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
Since the order is no more, the player will not need that particular window anymore
this could happen if the player opened the window and then sold all the vehicles (or crashed them)
A crash could happen if a new order gets the same (now freed) OrderID and the vehicle using it is not of the same type as the window expect
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
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
-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)
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
currently ALL available wagons are displayed in the right menu in the replace window
however the replacement will only be done if the new wagon can be refitted to carry same cargo as the old one is currently carrying
Since the standard vehicles do not have any valid wagon replacements, this feature can only be used when using newgrf sets
- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump