(svn r11407) -Fix: do not allow building of tram-tracks when they are not available (SmatZ)
This commit is contained in:
34
src/player.h
34
src/player.h
@@ -8,8 +8,11 @@
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#include "oldpool.h"
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#include "aystar.h"
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#include "rail.h"
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#include "road.h"
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#include "engine.h"
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#include "livery.h"
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#include "genworld.h"
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#include "gfx.h"
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struct PlayerEconomyEntry {
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Money income;
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@@ -253,12 +256,34 @@ static inline bool IsValidPlayer(PlayerID pi)
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byte GetPlayerRailtypes(PlayerID p);
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byte GetPlayerRoadtypes(PlayerID p);
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/** Finds out if a Player has a certain railtype available */
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static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
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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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{
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return HASBIT(p->avail_railtypes, Railtype);
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}
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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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static inline bool IsHumanPlayer(PlayerID pi)
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{
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return !GetPlayer(pi)->is_ai;
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@@ -272,7 +297,10 @@ static inline bool IsInteractivePlayer(PlayerID pi)
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void DrawPlayerIcon(PlayerID p, int x, int y);
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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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static inline bool ValParamRailtype(const uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
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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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/** Returns the "best" railtype a player can build.
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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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