Age | Commit message (Collapse) | Author |
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next airport in the orders do not have one (helipads)
- Fix: sometimes aircrafts would not go to the hangar even when they should. They do now
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give the more meaningful names
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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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_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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single tile from map.h and put them into a seperate file tile.h
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time if the owner clicked 'stop replacing' ( ship+aircraft+road vehicles )
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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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correctly in the hangar window
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that are not available yet (Hackykid)
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after landing if it needs to be replaced
- Fix [autoreplace] fixed a typo that could prevent autoreplaced aircraft from automatically go to a hangar
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hangar if they are set to autoreplace and don't have any airport with a hangar in
schedule
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enters/leaves a depot (Hackykid)
fix: the ship status bar was not updated properly after a breakdown if show_speed was off (Hackykid)
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replaced in, even if they are only set to service there. Since helicopters are serviced at helipads, they will only go there if they needs to be replaced or renewed.
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replacement or needs to be renewed
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to the autoreplace vehicle windows and made them show only the vehicles you actually have in the left list.
this also fixes some window updates issues when autoreplacing
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appropriate warning flags in the Makefile
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revalidated before
display
-CodeChange: replaced one if (foo) return true else return false by
return (foo)
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displayed, so that there are no stray error messages any more.
-Feature/Fix: Order Checking is only execute for ONE vehicle in an
order-share system
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saveroutine to
crash from time to time
-Codechange: added const before 'Order *' where possible
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them into inline functions and add some asserts
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-Codechange: renamed all 'schedule' stuff to 'order(list)'
-Codechange: moved all order-stuff to order_cmd.c / order.h
-Codechange: vehicles that share orders are now linked to eachother
with next_shared/prev_shared in Vehicle
Developers: please use AssignOrder to assign data to an order. If not,
you _WILL_ make the save-routine to assert!
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-Codechange: added some const to last commit
-Codechange: Ship and Aircraft lists are now update on order change, not
on new day
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redrawn when an aircraft arrives in the depot. Station-specific vehicle lists are now redrawn daily as well (not only the master list)
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terminals in every group can be freely chosen
-Codechange: AT_OILRIG is now 15, so that new airports can be added
easily.
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the latter into inline functions names Tile[XY]
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values.
-Feature: aircraft can now be refitted "mail-only"
-Feature: Passengers aircraft now ignore the amount of mail for "full
load any" options
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and _industries
(in prepare of dynamic arrays):
- DEREF_XXX is changed into GetXXX
- All direct call are directed via GetXXX
- struct Industry has now an index-field
- ENUM'd some stuff
- Replaced home built loops with FOR_ALL_XXX
- Added _stations_size, _vehicles_size, ... which gives the length of the
array (which will be dynamic in the near future)
- Changed lengtof(XXX) to _XXX_size (e.g. _stations_size)
- Removed all endof(XXX) (because mostly it was part of a FOR_ALL_XXX)
- Made the sort-functions of all 4 dynamic
- Made all 4 Initialize functions more of the same
- Some minor tab-fixing and stuff
(tnx to Tron for proof-reading my 100kb patch ;))
Note for all: please do NOT directly call _stations, _vehicles, _towns and
_industries, but use the right wrapper to access them. Thank you.
Ps: please also do not use 'v++', where v is of type Vehicle *.
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the schedule
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are demolished, the plane eventually crashes (running out of fuel)
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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game-side patch
Note: this is the first commit that breaks compatibility with 0.3.5!
-Fix: Bufferoverflow with autorenew_money. It is now a 32-bit integer.
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make sure you do not sticky more than 23 at a time. Also a lot of places in the code invalidated the 'status bar' of the vehicle, referring to it as widget 4. This is now widget 5 and has been #definitized
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number of depots (similar change as in map branch)
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map.c and map.h
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Replaced the slightly misleading SERVICE_INTERVAL by a function VehicleNeedsService()
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This adds a little button per vehicle class to the station window which opens a list of all vehicles that have this station on their schedule.
As side effect this gets rid of some global variables.
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depots to prevent that vehicles might need service when leaving after a long stay (ln--)
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This adds no functionality, but is a stepping stone for future improvement (like 16bit order indices) and is easier to read.
This changes preserves binary compatibility wrt savegames.
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Also play the correct sound when a toyland road vehicle breaks down
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to check limits
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