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2008-02-08(svn r12084) -Fix: 'Early retirement'-properties are signed.frosch
2008-02-04(svn r12054) -Cleanup: Use VehicleType instead of byte for vehicle types...peter1138
2008-01-30(svn r12019) -Codechange: Add support for passenger engine designation for ↵peter1138
AI-use, NewGRF property 0x08 for trains.
2008-01-13(svn r11832) -Codechange: get rid of (quite) some VARDEFs.rubidium
2008-01-13(svn r11828) -Codechange: include table/* as the last includes and remove an ↵rubidium
unneeded include from openttd.h.
2008-01-12(svn r11823) -Fix (r11822): Custom names from old TTD games were not updated.peter1138
2008-01-12(svn r11822) -Codechange: Replaced fixed size custom name array. Names are ↵peter1138
now attached to their object directly and there is no limit to the amount of names. -Fix: NewGRF engines could not be renamed.
2008-01-12(svn r11818) -Codechange: split player.h into smaller pieces.rubidium
2008-01-09(svn r11801) -Codechange: remove some unneeded includes from some header files.rubidium
2008-01-09(svn r11789) -Codechange: coding style for global variable namespeter1138
2008-01-08(svn r11784) -Codechange: set up initial engine data in one placepeter1138
2008-01-07(svn r11775) -Codechange: move all autoreplace/autorenew functions to a ↵rubidium
single location.
2007-12-29(svn r11719) -Codechange: split sound.h in a header with types and one with ↵rubidium
functions.
2007-12-26(svn r11702) -Codechange: move all date related stuff to date*.rubidium
2007-12-26(svn r11701) -Codechange: removal unnecessary inclusions of map.h (and split ↵rubidium
map.h).
2007-12-23(svn r11684) -Codechange: split gfx.h in a type and functional header.rubidium
2007-12-21(svn r11680) -Codechange: refactor more out of openttd.h and functions.h.rubidium
2007-12-18(svn r11664) -Codechange: use more specific ("rail_type.h" instead of ↵rubidium
"rail.h" that includes way more than only "rail_type.h") includes at some places.
2007-08-30(svn r11009) -Codechange: unvirtualise IsValid as that isn't needed with ↵rubidium
templates. This gives up to 10% performance increase in games with lots of vehicles.
2007-08-02(svn r10757) -Codechange: make the engine renew struct use the pool item ↵rubidium
class as super class.
2007-07-24(svn r10673) -Cleanup: some assorted style cleanups. Primarily type* var -> ↵rubidium
type *var.
2007-06-18(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.rubidium
2007-05-25(svn r9917) -Codechange: prepare some more areas for more road types. rubidium
2007-05-19(svn r9874) -Feature: advanced vehicle lists a.k.a. group interface. Now you ↵rubidium
can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
2007-05-18(svn r9869) -Codechange: replace some bytes with VehicleType, i.e. more type ↵rubidium
strictness.
2007-05-10(svn r9825) -Codechange: [NewGRF] Add support for early vehicle retirement.peter1138
2007-05-08(svn r9813) -Fix (r9799): wagons must have EC_STEAM, otherwise they don't ↵rubidium
show up in the purchase list (mart3p).
2007-05-06(svn r9799) -Codechange: separate engine class and engine running cost class ↵rubidium
(mart3p).
2007-05-06(svn r9795) -Codechange: enumify the EngineClass.rubidium
2007-04-20(svn r9688) -Codechange: Created a function to get default cargo type for a ↵bjarni
cargo type
2007-04-18(svn r9669) -Documentation: some more doxygen fixesbelugas
2007-04-17(svn r9662) -Documentation: Doxygen corrections and @file omissionsbelugas
2007-03-08(svn r9068) -Codechange: capitalize the VEH_Train etc. enums to match the ↵rubidium
coding style (and rest of the code).
2007-03-07(svn r9051) -Codechange: typedef [enum|struct] Y {} X; -> [enum|struct] X {};rubidium
2007-03-07(svn r9050) -Codechange: Foo(void) -> Foo()rubidium
2007-03-02(svn r8973) -Feature/Codechange: Changed the internal unit for aircraft ↵celestar
velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
2007-02-28(svn r8944) -Codechange: Move the enum describing the bitmask of ↵maedhros
Engine.flags to engine.h and give the enum values better names.
2007-02-23(svn r8862) -Cleanup: doxygen changes, again. Mostly @files missing tags and ↵belugas
a few comments style. Some documentation addition, when i can easily supply them
2007-02-07(svn r8621) -Codechange: assigned new numbers to the VEH_(type) enum so that ↵bjarni
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
2007-02-06(svn r8610) -Codechange/Feature: rewrote the list handling in the ↵bjarni
autoreplace window -The user will notice the following changes: All vehicle types behaves in the same way Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF) Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list -The code changes: Instead of looping all engines all the time, each list generates a list like the build windows This ensures consistent list generation since only one function can loop all engines Unified code for all vehicle types It now use the lists to call the drawing code in the build vehicle window Works on selected EngineIDs instead of selected index in the list
2007-01-30(svn r8455) -Codechange: Give a more meaningful name (railveh_type)to member ↵belugas
flags of RailVehInfo, as well as changing the code to reflect the fact that it was not a flag but rather a one value only variable. Doing so, some evaluations have been simplified. -Codechange: Add and use RAILVEH_SINGLEHEAD when railveh_type is set to 0, which was implicit before. -Cleanup: Remove some extraneous parenthesis.
2007-01-27(svn r8429) -Codechange: Add a name for AircraftVehicleInfo subtype ↵Darkvater
helicopter and remove some magic numbers related to the subtype.
2007-01-27(svn r8428) -Codechange: Add proper names to aircraft subtypes instead of ↵Darkvater
magic numbers and add a function IsNormalAircraft() which tells us whether the aircraft is in fact some flying device or a rotor/shadow.
2007-01-24(svn r8385) -Fixtron
-Regression (r8314): I only did half the necessary changes to move railtype from Engine to RailVehicleInfo. Now do the rest.
2007-01-21(svn r8321) -Fixtron
Reduce the size of EngineInfo (from 28 to 24 bytes) by moving one of its attributes
2007-01-21(svn r8314) -Fixtron
-Codechange: Move the railtype from EngineInfo to RailVehicleInfo, because having a railtype for non-rail vehicles isn't that useful
2007-01-14(svn r8128) -Codechange: Split sprite and palette remap into separate 32 bit ↵peter1138
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.
2007-01-10(svn r8038) -Merge: the cpp branch. Effort of KUDr, Celestar, glx, Smoovius, ↵rubidium
stillunknown and pv2b.
2007-01-02(svn r7759) -Merge: makefile rewrite. This merge features:rubidium
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.