Merge branch 'master' into jgrpp

# Conflicts:
#	cmake/CompileFlags.cmake
#	src/aircraft_cmd.cpp
#	src/blitter/32bpp_anim.cpp
#	src/cargopacket.cpp
#	src/cheat_gui.cpp
#	src/company_cmd.cpp
#	src/company_gui.cpp
#	src/core/pool_func.hpp
#	src/date.cpp
#	src/economy.cpp
#	src/error_gui.cpp
#	src/ground_vehicle.cpp
#	src/ground_vehicle.hpp
#	src/group_gui.cpp
#	src/industry_cmd.cpp
#	src/lang/dutch.txt
#	src/lang/french.txt
#	src/lang/german.txt
#	src/linkgraph/linkgraph_gui.cpp
#	src/linkgraph/mcf.cpp
#	src/network/network_content.cpp
#	src/network/network_server.cpp
#	src/network/network_udp.cpp
#	src/newgrf_engine.cpp
#	src/newgrf_station.cpp
#	src/order_cmd.cpp
#	src/order_gui.cpp
#	src/pathfinder/follow_track.hpp
#	src/pathfinder/yapf/yapf_common.hpp
#	src/saveload/saveload.cpp
#	src/settings_gui.cpp
#	src/station_cmd.cpp
#	src/station_kdtree.h
#	src/string_func.h
#	src/table/settings.ini
#	src/tgp.cpp
#	src/timetable_cmd.cpp
#	src/timetable_gui.cpp
#	src/toolbar_gui.cpp
#	src/town_cmd.cpp
#	src/train_cmd.cpp
#	src/train_gui.cpp
#	src/tree_gui.cpp
#	src/tunnelbridge_cmd.cpp
#	src/vehicle.cpp
#	src/vehicle_gui.cpp
#	src/video/sdl2_v.cpp
#	src/video/sdl_v.cpp
#	src/video/win32_v.cpp
#	src/viewport.cpp
#	src/viewport_sprite_sorter_sse4.cpp
#	src/window.cpp
This commit is contained in:
Jonathan G Rennison
2021-02-01 17:07:34 +00:00
290 changed files with 2135 additions and 1577 deletions

View File

@@ -303,39 +303,3 @@ RoadTypes ExistingRoadTypes(CompanyID c)
return known_roadtypes;
}
/**
* Check whether we can build infrastructure for the given RoadType. This to disable building stations etc. when
* you are not allowed/able to have the RoadType yet.
* @param roadtype the roadtype to check this for
* @param company the company id to check this for
* @param any_date to check only existing vehicles or if it is possible to build them in the future
* @return true if there is any reason why you may build the infrastructure for the given roadtype
*/
bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
{
if (_game_mode != GM_EDITOR && !Company::IsValidID(company)) return false;
if (!_settings_client.gui.disable_unsuitable_building) return true;
if (!HasAnyRoadTypesAvail(company, GetRoadTramType(roadtype))) return false;
RoadTypes roadtypes = ExistingRoadTypes(company);
/* Check if the filtered roadtypes does have the roadtype we are checking for
* and if we can build new ones */
if (_settings_game.vehicle.max_roadveh > 0 && HasBit(roadtypes, roadtype)) {
/* Can we actually build the vehicle type? */
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
if (!HasBit(e->company_avail, company)) continue;
if (HasPowerOnRoad(e->u.road.roadtype, roadtype) || HasPowerOnRoad(roadtype, e->u.road.roadtype)) return true;
}
return false;
}
/* We should be able to build infrastructure when we have the actual vehicle type */
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_ROAD && (company == OWNER_DEITY || v->owner == company) &&
HasBit(roadtypes, RoadVehicle::From(v)->roadtype) && HasPowerOnRoad(RoadVehicle::From(v)->roadtype, roadtype)) return true;
}
return false;
}