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path: root/tunnelbridge_cmd.c
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2006-08-22(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. ↵rubidium
whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
2006-08-19(svn r5951) - Codechange: GetVehicleOutOfTunnelTile() never did anything, ↵Darkvater
and making it work properly only resulted in massive performance drops, and it not working properly also seemed to work, so make it not work properly once again.
2006-08-16(svn r5926) -Codechange: make _cur_year contain the full year, instead of ↵rubidium
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
2006-08-16(svn r5924) Revert accidently commited filestron
2006-08-16(svn r5923) Fix 'make depend' which was broken in r3574 (it just did nothing)tron
2006-08-15(svn r5913) -Fix (r5906): GetVehicleOutOfTunnelTile did assert when the ↵rubidium
vehicles tile location is the exit of the tunnel.
2006-08-15(svn r5906) -Fix [ 1203146 ]: GetVehicleOutOfTunnelTile always returned ↵Darkvater
v->tile, now the exit-tile of the tunnel based on the vehicle's direction is correctly returned. Based on a patch by glx.
2006-08-15(svn r5901) -Fix [FS#253]: Differing price calculation for tunnels depending ↵Darkvater
on starting point
2006-08-14(svn r5887) -Cleanup: move date related functions, defines and variables to ↵rubidium
date.[ch] -Cleanup: fix whitespace related coding style issues in date.[ch] -Cleanup: make original comments doxygen compatible and remove/change outdated comments
2006-08-10(svn r5833) -Feature: Allow building of (certain) rails, roads and bridge ↵tron
ramps on steep sloped tiles
2006-08-08(svn r5809) Turn the tests for valid bridge ramp slopes into something ↵tron
comprehensible
2006-08-06(svn r5794) Pass the TileIndex plus x and y coordinates into GetSlopeZ_* ↵tron
instead of a TileInfo
2006-07-30(svn r5641) -Fix: Adjust/correct some bounding boxes. This fixes some ↵tron
graphical glitches near bridges
2006-07-26(svn r5611) Remove a stale commenttron
2006-07-26(svn r5610) Remove a pointless call to VehicleInTheWayErrMsg() - only trains ↵tron
can be on rail bridges
2006-07-22(svn r5592) Merge two complementary casestron
2006-07-22(svn r5582) Add and use AxisToTrack{Bits,}()tron
2006-07-22(svn r5580) -Regression: Under certain circumstances it was possible to ↵tron
remove/convert bridges while a vehicle was on it. Fix this by properly calculating the height of a bridge
2006-06-28(svn r5403) - Feature: Allow building canals at sea-level, using ctrl to ↵peter1138
toggle canal or plain water tile. This allows building of non-raisable sea-level water ways (useful in multiplayer) and dikes for low-level areas.
2006-06-27(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectaculartron
2006-06-24(svn r5352) -Fix: Return accurate slope information for tunnels and bridges ↵tron
to fix several foundation graphics glitches
2006-06-19(svn r5315) -Fix: Prohibit altering a road tile while road works are in progresstron
This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
2006-06-14(svn r5260) -Fix: It was possible to convert the railtype of a bridge while ↵tron
a train was on it
2006-06-14(svn r5259) -Codechange: GetBridgeHeight{Ramp,}() now returns the height of ↵tron
the bridge, not one level lower
2006-06-10(svn r5210) Many small changes which piled up: const, unsigned, variable ↵tron
scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
2006-06-09(svn r5199) Make the control flow of GetTileTrackStatus_TunnelBridge() more ↵tron
comprehensible
2006-06-07(svn r5155) - Remove the bridge branch merge (revision r5070)tron
2006-06-02(svn r5081) -Fix: Could not build bridges over crossings (but crossings ↵celestar
under bridges were possible), noticed by WhiteRabbit
2006-06-02(svn r5070) Merged the bridge branchcelestar
-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.
2006-05-27(svn r4987) Feature: Merged YAPF into trunk. Thanks to devs for continuous ↵KUDr
support and users for testing.
2006-05-21(svn r4937) Reduce the use of _error_message a bittron
2006-05-20(svn r4927) Replace 3 big ifs (which regard foundations) by a bit less ↵tron
confusing code
2006-05-16(svn r4882) -Fix: Forgot a change in previous commitcelestar
2006-05-16(svn r4881) -Codechange: Be a little more strict about types and remove some ↵celestar
null-operations
2006-05-09(svn r4790) Remove slope magic from EnsureNoVehicleZ() and rename it to ↵tron
EnsureNoVehicleOnGround() to make more clear what it does
2006-05-09(svn r4789) - Codechange: rename RoadType to RoadTileType and ↵rubidium
ROAD_{NORMAL,CROSSING,DEPOT} to ROAD_TILE_* for consistency
2006-05-09(svn r4788) - Codechange: RAILTYPE_{NORMAL,ELECTRIC,...} and ↵rubidium
RAIL_TYPE_{NORMAL,SIGNAL,...} have nearly the same name, rename RAIL_TYPE_* to RAIL_TILE_* of extra clarity
2006-05-07(svn r4771) -Regression: It was possible to remove a bridge while a vehicle ↵tron
was on it
2006-05-07(svn r4766) -Fix: Vehicles on a sloped tile under a bridge were affected by ↵tron
the bridge speed limit
2006-05-07(svn r4765) Add GetTileMaxZ(), which returns the height of the highest ↵tron
corner of a tile, and use it to simplify the code in a few places
2006-04-25(svn r4572) Remove vehicle_leave_tile_proctron
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
2006-04-23(svn r4554) Replace magic numbers by TILE_{HEIGHT,SIZE}tron
2006-04-23(svn r4541) Add a type for slopes and replace many magic numbers by the ↵tron
appropriate enums
2006-04-15(svn r4430) - NewGRF: Use the bridge's sprite layout for drawing high ↵Darkvater
pillars. This fixes newgrf's high-bridge pillars drawing. Also remove the now obsolete _bridge_poles_table which was already integrated into the bridge sprite tables
2006-04-12(svn r4402) Fix a faulty entry in the table for slopes under bridges, remove ↵tron
a now unnecessary test which hid the faulty entry till now and undo r4398 (don't do this!)
2006-04-12(svn r4398) -Fix: Quick and Dirty solution for FS#116. Just for the nightliescelestar
2006-04-12(svn r4392) -Codechange: Use water map accessors in bridge codecelestar
2006-04-12(svn r4391) -Fix: faulty ")" in previous commitcelestar
2006-04-12(svn r4390) -Codechange: Upon merging elrails, one direct map access to the ↵celestar
railtype went unnoticed...
2006-04-12(svn r4374) Never directly commit something you prepared the evening before, ↵tron
mysteriously it will break in the morning, fix r4373