Age | Commit message (Collapse) | Author |
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-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
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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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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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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
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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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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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overflow it anywhere (as long as we keep USERSTRING_LEN above 7 or so).
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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spritegroups if there is no structure to search (i.e. in purchase lists) (pasky)
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spritegroups. (pasky)
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(invisible to users of GetCustomVehicle*() wrappers). Needed for deterministic spritegroups support (pasky).
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Thanks to lvoge
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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).
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sprite.h (pasky)
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small renamings (pasky and octo).
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never_expire_vehicles is enabled
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in 1920s any more
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-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]
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wagons. But now users can at least fix this problem. Consolecommand: "resetengines"
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