Age | Commit message (Collapse) | Author |
|
0xDA. These are the position in and length of chain of consecutive vehicles with the same type, and index of the next wagon in the chain (INVALID_VEHICLE if last), resp. Improves displaying of some engines in the dbsetxl.
|
|
support it. Only valid ones are signs (delete) and waypoints (rename to default).
|
|
of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
|
|
extensive rewrite and global/local-cargo ID juggling and bitmasking. However with this done it looks better as well and is compatible with newgrf handling. Big thanks to HackyKid for doing most of the work. This also closes patch "[ 1199277 ] Command checks"
|
|
to a total of 61, which is 53% :)
- CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before.
- CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions.
- CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt.
- CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm.
- CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
|
|
overriding_engine, which was around probably only for historical reasons. (Paralellily developed by HackyKid.)
|
|
modified to match the wiki again. (The wiki was partially wrong, too! ;) (Patch by HackyKid.)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
that are not available yet (Hackykid)
|
|
vehicle becomes available (thanks LordOfThePigs for pointing this one out)
|
|
appropriate warning flags in the Makefile
|
|
necessary
|
|
(IsWagon)
|
|
-Codechange: removed next_in_chain_old, and saved ->next for Vehicles
(and bumped savegame revision for that to version 4.4)
-Codechange: Added _sl.full_version, which has both major and minor version
|
|
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 *.
|
|
|
|
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()
|
|
as in type in vehicle
it was kind of lame that you should use AircraftVehInfo(), ShipVehInfo() etc. if you wanted to know what type the engine is
|
|
|
|
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.
|
|
|
|
|
|
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.
|
|
overflow it anywhere (as long as we keep USERSTRING_LEN above 7 or so).
|
|
spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
|
|
spritegroups if there is no structure to search (i.e. in purchase lists) (pasky)
|
|
spritegroups. (pasky)
|
|
(invisible to users of GetCustomVehicle*() wrappers). Needed for deterministic spritegroups support (pasky).
|
|
Thanks to lvoge
|
|
Deterministic only at the moment, but random ones support shouldn't be that difficult now It doesn't do anything, but makes these actions actually possible (pasky).
|
|
sprite.h (pasky)
|
|
small renamings (pasky and octo).
|
|
never_expire_vehicles is enabled
|
|
in 1920s any more
|
|
-Fix: added another network.c stub
-Consolecommand: "scrollto <tile>" center main view on <tile> [Darkvater]
-Consolecommand: "resettile <tile>" force bulldoze <tile> without any checks (DEBUG only) [Darkvater]
-Fix: resetengines is hooked to be not available in network games
-Codechange: "connect <connectstr>": the connect command now uses a connectionstring like the network-gui
-Fix: Direct Connect editbox can handle up to max ~35 characters [Darkvater]
|
|
wagons. But now users can at least fix this problem. Consolecommand: "resetengines"
|
|
|
|
|
|
|