44:47 +01:00
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Money income;
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Money expenses;
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2004-08-09 18:04:08 +01:00
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int32 delivered_cargo;
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2007-03-21 17:42:43 +00:00
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int32 performance_history; ///< player score (scale 0-1000)
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2007-06-18 23:49:55 +01:00
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Money company_value;
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2007-03-07 12:11:48 +00:00
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};
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2004-08-09 18:04:08 +01:00
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2007-06-14 16:24:34 +01:00
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/* The "steps" in loan size, in British Pounds! */
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enum {
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LOAN_INTERVAL = 10000,
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LOAN_INTERVAL_OLD_AI = 50000,
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};
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2007-03-07 12:11:48 +00:00
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struct Player {
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2004-08-09 18:04:08 +01:00
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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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2007-03-02 01:17:11 +00:00
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PlayerFace face;
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2004-08-09 18:04:08 +01:00
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2007-06-18 23:49:55 +01:00
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Money player_money;
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2007-06-18 22:44:47 +01:00
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Money current_loan;
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2004-08-09 18:04:08 +01:00
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byte player_color;
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2006-09-15 13:27:00 +01:00
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Livery livery[LS_END];
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2004-08-09 18:04:08 +01:00
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byte player_money_fraction;
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2005-07-20 23:02:58 +01:00
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byte avail_railtypes;
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2007-05-25 09:13:01 +01:00
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byte avail_roadtypes;
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2004-08-09 18:04:08 +01:00
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byte block_preview;
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2007-01-10 18:56:51 +00:00
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PlayerByte index;
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2004-08-09 18:04:08 +01:00
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2007-03-21 17:42:43 +00:00
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uint16 cargo_types; ///< which cargo types were transported the last year
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2004-08-09 18:04:08 +01:00
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TileIndex location_of_house;
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TileIndex last_build_coordinate;
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2004-08-31 17:12:52 +01:00
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2007-01-10 18:56:51 +00:00
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PlayerByte share_owners[4];
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2004-08-31 17:12:52 +01:00
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2006-08-20 19:40:57 +01:00
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Year inaugurated_year;
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2004-08-09 18:04:08 +01:00
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byte num_valid_stat_ent;
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2004-08-31 17:12:52 +01:00
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2004-08-09 18:04:08 +01:00
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byte quarters_of_bankrupcy;
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2007-03-21 17:42:43 +00:00
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byte bankrupt_asked; ///< which players were asked about buying it?
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2004-08-09 18:04:08 +01:00
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int16 bankrupt_timeout;
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2007-06-18 22:44:47 +01:00
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Money bankrupt_value;
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2004-08-09 18:04:08 +01:00
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bool is_active;
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2006-03-26 23:25:29 +01:00
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bool is_ai;
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2004-08-31 17:12:52 +01:00
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2007-06-18 23:49:55 +01:00
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Money yearly_expenses[3][13];
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2004-08-09 18:04:08 +01:00
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PlayerEconomyEntry cur_economy;
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PlayerEconomyEntry old_economy[24];
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2007-03-21 17:42:43 +00:00
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EngineRenewList engine_renew_list; ///< Defined later
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2005-08-06 17:07:22 +01:00
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bool engine_renew;
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2005-11-07 23:20:47 +00:00
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bool renew_keep_length;
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2005-08-06 17:07:22 +01:00
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int16 engine_renew_months;
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uint32 engine_renew_money;
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2007-03-21 17:42:43 +00:00
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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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2007-03-07 12:11:48 +00:00
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};
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2004-08-09 18:04:08 +01:00
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2006-08-28 07:21:48 +01:00
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uint16 GetDrawStringPlayerColor(PlayerID player);
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2005-09-18 21:56:44 +01:00
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void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player);
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2006-10-14 23:22:48 +01:00
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void GetNameOfOwner(Owner owner, TileIndex tile);
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2007-07-24 18:01:23 +01:00
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Money CalculateCompanyValue(const Player *p);
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void InvalidatePlayerWindows(const Player *p);
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2006-12-26 12:56:48 +00:00
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void SetLocalPlayer(PlayerID new_player);
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2006-02-01 07:36:15 +00:00
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#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
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2004-08-09 18:04:08 +01:00
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2007-08-31 20:49:31 +01:00
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VARDEF PlayerByte _local_player;
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VARDEF PlayerByte _current_player;
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2005-07-21 20:36:43 +01:00
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2004-08-09 18:04:08 +01:00
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VARDEF Player _players[MAX_PLAYERS];
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2007-03-21 17:42:43 +00:00
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/* NOSAVE: can be determined from player structs */
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2005-07-21 20:36:43 +01:00
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VARDEF byte _player_colors[MAX_PLAYERS];
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2007-03-07 11:47:46 +00:00
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static inline byte ActivePlayerCount()
