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authorcelestar <celestar@openttd.org>2006-04-03 14:25:32 +0000
committercelestar <celestar@openttd.org>2006-04-03 14:25:32 +0000
commit8cbe98a3fdb0e8d4a6743c00712cedfa33979a0d (patch)
tree93820da9b941ae74b1d1ae37cd47bc46b37c3434 /openttd.c
parent369ad5a573cfe7d4ccb130981517dd6ef3d3e9c7 (diff)
downloadopenttd-8cbe98a3fdb0e8d4a6743c00712cedfa33979a0d.tar.xz
(svn r4259) -[multistop] Fix/Feature/Codechange:
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles. 2) Removed the "wait for stop" feature, because it did not work in practise. 3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet) 4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops. 5) Hopefully the last fundamental change to multistop
Diffstat (limited to 'openttd.c')
-rw-r--r--openttd.c11
1 files changed, 11 insertions, 0 deletions
diff --git a/openttd.c b/openttd.c
index b41295d0e..8a97a46fa 100644
--- a/openttd.c
+++ b/openttd.c
@@ -1391,6 +1391,17 @@ bool AfterLoadGame(void)
if (CheckSavegameVersion(22)) UpdatePatches();
+ if (CheckSavegameVersion(25)) {
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_Road) {
+ v->vehstatus &= ~0x40;
+ v->u.road.slot = NULL;
+ v->u.road.slot_age = 0;
+ }
+ }
+ }
+
FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
return true;