Age | Commit message (Collapse) | Author |
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was concerning oil rigs and oil rafineries, but specifically NOT oil wells. ;-) Documented that.
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use the enum as parameter type for CreateEffectVehicle*()
-Fix: [1116619] Generate the correct smoke type for diesel trains
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explicit types as parameters
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long time ago
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industries
in the map
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1kx1k maps should now be much faster, and give more than just oil-stuff ;)
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- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
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give the more meaningful names
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[GS]etTileType() instead of plain int.
This makes it necessary to rename TileType() to GetTileType() because a type and a function may not share the same name.
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single tile from map.h and put them into a seperate file tile.h
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These scale a number relative to the map size/circumference.
Use them to scale the amount of map objects.
Of course at the moment they return just the input, because there are no bigger/smaller maps yet.
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adapt the save/load data and some other parts of the code to that change
WARNING: If i made any mistake here it WILL lead to corrupted savegames!
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appropriate warning flags in the Makefile
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Replace direct references to _map_type_and_height with these
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uint tile -> TileIndex tile
if () cascade -> switch ()
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them into inline functions and add some asserts
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industies nearby in the editor mode if the appropriate patches are set
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the latter into inline functions names Tile[XY]
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and _industries
(in prepare of dynamic arrays):
- DEREF_XXX is changed into GetXXX
- All direct call are directed via GetXXX
- struct Industry has now an index-field
- ENUM'd some stuff
- Replaced home built loops with FOR_ALL_XXX
- Added _stations_size, _vehicles_size, ... which gives the length of the
array (which will be dynamic in the near future)
- Changed lengtof(XXX) to _XXX_size (e.g. _stations_size)
- Removed all endof(XXX) (because mostly it was part of a FOR_ALL_XXX)
- Made the sort-functions of all 4 dynamic
- Made all 4 Initialize functions more of the same
- Some minor tab-fixing and stuff
(tnx to Tron for proof-reading my 100kb patch ;))
Note for all: please do NOT directly call _stations, _vehicles, _towns and
_industries, but use the right wrapper to access them. Thank you.
Ps: please also do not use 'v++', where v is of type Vehicle *.
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incorrectly. Was the result of the cost getting reset in a recursive call of docommand. That is fixed. In addition all cost-commands are typed explicitely. Please do not forget to do so or your costs will be credited to construction if you are unlucky.
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macros for map querying.
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TILE_MAX_[XY]
While here replace one erroneous TILE_MAX_X with MapMaxY()
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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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map.c and map.h
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-Added table\sprites.h to VS.NET project file
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Also play the correct sound when a toyland road vehicle breaks down
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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with its own name and all other DO_* flags.
Now it is active-true.
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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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Thanks to lvoge
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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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should be
all ;)
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-Fix: some minor fixes around GetTileTrackStatus (blathijs)
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-Fix: [993493] Buildings on water
-Feature: Water floods everything, including vehicles.
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