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2005-05-12(svn r2300) - CodeChange: check the last number of commands, now only the ↵Darkvater
refit ones remain, and some server-only commands. - CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ() - Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
2005-05-12(svn r2299) - Fix: add more verbose output to possible hack-attempt.Darkvater
- Btw, only 14 more commands are remaining, 88% done \o/
2005-05-12(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), ↵Darkvater
CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame(). - CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
2005-05-12(svn r2297) - CodeChange: server-check the next batch of commands.Darkvater
- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers. - CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen. - CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
2005-05-11(svn r2296) - Fix (regression): oops, forgot the MS code-decleration rules :pdarkvater
2005-05-11(svn r2295) - Fix: you were still able to delete any tile if you were not ↵Darkvater
careful with CmdDestroyCompanyHQ. Fixed this; thanks HackyKid.
2005-05-11(svn r2294) - CodeChange: check the service interval settings when changing ↵Darkvater
of all vehicle-types. To simplify things introduce GetServiceIntervalClamped() that returns the same or clamped value of the new service interval. There were some inconsistencies in the gui files so I had to change those, and const correctness kicked in, so it's a bit messy at certain points.
2005-05-11(svn r2293) - Fix (regression): You couldn't modify commands anymore; fixed. ↵Darkvater
(|| and && are kinda confusing with !=) :P
2005-05-11(svn r2292) - Fix (regression): make error message more general for console ↵Darkvater
errors. Dedicated servers are properly filtered out when requesting player-password.
2005-05-11(svn r2291) - Fix (regression): When a client joined it changed the ↵Darkvater
server-player's name. Funny effect; but not desired. Thanks for pointing it out Tron. It needed a bit of hacking, but is not less of a hack than the one used before :)
2005-05-11(svn r2290) - CodeChange: protect the next batch of commands. This brings us ↵Darkvater
to a total of 61, which is 53% :) - CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before. - CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions. - CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt. - CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm. - CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
2005-05-10(svn r2289) - Fix (regression): check p1 param of road-depot building ↵Darkvater
instead of unused p2 (typo). Thanks peter1138.
2005-05-09(svn r2288) - CodeChange: protected the next batch of commands (41 so far, ↵Darkvater
out of 115). - CodeChange: changed the airport gui airport-type checking. Added function GetValidAirports() that returns bitmasked availibility, is also used for checking. - CodeChange: to check tree-planting, 2 const arrays have been moved to table/tree_land.h (type and count) - CodeChange: added IsTownIndex() in following of IsStationIndex(), etc. - Fix (regression): road tunnels did not work anymore, forgot that their type was 0x200 (documented now)
2005-05-09(svn r2287) - Fix (regression): cast stationcount to unsigned instead of p1 ↵Darkvater
to signed when checking valid waypoint types. Thanks for pointing it out Tron
2005-05-09(svn r2286) - CodeChange: paramcheck the next batch of commands.Darkvater
- Fix (regression): fix up terraform land where every player can terraform land (towns, map generation), and player can terraform different corners; used for building tunnels
2005-05-09(svn r2285) - Codechange: Fix up some of the missing things from ↵Darkvater
server-checking; namely bridge-type, bridge-length, dragged end-tile (bridge/station), station_spread - Fix: [ 1197256 ] max station spread patch < 7 does not work. Station spread was not taking into account when not using drag&drop. Fix this up, and add a callback to the settings window to immediately reflect the changes.
2005-05-08(svn r2284) - Fix (regression): [ 1197177 ] Scenario editor: desert ↵Darkvater
add/remove tool removes industries. Fixed a bit too agressive desert generator. It still does remove the industry (sand's a bitch on machinery), but at least it does it cleanly :)
2005-05-08(svn r2283) - Fix (regression): [ 1197493 ] train_gui.c:1341: failed ↵Darkvater
assertion ..., somehow RebuildVehicleList() got lost during the rewrite :P
2005-05-08(svn r2282) [Translations] Updated to 2005-05-08 (58 strs / 3 langs)miham
2005-05-07(svn r2281) - Fix: [ 1115204 ] [NPF] When pressing the goto depot button, ↵matthijs
trains will now also look behind it if there is no depot in front. If so, the train reverses immediately. This also work anywhere, not just at stations. - Add: [NPF] Reversing inside of depots now has a penalty. It also applies to trains only, other vehicles shouldn't bother reversing. - Fix: [NPF] When checking whether to reverse a train, the trackdir of the first loc was used instead of the last vehicle as a starting node for pathfindig. This might have caused some trains not reversing when they should have (or vice versa). Typo introduced when converting to GetVehicleTrackdir() in r2256. - CodeChange: [NPF] Removed duplicate code by letting NPFRouteTjoStationOrTile() call NPFRouteToStationOrTileTwoWay(). - Add: [NPF] NPFRouteToDepotBreadthFirstTwoWay() to find a depot while also looking backwards. - Add: It is now possibly to specify a path cost for aystar starting nodes.
