Age | Commit message (Collapse) | Author |
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allow buying/selling of shares (Hackykid)
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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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instead of TILES_[XY]
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(happens
after savegame bump)
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means
that getting a lot of money with shares is back... :(
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bankrupt
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correctly again.
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forum suggestions (thx ChrisCF) and rearranged the currencies alphabetically (except for the major ones).
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and 'void' where needed, prefixed all functions, typedefs and global
vars with 'Network' and organized all externals nicely.
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networkgames
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map.c and map.h
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correctly
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in MP
because of the lag between commands (anyway, I hope)
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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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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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It's not FIFO loading, but does the right thing in the common case:
If a vehicle is empty and another vehicle is already loading the same cargo at this station then the vehicle waits.
This is an reworked version of [ 1072211 ] submitted by Hackykid, thanks!
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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This includes 2 fixes
-Fix: [1048596] Monorail and Maglev sounds are swapped (r511)
-Add special case to load the jackhammer sound (r478)
The rest are cleanups und enumeration to make merging possible/easier
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workaround for it)
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-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
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rightly shows the value, including ALL your money.
-Fix: Graphs now accomodate 64bit numbers (so the company value graph doesn't plummet into -... if value is too big)
-Strgen: added CURRCOMPACT64 for this, and 64bit versions of several macros.
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-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
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-Fix: [1025836] Long bridges had negative value
-Fix: Typo in endian_check.c (Zr40)
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company value). Water floods HQ.
-Some layout fixes for command.c
-Tileinfo debug window in console now shows Tile in decimal numbers
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(TrueLight)
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station sign was too far away, there were goods acceptance/delivery issues (Celstar)
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except for German Townnames (also fix one typo on
English town-names)
-CodeChange: *act_paper to *act_water in Town to
more resemble its use
-Fix: AI players now retain AI status. Since TTDLX
savegame status is not fully documented, some holes
exist (AI state is set to one without a vehicle, otherwise
it crashes)
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