Age | Commit message (Collapse) | Author |
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reliability instead of the lowest to make them useful even when old
-Fix: when retiring an engine design, invalidate the build windows and invalidate the build window data
-Fix: mark build windows dirty when engine reliability changes
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when the window data is invalidated or the window is generated, not on each redraw
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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'/*' or '*/' in '//' style comments.
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- Start using DeleteXXX for every pool item, not manually doing it
- Use some wrapper to improve logic
- Rewrote some pieces to improve logic
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really don't skip invalid items :)
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-Codechange: cleaned up the EngineRenew code a bit (coding style mostly)
-Codechange: forgot the correct comment in station_cmd
-Codechange: move pool-stuff to engine.h, like we always do
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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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based at the year 0.
The game date subsystem now allows someone to start in the year 0 and continue
up to the year 5 000 000. However, you currently cannot build anything before
1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
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functions really depend on the original date format.
-Cleanup: use DAYS_TILL_ORIGINAL_BASE_YEAR where the date variables are in the old date format and conversions are needed.
-Cleanup: replace one (forgotten) instance of uint16 with Date.
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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-Cleanup: use _cur_year instead of _date for some (year based) comparisons
-Cleanup: remove a magic number in favour of another (less) magic number
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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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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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Clearing engine and newgrf_engine from cargo related structures.
Apart from moving stuff cargo related, there is nothing really newcargo for now.
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within StationSpec and GRFFile struct declarations. Now only code which actually references those pointers needs to know about the SpriteGroup struct. Remove some unnecessary lingering header dependencies.
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pool block clean up.
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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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reservation in savegames and update where used
- Also add this capability to settings
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SL_MAX_VERSION
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for the fact that vehicles are introduced a year after their introduction date. This will also relieve possible (rare) network desyncs.
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newgrf_engine.[ch], and add the new files to project files.
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a randomized intro date, as per (the now updated) spec.
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base introduction date if that date is not 0.
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- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
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loading instead
of speed, and get that state from first vehicle in a train consist.
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fixes names in climates where the engines don't get loaded. Renamed function to reflect its purpose.
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foo.h: int bar;
GOOD
foo.h: extern int bar;
foo.c: int bar;
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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by cargo classes.
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used, for example, by coal tenders.
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as entering a depot, so call moved out of DoVehicleTrigger loop.
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line 378
running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks()
This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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of manual shifting/anding
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groups. This will allow unloading.
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of callbacks results within random and "real" groups. (Not fully supported yet.)
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pointers instead of copying the data around.
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plus some related changes (mostly casts)
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CT_INVALID/OWNER_SPECTATOR/INVALID_STATION where appropriate
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