Merge branch 'master' into jgrpp-nrt

Merge NRT feature

# Conflicts:
#	docs/landscape.html
#	docs/landscape_grid.html
#	src/bridge_map.h
#	src/build_vehicle_gui.cpp
#	src/company_base.h
#	src/company_cmd.cpp
#	src/misc_gui.cpp
#	src/newgrf.cpp
#	src/newgrf_engine.cpp
#	src/pathfinder/follow_track.hpp
#	src/pathfinder/npf/npf.cpp
#	src/road_cmd.cpp
#	src/road_func.h
#	src/road_gui.cpp
#	src/road_map.h
#	src/road_type.h
#	src/roadveh_cmd.cpp
#	src/saveload/afterload.cpp
#	src/saveload/company_sl.cpp
#	src/script/api/script_bridge.cpp
#	src/table/newgrf_debug_data.h
#	src/tile_cmd.h
#	src/town_cmd.cpp
#	src/tunnel_map.h
#	src/tunnelbridge_cmd.cpp
This commit is contained in:
Jonathan G Rennison
2019-07-11 19:45:56 +01:00
177 changed files with 4839 additions and 1461 deletions

View File

@@ -2457,7 +2457,7 @@ UnitID GetFreeUnitNumber(VehicleType type)
* @return true if there is any reason why you may build
* the infrastructure for the given vehicle type
*/
bool CanBuildVehicleInfrastructure(VehicleType type)
bool CanBuildVehicleInfrastructure(VehicleType type, byte subtype)
{
assert(IsCompanyBuildableVehicleType(type));
@@ -2470,7 +2470,10 @@ bool CanBuildVehicleInfrastructure(VehicleType type)
if (!HasAnyRailtypesAvail(_local_company)) return false;
max = _settings_game.vehicle.max_trains;
break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_ROAD:
if (!HasAnyRoadTypesAvail(_local_company, (RoadTramType)subtype)) return false;
max = _settings_game.vehicle.max_roadveh;
break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
@@ -2481,6 +2484,7 @@ bool CanBuildVehicleInfrastructure(VehicleType type)
/* Can we actually build the vehicle type? */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
if (type == VEH_ROAD && GetRoadTramType(e->u.road.roadtype) != (RoadTramType)subtype) continue;
if (HasBit(e->company_avail, _local_company)) return true;
}
return false;
@@ -2489,6 +2493,7 @@ bool CanBuildVehicleInfrastructure(VehicleType type)
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (type == VEH_ROAD && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue;
if (v->owner == _local_company && v->type == type) return true;
}