Merge branch 'master' into jgrpp

# Conflicts:
#	src/autoreplace_gui.cpp
#	src/build_vehicle_gui.cpp
#	src/cheat_gui.cpp
#	src/company_gui.cpp
#	src/debug.cpp
#	src/engine_gui.h
#	src/error_gui.cpp
#	src/group_gui.cpp
#	src/industry_cmd.cpp
#	src/industry_gui.cpp
#	src/misc_gui.cpp
#	src/network/network_gui.cpp
#	src/newgrf.cpp
#	src/newgrf_debug_gui.cpp
#	src/newgrf_gui.cpp
#	src/order_gui.cpp
#	src/rail_gui.cpp
#	src/road_gui.cpp
#	src/saveload/saveload.cpp
#	src/screenshot_gui.cpp
#	src/sound/win32_s.cpp
#	src/statusbar_gui.cpp
#	src/strgen/strgen.cpp
#	src/table/newgrf_debug_data.h
#	src/timetable_gui.cpp
#	src/toolbar_gui.cpp
#	src/town_gui.cpp
#	src/vehicle_gui.cpp
#	src/video/sdl2_v.cpp
#	src/video/sdl_v.cpp
#	src/viewport.cpp
This commit is contained in:
Jonathan G Rennison
2024-05-31 18:43:32 +01:00
148 changed files with 1821 additions and 1696 deletions

View File

@@ -1573,8 +1573,8 @@ static inline bool RoadTypesAllowHouseHere(TileIndex t)
static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
bool allow = false;
for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
for (const auto &ptr : tiles) {
TileIndex cur_tile = t + ToTileIndexDiff(ptr);
if (!IsValidTile(cur_tile)) continue;
if (!(IsTileType(cur_tile, MP_ROAD) || IsAnyRoadStopTile(cur_tile))) continue;
@@ -2067,21 +2067,20 @@ static bool GrowTown(Town *t)
TileIndex tile = t->xy; // The tile we are working with ATM
/* Find a road that we can base the construction on. */
const TileIndexDiffC *ptr;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
for (const auto &ptr : _town_coord_mod) {
if (GetTownRoadBits(tile) != ROAD_NONE) {
bool success = GrowTownAtRoad(t, tile);
cur_company.Restore();
return success;
}
tile = TileAdd(tile, ToTileIndexDiff(*ptr));
tile = TileAdd(tile, ToTileIndexDiff(ptr));
}
/* No road available, try to build a random road block by
* clearing some land and then building a road there. */
if (TownAllowedToBuildRoads(t)) {
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
for (const auto &ptr : _town_coord_mod) {
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_LANDSCAPE_CLEAR).Succeeded()) {
@@ -2091,7 +2090,7 @@ static bool GrowTown(Town *t)
return true;
}
}
tile = TileAdd(tile, ToTileIndexDiff(*ptr));
tile = TileAdd(tile, ToTileIndexDiff(ptr));
}
}