Age | Commit message (Collapse) | Author |
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class. Also fix typo in r3384.
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long train
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loading instead
of speed, and get that state from first vehicle in a train consist.
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drag and drop
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disapearing, and a depot which was unable to remove
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CMD_CHANGE_{AIRCRAFT,ROADVEH,SHIP,TRAIN}_SERVICE_INT commands into one CMD_CHANGE_SERVICE_INT command.
As side effect this is a
-Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle - which of course failed for non-trains
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trains: Use the length of the train before the replacement as reference length
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blocks to allow use of Random() instead of InteractiveRandom(), which will alleviate some possible network desyncs.
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engine type directly instead of getting it from a vehicle. This allows the function to be used before vehicles are involved.
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command to make half multiheaded engines
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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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GetRearEngine(), because it's the engine type of the vehicle which gets passed as first parameter
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avoiding function declarations in .c files and unnecessary indirection
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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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- CHANCE*() instead of mumbling strange numbers
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when nothing was changed
due to the FOR_ALL_VEHICLES(), redrawing those windows are slow
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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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articulated rail vehicles.
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the former front engine is moved away (Meush)
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used, for example, by coal tenders.
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than one vehicle will try to move cargo from all vehicles
currently this applies to planes and multiheaded train engines (no more lost airmail)
added GetNextEnginePart() that returns the next vehicle in an engine nomatter what type it is
when more types of multivehicle engines are added, they will have to be added here too or autoreplace will not remove all cargo
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the train instead of the number of wagons. The actual length is cached in the first vehicle of the train.
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line 378
running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks()
This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
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duplication, and make it apply only to vehicles with a custom image.
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this var works like _new_train_id and the rest of that kind of vars, except it is set each time a vehicle is build, nomatter what type
this is a nice tool to code vehicle independent code, which in turn can reduce code duplication
Right now it's used in ReplaceVehicle() and CmdCloneVehicle()
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return values, ... mostly related to the clone vehicle GUI
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this is a complete rewrite, that makes use of existing commands like build and sell
this means that multiheaded train engines are replaced correctly
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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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circumstances.
Simplify this check by testing the rail vehicle info flags instead of passing a global variable around.
Note: This is not exactly the original behaviour, because the Lev4 was always allowed to be built, but i guess that was a glitch.
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(not a fix, because the old == method works so far)
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proper types or just removing them
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Fix warning in graph_gui.c with const problem
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plus some related changes (mostly casts)
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s/byte/PlayerID/
s/int/PlayerID/
and related changes
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references to our (new) original engine/vehicle tables.
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them so NewGRF data can be loaded without wiping out the default data.
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