Age | Commit message (Collapse) | Author |
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GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
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newstations
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pool", so the new pool implementation can be committed alongside it.
- Codechange: Rename pool.[ch] to oldpool.[ch].
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station/RoadStop from the pool
-Codechange: DestroyStation/DestroyRoadStop is called by DeleteStation/DeleteRoadStop to remove all things where a station/RoadStop depends on.
Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
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(or, will do that).
It isn't the best name, but we couldn't find any better.
This unifies the pool-system even more.
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-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range
Both changes again in preperation of the new mem-pool system, which requires this.
IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
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invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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unnecessary global variable
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Commuter airport: Small. 5x4. 3 terminals, 2 helipads.
Intercontinental: massive. 9x11. 8 terminals, 2 helipads, 4 runways.
Helidepot: a small heliport with a depot for helis only.
Helistation: a large heliport with 3 helipads and a depot.
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platform (request by KUDr)
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support and users for testing.
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waiting cargo type and facilities)
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newstations on big endian architectures.
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function so we can use it (rarely) in other places.
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- Alter parameters of CMD_BUILD_RAILROAD_STATION to accept a custom station class and id.
- Add a dynamically allocated list of custom stations that the SpecIndex (m4) references.
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serving a station has been deleted.
-Negative side effect: upon loading old games, stations whose last vehicle was a station have (temporarily) lower ratings.
-Positive side effect: station.h no longer includes vehicle.h (breaks the station.h->vehicle.h->rail.h chain)
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Station struct.
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comments, aligning arrays etc...
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station_map.h
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1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles.
2) Removed the "wait for stop" feature, because it did not work in practise.
3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet)
4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops.
5) Hopefully the last fundamental change to multistop
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moved them to station_map.h to keep consistency
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TODO: unify RS_TRUCK and STATION_TRUCK (same for bus)
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variables instead of using the general uint16-type. StationID was added for depots, waypoints and stations where necessary. We probably need to change GetDepot(), IsDepotIndex(), IsStationIndex(), GetWaypoint() and IsWaypointIndex() as well to use StationID.
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-Codechange: Completely rewritten the slot assignment system. It now consumes less CPU cycles and memory
-Codechange: Increased maximum number of roadstops to 16.
-Fix: Several conditions where a slot becomes unliked from a vehicle
-Codechange: ClearSlot now only takes one parameter, the vehicle
-Feature: Console command 'clearslots' to clear ALL currently assinged slots. debug usage only
-Feature: vehicles that cannot get a slot now wait on the road instead of planlessly blocking stops or circling around
-Codechange: Adjusted debug levels
TODO: Make the slot finder compatible with (a) pathfinder(s).
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This fixes an assert introduced in r3663. Also fix the return type of GetRoadStopType().
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use INVALID_VEHICLE instead of nonsense INVALID_SLOT.
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project files.
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trains: Use the length of the train before the replacement as reference length
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Rewrite handling of station classes.
Allow for more than 8 station tile layouts.
Start of code to unload custom stations.
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long trains
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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int/uint/int16/byte/-1 with proper types and constants
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pointers instead of copying the data around.
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s/byte/PlayerID/
s/int/PlayerID/
and related changes
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