Commit Graph

283 Commits

Author SHA1 Message Date
bjarni 00a08601c9 (svn r6424) -Codechange: [autoreplace] removed a loop though all vehicles 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
2006-09-08 10:47:39 +00:00
Darkvater 3fee255543 (svn r6407) -Fix: Check return values of DoCommand() with CmdFailed and that of DoCommandP
with a boolean type.
2006-09-05 23:43:42 +00:00
bjarni 85a71fcea9 (svn r6394) -Fix r6393: removed a warning originally removed in r6376 accidentally readded in r6393 2006-09-05 13:39:38 +00:00
bjarni 4546700218 (svn r6393) -Fix: [autoreplace] now refit costs are added to the estimated 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
2006-09-05 12:46:14 +00:00
glx 9aa84ab2d2 (svn r6386) -Fix(r6376): removed a warning 2006-09-04 22:22:38 +00:00
rubidium 63687763e9 (svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.
-Cleanup: whitespace alignment of a few tables.
2006-09-04 20:40:33 +00:00
bjarni 1a0476535d (svn r6376) -Codechange: [vehicle refit] moved all refit cost calculations into GetRefitCost()
Now it's possible to tell refit costs for an EngineID without actually having build a vehicle
2006-09-04 09:07:52 +00:00
tron 1c21c645ae (svn r6353) -Codechange: Make DestinationID a typedef of uin16, which is as 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
2006-09-03 08:25:27 +00:00
bjarni 45eb7cb12a (svn r6300) -Fix: FS#321 autoreplace / wagon removal
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 18:35:36 +00:00
bjarni d7e1d08d53 (svn r6291) -Feature: Vehicle lists from the station window now also got the 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)
2006-09-01 10:24:15 +00:00
bjarni 53227e29f8 (svn r6284) -Code Cleanup r6282: cleaned up the code a bit 2006-08-31 19:15:01 +00:00
bjarni 3367b2a95b (svn r6282) -Codechange: made a function to create the vehicle list for 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 17:42:27 +00:00
Darkvater fd09bd15b2 (svn r6280) -Codechange: Use the same naming for trains as for other vehicles:
CMD_SEND_TRAIN_TO_DEPOT instead of CMD_TRAIN_GOTO_DEPOT
2006-08-31 15:57:38 +00:00
bjarni 7922c9ff84 (svn r6249) -Fix: fixed assert when pressing goto depot in an empty list (forgot to disable the button in this condition)
-Code cleanup r6246: simplified SendAllVehiclesToDepot() and moved an { in PlayerVehWndProc()
2006-08-30 23:01:45 +00:00
bjarni 744840c3da (svn r6246) -Feature: added the many times requested "send all vehicle to 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
2006-08-30 21:39:01 +00:00
bjarni 15f9208302 (svn r6229) -Feature: Shared order lists now got a "goto depot" button
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
2006-08-29 23:39:57 +00:00
rubidium 27cee58ab8 (svn r6204) -Cleanup: replace non-indentation with spaces; like '}<TAB>else {' -> '} else {', tabs between code and comment, etc. 2006-08-28 18:53:03 +00:00
truelight 96e9fd333b (svn r6157) -Codechange: DeleteVehicle removes a vehicle from the pool
-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 20:09:25 +00:00
truelight db8dfcd6e9 (svn r6142) -Codechange: added WaypointID (sorry DV, couldn't splits it anymore)
-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)
2006-08-26 16:34:03 +00:00
truelight b23f719ab9 (svn r6053) -Codechange: renamed all IsXXXIndex to IsValidXXXID
-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 18:15:17 +00:00
truelight 0461d89612 (svn r6047) -Codechange: FOR_ALL now _only_ loops valid items, and skips 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 15:33:35 +00:00
rubidium 480af9c917 (svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct. 2006-08-22 14:38:37 +00:00
rubidium 28a0843707 (svn r5999) -Feature: change the original date format to a 32 bits format 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.
