Age | Commit message (Collapse) | Author |
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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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companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
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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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redraw the replace window after the command has completed, rather than after calling the command.
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particular type are obsolete.
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replacement code.
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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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via patch
settings, off by defaut). An other step to AIScripts.
WARNING: this is still highly experimental and has known bugs!
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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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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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a typo, shall we :P
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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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numbers to sort out wagons
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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0/-1 -> INVALID_ENGINE
0x10 -> OWNER_NONE
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int/uint/int16/byte/-1 with proper types and constants
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proper types or just removing them
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s/byte/PlayerID/
s/int/PlayerID/
and related changes
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CT_INVALID/OWNER_SPECTATOR/INVALID_STATION where appropriate
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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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-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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becomes 'trolly', AIOld becomes 'default', both in their own dir in the 'ai' dir. More AIs to come.
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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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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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bits
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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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of GB - should be a bit nicer to read
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signed/unsigned warnings
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make room
for a global AI-handler
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-Fix: Changed some stuff to make server-side AIs possible in the far future
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instead of the old {TOWN} {STRING} way.
- The formatting of the industry name can be controlled with the string STR_INDUSTRY_FORMAT.
Change: Changed several occurences of {STRING1} into {TOWN} to get rid of townnametype being used directly.
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some bogus reads of _map_owner
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