Age | Commit message (Collapse) | Author |
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- Fix: [ 1153926 ] All my settings in vain... IGNORED!
- Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
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bug with a sloppy termination of a string. When any editbox is open, scrolling is disabled. If any new types of editboxes come up, please use SET/CLRBIT of _no_scroll with its unique identifier (ttd.h)
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handling of text with that of editboxes
- Codechange: Introduction of Textbuf struct which not only holds physical data as length but also pixel-constrains (width) and information about the caret
- Codechange: Move Clipboard function to OS specific file. Currently only Windows has clipboard actions
- Feature: Editboxes, console and exit screen also accept the numeric-enter as a yes
- Feature: Navigation through text with cursor keys is possible, as well as arbitrary insertion (also paste) and deletion; both backspace and del keys. Functions DeleteTextBufferChar, InsertTextBufferChar and InsertTextBufferClipboard handle input and deletion. Navigation is done through MoveTextBufferPos.
- Fix: OTTD crash when opening 'add server' editbox
- CodeChange: fix up some stringwidth calculations in gfx.c. You can get the width in pixels of a character by calling GetCharacterWidth().
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just an
error() is called, some more graceful handling should be implemented
later.
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(returning a Sprite*) and GetNonSprite() for "sprites" of type 0xFF (returning byte*)
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own and use SpriteID as parameter type where appropriate
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drawing functions and buffers
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new header (though i think some of these function don't belong into strings.c)
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when it was out of focus (dominik)
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single tile from map.h and put them into a seperate file tile.h
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also scrolls exactly in tile direction if e.g. up and left are pressed
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created them
(Note: The player information is currently not stored in savegames. Upon loading a game the signs will all be gray again)
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-Removed executable bits on png files in media dir (svn pd svn:executable <file>)
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console. Use 'pause' and 'unpause'
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appropriate warning flags in the Makefile
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When using the autorail tool, the rail pieces which are going to be build are highlighted.
If a piece is shown in red, this indicates that the slope/rail combination is impossible. It does not tell you if the rail line construction might not be possible because of other obstacles, e.g. houses or water.
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Replace some direct references to _map_type_and_height with TileHeight()/IsTileType()
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them into inline functions and add some asserts
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shift+del does this.
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Error box is also shown in scenario editor for terraforming, thus solving the eternally-pulsating-tile problem.
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player_gui.c ^ should've been &
-Fix: in multiplayer clientlist can only be opened once
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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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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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year between 1920-2090 as wel as adding defines for it.
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the latter into inline functions names Tile[XY]
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rocks on trees and vice versa
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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lot of money)
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-Fix: You can enter some more chars in the chatbox
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-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
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status bar and main bar remain)
-Fix: For everyone who tried to crash the game by opening a huge amount of windows and stickying all of them; bad luck. It's fixed now (thanks Tron for the helpful criticism). First all normal windows are a candidate for replacement, then if none are found, sticky windows. Then..well that should not happen :)
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three), Stations (list & window) and Towns (list & window). I hope I didn't forget to update a widget somewhere :O
-Feature: With the sticky windows on and some unfortunate resizing of your game it the 'close' button might go outside of the playing field, making it impossible to close. Added an option to the Options menu that closes all windows, even if they are stickified ("Close ALL windows")
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went bankrupt
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hardcoded strings)
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somebody else
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user to set the window as undeletable and can only be closed by hand. As an example the viewport window has been stickied (thanks to Neko-San)
-To use the feature add WDF_STICKY_BUTTON to the widget description and update all widget-ID's since sticky button will be widget 2.
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map.c and map.h
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They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
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