Age | Commit message (Collapse) | Author |
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code in misc_cmd.
While here rename the len parameter of ttd_strlcpy() to size, because it is a buffer size and not a string length.
Also add -Wwrite-strings to the Makefile, because the above mentioned piece of code was the only part which triggered this warning.
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appropriate warning flags in the Makefile
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of underground when there is a vehicle on it
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necessary
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is open. This also happened for towns and the land information window
-Added DeleteWindowByClass() function that deletes all windows of a given class
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dedicated server. At the end of the game (can only be set by the server) the highscore is shown for the top5 companies of that game
-Fix: fixed some compiler warnings
-Added PF_NETWORK_ONLY flag to settings. Such a setting can only be modified in a network game.
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it for
dynamic arrays
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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not some arbitrary data types
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Works fine, beside some minor stuff:
- Network is not working yet
- Keyboard is not working
- No MIDI support
- 'A few file selector bugs involving drives'
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list. Those will be remembered until you delete them by pressing the Delete key.
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- "inline" must before the return type (and after "static")
- Initialise all struct members, not just some of them
- Remove (one) spurious semicolon
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This especially enables houses to accept passengers, mail, goods AND food.
Add string templates for up to 5 cargo types for the tile info window. If more are needed just add them.
Simplify (de-uglify) the logic for cargo acceptence for houses and split the goods/food table into two. The acceptance is unmodified, but accepting goods AND food is now trivially possible. The exact amounts have to be decided.
This is based on Celestar's changes in the map branch plus some further bits that will be merged there soon.
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r440
Move screenshot function declarations to new file screenshot.h
Clean up screenshot.c a bit, mostly whitespace, alloca() -> malloc() and checking return values
r485
Remove unused field from struct ScreenshotFormat
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correctly
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actually makes some sense and is also compatible with TTDPatch (pasky).
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by dominik81 and pasky.
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This includes 2 fixes
-Fix: [1048596] Monorail and Maglev sounds are swapped (r511)
-Add special case to load the jackhammer sound (r478)
The rest are cleanups und enumeration to make merging possible/easier
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-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
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default for an OS >= WinNT4 (WinNT4, Win2k, WinXP), and MIDI driver for lower OS's (Win95, Win98, WinME, etc).
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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
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-Feature: framesync packets to hold the clients framecount near the servers
-Fix: command queue now aligns the commands to be processed right after an sync or framesync packet
-Fix: added stubs for compiling without network
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-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
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-Fix: desync problem (server was not waiting for clients) (sign_de)
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-Fix: some minor fixes around GetTileTrackStatus (blathijs)
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open a new viewport to have a quick look at your favorite map-positions. Independent zoom and quick jump to/from viewport (Dribbel)
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Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
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player stuff, it will say
for all human players (Player #), not only for the first 2
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-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
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