Age | Commit message (Collapse) | Author |
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correctness.
-Codechange: 'quited' is not a word, use has_quit instead for NetworkClientState
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p->index + 1. To
correctly handle this ci->client_playas - 1 was used all over the code making
it pretty confusing at times. Use proper one-on-one values now. Special handling
is only needed for user-output to not to confuse users.
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wishing to become a
new player instead of a 0.
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PlayerID is an
actual playable player (< MAX_PLAYERS) or not.
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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use it instead of global
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With networking
disabled hardcode _networking/_network_available to zero and let the compiler
handle all optimizations.
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into network.h
and let NetworkDisconnect handle all shutdown related operations.
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(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
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reflect what it does.
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replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
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from each time the window is redrawn
To do this, the player struct contains an array, that contains the count of each engine type that the player owns
Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
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years into the future.
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called or have no effect.
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causing nasty desyncs
-Fix: _date, which is a Date, which is int32, was saved as uint32
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functions and variables all match eachother
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invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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(scroll-settings weren't reset if switched to mainmenu)
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(over time) (based on peter1138's patch, FS#82)
To make this to work, in older games farmland is removed on load, and replanted
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based at the year 0.
The game date subsystem now allows someone to start in the year 0 and continue
up to the year 5 000 000. However, you currently cannot build anything before
1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
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thread. Machines with
dualcore can be faster then you want, and therefor create 2 threads, while
you made the bool to make sure there is never more then 1 thread of this type.
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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the offset since 1920
-Codechange: store all year related variables that are _not_ stored in a savegame/transported over the network in the same format as _cur_year
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holding years; rename these variables to match this.
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fix some bogus warnings on MSVC by using (void*) casts
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unnecessary global variable
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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to lack of money.
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more flexible mechanism
Simplification of the handling of the main_gui menus,
Removal of repetitions and Hiding the internals of screenshots.
Thanks to glx, Rubidium and Truelight for pointers
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was set to false (tokay)
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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turned house and road tiles into void tiles to calculate the closest town
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-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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support and users for testing.
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difficulty settings
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date/year) work again
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in openttd.cfg
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This is following the same scheme as for IndustrySpec
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use bit magic
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