Age | Commit message (Collapse) | Author |
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didn't move along with station when station moved by walking. (HMage)
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adding or removing tiles.
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result. This fixes cosmetic problems with some add on stations.
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windows
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PlayerID is an
actual playable player (< MAX_PLAYERS) or not.
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
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town authority rating.
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it accepts
DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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removed when a road or rail depot got deleted (Darkvater and me)
This bug is probably ages old
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large as any type of destinataion (StationID, DepotID, WaypointID) it can hold
DestinationID being a union of these types is just hassle without benefit and cannot be handled correctly everywhere because of local lack of information
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small table and a loop iterating over it
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{' -> '} else {', tabs between code and comment, etc.
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as it reflects its function more
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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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an indirect (and btw the old) way
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-Codechange: introduced DestinationID, which is in fact an union of several types
Used in Order struct, so no longer StationID is abused for all targets.
Hangars are a big exception, as they use a station-id with GOTO_DEPOT (go figure)
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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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-Codechange: renamed DeleteDestinationFromVehicleOrder to RemoveOrderFromAllVehicles to reflect his function better
-Codechange: changed the params of RemoveOrderFromAllVehicles, to avoid unneeded variable-creation
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-Codechange: cleaned up the EngineRenew code a bit (coding style mostly)
-Codechange: forgot the correct comment in station_cmd
-Codechange: move pool-stuff to engine.h, like we always do
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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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based at the year 0.
The game date subsystem now allows someone to start in the year 0 and continue
up to the year 5 000 000. However, you currently cannot build anything before
1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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instead of a TileInfo
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size_{x,y,z}
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drawing a station tile: some stations are not owned by players
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replacement by newgrf graphics. All tiles now use SPR_AIRPORT_APRON as the tarmac. Created two new sprites in airports.grf for half-grass half-tarmac tiles on Intercontinental airport.
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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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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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platform (request by KUDr)
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support and users for testing.
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It serves no real purpose except causing confusion
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its own
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array into the struct which describes an airport
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by Celestar)
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waiting cargo type and facilities)
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