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2006-09-26(svn r6515) -Feature: added "start all" and "stop all" buttons to the depot ↵bjarni
windows
2006-09-24(svn r6503) -Codechange: added a function to tell what vehicles a depot containsbjarni
This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list) Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
2006-09-17(svn r6474) - Add a patch option to control display of liveries, allowing ↵peter1138
none, your own, or all companies.
2006-09-16(svn r6468) -Codechange r6464: now use error() when failing refit in ↵bjarni
autoreplace to ensure that such a failure will not break a game We should only reach this error() if there is a bug, that would otherwise make the vehicles carry a different type of cargo without telling the user This also kills the warning added in r6464 (oops)
2006-09-16(svn r6464) -Fix r6393: killed a warning when compiling without assertsbjarni
added an error popup in the game if autoreplace fails to refit Since it's only triggered by conditions bugs can trigger, it works kind of like a non-fatal assert in builds without asserts
2006-09-15(svn r6456) - Replace single colour scheme for passenger wagons with ↵peter1138
separate schemes for each of steam, diesel or electric engines. Savegames from the previous revision will not load.
2006-09-15(svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This ↵peter1138
replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
2006-09-08(svn r6424) -Codechange: [autoreplace] removed a loop though all vehicles ↵bjarni
from each time the window is redrawn To do this, the player struct contains an array, that contains the count of each engine type that the player owns Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved) It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
2006-09-05(svn r6407) -Fix: Check return values of DoCommand() with CmdFailed and that ↵Darkvater
of DoCommandP with a boolean type.
2006-09-05(svn r6394) -Fix r6393: removed a warning originally removed in r6376 ↵bjarni
accidentally readded in r6393
2006-09-05(svn r6393) -Fix: [autoreplace] now refit costs are added to the estimated ↵bjarni
costs (could spend more than allowed when estimate and actual cost were not the same) -Fix: [autoreplace] fixed a very rare failure when building an engine could cost more than the player could pay before selling the old one this happened when the replacing the front cost so much that the the rear end didn't have enough money to build as expected now the estimate keeps track of the price for the wagons/engines in front of the unit it's currently looking at -Codechange: [autoreplace] added function to learn if and what cargo type to refit to. Needed to allow the estimation to tell refit costs
2006-09-04(svn r6386) -Fix(r6376): removed a warningglx
2006-09-04(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines ↵rubidium
more uniform. -Cleanup: whitespace alignment of a few tables.
2006-09-04(svn r6376) -Codechange: [vehicle refit] moved all refit cost calculations ↵bjarni
into GetRefitCost() Now it's possible to tell refit costs for an EngineID without actually having build a vehicle
2006-09-03(svn r6353) -Codechange: Make DestinationID a typedef of uin16, which is as ↵tron
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
2006-09-01(svn r6300) -Fix: FS#321 autoreplace / wagon removalbjarni
turned out to be a failure to run the wagon remoral code if the player didn't have enough money to do the replace after the replace took place the cost animation failed to show in this condition as well Now the test is not run anymore after the replace took place
2006-09-01(svn r6291) -Feature: Vehicle lists from the station window now also got the ↵bjarni
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)
2006-08-31(svn r6284) -Code Cleanup r6282: cleaned up the code a bitbjarni
2006-08-31(svn r6282) -Codechange: made a function to create the vehicle list for ↵bjarni
vehicle list windows this list is also used by mass goto depot to ensure that they use the same vehicles right now only the list of all vehicles use this for goto depot, but eventually all the types will use this
2006-08-31(svn r6280) -Codechange: Use the same naming for trains as for other vehicles:Darkvater
CMD_SEND_TRAIN_TO_DEPOT instead of CMD_TRAIN_GOTO_DEPOT
2006-08-30(svn r6249) -Fix: fixed assert when pressing goto depot in an empty list ↵bjarni
(forgot to disable the button in this condition) -Code cleanup r6246: simplified SendAllVehiclesToDepot() and moved an { in PlayerVehWndProc()
2006-08-30(svn r6246) -Feature: added the many times requested "send all vehicle to ↵bjarni
depot" button it's located in the vehicle list screen and does the same as in the shared orders window (send all vehicles in list to a depot) it will still not inform the player if a vehicle failed to find a depot, so don't take for granted that all of them go
2006-08-29(svn r6229) -Feature: Shared order lists now got a "goto depot" buttonbjarni
this will try to send all vehicles in the list to depots/hangars currently if one fails to find a depot, it will not tell the player
2006-08-28(svn r6204) -Cleanup: replace non-indentation with spaces; like '}<TAB>else ↵rubidium
{' -> '} else {', tabs between code and comment, etc.
