Age | Commit message (Collapse) | Author |
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move the low level network functions to network/core, so they can be reused by the masterserver and website-serverlist-updater.
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animation state is stored into a single location.
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ip:port#player", not "-n ip#player:port" as the help text suggests.
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rail/road combinations (including signals)
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debugging levels to
use in debug.h. grfmsg() is now used as a specific debug-function for grf.
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respect to autorenew settings. This is only a temporary fix, as the definite fix needs to move the autorenew settings to a per-company settings window.
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of a running game.
This is only possible in SP (or in the intro menu). During game play you will
get a confirmation window when applying the changes as some actions can crash
OpenTTD and/or make your current game unplayable.
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AfterLoadWaypoints to be more conforming with other such functions.
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(pre-optional) and very old (pre-elrails) games. Let the user manually disable if if undesired.
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correct, but mainly because
it interferes with OS/2 symbol in libc (psmedley)
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savegames. Back up your savegames...
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player global variable was
wrongly set to 0. In theory this allowed a dedicated server to also play. I see no
history for this bug, but it has been there since the introduction of the dedicated
server probably. Thanks peter1138 for bringing it to my attention and thanks myself
for rewriting the code so this bug could surface ;p
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snprintf() functions
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initialisation. This fixes a 'black screen' problem with fullscreen with the win32 video driver.
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around a bit. This reduces the number of times the sprites are loaded from 5 to 2, just for the intro game.
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'disable electrified railways'.
(original patch by maedhros, ideas: peter1138, Darkvater, Rubidium, Patrick, Eddi|zuHause, ..)
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Unicode/UTF-8 and the option for fonts rendered by FreeType. Language changes to come.
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instead of printf and the
verb is build/built/built not build/*/build or build/*/builded.
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The last parameter should point to the end of the buffer (eg lastof(buf))
Courtesy of Tron.
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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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