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2006-10-12 12:42:57 +01:00
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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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2006-01-31 22:16:15 +00:00
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2007-07-24 18:01:23 +01:00
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static inline Player *GetPlayer(PlayerID i)
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2005-05-06 07:56:30 +01:00
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{
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2007-11-24 10:38:43 +00:00
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assert(IsInsideBS(i, PLAYER_FIRST, lengthof(_players)));
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2005-09-14 19:03:38 +01:00
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return &_players[i];
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}
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2007-03-07 11:47:46 +00:00
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static inline bool IsLocalPlayer()
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2005-09-14 19:03:38 +01:00
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{
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return _local_player == _current_player;
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2005-05-06 07:56:30 +01:00
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}
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2006-10-14 23:31:18 +01:00
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static inline bool IsValidPlayer(PlayerID pi)
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{
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2007-11-24 10:38:43 +00:00
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return IsInsideBS(pi, PLAYER_FIRST, MAX_PLAYERS);
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2006-10-14 23:31:18 +01:00
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}
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2005-10-20 18:43:13 +01:00
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byte GetPlayerRailtypes(PlayerID p);
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2007-05-25 09:13:01 +01:00
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byte GetPlayerRoadtypes(PlayerID p);
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2005-07-20 23:02:58 +01:00
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2007-11-11 12:34:44 +00:00
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/** Finds out if a Player has a certain railtype available
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* @param p Player in question
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* @param Railtype requested RailType
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* @return true if player has requested RailType available
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*/
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static inline bool HasRailtypeAvail(const Player *p, const RailType Railtype)
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2005-07-20 23:02:58 +01:00
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{
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2007-11-19 21:02:30 +00:00
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return HasBit(p->avail_railtypes, Railtype);
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2005-07-20 23:02:58 +01:00
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}
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2007-11-11 12:34:44 +00:00
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/** Finds out, whether given player has all given RoadTypes available
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* @param PlayerID ID of player
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* @param rts RoadTypes to test
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* @return true if player has all requested RoadTypes available
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*/
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static inline bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts)
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{
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RoadTypes avail_roadtypes;
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if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
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avail_roadtypes = ROADTYPES_ROAD;
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} else {
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if (!IsValidPlayer(p)) return false;
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avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
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}
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return (rts & ~avail_roadtypes) == 0;
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}
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2006-10-14 16:15:56 +01:00
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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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2007-01-21 11:49:18 +00:00
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void DrawPlayerIcon(PlayerID p, int x, int y);
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2005-07-21 20:36:43 +01:00
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/* Validate functions for rail building */
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2007-11-19 21:02:30 +00:00
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static inline bool ValParamRailtype(const uint32 rail) { return HasBit(GetPlayer(_current_player)->avail_railtypes, rail);}
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2007-11-11 12:34:44 +00:00
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/* Validate functions for road building */
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static inline bool ValParamRoadType(const RoadType rt) { return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt));}
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2005-07-21 20:36:43 +01:00
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2005-07-20 23:02:58 +01:00
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/** Returns the "best" railtype a player can build.
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2006-06-27 22:25:53 +01:00
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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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2007-07-24 18:01:23 +01:00
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static inline RailType GetBestRailtype(const Player *p)
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2005-07-20 23:02:58 +01:00
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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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2006-03-29 17:30:26 +01:00
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if (HasRailtypeAvail(p, RAILTYPE_ELECTRIC)) return RAILTYPE_ELECTRIC;
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2005-07-20 23:02:58 +01:00
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return RAILTYPE_RAIL;
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}
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2007-03-07 12:11:48 +00:00
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struct HighScore {
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2005-01-11 00:54:06 +00:00
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char company[100];
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2007-03-21 17:42:43 +00:00
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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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2007-03-07 12:11:48 +00:00
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};
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2005-01-11 00:54:06 +00:00
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2005-01-13 16:28:47 +00:00
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VARDEF HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5
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2007-03-07 11:47:46 +00:00
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void SaveToHighScore();
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void LoadFromHighScore();
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2005-01-13 16:28:47 +00:00
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int8 SaveHighScoreValue(const Player *p);
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2007-03-07 11:47:46 +00:00
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int8 SaveHighScoreValueNetwork();
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2005-01-11 00:54:06 +00:00
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2006-09-15 13:27:00 +01:00
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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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2004-08-09 18:04:08 +01:00
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#endif /* PLAYER_H */
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