2006-08-26(svn r6157) -Codechange: DeleteVehicle removes a vehicle from the pooltruelight
-Codechange: DestroyVehicle is called by DeleteVehicle to remove all things where a vehicle depends on. Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
2006-08-26(svn r6142) -Codechange: added WaypointID (sorry DV, couldn't splits it anymore)truelight
-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)
2006-08-22(svn r6053) -Codechange: renamed all IsXXXIndex to IsValidXXXIDtruelight
-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range Both changes again in preperation of the new mem-pool system, which requires this. IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
2006-08-22(svn r6047) -Codechange: FOR_ALL now _only_ loops valid items, and skips ↵truelight
invalid ones -Codechange: use IsValidXXX where ever possible Note: both changes to prepare for new pool system, which needs those changes. For every pool there are 2 ugly lines, which will be removed when done implementing new pool system. Based on FS#13 by blathijs, partly implemented.
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.
2006-08-20(svn r5999) -Feature: change the original date format to a 32 bits format ↵rubidium
based at the year 0. The game date subsystem now allows someone to start in the year 0 and continue up to the year 5 000 000. However, you currently cannot build anything before 1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
2006-08-15(svn r5917) -Fix: [clone vehicles] FS#275 Bugfix: Cloned Road Vehicles Are ↵bjarni
Not Refitted To Correct Cargo (Mart3p)
2006-08-14(svn r5898) -Fix [FS#249]: Bugfix: Goto Depot not always working for road ↵Darkvater
vehicles. (mart3p)
2006-08-14(svn r5891) -Code cleanup: cleaned up the code added in revision 5888bjarni
2006-08-14(svn r5888) -Fix: [autoreplace] if vehicles breakdowns and service are ↵bjarni
turned off, the vehicles failed to enter any depots now they will quickly go to a depot if set to be replaced the tradeoff is that a vehicle set to be replaced and without a depot in the orders will forget about the orders and head for a depot. If the replace fails (lack of money), it will exit and try to head for the depot again also all vehicles of that type will rush to the depots at once, risking causing traffic jams. This is because there is no way to even it out like normal depot visits offers Tip: add a depot to the orders of all vehicles, set it to service only and it will always be skipped unless the vehicle is set to be replaced. This should help on the jam issue and if the replace fails, the vehicle will go though a whole round of the orders and make more money before trying again
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
2006-07-26(svn r5614) Move a type declaration to its only usertron
2006-07-26(svn r5613) Rename VS_DISASTER to VS_SHADOW, because this is what this flag ↵tron
actually means
2006-07-26(svn r5612) Restructure some code which uses the vehicle position hash to ↵tron
make it a bit clearer what's going on
2006-07-23(svn r5599) GetPrevVehicleInChain() may never fail to find a valid vehicle. ↵tron
Reflect this in the code
2006-07-11(svn r5483) -Fix: [YAPF] desync - for MP games invalidate YAPF cache on ↵KUDr
every tick to keep it exactly the same on server and clients (it doesn't fix the real source of the problem, but should solve it). Thanks TrueLight for hunting this bug.
2006-07-07(svn r5468) -Fix: fixed declaration after statement added in 5465 (I wonder ↵bjarni
why the makefile failed to warn about this) also removed a few lines of debug code
2006-07-07(svn r5465) -Feature: [autoreplace] replacing from a train engine without ↵bjarni
cargo capacity to one with cargo capacity will now make autoreplace refit the engine to carry the cargo type from the last wagon in the train if the train is carrying the type of cargo, that is default for the engine, it will not be refitted if the last wagon do not carry cargo, the refit will be to the type of the last wagon, that do carry cargo
2006-06-29(svn r5428) -Fix: [vehicles] sovled crash when trying to build a vehicle ↵bjarni
type, that is set to max 0 (spotted by roboman) somebody might add a better string than "too many vehicles in game" since none are allowed, but at least it will not crash anymore
2006-06-27(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectaculartron
2006-06-09(svn r5191) - NewGRF: add cargo refit support for road vehiclespeter1138
2006-06-07(svn r5146) - NewGRF: Support selection of aircraft default cargo type by ↵peter1138
checking its refit mask. If aircraft can be refitted to passengers, no change happens, else the first refittable type is chosen. Also use refit capacity to determine the default capacity.
2006-06-05(svn r5120) Add IsShipInDepot{Stopped,}() and remove some redundant checkstron
2006-06-05(svn r5118) Add IsRoadVehInDepot{Stopped,}()tron
2006-06-05(svn r5116) Move the overly generic GetDepotDirection() from a header to its ↵tron
only consumer
2006-06-04(svn r5101) Add a function to convert an axis and a flag for north/south ↵tron
into a DiagDirection. Use it for bridge ramps and ship depots