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2005-01-30(svn r1745) Use -fno-inline when DEBUGingtron
2005-01-30(svn r1744) DEBUG and PROFILE can be used at the same time.tron
2005-01-30(svn r1743) -Fix: Multistop: Added some debug output and made sure that ↵celestar
orphaned slots are cleared.
2005-01-30(svn r1742) - Fix: fixed bug introduced in r1730 where AI players had ↵bjarni
problems when building aircrafts
2005-01-30(svn r1741) - Fix: added IsVehicleIndex() so it's possible to protect ↵bjarni
GetVehicle() from reading an invalid vehicle index - Fix: added check for v->type in some commands, which expects v to be a specific type Checks like this is needed to protect network servers from people, who hack their clients to either cheat or crash the server NOTE: if I made a mistake here it can make a function unreachable when it should be used. Here is one place to look if something weird happens
2005-01-30(svn r1740) -Fix: [ 1112342 ] Realistic acceleration works properly with ↵celestar
TTDPatch non-stop handling behaviour
2005-01-30(svn r1739) - Fix: type checking when selling vehicles (TrueLight)darkvater
2005-01-30(svn r1738) -Fix: [ 1108735 ] Fixed (hopefully) an assertion that was cause ↵celestar
by selling carriages in a MP game faster than the network can handle. (Truelight)
2005-01-30(svn r1737) Add DEBUG category "map" and use it to print the map size when ↵tron
allocating the map
2005-01-30(svn r1736) -Fix: Forgot to remove some unused variables in last commit :(celestar
2005-01-30(svn r1735) -Fix: [ 1112285 ] Fixed an assertion error with stations where stopscelestar
were deleted, the assertions were just plain wrong at that place. Used a more graceful handling. Todo: What happens if ALL stations in a schedule have no suitable stop?
2005-01-30(svn r1734) - Fix: [ 1112253 ] hijacking of arrow keys, game also scrolled ↵darkvater
when it was out of focus (dominik)
2005-01-30(svn r1733) - Fix: oops "| 1" is SETBIT(x, 0), not 1 :(. Now you can remove ↵darkvater
signals again
2005-01-30(svn r1732) - Change: [OS/2] [ 1112148 ] Project file update (orudge)darkvater
2005-01-30(svn r1731) - Fix: [ 1106930 ] BugFix: placing signals with 2x1 drags ↵darkvater
workaround is completely rewritten. Also features checks for hacked/modified clients. Thanks a lot Hackykid!
2005-01-30(svn r1730) - Fix: Ships and Aircrafts have to be build in depots owned by ↵bjarni
_current_player (hacked client protection) now all 4 types of vehicles have to be build in depots. Note: there is a wordaround for AI players since the AI handle aircraft building in a weird way
2005-01-30(svn r1729) - Fix: [ 1112469 ] Clearing land for free by reallocating HQdarkvater
2005-01-30(svn r1728) - Fix: now a player can only build a road vehicle in depots he ↵bjarni
owns (hacked client protection)
2005-01-30(svn r1727) - Fix: now CmdBuildRailVehicle() behaves correctly if DC_EXEC is setbjarni
this commit alters ai.c a little to get rid of the workaround from r1725 so AI players could still build locomotives
2005-01-30(svn r1726) Move an assert() because it could not catch all cases of ↵tron
incorrect input where it was placed
2005-01-29(svn r1725) - Fix: now trains can only be built in depots and you have to ↵bjarni
own the depot too (hacked client protection)
2005-01-29(svn r1724) Set maximum number of industries and towns to 250 eachtron
2005-01-29(svn r1723) Save the map size in tiles, not number of bitstron
2005-01-29(svn r1722) -Feature: Bigger maps - anyone?tron
2005-01-29(svn r1721) -Feature: It is now possible to build multiple road stations (up ↵celestar
to 8) on a single station. Thanks to: Truelight for the saveload code, Darkvater and Hackykid for network testing and Tron for proof-reading 1500 lines of diff.
2005-01-29(svn r1720) - Fix: signed/unsigned warnings. Tile which is ↵darkvater
incremented/decremented every time until suitable ground is found is compared to the direction it is going in. If this wraps, return error. For this treat the tile itself as a TileIndexDiff
2005-01-29(svn r1719) - Fix: [installer] fix some installer problems mainly for DOS ↵darkvater
files as well as beautify it a little - Fix: corrected newlinetype of tile.c
2005-01-29(svn r1718) Use the enum TileType as parameter/return type for ↵tron
[GS]etTileType() instead of plain int. This makes it necessary to rename TileType() to GetTileType() because a type and a function may not share the same name.
