Age | Commit message (Collapse) | Author |
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Partly reverted r2290
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know what line represents what vehicle (I hope I didn't mess that up). Added some comments while I'm at it and include the table/ directory in the Doxygen generation
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and the callback that goes with it.
- Codechange: Remove some magic numbers (PALETTE_CRASH)
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callback will fail.
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that goes with it.
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capacity' callback slightly more correct.
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callbacks.
- Feature: [newgrf] Implement the 'refit capacity' callback.
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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"
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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.
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that are not available yet (Hackykid)
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appropriate warning flags in the Makefile
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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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to check limits
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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(invisible to users of GetCustomVehicle*() wrappers). Needed for deterministic spritegroups support (pasky).
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sprite.h (pasky)
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supported now and only
the first custom one can be placed (no selector GUI, coming soon). This
also moves some global variables to {struct GRFFile} and reorders which
actions are processed in what stage, to get it all working together --
(pasky)
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AircraftVehicleInfo[] as well. table/engines.h is now the same as in the _map branch.
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road_vehicle_info table, like it already is for trains and ships. Needed
for GRF custom override support. (pasky)
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small renamings (pasky and octo).
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vehicle selection dialogs. (Idea by octo, done by pasky).
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