Age | Commit message (Collapse) | Author |
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a level crossing by some less magic numbers. Quite similar to r3699, though this time for placing the rails
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universal binaries on PPC without any Makefile.config. Introduced in 3674 (before that i686 used PPC as CC_HOST, but nobody noticed that)
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This is used to delete
- all news about a vehicle, when it gets deleted
- "vehicle has stopped in depot" news, when it gets started
- "vehicle has invalid orders" news, when the orders get changed
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constness, avoid some more function pointer casts
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twoards the closest station, not the last one in the list
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in the scenario editor are interchanged (Reported and fixed by lc)
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because the name suggests it does the former and current behavior broke in some places in very subtle ways (for example HASBIT(x, 0) != HASBIT(y, 1) doesn't work, returning a bool after HASBIT(x, 9) neither)
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from settings_gui.c to settings.c. Also enable the callback functionality through the console.
- Fix a nasty bug with improper counter addition. (*i)++ and NOT *i++ when setting a patch value through the console.
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destination buffer of sprintf() may not alias with one of its arguments) and some other minor stuff introduced in r3740
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and added another two to show if the screen buffer fails for some reason in cocoa driver (instead of just crashing)
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(done with #ifdef) since it appeared to crash intel based macs
This fix is not a good solution and might not work, but if it works, it's better than nothing until we get the real solution
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to assert window and a message to tell people to add that to a bug report
It also adds a new error window, which can be used just like assert, but it is also active when asserts are turned off
This is useful for places where it's really important to check even if assert is turned off. It's not used in the code yet
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BE computers would read insane map sizes and crash as a result
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for a SLE_VAR_CHAR setting was used
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Tron and peter1138)
- NOTE! There are a few warnings left in settings_gui because tha callback functions are disabled. I still need a good place for them.
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-Codechange: Completely rewritten the slot assignment system. It now consumes less CPU cycles and memory
-Codechange: Increased maximum number of roadstops to 16.
-Fix: Several conditions where a slot becomes unliked from a vehicle
-Codechange: ClearSlot now only takes one parameter, the vehicle
-Feature: Console command 'clearslots' to clear ALL currently assinged slots. debug usage only
-Feature: vehicles that cannot get a slot now wait on the road instead of planlessly blocking stops or circling around
-Codechange: Adjusted debug levels
TODO: Make the slot finder compatible with (a) pathfinder(s).
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- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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commit, sorry
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settings where they rather belong.
- Remove the restriction that the 'patch' console command can only be run from network games.
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configuration-ini, saveload, console and gui representations of the settings. The last part finishes the transition with the merging of the settings_gui table(s).
- Because patches are (will be in a few commits) saved, you cannot specify the order of the GUI-items in the SettingDesc tables themselves. Doing so would mean messing around with the savegame-version, or doing expensive lookups. So the GUI-tables are now just simple indeces into the original table. No more is needed since that table contains all information
- The only change in functionality is that the stepsize has been automated. It is calculated from the minimum and maximum values such that within 50 clicks you will have gone from one end to the other if scrolling.
- The GUI has kept its flags intact. These are:
SGF_0ISDISABLED: the variable might have a domain higher than zero, but a special value of nul is used as telling that feature is disabled.
SGF_NOCOMMA: represent the number without any thousand-seperators
SGF_MULTISTRING: internally the variable is a number, but its representation is a string based on a simple offset.
SGF_NETWORK_ONLY: this setting can only be changed during network games
SGF_CURRENCY: the variable represents money and will be shown in the local currency
- - NOTE! The game is not compilable after this commit (because console hooks have not been updated)
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configuration-ini, saveload, console and gui representations of the settings. From part 3 on, OpenTTD is once again compilable.
- Code has been added to the saveload code to honour the SLF_SAVE_NO and SLF_NETWORK_NO flags. SLF_NETWORK_NO just reads in the the bytestream and then discards it because that setting is not synchronised. For this the function SlSkipBytes() has been reinstated
- SAVEGAME_VERSION has been changed from a constant ENUM to a constant integer. This was done for the configuration-code to be able to tell which version of a CONDVAR type to handle. As said before, because settings can be saved to the savegame, they will become conditional at some point. The configuration code always has to read the 'most recent' version.
- GameOptions are saved through the new structure. It is fully compatible with any old savegame...however it is better. Because of the move to this new format we can instruct the loader to skip certain variables. Autosave for example isn't synchronised anymore (in the network). The same goes for currency and kilometers :D. That is the only functionality change this patch is supposed to have if I have written it correctly.
- NOTE! Patches are still not saved so for Multiplayer to work network_client.c and network_server.c needed slight modifications.
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configuration-ini, saveload, console and gui representations of the settings. This second part gets rid of the old SettingDesc structures and updates them with the unified types. These new settings are heavily macro'd, which should make it easy to add/edit entries within sections.
- This unified structure merges the settings in settings.c (concerned with the ini file) and the ones in setting_gui., having to do with the GUI. I tried to give sensible min and maximum values to _patches that were not present in the GUI I hope they work out all right.
- All patch settings miss their callback function which have been temporarily reset to NULL
- Fixed a really small typo in a Doxygen comment in settings.h
- NOTE! When for example _patches are saved to the savegame (as are _gameopt_settings now), you cannot just blindly edit the struct. The same rules apply as to all the other SaveLoad structs. Eg correct CONDVAR's and only adding new entries at the end.
- NOTE! The game is not compilable after this commit.
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configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
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them. Currently the second colour is fixed to be the player's colour.
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settings.c. This will be merged with SettingDesc misc_settings above as they are actually the same. No functionality has changed beside the fact that the settings are now in a different Chunkhandler.
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abominable, but at least a bit more readable now.
Use the now generalized ReadValue/WriteValue functions as well as using general variable-types (SLE_VAR, instead of custom CE_ ones).
Remove the CE_CLICK type and use a SLE_BOOL type instead with a flag of CE_CLICK.
Remove stepsize from the struct. The stepsize is automatically calculated from the minimum and maximum values (in 20 steps).
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suggested by Tron.
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code to assign/read to/from a variable. Preparatory work to make this the general function type for such assignments
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it manually. The function has two parameters added, colour and an enabled flag.
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note: <ln-> Bjarni: please go ahead and commit it, i'll take the responsibility if something should go wrong.
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and document the remaining definitions
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a level crossing by some less magic numbers
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code by using them
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which direction a pieces of rail goes
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tile/depot/waypoint. This is just a tiny step, the rail code needs way more love and caring
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level crossing or a road depot
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road types and pieces
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if a level crossing is on a sloped tile, it has to be on a level foundation
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