forked from mirror/OpenTTD
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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24
src/rail.h
24
src/rail.h
@@ -210,35 +210,35 @@ Foundation GetRailFoundation(Slope tileh, TrackBits bits);
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/**
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* Finds out if a Player has a certain railtype available
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* @param p Player in question
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* Finds out if a company has a certain railtype available
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* @param company the company in question
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* @param railtype requested RailType
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* @return true if player has requested RailType available
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* @return true if company has requested RailType available
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*/
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bool HasRailtypeAvail(const PlayerID p, const RailType railtype);
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bool HasRailtypeAvail(const CompanyID company, const RailType railtype);
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/**
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* Validate functions for rail building.
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* @param rail the railtype to check.
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* @return true if the current player may build the rail.
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* @return true if the current company may build the rail.
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*/
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bool ValParamRailtype(const RailType rail);
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/**
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* Returns the "best" railtype a player can build.
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* Returns the "best" railtype a company can build.
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* As the AI doesn't know what the BEST one is, we have our own priority list
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* here. When adding new railtypes, modify this function
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* @param p the player "in action"
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* @return The "best" railtype a player has available
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* @param company the company "in action"
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* @return The "best" railtype a company has available
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*/
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RailType GetBestRailtype(const PlayerID p);
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RailType GetBestRailtype(const CompanyID company);
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/**
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* Get the rail types the given player can build.
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* @param p the player to get the rail types for.
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* Get the rail types the given company can build.
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* @param company the company to get the rail types for.
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* @return the rail types.
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*/
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RailTypes GetPlayerRailtypes(const PlayerID p);
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RailTypes GetCompanyRailtypes(const CompanyID p);
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/**
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* Reset all rail type information to its default values.
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