pasky wrote:Huh? Output of grfcodec is hexadecimal. Or what output do you mean?
GRFcodec crates an nfo and a pcx file. Most of the hex values in aircraft_cmd.c refer to the numbers that are above each subpicture in the nfo file. And those are in decimal format. It is really sucky to always convert the hex code to decimal or back when you want to change a graphic, or add a new one. But indeed, should agree on an update some day
* I think the code for fixing aircrafts could live in vehicle.c's load handler for now. I put the wagon override stuff there as
well. Regarding airports flags reset, that should live in station_cmd.c?
Currently compatibility hacks for older savegames are put at the place where the relevant data is loaded, and I don't think that's a bad convention. Alternately you could call kinda FixupLoadedAircrafts() from Load_VEHS(). Or you could do it the way you do it now, fixing it up at the first run of a function, I don't think it's _that_ bad (but eventually when making the various vehicles more modular I think such hooks into Load_VEHS() will be better approach, but we could always change this later without any hassles.
First run is not that nice imho, it would need to reset the static variable on each load of a game obviously. It is okay to me to seperate the two, one in vehicles and the other in airports, as long as they get called both on loading an oldformat game
I'm sorry but I didn't found there what does FTA mean, neither whether 'bduildup' has some special meaning or you just manage to make the same typo each time you wrote this identifier.
FTA would be a finite state machine. Well it should be FSM since it stands for Finite State Machine. It's just silly cause I had a class about 'Formele Talen en Automaten' which would stand for 'Formal Languages and Automatas'. The abbriviation for that is FTA.
But it fits though
Finite s
Tate m
Achine. The airports movement go through this machine deciding where to go next. 'Buildup' would be the input, or structure of these machines. 'dbuildup' is a typo
.This is then copied into an internal format (almost the same). This way, the framework is already there for the implementation of more airports.
I agree with *BIT() macros and I have nothing against them. The *BITS() macros seem rather *too* trivial to me, though. But if anything please keep these at one place - put them to macros.h.
Yes, BITS are a bit trivial. I thought since not everyone is into bit juggling, doing a CLR/SET/HAS is a much easier and more understandeable way to do then then doing ^= ~. (I am one of those people
)
I think the new airports aren't very balanced from the gameplay viewpoint, though. I mean, why should you ever bother building the city airport anymore when you can build a metropolitan airport which costs the same, has the same size and better throughput? Even if it would cost slightly more, I think the city airport is pretty unfeasible. Either the metropolitan airport should cost considerably more or it should be slightly larger so that you might not fit it somewhere. Ie. it could be 6x7 (compared to 6x6 city airport) and by 1/2 more expensive. Then I wouldn't be afraid of making the international airport even much more expensive (5/3 of international airport cost, perhaps) - after all it requires a lot of underground corridors etc.
To tell you the truth I haven't even looked at prices, never even thought about it. But the other side of the balance: who would ever build a small airport if you have large airports? Anyways, prices need to be upped greatly. I already mentioned in the readme that introduction of airports should be done based on years. Currently you get the city airport when the first jet-plane is availble. Needs a change imho.
BTW the metropolitan airport is missing the transmitter. Too bad
. But when you'd increase its size to 6x7...
It has a radar tough