Reorganize file

This commit is contained in:
Andreas Schmitt
2021-06-15 20:20:25 +02:00
committed by Jonathan G Rennison
parent 2b1d73cb3d
commit 5d51909c36

View File

@@ -239,6 +239,95 @@ RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
return rts;
}
/**
* Get list of road types, regardless of company availability.
* @param introduces If true, include road types introduced by other road types
* @return the road types.
*/
RoadTypes GetRoadTypes(bool introduces)
{
RoadTypes rts = ROADTYPES_NONE;
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
const EngineInfo *ei = &e->info;
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
const RoadVehicleInfo *rvi = &e->u.road;
assert(rvi->roadtype < ROADTYPE_END);
if (introduces) {
rts |= GetRoadTypeInfo(rvi->roadtype)->introduces_roadtypes;
} else {
SetBit(rts, rvi->roadtype);
}
}
if (introduces) return AddDateIntroducedRoadTypes(rts, MAX_DAY);
return rts;
}
/**
* Get the road type for a given label.
* @param label the roadtype label.
* @param allow_alternate_labels Search in the alternate label lists as well.
* @return the roadtype.
*/
RoadType GetRoadTypeByLabel(RoadTypeLabel label, bool allow_alternate_labels)
{
/* Loop through each road type until the label is found */
for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(r);
if (rti->label == label) return r;
}
if (allow_alternate_labels) {
/* Test if any road type defines the label as an alternate. */
for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(r);
if (std::find(rti->alternate_labels.begin(), rti->alternate_labels.end(), label) != rti->alternate_labels.end()) return r;
}
}
/* No matching label was found, so it is invalid */
return INVALID_ROADTYPE;
}
/**
* Returns the available RoadSubTypes for the provided RoadType
* If the given company is valid then will be returned a list of the available sub types at the current date, while passing
* a deity company will make all the sub types available
* @param rt the RoadType to filter
* @param c the company ID to check the roadtype against
* @param any_date whether to return only currently introduced roadtypes or also future ones
* @returns the existing RoadSubTypes
*/
RoadTypes ExistingRoadTypes(CompanyID c)
{
/* Check only players which can actually own vehicles, editor and gamescripts are considered deities */
if (c < OWNER_END) {
const Company *company = Company::GetIfValid(c);
if (company != nullptr) return company->avail_roadtypes;
}
RoadTypes known_roadtypes = ROADTYPES_NONE;
/* Find used roadtypes */
for (Engine *e : Engine::IterateType(VEH_ROAD)) {
/* Check if the roadtype can be used in the current climate */
if (!HasBit(e->info.climates, _settings_game.game_creation.landscape)) continue;
/* Check whether available for all potential companies */
if (e->company_avail != (CompanyMask)-1) continue;
known_roadtypes |= GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes;
}
/* Get the date introduced roadtypes as well. */
known_roadtypes = AddDateIntroducedRoadTypes(known_roadtypes, MAX_DAY);
return known_roadtypes;
}
/* ========================================================================= */
/* PUBLIC ROADS */
/* ========================================================================= */
@@ -1017,91 +1106,3 @@ void GeneratePublicRoads()
/* ========================================================================= */
/* END PUBLIC ROADS */
/* ========================================================================= */
/**
* Get list of road types, regardless of company availability.
* @param introduces If true, include road types introduced by other road types
* @return the road types.
*/
RoadTypes GetRoadTypes(bool introduces)
{
RoadTypes rts = ROADTYPES_NONE;
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
const EngineInfo *ei = &e->info;
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
const RoadVehicleInfo *rvi = &e->u.road;
assert(rvi->roadtype < ROADTYPE_END);
if (introduces) {
rts |= GetRoadTypeInfo(rvi->roadtype)->introduces_roadtypes;
} else {
SetBit(rts, rvi->roadtype);
}
}
if (introduces) return AddDateIntroducedRoadTypes(rts, MAX_DAY);
return rts;
}
/**
* Get the road type for a given label.
* @param label the roadtype label.
* @param allow_alternate_labels Search in the alternate label lists as well.
* @return the roadtype.
*/
RoadType GetRoadTypeByLabel(RoadTypeLabel label, bool allow_alternate_labels)
{
/* Loop through each road type until the label is found */
for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(r);
if (rti->label == label) return r;
}
if (allow_alternate_labels) {
/* Test if any road type defines the label as an alternate. */
for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(r);
if (std::find(rti->alternate_labels.begin(), rti->alternate_labels.end(), label) != rti->alternate_labels.end()) return r;
}
}
/* No matching label was found, so it is invalid */
return INVALID_ROADTYPE;
}
/**
* Returns the available RoadSubTypes for the provided RoadType
* If the given company is valid then will be returned a list of the available sub types at the current date, while passing
* a deity company will make all the sub types available
* @param rt the RoadType to filter
* @param c the company ID to check the roadtype against
* @param any_date whether to return only currently introduced roadtypes or also future ones
* @returns the existing RoadSubTypes
*/
RoadTypes ExistingRoadTypes(CompanyID c)
{
/* Check only players which can actually own vehicles, editor and gamescripts are considered deities */
if (c < OWNER_END) {
const Company *company = Company::GetIfValid(c);
if (company != nullptr) return company->avail_roadtypes;
}
RoadTypes known_roadtypes = ROADTYPES_NONE;
/* Find used roadtypes */
for (Engine *e : Engine::IterateType(VEH_ROAD)) {
/* Check if the roadtype can be used in the current climate */
if (!HasBit(e->info.climates, _settings_game.game_creation.landscape)) continue;
/* Check whether available for all potential companies */
if (e->company_avail != (CompanyMask)-1) continue;
known_roadtypes |= GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes;
}
/* Get the date introduced roadtypes as well. */
known_roadtypes = AddDateIntroducedRoadTypes(known_roadtypes, MAX_DAY);
return known_roadtypes;
}