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2005-09-30(svn r3001) s/Player*/const Player*/tron
s/byte/PlayerID/ s/int/PlayerID/ and related changes
2005-09-23(svn r2973) Move a function declaration somewhere where it belongstron
2005-09-18(svn r2962) - const correctness for all Get* functions and most Draw* ↵Darkvater
functions that don't change their pointer parameters - change a lot of byte player types to PlayerID - beautify header files, same "#endif /* filename */" ending
2005-09-14(svn r2951) - Fix: [ 1259345 ] Changing engine in netgame opens train window ↵Darkvater
for everyone - Add IsLocalPlayer() which substitutes _local_player == _current_player
2005-08-06(svn r2817) -Codechange: [autoreplace]: moved autoreplace and autorenew to ↵bjarni
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)
2005-07-24(svn r2701) Insert Id tags into all source filestron
2005-07-21(svn r2669) Shuffle some more stuff around to reduce dependenciestron
2005-07-21(svn r2664) Remove depedency on player.h from variables.htron
2005-07-20(svn r2657) -Codechange: The available railtypes per player are now a ↵celestar
bitmask, so that railtypes do not be in ascending order of appearance. Allows easier implementation or more railtypes
2005-06-24(svn r2483) Replace almost 500 "uint tile" (and variants) with "TileIndex tile"tron
2005-06-21(svn r2468) -Codechange: Got rid of DEREF_PLAYER and replaced it by GetPlayercelestar
2005-05-11(svn r2290) - CodeChange: protect the next batch of commands. This brings us ↵Darkvater
to a total of 61, which is 53% :) - CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before. - CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions. - CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt. - CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm. - CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
2005-05-06(svn r2271) CMD_SET_PLAYER_FACE, CMD_SET_PLAYER_COLOR, CMD_INCREASE_LOAN, ↵tron
CMD_DECREASE_LOAN only make sense for the current player, so don't explicitly pass a player number
2005-03-27(svn r2080) - Fix: [OldAI] p->ai.state_counter was uint16 but could hold a ↵pasky
tile index, therefore overflowing - changed that to uint32 and bumped the savegame revision to 32. It *MIGHT* close bug 1151374 - it certainly caused AI to stop building anything sometimes. - While at it, use TileIndex as the tile index type in AiRemovePlayerRailOrRoad() and AiStateRemoveTrack(). - Make the number of tiles scanned 4*MapSizeX() instead of 1000. It *MIGHT* close bug 1116614.
2005-01-13(svn r1496) -Fix: highscore no longer crashes in network games with a ↵darkvater
dedicated server. At the end of the game (can only be set by the server) the highscore is shown for the top5 companies of that game -Fix: fixed some compiler warnings -Added PF_NETWORK_ONLY flag to settings. Such a setting can only be modified in a network game.
2005-01-12(svn r1488) -Fix: fixed some spelling mistakes (tnx to Tron)truelight
-Fix: fixed some compiler-warnings
2005-01-11(svn r1479) -Added highscore chart (accessible from the difficulty window) ↵darkvater
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.
2004-12-29(svn r1297) Language fixes in the source.. (ln-)miham
2004-09-11(svn r201) -Fix: [1025836] Company values bigger dan int32 were put to negativetruelight
-Fix: [1025836] Long bridges had negative value -Fix: Typo in endian_check.c (Zr40)
2004-09-01(svn r148) -Feature: Company HQ can now be moved somewhere else (cost 1% of ↵darkvater
company value). Water floods HQ. -Some layout fixes for command.c -Tileinfo debug window in console now shows Tile in decimal numbers
2004-08-31(svn r146) -Fix [AI]: Tunnel/bridge bugtruelight
-Fix [AI]: Minor problems -Add [AI]: Profit check (if not making enough money, vehicles are sold)
2004-08-20(svn r85) -Add: initial commit of new AI (enable in Patch menu)truelight
-Add: generalised A* Algorithm -Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
2004-08-09(svn r1) Import of revision 975 of old (crashed) SVNtruelight