Age | Commit message (Collapse) | Author |
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sprites. Index wasn't reset in second run, thus counting them double.
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is now disabled.
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updates for the missing files.
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- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
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vehicle type (bociusz)
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give the more meaningful names
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- Change: change strgen project file to get rid of warning.
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orphaned slots are cleared.
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problems when building aircrafts
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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
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TTDPatch non-stop handling behaviour
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by selling carriages in a MP game faster than the network can handle. (Truelight)
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allocating the map
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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?
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when it was out of focus (dominik)
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signals again
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workaround is completely rewritten. Also features checks for hacked/modified clients. Thanks a lot Hackykid!
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_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
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owns (hacked client protection)
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this commit alters ai.c a little to get rid of the workaround from r1725 so AI players could still build locomotives
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incorrect input where it was placed
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own the depot too (hacked client protection)
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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.
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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
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files as well as beautify it a little
- Fix: corrected newlinetype of tile.c
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[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.
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missing files to project (thx bociusz)
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the map
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single tile from map.h and put them into a seperate file tile.h
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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
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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
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time if the owner clicked 'stop replacing' ( ship+aircraft+road vehicles )
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if they need to be replaced
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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()
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if they needs to be replaced
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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.
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