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4 #include "openttd.h" |
4 #include "openttd.h" |
5 #include "rail_map.h" |
5 #include "rail_map.h" |
6 #include "road_map.h" |
6 #include "road_map.h" |
7 #include "road_internal.h" |
7 #include "road_internal.h" |
8 #include "water_map.h" |
8 #include "water_map.h" |
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9 #include "genworld.h" |
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10 #include "player.h" |
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11 #include "engine.h" |
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12 #include "settings_type.h" |
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13 #include "date_func.h" |
9 |
14 |
10 bool IsPossibleCrossing(const TileIndex tile, Axis ax) |
15 bool IsPossibleCrossing(const TileIndex tile, Axis ax) |
11 { |
16 { |
12 return (IsTileType(tile, MP_RAILWAY) && |
17 return (IsTileType(tile, MP_RAILWAY) && |
13 !HasSignals(tile) && |
18 !HasSignals(tile) && |
65 } |
70 } |
66 } |
71 } |
67 |
72 |
68 return org_rb; |
73 return org_rb; |
69 } |
74 } |
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75 |
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76 bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts) |
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77 { |
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78 RoadTypes avail_roadtypes; |
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79 |
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80 if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) { |
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81 avail_roadtypes = ROADTYPES_ROAD; |
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82 } else { |
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83 if (!IsValidPlayer(p)) return false; |
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84 avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody |
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85 } |
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86 return (rts & ~avail_roadtypes) == 0; |
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87 } |
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88 |
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89 bool ValParamRoadType(const RoadType rt) |
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90 { |
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91 return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt)); |
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92 } |
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93 |
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94 RoadTypes GetPlayerRoadtypes(PlayerID p) |
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95 { |
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96 RoadTypes rt = ROADTYPES_NONE; |
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97 |
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98 for (EngineID i = 0; i != TOTAL_NUM_ENGINES; i++) { |
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99 const Engine* e = GetEngine(i); |
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100 const EngineInfo *ei = EngInfo(i); |
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101 |
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102 if (e->type == VEH_ROAD && HasBit(ei->climates, _opt.landscape) && |
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103 (HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) { |
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104 SetBit(rt, HasBit(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD); |
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105 } |
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106 } |
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107 |
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108 return rt; |
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109 } |