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156 lines
3.5 KiB
C
156 lines
3.5 KiB
C
/* $Id$ */
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/** @file player.h */
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "road_type.h"
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#include "rail_type.h"
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#include "date_type.h"
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#include "engine.h"
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#include "livery.h"
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#include "autoreplace_type.h"
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#include "economy_type.h"
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#include "tile_type.h"
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struct PlayerEconomyEntry {
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Money income;
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Money expenses;
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int32 delivered_cargo;
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int32 performance_history; ///< player score (scale 0-1000)
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Money company_value;
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};
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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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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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PlayerFace face;
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Money player_money;
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Money current_loan;
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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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RailTypes avail_railtypes;
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RoadTypes avail_roadtypes;
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byte block_preview;
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PlayerByte 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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PlayerByte 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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Money bankrupt_value;
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bool is_active;
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bool is_ai;
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Money 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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};
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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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Money CalculateCompanyValue(const Player *p);
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void InvalidatePlayerWindows(const Player *p);
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void SetLocalPlayer(PlayerID new_player);
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#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
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VARDEF PlayerByte _local_player;
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VARDEF PlayerByte _current_player;
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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()
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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(IsInsideBS(i, PLAYER_FIRST, lengthof(_players)));
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return &_players[i];
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}
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static inline bool IsLocalPlayer()
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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 IsInsideBS(pi, PLAYER_FIRST, MAX_PLAYERS);
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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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void DrawPlayerIcon(PlayerID p, int x, int y);
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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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};
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VARDEF HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5
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void SaveToHighScore();
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void LoadFromHighScore();
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int8 SaveHighScoreValue(const Player *p);
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int8 SaveHighScoreValueNetwork();
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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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