diff -r 1a2d4c6922db -r 6572278b5822 src/player.h --- a/src/player.h Sun Nov 11 12:29:47 2007 +0000 +++ b/src/player.h Sun Nov 11 12:34:44 2007 +0000 @@ -8,8 +8,11 @@ #include "oldpool.h" #include "aystar.h" #include "rail.h" +#include "road.h" #include "engine.h" #include "livery.h" +#include "genworld.h" +#include "gfx.h" struct PlayerEconomyEntry { Money income; @@ -253,12 +256,34 @@ byte GetPlayerRailtypes(PlayerID p); byte GetPlayerRoadtypes(PlayerID p); -/** Finds out if a Player has a certain railtype available */ -static inline bool HasRailtypeAvail(const Player *p, RailType Railtype) +/** 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; @@ -272,7 +297,10 @@ void DrawPlayerIcon(PlayerID p, int x, int y); /* Validate functions for rail building */ -static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);} +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