Age | Commit message (Collapse) | Author |
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use INVALID_VEHICLE instead of nonsense INVALID_SLOT.
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StationIDs and station pointers
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the indentation by one by using continue
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- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
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in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron)
- The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
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station blocks
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trains: Use the length of the train before the replacement as reference length
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it already exists on that platform
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Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
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-Add: added several hooks (event-callbacks) for road-related-stuff
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'major' version to just: version.
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This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
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unnecessary use of pointers and using the *BIT() macros.
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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Also align short cases nicely
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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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- const, whitespace, indentation, bracing, GB/SB, pointless casts
- use the trinary operator where appropriate
- data types (uint[] -> AcceptedCargo, ...)
- if cascade -> switch
- if (ptr) -> if (ptr != NULL)
- DeMorgan's Law
- Fix some comments
- 0 -> '\0', change magic numbers to symbolic constants
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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sprite list
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attribute of stations
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int/uint/int16/byte/-1 with proper types and constants
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of callbacks results within random and "real" groups. (Not fully supported yet.)
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pointers instead of copying the data around.
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CT_INVALID/OWNER_SPECTATOR/INVALID_STATION where appropriate
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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(oilrig has no station). While it is still possible that oilrigs end up without a station, it is only the case where no more stations can be built at all
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for everyone
- Add IsLocalPlayer() which substitutes _local_player == _current_player
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special
abilities you really don't want to know about (free bridges, etc..)
I removed this flag some revisions ago, but the Aircraft part
depends on it, so I re-enabled it again..
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-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
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save/load code, static in saveload.c
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