Age | Commit message (Collapse) | Author |
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and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')
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callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
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individual checks depending on the vehicle type.
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road types on a single tile.
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can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
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generally loading/unloading will happen fifo, but there are no guarantees on the FIFO-ness. For (better) FIFO guarantees you still need to use improved loading.
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changed, instead of 'recalculating' it every time it is used or just tested.
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and leaves the station.
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loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
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loading/unloading, but when arriving at the station.
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nicer/better maintainable code, i.e. virtual methods instead of switches.
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tabs with spaces.
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of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable.
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Almost done. Yeah. I know, I've already said that...
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autoreplace has a cmd and a gui file)
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coding style (and rest of the code).
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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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0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
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be used for more than just the gradual loading status.
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two unused enums.
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Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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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.
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work of mart3p.
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road vehicles with enums. Original patch by mart3p.
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VEH_Train is 0, VEH_Road is 1 and so on
This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
Surprisingly this can be done without changing the savegame format
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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
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gets flooded and there is a vehicle on the bridge. Original patch by KeeperofTheSoul.
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paid for, so that cargo cannot be paid for more than once.
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loading the game. This can solve crashes when a game is loaded with missing GRF's
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magic numbers and add a function IsNormalAircraft() which tells us whether the aircraft is in fact some flying device or a rotor/shadow.
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real static inline functions
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valid vehicle types in the argument
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0,1,2... for use for index to arrays
Used this function to get rid of some switch-cases in build_vehicle_gui.cpp
-Fix (r8335): ship build window didn't remember assending/decending sort setting
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now works with the type given as a byte as well as a vehicle pointer
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uint16
-Fix: CmdMassStartStopVehicle() tried to put a TileIndex into an uint16
Those two bugs were unrelated to each other and unrelated to r8295, even though that commit touched the code in question
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depot_airport_index for GenerateVehicleSortList() and BuildVehicleList() into one uint16 argument
It turned out that all 3 arguments were the same at all the places those functions are called, so there was no point in having more than one
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fail to reset prev_shared and next_shared
-As a result, vehicles in the game could end up having prev/next pointers to vehicles, that was no longer in the game
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