Age | Commit message (Collapse) | Author |
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Also align short cases nicely
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- const, whitespace, indentation, bracing, GB/SB, pointless casts
- use the trinary operator where appropriate
- data types (uint[] -> AcceptedCargo, ...)
- if cascade -> switch
- if (ptr) -> if (ptr != NULL)
- DeMorgan's Law
- Fix some comments
- 0 -> '\0', change magic numbers to symbolic constants
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int/uint/int16/byte/-1 with proper types and constants
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s/byte/PlayerID/
s/int/PlayerID/
and related changes
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relocated as parameter - the command function has to check this anyway
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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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numbers
by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
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new string system.
Also fixed a bug introduced in r2564, forgot to remove 4 global variables in network_gui.c.
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not meant to be used by GUI-code, because it modifies the "game-state".
Added a way to bind a C-string to an openttd string which doesn't modify the game state.
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infinite loop. Oops. Seperated the window classes of endgame and highscreen.
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GetString. Dedicated server also had the endgame window shown and because now it is properly no-player anymore it crashed.
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p1, so don't send any meaningful value for it when invoking these commands
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of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
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HQ' button, inspired by lucaspiller
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- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
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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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about it. You can assign variables with =, ++, --, or just new value. Console parser is now lenient towards typed spaces, and more robust in general (at least readable). Removed the 'set' command, instead implemented all such variables as 'variables'.
- Some variables are really special and cannot be assigned normally, use their callback procedure for assignment/querying. This commit also obsoletes "[1172804] Console set command cleanup"
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drawing functions and buffers
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(highscore problems for dedicated...should be really solved now)
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-Fix: Highscore troubles; accessing members of deleted window
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table/file
-Fixed issue where highscore window would not come up after endgame screen
-Fix: VS6 compiles once again (braindead compiler)
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"company color" twice
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player_gui.c ^ should've been &
-Fix: in multiplayer clientlist can only be opened once
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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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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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allow buying/selling of shares (Hackykid)
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-Fix: glitch in Company Overview GUI (Hackykid)
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widgets. Sticky/Resize- and Scrollbar must be 11 pixels wide, Horizontal scrollbar 11 pixels high, caption must be 13 pixels. I hope I didn't forget any widgets, the game will assert for that so report them to me!
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when requesting big/small window
-Moved resize icon in save dialog to bottom-right
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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be found in the 'company information' window
-Spiced up 'set company_pw' a bit, where if no pw is typed, it shows the current one.
-Added a space between company name and player; looks better
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companies
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in MP
because of the lag between commands (anyway, I hope)
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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