Age | Commit message (Collapse) | Author |
|
|
|
This is used to delete
- all news about a vehicle, when it gets deleted
- "vehicle has stopped in depot" news, when it gets started
- "vehicle has invalid orders" news, when the orders get changed
|
|
than one per vehicle type.
|
|
like r3584
|
|
- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
|
|
newgrf_engine.[ch], and add the new files to project files.
|
|
|
|
due to not being able to build a vehicle. Triggered when cloning a retired design
|
|
- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
|
|
CMD_CHANGE_{AIRCRAFT,ROADVEH,SHIP,TRAIN}_SERVICE_INT commands into one CMD_CHANGE_SERVICE_INT command.
As side effect this is a
-Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle - which of course failed for non-trains
|
|
blocks to allow use of Random() instead of InteractiveRandom(), which will alleviate some possible network desyncs.
|
|
|
|
engine type directly instead of getting it from a vehicle. This allows the function to be used before vehicles are involved.
|
|
replacement code.
|
|
avoiding function declarations in .c files and unnecessary indirection
|
|
|
|
-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
|
|
|
|
|
|
when nothing was changed
due to the FOR_ALL_VEHICLES(), redrawing those windows are slow
|
|
allocate some vehicles to clone a train, but not for all cars
Now it gives "too many vehicles" error message instead
To make this work, AllocateVehicles() needed to be moved to vehicle.c (from aircraft_cmd.c) and made non-static
|
|
line 378
running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks()
This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
|
|
commit(3104). Now cargo are removed when refitting (like it should)
|
|
autoreplace needed
|
|
this var works like _new_train_id and the rest of that kind of vars, except it is set each time a vehicle is build, nomatter what type
this is a nice tool to code vehicle independent code, which in turn can reduce code duplication
Right now it's used in ReplaceVehicle() and CmdCloneVehicle()
|
|
return values, ... mostly related to the clone vehicle GUI
|
|
this is a complete rewrite, that makes use of existing commands like build and sell
this means that multiheaded train engines are replaced correctly
|
|
- const, whitespace, indentation, bracing, GB/SB, pointless casts
- use the trinary operator where appropriate
- data types (uint[] -> AcceptedCargo, ...)
- if cascade -> switch
- if (ptr) -> if (ptr != NULL)
- DeMorgan's Law
- Fix some comments
- 0 -> '\0', change magic numbers to symbolic constants
|
|
sprite list
|
|
attribute of stations
|
|
proper types or just removing them
|
|
plus some related changes (mostly casts)
|
|
s/byte/PlayerID/
s/int/PlayerID/
and related changes
|
|
references to our (new) original engine/vehicle tables.
|
|
builds them now from a hangar. Also, to query the price of a new aircraft tile information is not needed
|
|
special
abilities you really don't want to know about (free bridges, etc..)
I removed this flag some revisions ago, but the Aircraft part
depends on it, so I re-enabled it again..
|
|
|
|
|
|
serverside
-This means that one company can only have one setting for renew and replacing
more clients will not fight due to different settings anymore
-This is a needed step in the line to fix autoreplacing dualheaded locomotives
NOTE: savegame revision bump (peter1138 + me in coop)
|
|
-This allows a player to clone an excisting vehicle of his own
-[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed
-Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
|
|
inconsistencies while trying to locate bug 1244167
|
|
|
|
|
|
of GB - should be a bit nicer to read
|
|
|
|
structs, this doesn't change the saved format for now. It's a stepping stone for further changes.
|
|
|
|
TileVirtXY
|
|
|
|
|