Merge branch 'master' into jgrpp
# Conflicts: # config.lib # projects/openttd_vs140.vcxproj # projects/openttd_vs140.vcxproj.filters # projects/openttd_vs141.vcxproj # projects/openttd_vs141.vcxproj.filters # projects/openttd_vs142.vcxproj # projects/openttd_vs142.vcxproj.filters # src/aircraft_cmd.cpp # src/base_station_base.h # src/core/pool_type.hpp # src/disaster_vehicle.cpp # src/economy.cpp # src/engine.cpp # src/group.h # src/group_cmd.cpp # src/group_gui.cpp # src/lang/english.txt # src/lang/german.txt # src/linkgraph/linkgraph_gui.cpp # src/network/network_command.cpp # src/network/network_server.cpp # src/openttd.cpp # src/order_cmd.cpp # src/road_cmd.cpp # src/saveload/afterload.cpp # src/saveload/cargopacket_sl.cpp # src/saveload/linkgraph_sl.cpp # src/saveload/order_sl.cpp # src/saveload/station_sl.cpp # src/saveload/town_sl.cpp # src/saveload/vehicle_sl.cpp # src/screenshot.cpp # src/screenshot.h # src/settings_gui.cpp # src/settings_type.h # src/smallmap_gui.cpp # src/station.cpp # src/station_cmd.cpp # src/table/settings.ini # src/toolbar_gui.cpp # src/town_cmd.cpp # src/train.h # src/train_cmd.cpp # src/train_gui.cpp # src/vehicle.cpp # src/vehicle_base.h # src/vehiclelist.cpp # src/window_type.h
This commit is contained in:
15
src/road.cpp
15
src/road.cpp
@@ -197,8 +197,7 @@ RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
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{
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RoadTypes rts = ROADTYPES_NONE;
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
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const EngineInfo *ei = &e->info;
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if (HasBit(ei->climates, _settings_game.game_creation.landscape) &&
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@@ -226,8 +225,7 @@ RoadTypes GetRoadTypes(bool introduces)
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{
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RoadTypes rts = ROADTYPES_NONE;
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
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const EngineInfo *ei = &e->info;
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if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
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@@ -290,8 +288,7 @@ RoadTypes ExistingRoadTypes(CompanyID c)
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RoadTypes known_roadtypes = ROADTYPES_NONE;
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/* Find used roadtypes */
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Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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for (Engine *e : Engine::IterateType(VEH_ROAD)) {
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/* Check if the roadtype can be used in the current climate */
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if (!HasBit(e->info.climates, _settings_game.game_creation.landscape)) continue;
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@@ -327,8 +324,7 @@ bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
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* and if we can build new ones */
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if (_settings_game.vehicle.max_roadveh > 0 && HasBit(roadtypes, roadtype)) {
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/* Can we actually build the vehicle type? */
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
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if (!HasBit(e->company_avail, company)) continue;
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if (HasPowerOnRoad(e->u.road.roadtype, roadtype) || HasPowerOnRoad(roadtype, e->u.road.roadtype)) return true;
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}
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@@ -336,8 +332,7 @@ bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
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}
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/* We should be able to build infrastructure when we have the actual vehicle type */
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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for (const Vehicle *v : Vehicle::Iterate()) {
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if (v->type == VEH_ROAD && (company == OWNER_DEITY || v->owner == company) &&
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HasBit(roadtypes, RoadVehicle::From(v)->roadtype) && HasPowerOnRoad(RoadVehicle::From(v)->roadtype, roadtype)) return true;
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}
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