2005-01-29(svn r1717) -Fix: some compilation problems for braindead VS6 and added ↵darkvater
missing files to project (thx bociusz)
2005-01-29(svn r1716) Prevent zeppelins from accessing non-existent tiles when leaving ↵tron
the map
2005-01-29(svn r1715) Move [GS]etMapExtraBits to tile.[ch]tron
2005-01-29(svn r1714) Add missing includetron
2005-01-29(svn r1713) Split off several functions which query/set information about a ↵tron
single tile from map.h and put them into a seperate file tile.h
2005-01-29(svn r1712) - Fix: a hacked client can no longer send other players trains ↵bjarni
to a depot - Feature: [autoreplace] trains now tries to find a depot if they needs to be replaced Now all 4 types of vehicles goes to a depot if they needs to be replaced
2005-01-29(svn r1711) - Add: [MacOSX] Added an Xcode project file (Tobin)bjarni
This project file adds a graphical IDE to OSX, including graphical debugging, which is a bit easier than gdb (Xcode uses gdb for debugging) Since it uses the makefile to compile, it should (hopefully) work without updating the project file when the makefile is updated Tobin did most of the work, but I altered paths and settings for custom executable so it should work out of the box for everybody
2005-01-29(svn r1710) - Fix: [autoreplace] vehicles do no longer go to a depot all the ↵bjarni
time if the owner clicked 'stop replacing' ( ship+aircraft+road vehicles )
2005-01-28(svn r1709) - Feature: [autoreplace] ships now automatically goes to a depot ↵bjarni
if they need to be replaced
2005-01-28(svn r1708) - Fix: FindNearestHangar() will no longer return a hangar where ↵bjarni
a jet will crash if it is a jet, that is searching - Codechange: Since planes move in strait lines in 8 directions, GetTileDistAdv() is used instead of manhatten distance in FindNearestHangar()
2005-01-28(svn r1707) - Feature: [autoreplace] road vehicles now tries to find a depot ↵bjarni
if they needs to be replaced
2005-01-28(svn r1706) Implement ScaleByMapSize() and ScaleByMapSize1D()tron
These scale a number relative to the map size/circumference. Use them to scale the amount of map objects. Of course at the moment they return just the input, because there are no bigger/smaller maps yet.
2005-01-28(svn r1705) Sign owner variable is a byte, not int32 of coursedominik
2005-01-28(svn r1704) - Fix: [newgrf] rotors of custom helicopters are displayed ↵dominik
correctly in the hangar window
2005-01-28(svn r1703) - Fix: Scrolling with the arrow keys is now smooth and it now ↵dominik
also scrolls exactly in tile direction if e.g. up and left are pressed
2005-01-28(svn r1702) - Fix: [ 1110407 ] Game does not crash any more when a newgrf ↵dominik
file doesn't exist
2005-01-27(svn r1701) Style police ^^tron
2005-01-27(svn r1700) - Fix: Hacked clients can no longer be used to build vehicles ↵bjarni
that are not available yet (Hackykid)
2005-01-27(svn r1699) - Feature [autoreplace] a plane will now go to the hangar right ↵bjarni
after landing if it needs to be replaced - Fix [autoreplace] fixed a typo that could prevent autoreplaced aircraft from automatically go to a hangar
2005-01-27(svn r1698) - Feature [autoreplace] helicopters will now go to the nearest ↵bjarni
hangar if they are set to autoreplace and don't have any airport with a hangar in schedule
2005-01-27(svn r1697) Remove superflous special case for the VOID border tiles in ↵tron
FindLandscapeHeightByTile() While here clean up some other stuff: uint -> TileIndex, assert() that the TileIndex is valid and remove a line which was already commented out
2005-01-27(svn r1696) Use GetTileSlope() instead of FindLandscapeHeightByTile() where ↵tron
it is sufficient. FindLandscapeHeightByTile() uses GetTileSlope() internally and adds some more info, which is discarded in these cases. While touching the code make a bit more clear how GetBridgeHeight() works.