Age | Commit message (Collapse) | Author |
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the offset since 1920
-Codechange: store all year related variables that are _not_ stored in a savegame/transported over the network in the same format as _cur_year
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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-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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non-electrified depot even if they would have left right away if the depot had catenary
this solves the issue where electric engines in a certain situation could leave non-electrified depots, turn around and enter all the time
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now the user will get an error if he tries to start the train and the status bar will say "no power" instead of "stopped"
Electric trains already driving in and out of non-electrified depots will still do so, but you can't start new ones
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This allows a set to disallow a vehicle from being started, i.e. to not be able to leave the depot. This is almost a partner to callback 1D.
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may affect the default refit costs for the default rail vehicles.
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tabulation; nothing serious.
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r5463)
this was present long before 5463
Darkvater deserves some of the credit for this fix since he discovered where the first pointer got set incorrectly
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instead of GetRailTile{T,Subt}ype() - this is more concise and a bit more flexible if/when the rail tile encoding changes
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livery overrides and powered wagon weight/power on the last engine before the wagon.
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calling the refit capacity callback.
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wagons in depot
also fixed a serious typo in peter1138's comments
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This simplifies code that works with more than one vehicle type.
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lose the cargo onboard (useful when adding wagons to a train)
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_new_vehicle_id is enough.
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for frequent debug messages (performance stats)
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processing the next train order, do not even consider reversing the train if the last order was to a waypoint.
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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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not just for powered wagons.
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support and users for testing.
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variations
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and was number of vehicles (of a type, not total) was reached
now the new vehicle gets the same number as the old one, completely removing the problem where we could run out of numbers
since we don't have to find free numbers for the new vehicles, autoreplace should be somewhat faster, specially in late games
NOTE: in CmdBuildRailVehicle(), bit 0 and 1 in p2 have been switched to make the meaning of bit 0 consistent with the other build commands. CmdCloneVehicle() is modified to follow this as well
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RAIL_TYPE_{NORMAL,SIGNAL,...} have nearly the same name, rename RAIL_TYPE_* to RAIL_TILE_* of extra clarity
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corner of a tile, and use it to simplify the code in a few places
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with incompatible rail type
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attach callback.
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attached". This can be used to disallow freight wagons to be placed in passenger trains, along with other uses.
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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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front, the _first_ of those engines is sold, all the orders are copied to the second engine (to ensure "seamless" operation). However, during this operation, it was forgotten to update the prev_shared and next_shared pointers of the new head engine AND the next_shared and prev_shared of the share partners.
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longer emit sparks when engine is pulled on convrail (MeusH)
P.S. Credit for previous commit goes to the bug reporter, nycom, who submitted the fix as well.
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with the remove-tool (r4348 surfaced this). In CmdRemoveRoad tiletype was not checked for ownership. Intorudce IsLevelCrossingTile() which checks if a tile is a crossing without knowing the type. Suggested by peter1138 and Tron.
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VS_HIDDEN. So after checking for VS_HIDDEN and the result is false there's no need to check if it's flagged as being in a depot or tunnel
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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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check the tile type, it assumes the tile type IS MP_STREET
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crossings (michi_cc)
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engines in non-electric depots
this prevents autoreplace to replace to electric engines before the line in question got catenary
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other types will exist later, and use separate parameters instead of bitshifting.
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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something similar on non-i386 architectures to performance-tune (critical) code. Some systems are probably missing, but those can be added later.
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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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