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Old revision #pquqqwb5qNew revision #p5hou9kty
77     Window *w = ShowBuildRailToolbar(_last_built_railtype);  77     Window *w = ShowBuildRailToolbar(_last_built_railtype);  
78     if (w == NULL) return ES_NOT_HANDLED;  78     if (w == NULL) return ES_NOT_HANDLED;  
79diff --git a/src/road.cpp b/src/road.cpp  79diff --git a/src/road.cpp b/src/road.cpp  
80index b891bb5..c3060b8 100644  80index b891bb5..8cb4859 100644
81--- a/src/road.cpp  81--- a/src/road.cpp  
82+++ b/src/road.cpp  82+++ b/src/road.cpp  
83@@ -257,10 +257,11 @@ bool RoadTypeIdentifier::UnpackIfValid(uint32 data)  83@@ -257,10 +257,11 @@ bool RoadTypeIdentifier::UnpackIfValid(uint32 data)  
  
85 RoadSubTypes ExistingRoadSubTypesForRoadType(RoadType rt, CompanyID c, bool any_date)  85 RoadSubTypes ExistingRoadSubTypesForRoadType(RoadType rt, CompanyID c, bool any_date)  
86 {  86 {  
87-    if (c != INVALID_COMPANY) {  87-    if (c != INVALID_COMPANY) {  
88+    if (c != INVALID_OWNER) {  88+    /* Check only players which can actually own vehicles, editor and gamescripts are considered deities */
   89+    if (c < OWNER_END) {
89         const Company *company = Company::GetIfValid(c);  90         const Company *company = Company::GetIfValid(c);  
90   91   
91-        return company->avail_roadtypes[rt];  92-        return company->avail_roadtypes[rt];  
92+        if (company != NULL)  92+        if (company != NULL) return company->avail_roadtypes[rt];
93+            return company->avail_roadtypes[rt];    
94     }  94     }  
95   95   
96     RoadSubTypes known_roadsubtypes = ROADSUBTYPES_NONE;  96     RoadSubTypes known_roadsubtypes = ROADSUBTYPES_NONE;  
97diff --git a/src/road_gui.cpp b/src/road_gui.cpp  97diff --git a/src/road_gui.cpp b/src/road_gui.cpp  
98index 1b9a32f..04ff316 100644  98index 1b9a32f..12c4f73 100644
99--- a/src/road_gui.cpp  99--- a/src/road_gui.cpp  
100+++ b/src/road_gui.cpp  100+++ b/src/road_gui.cpp  
101@@ -300,7 +300,7 @@ struct BuildRoadToolbarWindow : Window {  101@@ -300,7 +300,7 @@ struct BuildRoadToolbarWindow : Window {  
  
143   143   
144     Window *w = NULL;  144     Window *w = NULL;  
145     switch (_game_mode) {  145     switch (_game_mode) {  
  146@@ -1316,7 +1316,7 @@ DropDownList *GetScenRoadTypeDropDownList(RoadTypes roadtypes)  
  147     for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {  
  148         if (!HasBit(roadtypes, rt)) continue;  
  149   
  150-        used_roadtypes = ExistingRoadSubTypesForRoadType(rt, INVALID_COMPANY, true);  
  151+        used_roadtypes = ExistingRoadSubTypesForRoadType(rt, OWNER_DEITY, true);  
  152   
  153         /* If it's not used ever, don't show it to the user. */  
  154         RoadTypeIdentifier rtid;  
146diff --git a/src/toolbar_gui.cpp b/src/toolbar_gui.cpp  155diff --git a/src/toolbar_gui.cpp b/src/toolbar_gui.cpp  
147index 4fe7d03..4180218 100644  156index 4fe7d03..4180218 100644  
148--- a/src/toolbar_gui.cpp  157--- a/src/toolbar_gui.cpp  
  
176             case MTHK_MUSIC: ShowMusicWindow(); break;  185             case MTHK_MUSIC: ShowMusicWindow(); break;  
177             case MTHK_AI_DEBUG: ShowAIDebugWindow(); break;  186             case MTHK_AI_DEBUG: ShowAIDebugWindow(); break;  
178diff --git a/src/vehicle.cpp b/src/vehicle.cpp  187diff --git a/src/vehicle.cpp b/src/vehicle.cpp  
179index 86e3dbc..c46e851 100644  179index 86e3dbc..9fc2711 100644
180--- a/src/vehicle.cpp  189--- a/src/vehicle.cpp  
181+++ b/src/vehicle.cpp  190+++ b/src/vehicle.cpp  
182@@ -1714,11 +1714,10 @@ UnitID GetFreeUnitNumber(VehicleType type)  182@@ -1714,12 +1714,12 @@ UnitID GetFreeUnitNumber(VehicleType type)
183  * vehicle type. This to disable building stations etc. when  192  * vehicle type. This to disable building stations etc. when  
184  * you are not allowed/able to have the vehicle type yet.  193  * you are not allowed/able to have the vehicle type yet.  
185  * @param type the vehicle type to check this for  194  * @param type the vehicle type to check this for  
  
