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path: root/src/roadveh_cmd.cpp
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2007-12-29(svn r11719) -Codechange: split sound.h in a header with types and one with ↵rubidium
functions.
2007-12-27(svn r11707) -Fix: do not allow refitting flooded (destroyed) vehiclessmatz
2007-12-27(svn r11706) -Codechange: split vehicle.h and remove another bunch of ↵rubidium
useless includes.
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).
2007-12-25(svn r11692) -Codechange: move some functions from 'functions.h' to a more ↵rubidium
logical place and remove about 50% of the includes of 'functions.h'
2007-12-21(svn r11680) -Codechange: refactor more out of openttd.h and functions.h.rubidium
2007-12-21(svn r11677) -Codechange: move price and command related types/functions to ↵rubidium
their respective places.
2007-12-21(svn r11675) -Codechange: split the string types from the string functions.rubidium
2007-12-19(svn r11669) -Codechange: refactor tile.h -> tile_type.h and tile_map.hrubidium
2007-12-16(svn r11649) -Codechange: some code can be simplified thanks to changes in ↵smatz
r11642
2007-12-16(svn r11644) -Codechange: merge some functions from tunnel_map.h and ↵smatz
bridge_map.h into tunnelbridge_map.h
2007-12-15(svn r11642) -Codechange: VehicleFromPos does check for v->tile == tile, so ↵smatz
remove useless checks
2007-12-11(svn r11621) -Fix [FS#1525]: there were still some cases where one could not ↵rubidium
build a tram track, but the tram could become blocked.
2007-12-04(svn r11571) -Fix [FS#1493]: road vehicle getting to the wrong side of a ↵rubidium
station when trying to overtake in there.
2007-12-03(svn r11564) -Codechange: Increase the usage of the for_each_bit macro and ↵skidd13
rename it fitting to the naming style
2007-11-25(svn r11524) -Fix [FS#1485]: assertion when tram reversed at a station.rubidium
2007-11-25(svn r11523) -Codechange: Move the CHANCE macros to core/random_func.cpp ↵skidd13
cause they depend on Random() -Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
2007-11-24(svn r11510) -Codechange: merge the IS_*INSIDE* functions and rename them ↵skidd13
fitting to the naming style
2007-11-20(svn r11485) -Codechange: Remove the doubled function ToggleBitT and rename ↵skidd13
the remaining to fit with the naming style
2007-11-20(svn r11484) -Codechange: Remove the doubled function SetBitT and rename the ↵skidd13
remaining to fit with the naming style
2007-11-19(svn r11482) -Codechange: Remove the doubled function ClrBitT and rename the ↵skidd13
remaining to fit with the naming style
2007-11-19(svn r11481) -Codechange: Rename the HASBIT function to fit with the naming ↵skidd13
style
2007-11-19(svn r11477) -Fix [FS#1451]: a road vehicle must not show that it is driving ↵rubidium
max speed when it is standing still waiting for the vehicle in from of it.
2007-11-19(svn r11476) -Codechange: rename the function myabs to abs to get rid of an ↵skidd13
unneeded define
2007-11-19(svn r11475) -Codechange: rename clamp and clampu to Clamp and ClampU to fit ↵skidd13
with the coding style
2007-11-18(svn r11461) -Fix [FS#1449] (r11449): a bus turning around in a station ↵rubidium
could case an assertion error. Patch by divide.
2007-11-17(svn r11449) -Fix [FS#1160]: trams could deadlock themselves. As of now ↵rubidium
trams will turn as roadvehicles do when the player cannot build a tram track piece on the next tile without destroying anything. It will not turn when the player can build the before mentioned track piece on the 'next' tile.
2007-11-12(svn r11419) -Fix [FS#1388]: articulated vehicle breaking up when making a ↵rubidium
90 degree turn immediately after a 180 degree turn.
2007-11-05(svn r11385) -Fix r11383: bool operation can be hard to translate for some ↵truelight
people ;) (tnx fjb for noticing this bug ;))
2007-11-04(svn r11383) -Codechange: fixed all the mess around KillFirstBit (tnx to ↵truelight
Rubidium and skidd13)
2007-11-04(svn r11382) -Codechange: renamed COUNTBITS to CountBits, as it is no longer ↵truelight
a macro (skidd13)
2007-10-31(svn r11367) -Fix [FS#1258]: non-articulated road vehicles should be able to ↵rubidium
overtake (not-too-long) articulated vehicles, i.e. overtaking of articulated vehicles that are several (3+) tiles long is not supported.
2007-10-31(svn r11366) -Fix [FS#1258]: road vehicles must not drive through eachother ↵rubidium
on bridges/in tunnels.
2007-10-21(svn r11332) -Fix: vehicles getting a value of 0 on construction.rubidium
-Fix: assertion when selling vehicles.
2007-10-20(svn r11317) -Fix [FS#1355]: don't read a variable of a destroyed vehicle as ↵rubidium
the value will be reset to 0.
2007-10-08(svn r11229) -Fix [FS#1307]: one could sell vehicles that were crashed in a ↵rubidium
depot, which would still yield money.
2007-10-04(svn r11200) -Fix [FS#1291]: road vehicles could not overtake on one way ↵rubidium
roads going to the east.
2007-09-26(svn r11173) -Codechange: rename some callback enums so they are more uniform.rubidium
2007-09-17(svn r11122) -Fix [FS#1234]: crash when building a NewGRF vehicle when the ↵rubidium
articulated build vehicle callback returneed a different value for the purchase window than the normal build. Thanks for Dalestan and _minime_ for pointers to possible causes.
2007-09-16(svn r11120) -Codechange: remove the arbitrary limit of 10 articulated parts ↵rubidium
for a vehicle.
2007-09-09(svn r11072) -Fix [FS#1045]: when a vehicle had a service order, the ↵rubidium
goto-depot button did not make it possible to stop the vehicle at that depot.
2007-09-01(svn r11031) -Codechange: reduce the amount of duplication of bit counting ↵rubidium
functions. Based on patches by skidd13, SmatZ and Belugas.
2007-08-31(svn r11017) -Codechange: unify determining whether a vehicle needs/can be ↵rubidium
service a little more.
2007-08-30(svn r11011) -Fix [FS#1129]: GetFirstVehicleInChain did change the game ↵rubidium
state while being marked const. -Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
2007-08-30(svn r11003) -Codechange: replace Vehicle->next to Vehicle->Next() and ↵rubidium
Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
2007-08-29(svn r11001) -Codechange: unify the way to determine whether a vehicle is in ↵rubidium
a depot.
2007-08-26(svn r10983) -Codechange: use vehstatus & VS_CRASHED instead of some other ↵rubidium
"methods" custom to each vehicle to determine whether the vehicle is crashed.
2007-08-24(svn r10974) -Fix [FS#1144, FS#1155]: road vehicles that could not ↵rubidium
(properly) use a road stop still tried to go to that road stop.
2007-08-16(svn r10924) -Fix [FS#1120]: VS_STOPPED is only set for the front part of an ↵maedhros
articulated road vehicle, so don't check any other parts when testing if the vehicle is stopped inside a depot.