Darkvater
7e4d0f112e
(svn r6406) -Codechange: Rename TileOffsByDir to TileOffsByDiagDir because it accepts
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DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
2006-09-05 23:21:41 +00:00
rubidium
21ac20aeca
(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.
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-Cleanup: whitespace alignment of a few tables.
2006-09-04 20:40:33 +00:00
rubidium
86dc219b4b
(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
rubidium
908d3bcfe6
(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
Darkvater
3e087242a7
(svn r5951) - Codechange: GetVehicleOutOfTunnelTile() never did anything, 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.
2006-08-19 15:24:40 +00:00
rubidium
e87e065e41
(svn r5926) -Codechange: make _cur_year contain the full year, instead of the offset since 1920
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-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 11:39:55 +00:00
tron
31932c47b7
(svn r5924) Revert accidently commited files
2006-08-16 06:06:48 +00:00
tron
ced2b50c05
(svn r5923) Fix 'make depend' which was broken in r3574 (it just did nothing)
2006-08-16 06:05:44 +00:00
rubidium
33c1b6866c
(svn r5913) -Fix (r5906): GetVehicleOutOfTunnelTile did assert when the vehicles tile location is the exit of the tunnel.
2006-08-15 14:27:53 +00:00
Darkvater
86934247cd
(svn r5906) -Fix [ 1203146 ]: GetVehicleOutOfTunnelTile always returned 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 01:28:07 +00:00
Darkvater
dae5403971
(svn r5901) -Fix [FS#253]: Differing price calculation for tunnels depending on starting point
2006-08-15 00:14:57 +00:00
rubidium
9fc837ad85
(svn r5887) -Cleanup: move date related functions, defines and variables to date.[ch]
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-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
0403405d5d
(svn r5833) -Feature: Allow building of (certain) rails, roads and bridge ramps on steep sloped tiles
2006-08-10 14:44:32 +00:00
tron
928e2902ac
(svn r5809) Turn the tests for valid bridge ramp slopes into something comprehensible
2006-08-08 07:12:33 +00:00
tron
d8b8035f9f
(svn r5794) Pass the TileIndex plus x and y coordinates into GetSlopeZ_* instead of a TileInfo
2006-08-06 16:32:49 +00:00
tron
2b8a08dbff
(svn r5641) -Fix: Adjust/correct some bounding boxes. This fixes some graphical glitches near bridges
2006-07-30 07:42:37 +00:00
tron
f58ffbeb4e
(svn r5611) Remove a stale comment
2006-07-26 05:58:34 +00:00
tron
b8d6986d8f
(svn r5610) Remove a pointless call to VehicleInTheWayErrMsg() - only trains can be on rail bridges
2006-07-26 05:57:30 +00:00
tron
e7f32ed29f
(svn r5592) Merge two complementary cases
2006-07-22 14:31:56 +00:00
tron
d7cc128c96
(svn r5582) Add and use AxisToTrack{Bits,}()
2006-07-22 08:59:52 +00:00
tron
fe2faf5457
(svn r5580) -Regression: Under certain circumstances it was possible to remove/convert bridges while a vehicle was on it. Fix this by properly calculating the height of a bridge
2006-07-22 07:28:04 +00:00
peter1138
08c50b7441
(svn r5403) - Feature: Allow building canals at sea-level, using ctrl to 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.
