Age | Commit message (Collapse) | Author |
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functions.
- Codechange: Use IsValidDiagDirection() in CmdBuildRoadStop().
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and try to document it a little.
if anyone comes up with an idea on how to simplify this thing a bit, I'd be grateful
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south corner of the map (appeared in r4367)
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This is following the same scheme as for IndustrySpec
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There's exactly one implemented function (unbarring a level crossing) and one place where it can be triggered (a train leaves a level crossing)
It's a bit overkill, so just handle this one case where it can happen
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appropriate enums
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eg. 0xF3A6. Use fixed lengths where applicable (newgrf). Unfortunately '%#X' is unusable since it gives 0XFF3 and '%#x' gives 0xff3 while we want 0xFF3 :P
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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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pool block clean up.
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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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custom station
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Station struct.
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*CustomStationSpecIndex() to reflect their use, and alter the test for determining if a station has customised graphics.
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comments, aligning arrays etc...
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STRICKLY LESS THEN. This caused airports animations to stay unanimated. Industries were similarly affected.
Thanks to Richk67 for finding it.
Also, more Gfx define and use.
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industries. More are still to come
Also, a bit of code cleaning, as pointed by Tron
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accessors. Also, use GetStationGfx instead of directly accessing the map for functions in station_map.h
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RailTypeInfo when we already have it...
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Replace an array of TileIndexDiffC by a use of loop with TileDiffXY. Thanks to Rubidium
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custom ground sprites used the index of the rail type as an offset. With the introduction of elrails this offset is incorrect, so instead there is now a lookup table within the RailTypeInfo struct to explicitly list the offset.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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make a bit more clear what's going on
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the slot pointer of the vehicle instead of recalculating the road stop using the destination tile of the vehicle. Apart from being more simple this could prevent a inconsistency of slot information in the edge case when the destination tile isn't the tile of the assigned slot.
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twoards a road stop if that road stop gets removed
This issue was fixed in r2210 and reintroduced in r4259 when the multistop handling was overhauled.
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but computed on the fly. Partly fixes FS#101
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declaration)
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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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airport_sections_*
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by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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variables instead of using the general byte-type.
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Some work with animated tiles remains. Thanks to Tron for parts of the code and lots of proof-reading and suggesting
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station from a tile
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is wrong
This leads to graphical glitches when drawing foundations.
This doesn't fix all problems, but at least some of them.
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a problem up to now, but it's not The Right Thing (TM) to do either
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reservation in savegames and update where used
- Also add this capability to settings
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codes instead of using this global variable
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DiagDirection and friends
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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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