Age | Commit message (Collapse) | Author |
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(production) changes better configurable; you can now disable news messages popping up for industries you are not servicing. Patch by Alberth.
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subsystem. Patch by Progman.
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as it assumed a lower maximum catchment area than the real maximum catchment area. Based on a patch by PhilSophus.
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templates. This gives up to 10% performance increase in games with lots of vehicles.
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cargo too.
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(properly) use a road stop still tried to go to that road stop.
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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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hardcoding station types by graphics IDs.
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instead of only the cargos that have been transported.
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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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processing power anymore when having a lot of trains.
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The end of the preliminary work is near
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stations who got their airport removed while there were still aircraft within the State Machine (and thus caused asserts)
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you wouldn't ever be able to do so for a given station
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This major feature-fix keeps track of the value of transfers offloaded at a station, and hands on to a loading vehicle a credit note proportionate to the cargo loaded. The transferring vehicle is paid only for the distance it has travelled. eg. B-C in a transfer chain A-B-C-D.
When the final cargo is delivered, these credit notes are cashed, and the final vehicle is paid for A-D minus any credit notes it is carrying. The company bank balance increases by the value of the A-D route.
You still need to set up a profitable route; it is still easy to make a loss on transfers by bad planning. :)
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-Codechange: Do not hardcode the catchment radius of airports, but hold the information in AirportFTAClass
-Fix (r979): The default AI tested possible airport locations with a fixed catchment radius instead of the radius of the to be built airport
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Abbreviate GetAirport(st->airport_type) to st->Airport()
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work of mart3p.
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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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involves changing the enum of airport blocks to a static const uint64 as SOME platforms do not support 64-bit enums
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functions.
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station is very spread out
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-Fix (since the dawn of time): Remove phantom oil rigs sometimes present in old savegames
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-Codechange: Remove the unnecessary attributes Station::{bus,lorry}_tile_obsolete by replacing them with a scan of the map for existing road stops when loading old savegames
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Remove the unused remnants of {bus,truck}_stop_status_obsolete
(though I wonder a bit why this information doesn't get converted on load *shrug*)
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Remove the unused remnants of blocked_months_obsolete
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Turn GetPrimaryRoadStop() into a method of struct Station
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-Codechange: Remove the superfluous attribute RoadStop::prev
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and changed a one-member enum into a static const. Simplify their naming and add some doxygen-comments to RoadStop
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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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excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargos. Basically this is only a temporary fix until cargopackets are implemented, but it fixes one of the oldest known bugs (Special Thanks to Darkvater for lots of testing)
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