OpenTTD/src/player_base.h

112 lines
2.3 KiB
C++

/* $Id$ */
/** @file player_base.h Definition of stuff that is very close to a player, like the player struct itself. */
#ifndef PLAYER_BASE_H
#define PLAYER_BASE_H
#include "road_type.h"
#include "rail_type.h"
#include "date_type.h"
#include "engine_type.h"
#include "livery.h"
#include "autoreplace_type.h"
#include "economy_type.h"
#include "tile_type.h"
struct PlayerEconomyEntry {
Money income;
Money expenses;
int32 delivered_cargo;
int32 performance_history; ///< player score (scale 0-1000)
Money company_value;
};
struct Player {
uint32 name_2;
uint16 name_1;
char *name;
uint16 president_name_1;
uint32 president_name_2;
char *president_name;
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;
uint32 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][EXPENSES_END];
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; ///< caches the number of engines of each type the player owns (no need to save this)
};
struct PlayerMoneyBackup {
private:
Money backup_yearly_expenses[EXPENSES_END];
PlayerEconomyEntry backup_cur_economy;
Player *p;
public:
PlayerMoneyBackup(Player *player);
void Restore();
};
extern Player _players[MAX_PLAYERS];
#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
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];
}
Money CalculateCompanyValue(const Player *p);
#endif /* PLAYER_BASE_H */