Age | Commit message (Collapse) | Author |
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bankrupt.
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for once, and always notify the station the vehicle was present. (Maedhros)
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newstations
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some (not all) vehicle list windows open for a player, that goes bankrupt would crash the game
-Codechange: closing all windows for a player will now loop all windows and close those, which got the player as caption instead of having a list of windows to close
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bankrupcy, mainly such a
thing happening to a server, and non updated company-information. Also fixes FS#393.
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correctness.
-Codechange: 'quited' is not a word, use has_quit instead for NetworkClientState
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p->index + 1. To
correctly handle this ci->client_playas - 1 was used all over the code making
it pretty confusing at times. Use proper one-on-one values now. Special handling
is only needed for user-output to not to confuse users.
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windows
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PlayerID is an
actual playable player (< MAX_PLAYERS) or not.
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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IS_INTERACTIVE_PLAYER
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order is a transfer order, rather than to any unload order. This fixes an issue where the AI doesn't know that a route is unprofitable.
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- If the NewGRF sound effect chosen doesn't exist, then ignore it.
- Play load/unload sound if provided.
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Now the num_engines array is updated for the buying player when merging two players
The incorrect caches aren't saved so no savegames will contain incorrect data due to this bug
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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was given
the maximum amount of money so everything can be removed for sure. However
if first rails are removed (or property in general that *gives* money
when demolished, the player's money would overflow. Thanks for noticing Rubidium.
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{' -> '} else {', tabs between code and comment, etc.
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routines still use ->player_money.
Because of this, when a player went bankrupt, still not all stuff was removed.
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a valid XXX, unless there are none to pick from. Then NULL is returned.
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(or, will do that).
It isn't the best name, but we couldn't find any better.
This unifies the pool-system even more.
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invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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-Cleanup: use TownID and StationID for two instances of uint16
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the offset since 1920
-Codechange: store all year related variables that are _not_ stored in a savegame/transported over the network in the same format as _cur_year
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BASE_YEAR when comparing _cur_year with a 'full' year.
-Cleanup: replace some magic '1920' values with BASE_YEAR.
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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to lack of money.
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DeliverGoodsToIndustry to not work as intended. Note: write something better for this entire function
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serving a station has been deleted.
-Negative side effect: upon loading old games, stations whose last vehicle was a station have (temporarily) lower ratings.
-Positive side effect: station.h no longer includes vehicle.h (breaks the station.h->vehicle.h->rail.h chain)
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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because the rest of the code calls it Comapany HQ. Moved it to unmovable_cmd.c because CompanyHQ is an unmovable and has nothing to do with economy.
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variables instead of using the general uint16-type. StationID was added for depots, waypoints and stations where necessary. We probably need to change GetDepot(), IsDepotIndex(), IsStationIndex(), GetWaypoint() and IsWaypointIndex() as well to use StationID.
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variables instead of using the general byte-type.
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SL_MAX_VERSION
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add consts, reduce indentation level by short-circuit logic, convert if cascades to switch, whitespace, bracing, plus some minor stuff
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- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
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newgrf_engine.[ch], and add the new files to project files.
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you full points if you had no vehicles, and was limited to 20k. Solved both. (Partly based on Graphite his patch)
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but gives a bit more fair amount of money. Can only be fixed correctly with CargoPackets as suggested in branch.
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-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
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This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
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