190-bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)  199-bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)  
191+bool CanBuildVehicleInfrastructure(VehicleType type)  200+bool CanBuildVehicleInfrastructure(VehicleType type)  
192 {  201 {  
  202+    assert(type != VEH_ROAD);  
193     assert(IsCompanyBuildableVehicleType(type));  203     assert(IsCompanyBuildableVehicleType(type));  
194   204   
  205     if (!Company::IsValidID(_local_company)) return false;  
  206@@ -1728,7 +1728,6 @@ bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)  
  207     UnitID max;  
  208     switch (type) {  
  209         case VEH_TRAIN:    max = _settings_game.vehicle.max_trains; break;  
  210-        case VEH_ROAD:     max = _settings_game.vehicle.max_roadveh; break;  
  211         case VEH_SHIP:     max = _settings_game.vehicle.max_ships; break;  
  212         case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;  
  213         default: NOT_REACHED();  
195@@ -1739,8 +1738,7 @@ bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)  214@@ -1739,8 +1738,7 @@ bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)  
196         /* Can we actually build the vehicle type? */  215         /* Can we actually build the vehicle type? */  
197         const Engine *e;  216         const Engine *e;  
  
202         }  221         }  
203         return false;  222         return false;  
204     }  223     }  
205@@ -1748,14 +1746,51 @@ bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)  205@@ -1748,14 +1746,45 @@ bool CanBuildVehicleInfrastructure(VehicleType type, uint subtype)
206     /* We should be able to build infrastructure when we have the actual vehicle type */  225     /* We should be able to build infrastructure when we have the actual vehicle type */  
207     const Vehicle *v;  226     const Vehicle *v;  
208     FOR_ALL_VEHICLES(v) {  227     FOR_ALL_VEHICLES(v) {  
  
216 }  235 }  
217   236   
218+/**  237+/**  
219+ * Check whether we can build infrastructure for the given  219+ * Check whether we can build infrastructure for the given RoadType. This to disable building stations etc. when
220+ * RoadType. This to disable building stations etc. when    
221+ * you are not allowed/able to have the RoadType yet.  239+ * you are not allowed/able to have the RoadType yet.  
222+ * @param rtid the roadtype to check this for  240+ * @param rtid the roadtype to check this for  
223+ * @param company the company id to check this for  241+ * @param company the company id to check this for  
224+ * @param any_date to check only existing vehicles or  224+ * @param any_date to check only existing vehicles or if it is possible to build them in the future
225+          if it is possible to build them in the future  225+ * @return true if there is any reason why you may build the infrastructure for the given roadtype
226+ * @return true if there is any reason why you may build    
227+ *         the infrastructure for the given roadtype    
228+ */  244+ */  
229+bool CanBuildVehicleInfrastructure(RoadTypeIdentifier rtid, CompanyID company, bool any_date)  245+bool CanBuildVehicleInfrastructure(RoadTypeIdentifier rtid, CompanyID company, bool any_date)  
230+{  246+{  
  
233+  249+  
234+    RoadSubTypes roadsubtypes = ExistingRoadSubTypesForRoadType(rtid.basetype, company, any_date);  250+    RoadSubTypes roadsubtypes = ExistingRoadSubTypesForRoadType(rtid.basetype, company, any_date);  
235+  251+  
236+    UnitID max = _settings_game.vehicle.max_roadveh;  236+    if (_settings_game.vehicle.max_roadveh > 0) {
237+    
238+    if (max > 0) {    
239+        /* Can we actually build the vehicle type? */  253+        /* Can we actually build the vehicle type? */  
240+        const Engine *e;  254+        const Engine *e;  
241+        FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {  255+        FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {  
242+            if (HasBit(roadsubtypes, e->GetRoadType().subtype) && e->GetRoadType().subtype == rtid.subtype) return true;  242+            if (e->GetRoadType() == rtid && HasBit(roadsubtypes, e->GetRoadType().subtype)) return true;
243+        }  257+        }  
244+        return false;  258+        return false;  
245+    }  259+    }  
  
247+    /* We should be able to build infrastructure when we have the actual vehicle type */  261+    /* We should be able to build infrastructure when we have the actual vehicle type */  
248+    const Vehicle *v;  262+    const Vehicle *v;  
249+    FOR_ALL_VEHICLES(v) {  263+    FOR_ALL_VEHICLES(v) {  
250+        if (v->type == VEH_ROAD &&  250+        if (v->type == VEH_ROAD && (company == OWNER_NONE || v->owner == company) &&
251+            HasBit(roadsubtypes, RoadVehicle::From(v)->rtid.subtype) && RoadVehicle::From(v)->rtid.subtype == rtid.subtype  251+                HasBit(roadsubtypes, RoadVehicle::From(v)->rtid.subtype) && RoadVehicle::From(v)->rtid == rtid) return true;
252+                && (company == OWNER_NONE || v->owner == company)) return true;    
253+    }  266+    }  
254+  267+  
255+    return false;  268+    return false;