Age | Commit message (Collapse) | Author |
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- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
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-Note: no longer showhelp publish -p, as it is deprecated
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-Add: [ FS#15 ] Added revision / version at top of help (./openttd -h)
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-Fix: [ FS#30 ] don't reset date in SE when pressing RandomLand (rewrote patch of MeusH, but Peter warned me I should put his name in, so... oh well)
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- move call to convert from old to new train subtypes.
- ensure AI is started for AI players.
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- Initialize _sl_version after loading an old savegame.
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trains: Use the length of the train before the replacement as reference length
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fixes names in climates where the engines don't get loaded. Renamed function to reflect its purpose.
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Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
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- Fix: savegames only give back one message, show this by ignoring the first argument. Perhaps make the message more verbose in the future by adding STR_ equivalents next to the already existing debug messages.
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replacement code.
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menu without any game loaded, another when failing to load a scenario in 'New Game'
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(doesn't change a thing if you didn't enable GPMI)
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'major' version to just: version.
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-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
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before starting to overwrite old ones
max_autosave_num in the config files sets the number of autosaves to keep (default 16)
MAX_NUM_AUTOSAVES in Makefile.config sets the default value. 16 is used if no value is given
this behaviour can still be overwritten by keep_all_autosave (openttd.config setting)
Note: this is a requested behaviour for PDA ports, since they got limited storage space
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This moves the ground type bits from m2 to m4 for waypoints and depots (leaving room for depot index in m2 in future), and moves the custom graphics ID to the waypoint struct.
- Waypoints: Until now stat_id was saved but never assigned to. Instead we now save the GRFID/local index of the custom graphics so that GRF file changes can leave graphics intact.
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where it somewhat makes sense and wrap them in #ifdef _DEBUG
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CheckExternalFiles() in a header
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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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Also align short cases nicely
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data in pre-PBS savegames. This will not correct pre-PBS savegames loaded and saved since PBS was introduced. (thanks glx)
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long trains
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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int/uint/int16/byte/-1 with proper types and constants
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CT_INVALID/OWNER_SPECTATOR/INVALID_STATION where appropriate
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-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
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- Updated VS.NET and VS6 project files changed AI files
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interfaces with the main program through a sort of mutex. Communication uses the function OTTD_SendThreadMessage() with the approiate message which is handled in ProcessSentMessage() during the main loop.
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owner it is accessed by [GS]etOwner anyway and when it doesn't store an owner, but arbitrary data, accessing a field called "owner" is confusing.
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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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2817 in scenario editor. This was introduced in 2817
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serverside
-This means that one company can only have one setting for renew and replacing
more clients will not fight due to different settings anymore
-This is a needed step in the line to fix autoreplacing dualheaded locomotives
NOTE: savegame revision bump (peter1138 + me in coop)
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than one thread
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