(svn r11800) -Codechange: move some functions to a more logical location + some type safety.

This commit is contained in:
rubidium
2008-01-09 21:05:03 +00:00
parent 82fe2885ab
commit 998d7644f6
30 changed files with 220 additions and 151 deletions

View File

@@ -5,11 +5,11 @@
#ifndef PLAYER_H
#define PLAYER_H
#include "road_func.h"
#include "road_type.h"
#include "rail_type.h"
#include "date_type.h"
#include "engine.h"
#include "livery.h"
#include "genworld.h"
#include "autoreplace_type.h"
struct PlayerEconomyEntry {
@@ -41,8 +41,8 @@ struct Player {
byte player_color;
Livery livery[LS_END];
byte player_money_fraction;
byte avail_railtypes;
byte avail_roadtypes;
RailTypes avail_railtypes;
RoadTypes avail_roadtypes;
byte block_preview;
PlayerByte index;
@@ -119,37 +119,6 @@ static inline bool IsValidPlayer(PlayerID pi)
return IsInsideBS(pi, PLAYER_FIRST, MAX_PLAYERS);
}
byte GetPlayerRailtypes(PlayerID p);
byte GetPlayerRoadtypes(PlayerID p);
/** Finds out if a Player has a certain railtype available
* @param p Player in question
* @param Railtype requested RailType
* @return true if player has requested RailType available
*/
static inline bool HasRailtypeAvail(const Player *p, const RailType Railtype)
{
return HasBit(p->avail_railtypes, Railtype);
}
/** Finds out, whether given player has all given RoadTypes available
* @param PlayerID ID of player
* @param rts RoadTypes to test
* @return true if player has all requested RoadTypes available
*/
static inline bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts)
{
RoadTypes avail_roadtypes;
if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
avail_roadtypes = ROADTYPES_ROAD;
} else {
if (!IsValidPlayer(p)) return false;
avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
}
return (rts & ~avail_roadtypes) == 0;
}
static inline bool IsHumanPlayer(PlayerID pi)
{
return !GetPlayer(pi)->is_ai;
@@ -162,26 +131,6 @@ static inline bool IsInteractivePlayer(PlayerID pi)
void DrawPlayerIcon(PlayerID p, int x, int y);
/* Validate functions for rail building */
static inline bool ValParamRailtype(const uint32 rail) { return HasBit(GetPlayer(_current_player)->avail_railtypes, rail);}
/* Validate functions for road building */
static inline bool ValParamRoadType(const RoadType rt) { return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt));}
/** Returns the "best" railtype a player can build.
* As the AI doesn't know what the BEST one is, we have our own priority list
* here. When adding new railtypes, modify this function
* @param p the player "in action"
* @return The "best" railtype a player has available
*/
static inline RailType GetBestRailtype(const Player *p)
{
if (HasRailtypeAvail(p, RAILTYPE_MAGLEV)) return RAILTYPE_MAGLEV;
if (HasRailtypeAvail(p, RAILTYPE_MONO)) return RAILTYPE_MONO;
if (HasRailtypeAvail(p, RAILTYPE_ELECTRIC)) return RAILTYPE_ELECTRIC;
return RAILTYPE_RAIL;
}
struct HighScore {
char company[100];
StringID title; ///< NO_SAVE, has troubles with changing string-numbers.