@@ -180,14 +180,24 @@ RailType GetTileRailType(TileIndex tile)
}
/**
* Finds out if a company has a certain railtype available
* Finds out if a company has a certain buildable railtype available.
* @param company the company in question
* @param railtype requested RailType
* @return true if company has requested RailType available
*/
bool HasRailtypeAvail(const CompanyID company, const RailType railtype)
{
return HasBit(Company::Get(company)->avail_railtypes, railtype);
return !HasBit(_railtypes_hidden_mask, railtype) && HasBit(Company::Get(company)->avail_railtypes, railtype);
* Test if any buildable railtype is available for a company.
* @return true if company has any RailTypes available
bool HasAnyRailtypesAvail(const CompanyID company)
return (Company::Get(company)->avail_railtypes & ~_railtypes_hidden_mask) != 0;
@@ -26,10 +26,12 @@
enum RailTypeFlags {
RTF_CATENARY = 0, ///< Bit number for drawing a catenary.
RTF_NO_LEVEL_CROSSING = 1, ///< Bit number for disallowing level crossings.
RTF_HIDDEN = 2, ///< Bit number for hiding from selection.
RTFB_NONE = 0, ///< All flags cleared.
RTFB_CATENARY = 1 << RTF_CATENARY, ///< Value for drawing a catenary.
RTFB_NO_LEVEL_CROSSING = 1 << RTF_NO_LEVEL_CROSSING, ///< Value for disallowing level crossings.
RTFB_HIDDEN = 1 << RTF_HIDDEN, ///< Value for hiding from selection.
};
DECLARE_ENUM_AS_BIT_SET(RailTypeFlags)
@@ -419,6 +421,7 @@ Foundation GetRailFoundation(Slope tileh
bool HasRailtypeAvail(const CompanyID company, const RailType railtype);
bool HasAnyRailtypesAvail(const CompanyID company);
bool ValParamRailtype(const RailType rail);
RailTypes AddDateIntroducedRailTypes(RailTypes current, Date date);
@@ -434,6 +437,7 @@ RailType AllocateRailType(RailTypeLabel
extern RailType _sorted_railtypes[RAILTYPE_END];
extern uint8 _sorted_railtypes_size;
extern RailTypes _railtypes_hidden_mask;
* Loop header for iterating over railtypes, sorted by sortorder.
@@ -46,6 +46,7 @@ typedef SmallVector<Train *, 16> TrainLi
RailtypeInfo _railtypes[RAILTYPE_END];
RailType _sorted_railtypes[RAILTYPE_END];
uint8 _sorted_railtypes_size;
RailTypes _railtypes_hidden_mask;
/** Enum holding the signal offset in the sprite sheet according to the side it is representing. */
enum SignalOffsets {
@@ -78,6 +79,8 @@ void ResetRailTypes()
RailTypeLabelList(), 0, 0, RAILTYPES_NONE, RAILTYPES_NONE, 0,
{}, {} };
for (; i < lengthof(_railtypes); i++) _railtypes[i] = empty_railtype;
_railtypes_hidden_mask = RAILTYPES_NONE;
void ResolveRailTypeGUISprites(RailtypeInfo *rti)
@@ -140,11 +143,12 @@ void InitRailTypes()
for (RailType rt = RAILTYPE_BEGIN; rt != RAILTYPE_END; rt++) {
RailtypeInfo *rti = &_railtypes[rt];
ResolveRailTypeGUISprites(rti);
if (HasBit(rti->flags, RTF_HIDDEN)) SetBit(_railtypes_hidden_mask, rt);
_sorted_railtypes_size = 0;
if (_railtypes[rt].label != 0) {
if (_railtypes[rt].label != 0 && !HasBit(_railtypes_hidden_mask, rt)) {
_sorted_railtypes[_sorted_railtypes_size++] = rt;
@@ -1757,7 +1757,10 @@ bool CanBuildVehicleInfrastructure(Vehic
UnitID max;
switch (type) {
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_TRAIN:
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_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
Status change: