Age | Commit message (Collapse) | Author |
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better than raw numbers
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is not yet used
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This simplifies code that works with more than one vehicle type.
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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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data) used by variable 0x42.
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default and purchase pseudo types, to a station spec.
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_*_vehicle_info[]; create and use a function to retrieve data, and ensure constness.
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variables instead of using the general byte-type.
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them. Currently the second colour is fixed to be the player's colour.
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remove global variable to return data as we can now access this directly.
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newgrf_engine.[ch], and add the new files to project files.
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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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class. Also fix typo in r3384.
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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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by cargo classes.
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used, for example, by coal tenders.
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of manual shifting/anding
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plus some related changes (mostly casts)
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references to our (new) original engine/vehicle tables.
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them so NewGRF data can be loaded without wiping out the default data.
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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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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