Age | Commit message (Collapse) | Author |
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With the new SLEG_STRUCT it is much easier to embed a struct
in a struct, where the sub-struct has limitations on when it is
being used.
This makes both the code easier to read (less magic) and avoids
the SaveLoad needing to know all these things about Stations
and Vehicles.
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Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
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instead of at the end.
Otherwise temporary data may be passed from an aborted load action to the next load action.
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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if a header require a header make it include that header
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-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
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all over the place when using the more advanced station types.
-Change: make (rail) waypoints sub classes of 'base stations', make buoys waypoints and unify code between them where possible.
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struct and make it more similar to Station.
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mapping on load if necessary.
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road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
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savegames. Based on SVXConverter's source code and documentation by Roman Vetter
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