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(svn r2664) Remove depedency on player.h from variables.h

release/0.4.5
tron 2005-07-21 19:36:43 +00:00
parent 284d9ed7fb
commit e53c4db866
13 changed files with 18 additions and 9 deletions

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@ -2,6 +2,7 @@
#include "openttd.h"
#include "table/strings.h"
#include "map.h"
#include "player.h"
#include "tile.h"
#include "viewport.h"
#include "command.h"

1
gfx.c
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@ -1,5 +1,6 @@
#include "stdafx.h"
#include "openttd.h"
#include "player.h"
#include "spritecache.h"
#include "strings.h"
#include "string.h"

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@ -1,6 +1,7 @@
#include "stdafx.h"
#include "openttd.h"
#include "map.h"
#include "player.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "tile.h"

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@ -196,8 +196,12 @@ void AiDoGameLoop(Player *p);
void UpdatePlayerMoney32(Player *p);
#define FOR_ALL_PLAYERS(p) for(p=_players; p != endof(_players); p++)
extern PlayerID _current_player;
#define MAX_PLAYERS 8
VARDEF Player _players[MAX_PLAYERS];
// NOSAVE: can be determined from player structs
VARDEF byte _player_colors[MAX_PLAYERS];
static inline Player* GetPlayer(uint i)
{
@ -229,6 +233,9 @@ static inline bool HasRailtypeAvail(Player *p, RailType Railtype)
return HASBIT(p->avail_railtypes, Railtype);
}
/* Validate functions for rail building */
static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
/** 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 here. When adding

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@ -16,6 +16,8 @@
#include "sound.h"
#include "network.h"
PlayerID _current_player;
extern void StartupEconomy(void);
static const SpriteID cheeks_table[4] = {

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@ -1,6 +1,7 @@
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "player.h"
#include "signs.h"
#include "saveload.h"
#include "command.h"

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@ -1,6 +1,7 @@
#ifndef STATION_H
#define STATION_H
#include "player.h"
#include "pool.h"
#include "sprite.h"
#include "tile.h"

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@ -2,6 +2,7 @@
#include "openttd.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "player.h"
#include "tile.h"
#include "window.h"
#include "gui.h"

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@ -1,8 +1,6 @@
#ifndef VARIABLES_H
#define VARIABLES_H
#include "player.h"
// ********* START OF SAVE REGION
#if !defined(MAX_PATH)
# define MAX_PATH 260
@ -265,9 +263,6 @@ VARDEF int _timer_counter;
VARDEF byte _cur_year;
VARDEF byte _cur_month;
// NOSAVE: can be determined from player structs
VARDEF byte _player_colors[MAX_PLAYERS];
VARDEF bool _in_state_game_loop;
VARDEF uint32 _frame_counter;
@ -289,7 +284,6 @@ VARDEF StringID _error_message_2;
VARDEF int32 _additional_cash_required;
VARDEF uint32 _decode_parameters[20];
VARDEF PlayerID _current_player;
VARDEF int _docommand_recursive;

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@ -435,9 +435,6 @@ static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
return u;
}
/* Validate functions for rail building */
static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
// NOSAVE: Can be regenerated by inspecting the vehicles.
VARDEF VehicleID _vehicle_position_hash[0x1000];

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@ -1,6 +1,7 @@
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "player.h"
#include "strings.h"
#include "table/sprites.h"
#include "table/strings.h"

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@ -1,5 +1,6 @@
#include "stdafx.h"
#include "openttd.h"
#include "player.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "window.h"

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@ -2,6 +2,7 @@
#include "openttd.h"
#include "debug.h"
#include "map.h"
#include "player.h"
#include "window.h"
#include "gfx.h"
#include "viewport.h"