diff options
Diffstat (limited to 'src/road.cpp')
-rw-r--r-- | src/road.cpp | 36 |
1 files changed, 0 insertions, 36 deletions
diff --git a/src/road.cpp b/src/road.cpp index 486dc0044..788c61165 100644 --- a/src/road.cpp +++ b/src/road.cpp @@ -295,39 +295,3 @@ RoadTypes ExistingRoadTypes(CompanyID c) return known_roadtypes; } - -/** - * Check whether we can build infrastructure for the given RoadType. This to disable building stations etc. when - * you are not allowed/able to have the RoadType yet. - * @param roadtype the roadtype to check this for - * @param company the company id to check this for - * @param any_date to check only existing vehicles or if it is possible to build them in the future - * @return true if there is any reason why you may build the infrastructure for the given roadtype - */ -bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company) -{ - if (_game_mode != GM_EDITOR && !Company::IsValidID(company)) return false; - if (!_settings_client.gui.disable_unsuitable_building) return true; - if (!HasAnyRoadTypesAvail(company, GetRoadTramType(roadtype))) return false; - - RoadTypes roadtypes = ExistingRoadTypes(company); - - /* Check if the filtered roadtypes does have the roadtype we are checking for - * and if we can build new ones */ - if (_settings_game.vehicle.max_roadveh > 0 && HasBit(roadtypes, roadtype)) { - /* Can we actually build the vehicle type? */ - 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; - } - return false; - } - - /* We should be able to build infrastructure when we have the actual vehicle type */ - 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; - } - - return false; -} |