2006-08-20 18:40:57 +00:00
bjarni 08fd0bed1f (svn r5917) -Fix: [clone vehicles] FS#275 Bugfix: Cloned Road Vehicles Are Not Refitted To Correct Cargo (Mart3p) 2006-08-15 15:27:30 +00:00
Darkvater a35511dc9b (svn r5898) -Fix [FS#249]: Bugfix: Goto Depot not always working for road vehicles. (mart3p) 2006-08-14 22:34:43 +00:00
bjarni 4b82897e25 (svn r5891) -Code cleanup: cleaned up the code added in revision 5888 2006-08-14 16:18:41 +00:00
bjarni 37f94c7557 (svn r5888) -Fix: [autoreplace] if vehicles breakdowns and service are 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 15:03:01 +00:00
rubidium 243872b4fd (svn r5887) -Cleanup: move date related functions, defines and variables to date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
2006-08-14 14:21:15 +00:00
tron 0973dc78cd (svn r5614) Move a type declaration to its only user 2006-07-26 08:41:14 +00:00
tron 16bf3e35cd (svn r5613) Rename VS_DISASTER to VS_SHADOW, because this is what this flag actually means 2006-07-26 08:32:20 +00:00
tron 3aa408ee02 (svn r5612) Restructure some code which uses the vehicle position hash to make it a bit clearer what's going on 2006-07-26 08:27:05 +00:00
tron c4ed8e9ec4 (svn r5599) GetPrevVehicleInChain() may never fail to find a valid vehicle. Reflect this in the code 2006-07-23 17:17:43 +00:00
KUDr b14c5fdf74 (svn r5483) -Fix: [YAPF] desync - for MP games invalidate YAPF cache on 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. 2006-07-11 19:04:50 +00:00
bjarni 446804c19d (svn r5468) -Fix: fixed declaration after statement added in 5465 (I wonder why the makefile failed to warn about this)
also removed a few lines of debug code
2006-07-07 17:16:52 +00:00
bjarni 356954ca26 (svn r5465) -Feature: [autoreplace] replacing from a train engine without 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
2006-07-07 07:19:38 +00:00
bjarni 0df769f3ed (svn r5428) -Fix: [vehicles] sovled crash when trying to build a vehicle 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
2006-06-29 09:05:30 +00:00
tron 2b27073156 (svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectacular 2006-06-27 21:25:53 +00:00
peter1138 e679cfe802 (svn r5191) - NewGRF: add cargo refit support for road vehicles 2006-06-09 07:45:26 +00:00
peter1138 d286235a6a (svn r5146) - NewGRF: Support selection of aircraft default cargo type by 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. 2006-06-07 07:20:28 +00:00
tron cb13a1e43d (svn r5120) Add IsShipInDepot{Stopped,}() and remove some redundant checks 2006-06-05 11:28:00 +00:00
tron eeeb8172e8 (svn r5118) Add IsRoadVehInDepot{Stopped,}() 2006-06-05 10:23:18 +00:00
tron 4f5c84e720 (svn r5116) Move the overly generic GetDepotDirection() from a header to its only consumer 2006-06-05 08:34:39 +00:00
tron fa74002356 (svn r5101) Add a function to convert an axis and a flag for north/south into a DiagDirection. Use it for bridge ramps and ship depots 2006-06-04 16:04:15 +00:00
tron a0caafeb50 (svn r5094) Remove _new_{aircraft,roadveh,ship,train,wagon}_id. _new_vehicle_id is enough. 2006-06-04 09:28:33 +00:00
bjarni 4557832c9c (svn r4967) -Fix: [clone vehicles] a cloned train engine heads the same way 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)
2006-05-23 21:49:18 +00:00
tron 1706164ff7 (svn r4937) Reduce the use of _error_message a bit 2006-05-21 11:34:08 +00:00
bjarni 13d9690f3a (svn r4829) -Codechage: [clone vehilces] only check for a free unitnumber for the first engine in the test run as well as execute run (to improve speed. The result should be unchanged) 2006-05-11 14:24:33 +00:00
bjarni 2e05a16959 (svn r4826) -Fix: [autoreplace] fixed possible problem when autoreplacing 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 13:31:14 +00:00
bjarni 06156142d4 (svn r4825) - Fix [clone FS#159]: Game crashes when cloning reaches train-limit. 2006-05-11 12:42:24 +00:00
tron c9defc0fea (svn r4790) Remove slope magic from EnsureNoVehicleZ() and rename it to EnsureNoVehicleOnGround() to make more clear what it does 2006-05-09 09:56:09 +00:00