player.h
changeset 4077 d4d440dd8925
parent 3355 e414a0b104a6
child 4289 8981ce44336d
equal deleted inserted replaced
4076:a6650b616430 4077:d4d440dd8925
   236 
   236 
   237 /* Validate functions for rail building */
   237 /* Validate functions for rail building */
   238 static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
   238 static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
   239 
   239 
   240 /** Returns the "best" railtype a player can build.
   240 /** Returns the "best" railtype a player can build.
   241   * As the AI doesn't know what the BEST one is, we
   241  * As the AI doesn't know what the BEST one is, we have our own priority list
   242   * have our own priority list here. When adding
   242  * here. When adding new railtypes, modify this function
   243   * new railtypes, modify this function
   243  * @param p the player "in action"
   244   * @param p the player "in action"
   244  * @return The "best" railtype a player has available
   245   * @return The "best" railtype a player has available
   245  */
   246   */
       
   247 static inline RailType GetBestRailtype(const Player* p)
   246 static inline RailType GetBestRailtype(const Player* p)
   248 {
   247 {
   249 	if (HasRailtypeAvail(p, RAILTYPE_MAGLEV)) return RAILTYPE_MAGLEV;
   248 	if (HasRailtypeAvail(p, RAILTYPE_MAGLEV)) return RAILTYPE_MAGLEV;
   250 	if (HasRailtypeAvail(p, RAILTYPE_MONO)) return RAILTYPE_MONO;
   249 	if (HasRailtypeAvail(p, RAILTYPE_MONO)) return RAILTYPE_MONO;
   251 	if (HasRailtypeAvail(p, RAILTYPE_ELECTRIC)) return RAILTYPE_ELECTRIC;
   250 	if (HasRailtypeAvail(p, RAILTYPE_ELECTRIC)) return RAILTYPE_ELECTRIC;