Update to 1.10.0-beta2

This commit is contained in:
dP
2020-01-06 18:49:34 +03:00
parent 599ccf0c2b
commit c7c3966eec
1366 changed files with 2926 additions and 5639 deletions

View File

@@ -1,5 +1,3 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
@@ -191,8 +189,7 @@ RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
{
RoadTypes rts = ROADTYPES_NONE;
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
const EngineInfo *ei = &e->info;
if (HasBit(ei->climates, _settings_game.game_creation.landscape) &&
@@ -220,8 +217,7 @@ RoadTypes GetRoadTypes(bool introduces)
{
RoadTypes rts = ROADTYPES_NONE;
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
const EngineInfo *ei = &e->info;
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
@@ -284,8 +280,7 @@ RoadTypes ExistingRoadTypes(CompanyID c)
RoadTypes known_roadtypes = ROADTYPES_NONE;
/* Find used roadtypes */
Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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;
@@ -321,8 +316,7 @@ bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
* and if we can build new ones */
if (_settings_game.vehicle.max_roadveh > 0 && HasBit(roadtypes, roadtype)) {
/* Can we actually build the vehicle type? */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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;
}
@@ -330,8 +324,7 @@ bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
}
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
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;
}