2006-06-28 17:33:04 +00:00
tron
772fbda3e3
(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectacular
2006-06-27 21:25:53 +00:00
tron
eb15c9fffa
(svn r5352) -Fix: Return accurate slope information for tunnels and bridges to fix several foundation graphics glitches
2006-06-24 22:52:24 +00:00
tron
d8605beacf
(svn r5315) -Fix: Prohibit altering a road tile while road works are in progress
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This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
2006-06-19 17:22:57 +00:00
tron
505e85c99b
(svn r5260) -Fix: It was possible to convert the railtype of a bridge while a train was on it
2006-06-14 09:52:50 +00:00
tron
e12ea73ec4
(svn r5259) -Codechange: GetBridgeHeight{Ramp,}() now returns the height of the bridge, not one level lower
2006-06-14 09:01:21 +00:00
tron
a2362674e3
(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
2006-06-10 08:37:41 +00:00
tron
56710ebc2c
(svn r5199) Make the control flow of GetTileTrackStatus_TunnelBridge() more comprehensible
2006-06-09 15:27:17 +00:00
tron
7fd88e5798
(svn r5155) - Remove the bridge branch merge (revision r5070)
2006-06-07 19:35:21 +00:00
celestar
e530e53564
(svn r5081) -Fix: Could not build bridges over crossings (but crossings under bridges were possible), noticed by WhiteRabbit
2006-06-02 21:03:59 +00:00
celestar
b618b75c9b
(svn r5070) Merged the bridge branch
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-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.
2006-06-02 13:05:41 +00:00
KUDr
308f27a3de
(svn r4987) Feature: Merged YAPF into trunk. Thanks to devs for continuous support and users for testing.
2006-05-27 16:12:16 +00:00
tron
2b17d16ce2
(svn r4937) Reduce the use of _error_message a bit
2006-05-21 11:34:08 +00:00
tron
b95c1faca9
(svn r4927) Replace 3 big ifs (which regard foundations) by a bit less confusing code
2006-05-20 18:03:22 +00:00
celestar
0310643a7e
(svn r4882) -Fix: Forgot a change in previous commit
2006-05-16 12:31:15 +00:00
celestar
967d4011f7
(svn r4881) -Codechange: Be a little more strict about types and remove some null-operations
2006-05-16 12:04:53 +00:00
tron
1be0d9926e
(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
rubidium
2a337ab009
(svn r4789) - Codechange: rename RoadType to RoadTileType and ROAD_{NORMAL,CROSSING,DEPOT} to ROAD_TILE_* for consistency
2006-05-09 08:25:31 +00:00
rubidium
3dae1a9bba
(svn r4788) - Codechange: RAILTYPE_{NORMAL,ELECTRIC,...} and RAIL_TYPE_{NORMAL,SIGNAL,...} have nearly the same name, rename RAIL_TYPE_* to RAIL_TILE_* of extra clarity
2006-05-09 08:17:33 +00:00
tron
40a843e808
(svn r4771) -Regression: It was possible to remove a bridge while a vehicle was on it
2006-05-07 11:55:28 +00:00
tron
00930cf8d9
(svn r4766) -Fix: Vehicles on a sloped tile under a bridge were affected by the bridge speed limit
2006-05-07 08:18:12 +00:00
tron
ebcf2ee3b1
(svn r4765) Add GetTileMaxZ(), which returns the height of the highest corner of a tile, and use it to simplify the code in a few places
2006-05-07 07:55:05 +00:00
tron
b57640e28a
(svn r4572) Remove vehicle_leave_tile_proc
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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
2006-04-25 07:32:33 +00:00
tron
6dbc9c9ced
(svn r4554) Replace magic numbers by TILE_{HEIGHT,SIZE}
2006-04-23 19:35:36 +00:00
tron
dd180a1e18
(svn r4541) Add a type for slopes and replace many magic numbers by the appropriate enums
2006-04-23 13:48:16 +00:00
Darkvater
1cfd43d145
(svn r4430) - NewGRF: Use the bridge's sprite layout for drawing high 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
2006-04-15 16:07:00 +00:00
tron
011178034e
(svn r4402) Fix a faulty entry in the table for slopes under bridges, remove a now unnecessary test which hid the faulty entry till now and undo r4398 (don't do this!)
2006-04-12 19:05:31 +00:00
celestar
9aa247b0b4
(svn r4398) -Fix: Quick and Dirty solution for FS#116. Just for the nightlies
2006-04-12 17:58:58 +00:00
celestar
2e25c5218e
(svn r4392) -Codechange: Use water map accessors in bridge code
2006-04-12 15:23:32 +00:00