Age | Commit message (Collapse) | Author |
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the offset since 1920
-Codechange: store all year related variables that are _not_ stored in a savegame/transported over the network in the same format as _cur_year
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holding years; rename these variables to match this.
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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to lack of money.
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better than raw numbers
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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by Celestar)
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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_*_vehicle_info[]; create and use a function to retrieve data, and ensure constness.
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clean-up a little further
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create/use helper macro/enum for recoloring scheme
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reservation in savegames and update where used
- Also add this capability to settings
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SL_MAX_VERSION
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Makes MSVC happy? Yes.
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for the fact that vehicles are introduced a year after their introduction date. This will also relieve possible (rare) network desyncs.
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games and saving of old ecenomy data
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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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