OpenTTD/src/player.h

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/* $Id$ */
/** @file player.h */
#ifndef PLAYER_H
#define PLAYER_H
#include "road_type.h"
#include "rail_type.h"
#include "date_type.h"
#include "engine.h"
#include "livery.h"
#include "autoreplace_type.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,
LOAN_INTERVAL_OLD_AI = 50000,
};
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;
RailTypes avail_railtypes;
RoadTypes 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;
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 PlayerByte _local_player;
VARDEF PlayerByte _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(IsInsideBS(i, PLAYER_FIRST, lengthof(_players)));
return &_players[i];
}
static inline bool IsLocalPlayer()
{
return _local_player == _current_player;
}
static inline bool IsValidPlayer(PlayerID pi)
{
return IsInsideBS(pi, PLAYER_FIRST, MAX_PLAYERS);
}
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);
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();
/**
* 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 */