Age | Commit message (Collapse) | Author |
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careful with CmdDestroyCompanyHQ. Fixed this; thanks HackyKid.
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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.
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(|| and && are kinda confusing with !=) :P
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errors. Dedicated servers are properly filtered out when requesting player-password.
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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 :)
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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.
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instead of unused p2 (typo). Thanks peter1138.
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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)
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to signed when checking valid waypoint types. Thanks for pointing it out Tron
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- 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
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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.
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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 :)
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assertion ..., somehow RebuildVehicleList() got lost during the rewrite :P
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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.
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current mapsize
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there also add proper comments for the functions and fix up CmdFailed()
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to the correct player
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Thing tm. Thanks tron
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only available in debug mode
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for engine_type
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have crashed. (peter1138)
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CMD_DECREASE_LOAN only make sense for the current player, so don't explicitly pass a player number
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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
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with INVALID_VEHICLE, vehicle index is of type VehicleID
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possible inputs of resolutions to the maximum availble
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since that interfered with the saveload code.
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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
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failed console-cmds. Make command 'clients' only available in network mode
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current order doesn't take effect immediately. (glx)
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everything after that is cut off. Fix it by replacing nothing with ' '. Thanks for noticing peter1138
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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.
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openttd asserts.
Crashed vehicles shouldn't find depots anyway...
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variables behave the same as for commands
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a bit too aggressive with its _assume(0), and it did not even belong there
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for street tiles, corrupting them.
Some info got moved around in r1768 for street tiles, but NPF did not get updated.
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- 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.
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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.
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savegames and does not depend on the whim of the currently open saveload dialog
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(mono, maglev) (glx)
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WDF_STD_BTN, instead of doing the "workaround" of the previous commit
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assertion failure
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incorrectly parsed
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in a roadstop
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dedicated server (only reset _thd.pos, not the whole structure; as done in revision 2241 to fix another crash)
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character(s)).
- Fix: getting help for an alias works
- Fix: '|' is an unprintable character, replace it with '\'
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the day
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