Age | Commit message (Collapse) | Author |
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loop
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strangly VS2003 didn't complain, VS2005 did. Thanks glx
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tolower() on a whole string and apply it in the places this was used.
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Commuter airport: Small. 5x4. 3 terminals, 2 helipads.
Intercontinental: massive. 9x11. 8 terminals, 2 helipads, 4 runways.
Helidepot: a small heliport with a depot for helis only.
Helistation: a large heliport with 3 helipads and a depot.
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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missing glyphs for the big font.
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them. Currently the second colour is fixed to be the player's colour.
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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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That's seven more free sprite slots, yay!
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adding/using some sprite enums
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newgrf's where loaded. Thanks Tron for explaining what the problem was and how it should be solved.
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default save/load directory based on the dialog (added icon to openttd.grf, introduced FIOS_TYPE_DIRECT that allows arbitrary directory jumping).
- Fix: on Win32 capitalize the drive-letter in the saveload dialog windows when it is first opened.
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where in the sprite array the sprites end up and assert, that the indices are equal to the corresponding sprite base enums, to guard against typos.
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there are no tiny transport marker sprites
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Add several missing chars:
- Š/š (S with hacek, all sizes)
- Ž/ž (Z with hacek, all sizes)
- Œ/œ (OE ligature, all sizes)
- Ð/ð (eth, large font was missing)
- Þ/þ (thorn, large font was missing)
- º (male ordinal sign, all sizes)
Also move Ÿ (Y with umlaut, all sizes) to the correct position in the charset
To add some chars it was necessary to shuffle some OTTD specific chars (arrows, transport type markers) around
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longer bolted onto the normal graphics loading.
This has two major advantages:
- Removal of a maze of global variables and distinction of cases from the sprite loading routines, which weren't directly related to the loading process in the first place
- NewGRF actions no longer occupy sprite slots - for example when using DBSetXL this saves about 2000 slots! (you could regard this as a bug fix)
If i didn't make a major mistake this change should have no negative effect on NewGRF support, please test!
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managing the sprite heap to a new file gfxinit.c.
This doesn't ease the global variable mess, but makes the distinction between sprite heap and gfx loading routines easier.
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