Cleanup: Remove some unused functions. (#11429)

These were picked up with cppcheck.
This commit is contained in:
Peter Nelson
2023-11-03 21:21:00 +00:00
committed by GitHub
parent 4c58df75fd
commit 7d4a91ef9e
15 changed files with 0 additions and 157 deletions

View File

@@ -270,39 +270,3 @@ RoadType GetRoadTypeByLabel(RoadTypeLabel label, bool allow_alternate_labels)
/* 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 != MAX_UVALUE(CompanyMask)) continue;
known_roadtypes |= GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes;
}
/* Get the date introduced roadtypes as well. */
known_roadtypes = AddDateIntroducedRoadTypes(known_roadtypes, CalendarTime::MAX_DATE);
return known_roadtypes;
}