Age | Commit message (Collapse) | Author |
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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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removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.
- Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
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player was set to player 0 instead of remaining OWNER_SPECTATOR. Fix this, and allow the dedicated server to execute commands (so 'patch <value>') now works and not only when a client is connected.
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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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refit ones remain, and some server-only commands.
- CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ()
- Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
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server-player's name. Funny effect; but not desired. Thanks for pointing it out Tron. It needed a bit of hacking, but is not less of a hack than the one used before :)
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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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cleaned all its windows need to be closed. For global vehicle lists, the no-staiton index of -1 was not taken into account
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