Age | Commit message (Collapse) | Author |
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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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PlayerVehWndProc()
This is possible now that the window number is known when running WE_CREATE and it's a nicer solution
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goto depot button
-Codechange: unified the code for mass goto depot to avoid duplicated code
-Fix: Vehicles already on the way to depots will not be cancelled by mass goto depot (made it really hard to send all vehicles at once)
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CMD_SEND_TRAIN_TO_DEPOT instead of CMD_TRAIN_GOTO_DEPOT
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code to delete an empty shared orders list is now much simpler
cleaned up the code to handle button clicks
fixed an assert if widget 9 was pressed on a list with vehicles for another company
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this makes the list type detection much easier and allowed an if cascade to be turned into a switch case
this also makes it easier to add more list types
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Player(vehicle)WndProc into PlayerVehWndProc
Those 4 unified functions were really much alike, so there was no reason to have so much dublicated code
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{' -> '} else {', tabs between code and comment, etc.
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parameter of FillDrawPixelInfo() and simplify some expressions
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bit of display code mixed up with the list of vehicles with shared orders (nycom)
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TrueLight
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8) with SHARE_FLAG
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at the depot and leave right away.
To tell the difference the status of stopping vehicles will be in red,
while servicing vehicles will be green.
-Codechange: remove some dead code in CmdSendAircraftToHangar() since it is
conflicting with new functionality. Now p2 means the same for all types
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the list is available in the orders window and looks like the list buttons from the station windows (small vehicle)
The button is disabled if the vehicle do not have any shared orders or it got shared orders, but an empty order list
based on a patch by nycom, thought it ended up getting heavily modified
Thanks to TrueLight for proofreading and suggestions
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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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label
CodeChange : Move almost all fixed strings from ON_PAINT event to Widget array using WWT_LABEL.
Feature : All "Select Refit Cargo" are now centered, instead of been left aligned
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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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textboxes to only
allow certain patterns (like numbers only)
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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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convert a Date to/from a YearMonthDay.
-Cleanup: swap ConvertDateToYMD's parameters to make the order consistent with the name of the function.
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BASE_YEAR when comparing _cur_year with a 'full' year.
-Cleanup: replace some magic '1920' values with BASE_YEAR.
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of r5907.
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code. Less code, less data, simply better
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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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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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Spotted by gigajum
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when drawing a train's image.
- Draw the depot highlight box after drawing all engines on a line, so that the box isn't hidden.
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depends on rail.h and not the other way round anymore
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they close themselves
This is unnecessary, because their parents already close them when they get closed
Therefore remove the code for the periodic checks
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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_new_vehicle_id is enough.
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clipping area to draw the train image. This fixes a couple of usability issues when shorter wagons are used in the depot; shorter wagons scrolled at a different speed, and not all wagons were visible sometimes.
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It serves no real purpose except causing confusion
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of 29 pixels, for sets which use 32 pixel long engines/wagons.
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DrawTrainImage() for each row, as we already loop to find the vehicles to
draw. Fixes a potential issue of extraneous wagons being drawn, if they are very short.
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purchase list as N/A.
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purchase information. Other vehicle types to come.
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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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within the units conversion system, in string.c. This means displaying kmh requires no conversion, instead of being convert from kmh to mph, and then back to kmh again.
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- Use {POWER} and {WEIGHT_S} tags for all strings instead of "{COMMA}units".
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_*_vehicle_info[]; create and use a function to retrieve data, and ensure constness.
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train to a short train where the short train was scrolled off the window would cause a game crash. (Thanks to SimonRC for reporting.)
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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control-click on a unit in a train in a depot will make the click unit turn around
this is useful if you want "normal" engines to act as dualheaded (one each way) or similar
this only works on single unit units. Multiheaded and articulated engines get a red error box
this is based on a quick hack peter1138 while I made it network safe and correctly handling of multible unit engines
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