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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
2005-05-02(svn r2250) - Fix (regression): arguments with spaces in them were ↵Darkvater
incorrectly parsed
2005-05-02(svn r2249) - Fix: [ 1187703 ] [NPF] Road vehicles cannot find a depot when ↵matthijs
in a roadstop
2005-05-02(svn r2248) - Fix (regression): fix crashing of game when joining a ↵Darkvater
dedicated server (only reset _thd.pos, not the whole structure; as done in revision 2241 to fix another crash)
2005-05-02(svn r2247) - Fix (regression): executing scripts now works (remove newline ↵Darkvater
character(s)). - Fix: getting help for an alias works - Fix: '|' is an unprintable character, replace it with '\'
2005-05-02(svn r2246) - CodeChange: Station is 'st' not 'station' - random commit of ↵Darkvater
the day