Merge branch 'master' into jgrpp
Replace build and refit, and group collapse implementations Fix template creation build and refit # Conflicts: # Makefile.bundle.in # config.lib # src/animated_tile.cpp # src/blitter/32bpp_anim.hpp # src/blitter/32bpp_base.hpp # src/blitter/8bpp_base.hpp # src/blitter/null.hpp # src/build_vehicle_gui.cpp # src/command.cpp # src/command_func.h # src/console_gui.cpp # src/core/smallstack_type.hpp # src/date.cpp # src/debug.cpp # src/genworld_gui.cpp # src/ground_vehicle.hpp # src/group_gui.cpp # src/lang/korean.txt # src/linkgraph/linkgraph_gui.h # src/main_gui.cpp # src/misc_gui.cpp # src/network/core/game.h # src/network/core/packet.cpp # src/network/core/udp.cpp # src/network/core/udp.h # src/network/network_content.cpp # src/network/network_type.h # src/network/network_udp.cpp # src/newgrf_house.h # src/openttd.cpp # src/order_cmd.cpp # src/order_gui.cpp # src/os/unix/crashlog_unix.cpp # src/os/windows/crashlog_win.cpp # src/osk_gui.cpp # src/pathfinder/opf/opf_ship.cpp # src/rail_cmd.cpp # src/rail_gui.cpp # src/saveload/saveload.cpp # src/settings.cpp # src/settings_gui.cpp # src/smallmap_gui.h # src/station_base.h # src/station_cmd.cpp # src/table/gameopt_settings.ini # src/table/newgrf_debug_data.h # src/table/settings.ini # src/timetable_gui.cpp # src/toolbar_gui.cpp # src/train_gui.cpp # src/vehicle.cpp # src/vehicle_gui.cpp # src/vehiclelist.cpp # src/viewport.cpp # src/widgets/dropdown.cpp # src/window_gui.h
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@@ -81,7 +81,7 @@ static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
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return (int32)((int64)a * (int64)b >> shift);
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}
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typedef SmallVector<Industry *, 16> SmallIndustryList;
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typedef std::vector<Industry *> SmallIndustryList;
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/**
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* Score info, values used for computing the detailed performance rating.
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@@ -264,7 +264,7 @@ int UpdateCompanyRatingAndValue(Company *c, bool update)
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/* Skip the total */
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if (i == SCORE_TOTAL) continue;
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/* Check the score */
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s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
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s = Clamp<int64>(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
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score += s;
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total_score += _score_info[i].score;
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}
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@@ -296,10 +296,8 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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* the client. This is needed as it needs to know whether "you" really
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* are the current local company. */
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Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
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#ifdef ENABLE_NETWORK
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/* In all cases, make spectators of clients connected to that company */
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if (_networking) NetworkClientsToSpectators(old_owner);
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#endif /* ENABLE_NETWORK */
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if (old_owner == _local_company) {
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/* Single player cheated to AI company.
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* There are no spectators in single player, so we must pick some other company. */
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@@ -1092,7 +1090,7 @@ static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint n
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if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
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/* Insert the industry into _cargo_delivery_destinations, if not yet contained */
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_cargo_delivery_destinations.Include(ind);
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include(_cargo_delivery_destinations, ind);
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uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
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ind->incoming_cargo_waiting[cargo_index] += amount;
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@@ -2166,11 +2164,10 @@ void LoadUnloadStation(Station *st)
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}
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/* Call the production machinery of industries */
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const Industry * const *isend = _cargo_delivery_destinations.End();
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for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
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TriggerIndustryProduction(*iid);
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for (Industry *iid : _cargo_delivery_destinations) {
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TriggerIndustryProduction(iid);
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}
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_cargo_delivery_destinations.Clear();
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_cargo_delivery_destinations.clear();
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}
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/**
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