Age | Commit message (Collapse) | Author |
|
|
|
|
|
nicer/better maintainable code, i.e. virtual methods instead of switches.
|
|
|
|
hopefully for good this time.
|
|
is sent to a depot.
|
|
|
|
of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable.
|
|
and into landscape.h, and add a few where they didn't exist.
|
|
The end of the preliminary work is near
|
|
strings so it can be
translated properly and remove "buildable", since it isn't actually a word.
|
|
landscape types.
|
|
|
|
check if they are in use
|
|
coding style (and rest of the code).
|
|
|
|
|
|
0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
|
|
be used for more than just the gradual loading status.
|
|
Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
|
|
Most (i.e. 13 of 15) callers of GetNewVehiclePos() do not care for the return and the others can figure it out by inspecting the information returned in struct GetNewVehiclePosResult.
Therefore remove the return value.
|
|
coding style changes to the ShipController and TrainController.
|
|
|
|
|
|
a sprite is too big to fit (ships and aircraft only)
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
This will make less vehicle type specific code and easier to read resizing based on sprite sizes
|
|
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
|
|
Building a vehicle does not involve allocating orders, so do not check whether orders could be allocated
|
|
(most?) compilers...
|
|
Replace the rather obscure control flow for handling aircraft/ship/train orders by something remotly comprehensible (see r3584)
|
|
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.
|
|
OT_LOADING and OT_LEAVESTATION) replaced by v->BeginLoading() and v->LeaveStation() calls. This should allow easy hooking of those state transitions in order to maintain vehicle loading queue.
|
|
accept pointer to TrackBits/TrackdirBits instead of reference.
|
|
stillunknown and pv2b.
|
|
renamed to .cpp)
|