(svn r6424) -Codechange: [autoreplace] removed a loop though all vehicles from each time the window is redrawn
To do this, the player struct contains an array, that contains the count of each engine type that the player owns
Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
/* $Id$ */
#ifndef SLOPE_H
#define SLOPE_H
typedef enum Slope {
SLOPE_FLAT = 0x00,
SLOPE_W = 0x01,
SLOPE_S = 0x02,
SLOPE_E = 0x04,
SLOPE_N = 0x08,
SLOPE_STEEP = 0x10,
SLOPE_NW = SLOPE_N | SLOPE_W,
SLOPE_SW = SLOPE_S | SLOPE_W,
SLOPE_SE = SLOPE_S | SLOPE_E,
SLOPE_NE = SLOPE_N | SLOPE_E,
SLOPE_EW = SLOPE_E | SLOPE_W,
SLOPE_NS = SLOPE_N | SLOPE_S,
SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W,
SLOPE_NWS = SLOPE_N | SLOPE_W | SLOPE_S,
SLOPE_WSE = SLOPE_W | SLOPE_S | SLOPE_E,
SLOPE_SEN = SLOPE_S | SLOPE_E | SLOPE_N,
SLOPE_ENW = SLOPE_E | SLOPE_N | SLOPE_W,
SLOPE_STEEP_W = SLOPE_STEEP | SLOPE_NWS,
SLOPE_STEEP_S = SLOPE_STEEP | SLOPE_WSE,
SLOPE_STEEP_E = SLOPE_STEEP | SLOPE_SEN,
SLOPE_STEEP_N = SLOPE_STEEP | SLOPE_ENW
} Slope;
static inline bool IsSteepSlope(Slope s)
{
return (s & SLOPE_STEEP) != 0;
}
static inline Slope ComplementSlope(Slope s)
{
assert(!IsSteepSlope(s));
return (Slope)(0xF ^ s);
}
#endif