2005-05-07(svn r2280) - Fix: Check if the passed tile to DoCommand is within the ↵Darkvater
current mapsize
2005-05-07(svn r2279) - Fix: Check the parameters of the first 10 Commands. While ↵Darkvater
there also add proper comments for the functions and fix up CmdFailed()
2005-05-07(svn r2278) When renaming a station, check if the station exists and belongs ↵tron
to the correct player
2005-05-06(svn r2277) - Codechange: change sscanf() into stroul() Which Does The Right ↵Darkvater
Thing tm. Thanks tron
2005-05-06(svn r2276) - CodeChange: remove DebugProc() and make the ALT+0...4 codes ↵Darkvater
only available in debug mode
2005-05-06(svn r2275) - Fix: [ 1196662 ] scrollto doesn't accept hexadecimal numbersDarkvater
2005-05-06(svn r2274) - Codechange: some comments, parentheses and EngineID typedef ↵Darkvater
for engine_type
2005-05-06(svn r2273) -Fix: Road vehicles no longer try to obtain a slot when they ↵celestar
have crashed. (peter1138)
2005-05-06(svn r2272) Remove unused attribute from struct Stationtron
2005-05-06(svn r2271) CMD_SET_PLAYER_FACE, CMD_SET_PLAYER_COLOR, CMD_INCREASE_LOAN, ↵tron
CMD_DECREASE_LOAN only make sense for the current player, so don't explicitly pass a player number
2005-05-05(svn r2270) - Fix/Codechange: fix up selling rail vehicles. Try to be smart ↵Darkvater
about it. When selling dual-headed trains, also sell the rear end; if the now-first wagon is an engine, make it a train. When selling the whole train, try to leave dual-headed setups intact
2005-05-05(svn r2269) - CodeChange: no else after return; exchange some magic 0xffff ↵Darkvater
with INVALID_VEHICLE, vehicle index is of type VehicleID
2005-05-05(svn r2268) - Fix [ 1195595 ] high resolutions don't work. Clamp all ↵Darkvater
possible inputs of resolutions to the maximum availble
2005-05-04(svn r2267) - Codechange: Reverted the typedeffing of VehicleType (r2256), ↵matthijs
since that interfered with the saveload code.
2005-05-04(svn r2266) - Feature: it is now possible to start a dedicated server on ↵Darkvater
Win98/95, for the few sadistic geeks that really want to do this (thanks for testing Hackykid). Also fix up another glitch in console output
2005-05-04(svn r2265) - Fix: some more useful help messages and consistent errors for ↵Darkvater
failed console-cmds. Make command 'clients' only available in network mode
2005-05-03(svn r2264) - Fix: [ 1060686 1187655 ] Changing the full-load flag on the ↵matthijs
current order doesn't take effect immediately. (glx)
2005-05-03(svn r2263) - Fix: If the seperator string is empty for custom currencies, ↵Darkvater
everything after that is cut off. Fix it by replacing nothing with ' '. Thanks for noticing peter1138
2005-05-03(svn r2262) - Fix: Assertion when vehicle in a depot wants to do pathfinding.matthijs
GetVehicleTrackdir now tries to get a valid trackdir as much as possibly, by assuming that a vehicle is facing outwards in a depot or road station, for example. - Codechange: [Multistop] Multistop now also tries to find a slot for road vehicles that are in stations, since the pathfinder now properly handles that.
2005-05-03(svn r2261) - Fix: When crashed vehicles try to find a depot for servicing, ↵matthijs
openttd asserts. Crashed vehicles shouldn't find depots anyway...
2005-05-03(svn r2260) - Fix (regression): custom currency input works again ingameDarkvater
2005-05-03(svn r2259) - Fix (regression): remove a warning and make the help for ↵Darkvater
variables behave the same as for commands
2005-05-03(svn r2258) - Fix (regression): game crashes on resizing window. Windows is ↵Darkvater
a bit too aggressive with its _assume(0), and it did not even belong there
2005-05-03(svn r2257) - Fix: [NPF] NPF debug markings modify _map2 instead of _map3_hi ↵matthijs
for street tiles, corrupting them. Some info got moved around in r1768 for street tiles, but NPF did not get updated.
2005-05-02(svn r2256) - Fix: Trains cannot find a depot when they are in a tunnel. (glx)matthijs
- Add: GetVehicleTrackdir() helper function. - Codechange: Moved SortStruct from vehicle_gui.h to ttd.h, so the dependency from vehicle.h on vehicle_gui.h could be removed. - Codechange: Typedeffed the VehicleTypes struct so it can be used as the type for Vehicle.type instead of "byte". - Codechange: Removed prototype for VehicleSorter(), which had no implementation anymore and was never called.
2005-05-02(svn r2255) - Fix: [ 9680363 ] [NPF] Broken buoy handling for shipsmatthijs
Buoys will now try to get within 3 tiles of a buoy instead of a the actual buoy tile. This gets ships to got past buoys in a realistic (IMO) way instead of barging right through them. - Fix: [NPF] Trains get curves penalties sometimes even when the track is straight. - Add: [NPF] Ships get a penalty for going over buoys now, so they will try to go around. - Add: [NPF] Ships get a penalty for curves too, yay for straight lines. - Add: TrackdirToTrack(), TrackToTrackdir(), IsDiagonalTrack() and IsDiagonalTrackdir() helper functions. - Add: IsBuoy() and IsBuoyTile() helper functions. - Codechange: Rearranged part of the control flow of ShipController(), removing a goto.
2005-05-02(svn r2254) - Fix: using 'ls' or 'dir' in the console always shows loadable ↵Darkvater
savegames and does not depend on the whim of the currently open saveload dialog
2005-05-02(svn r2253) - Fix: [ 1190896 1184378 ] [NPF] Trains ignoring their railtype ↵matthijs
(mono, maglev) (glx)
2005-05-02(svn r2252) - ReFix: Redo r2251. Just remove the 'default widget handler', ↵Darkvater
WDF_STD_BTN, instead of doing the "workaround" of the previous commit
2005-05-02(svn r2251) - Fix: [ 1193945 ] Clicking on the chat text box causes an ↵Darkvater
assertion failure