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
This commit is contained in:
Jonathan G Rennison
2019-03-27 18:12:04 +00:00
422 changed files with 4697 additions and 6619 deletions

View File

@@ -81,7 +81,7 @@ static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
return (int32)((int64)a * (int64)b >> shift);
}
typedef SmallVector<Industry *, 16> SmallIndustryList;
typedef std::vector<Industry *> SmallIndustryList;
/**
* Score info, values used for computing the detailed performance rating.
@@ -264,7 +264,7 @@ int UpdateCompanyRatingAndValue(Company *c, bool update)
/* Skip the total */
if (i == SCORE_TOTAL) continue;
/* Check the score */
s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
s = Clamp<int64>(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
score += s;
total_score += _score_info[i].score;
}
@@ -296,10 +296,8 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
* the client. This is needed as it needs to know whether "you" really
* are the current local company. */
Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
#ifdef ENABLE_NETWORK
/* In all cases, make spectators of clients connected to that company */
if (_networking) NetworkClientsToSpectators(old_owner);
#endif /* ENABLE_NETWORK */
if (old_owner == _local_company) {
/* Single player cheated to AI company.
* There are no spectators in single player, so we must pick some other company. */
@@ -1092,7 +1090,7 @@ static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint n
if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
/* Insert the industry into _cargo_delivery_destinations, if not yet contained */
_cargo_delivery_destinations.Include(ind);
include(_cargo_delivery_destinations, ind);
uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
ind->incoming_cargo_waiting[cargo_index] += amount;
@@ -2166,11 +2164,10 @@ void LoadUnloadStation(Station *st)
}
/* Call the production machinery of industries */
const Industry * const *isend = _cargo_delivery_destinations.End();
for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
TriggerIndustryProduction(*iid);
for (Industry *iid : _cargo_delivery_destinations) {
TriggerIndustryProduction(iid);
}
_cargo_delivery_destinations.Clear();
_cargo_delivery_destinations.clear();
}
/**