Age | Commit message (Collapse) | Author |
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of loading one (semi-)random vehicle at a time:
- Now it is really FIFO.
- When there is enough cargo to fill the first vehicle in the queue, the next vehicle in the queue start loading (and the next when ....).
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generally loading/unloading will happen fifo, but there are no guarantees on the FIFO-ness. For (better) FIFO guarantees you still need to use improved loading.
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vehicle profits.
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loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
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loading/unloading, but when arriving at the station.
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processing power anymore when having a lot of trains.
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flag in NewGRF loader.
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and into landscape.h, and add a few where they didn't exist.
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finally done. Now, time to start clearing as much as possible
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buying player and the bought player need to be two different entities
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bankrupt, or take over), sell all the shares he has first, then sell the shares all people have on this company, and then remove the company.
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landscape types.
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CargoID loops.
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subsidy source/target type.
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AI which is also controlled by a player, move the player with the company to the company who bought out the AI
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coding style (and rest of the code).
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the bit for it is set in the vehicle's callbackmask.
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This major feature-fix keeps track of the value of transfers offloaded at a station, and hands on to a loading vehicle a credit note proportionate to the cargo loaded. The transferring vehicle is paid only for the distance it has travelled. eg. B-C in a transfer chain A-B-C-D.
When the final cargo is delivered, these credit notes are cashed, and the final vehicle is paid for A-D minus any credit notes it is carrying. The company bank balance increases by the value of the A-D route.
You still need to set up a profitable route; it is still easy to make a loss on transfers by bad planning. :)
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- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer
- replace tons of ifs/switches/magic numbers by table lookups
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be used for more than just the gradual loading status.
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a few comments style.
Some documentation addition, when i can easily supply them
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Change some shift and cast mumbo jumbo for inflation calculation to something remotly comprehensible and explain what the magic number "54" means
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There is not much point in hiding a normal 64bit multiplication in a function, so do not do it
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struct array (with accessor) and implement new initialization method using cargo labels.
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GetPlatformLength because that is what it really does. Overload it because there is already a GetPlatformLength (one gives the length of the whole platform, the other gives the remaining length in a given direction). Turned both functions into methods of Station. While messing around with it, fix a problem where loading times for overhanging trains are miscomputed.
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VEH_Train is 0, VEH_Road is 1 and so on
This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
Surprisingly this can be done without changing the savegame format
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paid for, so that cargo cannot be paid for more than once.
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magic numbers and add a function IsNormalAircraft() which tells us whether the aircraft is in fact some flying device or a rotor/shadow.
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excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargos. Basically this is only a temporary fix until cargopackets are implemented, but it fixes one of the oldest known bugs (Special Thanks to Darkvater for lots of testing)
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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new/delete operators (don't worry, they still use the same memory pool). Few station related functions turned into Station::methods (just first step). All this new stuff moved from station_cmd.cpp to the new file (station.cpp).
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and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.
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macros by a simple template function max(), that requires two arguments of the same type. While I'm at it change a variable called "max" to "maxval" in a function that calls max().
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stillunknown and pv2b.
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renamed to .cpp)
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