(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
/* $Id$ */
/** @file autoslope.h Functions related to autoslope. */
#ifndef AUTOSLOPE_H
#define AUTOSLOPE_H
#include "settings_type.h"
#include "player_func.h"
#include "depot_func.h"
/**
* Autoslope check for tiles with an entrance on an edge.
* E.g. depots and non-drive-through-road-stops.
*
* The test succeeds if the slope is not steep and at least one corner of the entrance edge is on the TileMaxZ() level.
*
* @note The test does not check if autoslope is enabled at all.
*
* @param tile The tile.
* @param z_new New TileZ.
* @param tileh_new New TileSlope.
* @param entrance Entrance edge.
* @return true iff terraforming is allowed.
*/
static inline bool AutoslopeCheckForEntranceEdge(TileIndex tile, uint z_new, Slope tileh_new, DiagDirection entrance)
{
if (IsSteepSlope(tileh_new) || (GetTileMaxZ(tile) != z_new + GetSlopeMaxZ(tileh_new))) return false;
return ((tileh_new == SLOPE_FLAT) || CanBuildDepotByTileh(entrance, tileh_new));
}
/**
* Tests if autoslope is enabled for _current_company.
*
* Autoslope is disabled for town/industry construction and old ai companies.
*
* @return true iff autoslope is enabled.
*/
static inline bool AutoslopeEnabled()
{
return (_settings_game.construction.autoslope &&
((_current_company < MAX_COMPANIES && !_is_old_ai_company) ||
(_current_company == OWNER_NONE && _game_mode == GM_EDITOR)));
}
#endif /* AUTOSLOPE_H */