Age | Commit message (Collapse) | Author |
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templates. This gives up to 10% performance increase in games with lots of vehicles.
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was considered when distributing vehicles.
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(properly) use a road stop still tried to go to that road stop.
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still loading, changing the current order of the loading vehicle caused a crash. This could happen with removing docks and oil rigs.
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the pool cleanups, which could cause crashes as already removed pool items could then be dereferenced by other destructors.
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cleanups might cause memory leaks due to the way C++ works.
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so we do not have to duplicate code for each of the pool item classes and use it for the station and roadstop classes.
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for stations (in such a manner that they can be used for other pools too).
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accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
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or removed if the station has no custom graphics.
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causing segfaults when trying to load savegames in dedicated server via -g (reported by peter1138)
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-Codechange: unified the blitter function so we have 1 function for all zoom-levels
-Codechange: make most of the label functions work with zoom-level instead of magic numbers and big switches per zoom-level
-Codechange: MakeXXXDirty() functions didn't take into account zoom-level, but just used the biggest possible value
-Codechange: simplified blitter functions to avoid code duplication
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The end of the preliminary work is near
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coding style (and rest of the code).
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(the @file tag MUST be found before any line of code, that includes preprocessor directives).
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files with the @file tag as well as a few general comments style
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work of mart3p.
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refactor RoadStop::AllocateBay to remove a loop condition. Suggestions by Tron.
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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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functions.
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station is very spread out
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-Codechange: Remove the superfluous attribute RoadStop::prev
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rename it to 'IsValid'
-Codechange: While I'm at it, put 'RoadStop::AllocateRaw' into the protected section
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constructor. This was wrong because station constructor is called also when loading savegame and when player tries to build station when it is not sure that it will succeed (thanks Rubidium)
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Remove the unnecessary attribute RoadStop::used. The same information can be derived from RoadStop::xy
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Remove the write-only attribute RoadStop::station
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Use initialisers, reduce variable scope, remove spurious whitespace, fix format string to make it readable
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gave them proper constructors/destructors (Thanks to KUDr for a nice interactive C++ lesson)
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StationRect::methods.
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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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