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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
2006-06-04(svn r5094) Remove _new_{aircraft,roadveh,ship,train,wagon}_id. ↵tron
_new_vehicle_id is enough.
2006-05-23(svn r4967) -Fix: [clone vehicles] a cloned train engine heads the same way ↵bjarni
as the original (pointed out by bobingabout) [autoreplace] the same applies to autoreplaced trains if the engine is a single unit (not dualheaded or articulated)
2006-05-21(svn r4937) Reduce the use of _error_message a bittron
2006-05-11(svn r4829) -Codechage: [clone vehilces] only check for a free unitnumber ↵bjarni
for the first engine in the test run as well as execute run (to improve speed. The result should be unchanged)
2006-05-11(svn r4826) -Fix: [autoreplace] fixed possible problem when autoreplacing ↵bjarni
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
2006-05-11(svn r4825) - Fix [clone FS#159]: Game crashes when cloning reaches train-limit.bjarni
2006-05-09(svn r4790) Remove slope magic from EnsureNoVehicleZ() and rename it to ↵tron
EnsureNoVehicleOnGround() to make more clear what it does
2006-04-27(svn r4599) -Fix: [Cloning, autoreplace] FS#141 clone service-intervalbjarni
now cloned vehicles get the same service interval as the original vehicle I applied this to autoreplace as well even though it's not mentioned in the bug report (autorenew should not alter service interval)
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
2006-04-18(svn r4471) - Pools: Add a facility for calling a custom function during ↵peter1138
pool block clean up.
2006-04-10(svn r4342) Change the first two parameters of commands - virtual pixel ↵tron
coordinates of the tile to operate on - to a TileIndex Remove DoCommandByTile(), because now it does the same as DoCommand()
2006-04-09(svn r4341) -Fix (FS#101) When a player got bankrupt, slots were not ↵celestar
cleared, because vehicles got deleted directly by DeleteVehicle
2006-04-03(svn r4259) -[multistop] Fix/Feature/Codechange:celestar
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles. 2) Removed the "wait for stop" feature, because it did not work in practise. 3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet) 4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops. 5) Hopefully the last fundamental change to multistop
2006-04-03(svn r4256) - Codechange: Replace lone map access in vehicle.c with its map ↵peter1138
accessor.