Age | Commit message (Collapse) | Author |
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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bool type.
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variables instead of using the general byte-type.
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can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.
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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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replacement code.
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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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invalid string message in the case when a highscore file was used before certain strings were added.
- Codechange: protect _endgame_perf_titles from out-of-bounds access.
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0/-1 -> INVALID_ENGINE
0x10 -> OWNER_NONE
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s/byte/PlayerID/
s/int/PlayerID/
and related changes
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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for everyone
- Add IsLocalPlayer() which substitutes _local_player == _current_player
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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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bitmask, so
that railtypes do not be in ascending order of appearance. Allows easier
implementation or more railtypes
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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.
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CMD_DECREASE_LOAN only make sense for the current player, so don't explicitly pass a player number
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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.
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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.
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-Fix: fixed some compiler-warnings
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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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-Fix: [1025836] Long bridges had negative value
-Fix: Typo in endian_check.c (Zr40)
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company value). Water floods HQ.
-Some layout fixes for command.c
-Tileinfo debug window in console now shows Tile in decimal numbers
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-Fix [AI]: Minor problems
-Add [AI]: Profit check (if not making enough money, vehicles are sold)
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-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
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