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2005-02-06(svn r1817) -Codechange: Moved depot-functions to depot.ctruelight
-Codechange: Added wrappers around depot-access (GetDepot no exists) -Codechange: Made depot-functions a bit more logic (no longer GetDepotByTile crashes your game when you request it on a non-depot tile) -Add: made depots dynamic (yes, 64k depots are possible now)
2005-02-06(svn r1816) Use char instead of byte for string formattingtron
2005-02-06(svn r1815) Remove some unused declarationstron
2005-02-06(svn r1814) Let ReadFileToMem() return void* (instead of byte*) because we ↵tron
don't know what the caller wants to do with the data
2005-02-06(svn r1813) Declare functions implemented in strings.c in their own shiny ↵tron
new header (though i think some of these function don't belong into strings.c)
2005-02-06(svn r1812) [1117058] Use CT_WATER instead of CT_STEEL when accounting water ↵tron
which gets delivered to a town (worked because CT_STEEL and CT_WATER share the same enum number)
2005-02-05(svn r1811) Use char for string handling in namegen.[ch]tron
2005-02-05(svn r1810) Move town name generation declarations into a header of their owntron
2005-02-05(svn r1809) Remove unused function str_is_below()tron
2005-02-05(svn r1808) Use strcmp() instead of home brewed function str_eq()tron
2005-02-05(svn r1807) Langfile updates (20050205)miham
2005-02-05(svn r1806) Add missing includes (see r1803)tron
2005-02-05(svn r1805) Teach the driver layer a few things about const correctnesstron
2005-02-05(svn r1804) Bring MSVC project files up to date (bociusz)tron
2005-02-05(svn r1803) Move debugging stuff into files of it's owntron
2005-02-05(svn r1802) Fix typos made in r1797tron
2005-02-05(svn r1801) -Fix [Multistop] Fixed a crash that occured when copying orders ↵celestar
due to not checking a pointer to be non-NULL
2005-02-05(svn r1800) Make adding new debug categories to the command line parser easiertron
2005-02-05(svn r1799) -Codechange: [ Multistop ] Added debug class "ms" and more debuggingcelestar
output for multistops
2005-02-04(svn r1798) GetFoo(i)->index is per definition i, so replace the former with ↵tron
the latter
2005-02-04(svn r1797) Clean up TileLoopClearHelper() a bit:tron
- if cascades -> switch - uint -> TileIndex - (uint)-1 -> INVALID_TILE - don't treat non-flags as flags
2005-02-04(svn r1796) Revert r1792, because MorphOS has defaults for CC/CXX, they're ↵tron
just wrong, so setting CC/CXX using ?= simply did nothing
2005-02-04(svn r1795) Change CFLAGS for MorphOS (tokai)tron
2005-02-04(svn r1794) Make the dedicated server compile again under MorphOS (tokai)tron
2005-02-04(svn r1793) Revert one instance of $(shell) back to ``, because MorphOS does ↵tron
The Wrong Thing(tm) when date is used within $(shell)
2005-02-04(svn r1792) Revert r1761 and set fallback values via ?= for CC and CXX as ↵tron
there seem to be platforms (MorphOS) out there which don't provide some proper defaults. Use gcc and g++ as defaults, because cc and c++ aren't available either. *sigh*
2005-02-04(svn r1791) Remove the remnants of CMD_DESTROY_INDUSTRY, which was removed a ↵tron
long time ago
2005-02-04(svn r1790) Make CmdPlantTree() and related functions more safe and ↵tron
(hopefully) more readable: - check if end tile is on the map - uint -> TileIndex - if cascades -> switch
2005-02-04(svn r1789) -Fix: there is no need to save the index, it is done for ustruelight
2005-02-04(svn r1788) -Add: Made RoadStops dynamic. You can now create up to 64k ↵truelight
roadstops.
2005-02-04(svn r1787) -Add: Dynamic signs (euh.. yeah, this means you can built 64k signs)truelight
2005-02-04(svn r1786) -Fix: unitnumber is increased to 16bit, so now you can have up ↵truelight
to 5000 trains in one game (instead of the 240 which was the current value). Default max allowed vehicles per type is changed: Trains: 500 (old 80) Road: 500 (old 80) Ships: 200 (old 40) Aicraft: 300 (old 50) (Tnx to Celestar and Darkvater for checking the patch)
2005-02-04(svn r1785) -Fix: space-correctness in road_cmd.c, and one wrong line from last truelight
commit (tnx to DarkVater)
2005-02-04(svn r1784) -Fix: removed ClosestTownFromTile where possible, or replaced it truelight
with _map2-data if possible (Celestar / TrueLight)
2005-02-04(svn r1783) -Add: Dynamic vehicles (now up to 64k of vehicles)truelight
2005-02-04(svn r1782) Remove line which should've been removed in r1779 and caused map ↵tron
generation to hang infinitely
2005-02-03(svn r1781) Fix static declaration after non-static declaration of same symboltron
2005-02-03(svn r1780) Don't clear LIBS and LDFLAGStron
2005-02-03(svn r1779) Make the map generation code slightly more readabletron
2005-02-03(svn r1778) - Fix: [ 1115200 ] In the main menu, when starting a new game ↵matthijs
while the load game dialog is open, openttd asserts.
2005-02-03(svn r1777) Fix map generation for tropical and arctic landscape on ↵tron
larger/smaller maps
2005-02-03(svn r1776) -Add: Dynamic stations. You can now have up to 64k of stationstruelight
2005-02-02(svn r1775) -Fix: The NPF patch setting was not synced in network.truelight
REMINDER FOR ALL DEVELOPERS: We do have 2 patch-setting-arrays: player-based, server-based. PLEASE put your new patch setting in the right one... thank you :)
2005-02-02(svn r1774) -Fix: fixed an other possible crash related to previous committruelight
2005-02-02(svn r1773) -Fix: [ 1114950 ] Game crashed sometimes when there were no ↵truelight
industries in the map
2005-02-02(svn r1772) -Fix: [ 1114100 ] Dedicated server boots againtruelight
2005-02-02(svn r1771) -Add: Industries are now dynamic (up to 64k industries). Generating truelight
1kx1k maps should now be much faster, and give more than just oil-stuff ;)
2005-02-02(svn r1770) -Fix: Hopefully last pieces of code that are containing a station-idtruelight
(and should be an uint16, not uint8)
2005-02-02(svn r1769) Don't compute the same value twice, remove one function calltron
2005-02-02(svn r1768) -Codechange: Store town index in _map2 of town tilescelestar
Moved house type from _map2 to _map3_hi for MP_HOUSE Moved foundation and roadworks from _map2 to _map3 for MP_STREET This increases game speed by a factor of around 15(!) if many cities are around. Converting an old game is done automagically, but can take a while