Age | Commit message (Collapse) | Author |
|
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.
|
|
|
|
|
|
some bogus reads of _map_owner
|
|
|
|
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.
|
|
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.
|
|
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.
|
|
|
|
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()
|
|
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 :)
|
|
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.
|
|
cleaned all its windows need to be closed. For global vehicle lists, the no-staiton index of -1 was not taken into account
|
|
|
|
introduce stre{cpy,cat}, see string.h for their semantics
|
|
new header (though i think some of these function don't belong into strings.c)
|
|
|
|
adapt the save/load data and some other parts of the code to that change
WARNING: If i made any mistake here it WILL lead to corrupted savegames!
|
|
appropriate warning flags in the Makefile
|
|
too strict ;) (Thx Tron)
|
|
|
|
-Fix: Highscore troubles; accessing members of deleted window
|
|
table/file
-Fixed issue where highscore window would not come up after endgame screen
-Fix: VS6 compiles once again (braindead compiler)
|
|
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.
|
|
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.
|
|
now
stay a spectator even if someone else joins.
|
|
autoclean_companies on/off').
When enabled, empty companies (companies with no active clients) with no
password are declared bankrupt after 1 year of emptyness.
For empty companies with password, the password is removed after 3 years
of emptyness.
The delay of removing company/password can be configured via:
- 'set autoclean_protected <months>'
- 'set autoclean_unprotected <months>'
|
|
empty (no clients logged on to it), a server can delete a company via
this command in the console.
|
|
map.c and map.h
|
|
They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
|
|
-Codewise: [Network] Cleaned some code, removed some comment, changed
some wrong comment
|
|
|
|
Also play the correct sound when a toyland road vehicle breaks down
|
|
- 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
|
|
This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
|
|
This includes 2 fixes
-Fix: [1048596] Monorail and Maglev sounds are swapped (r511)
-Add special case to load the jackhammer sound (r478)
The rest are cleanups und enumeration to make merging possible/easier
|
|
-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
|
|
should be
all ;)
|
|
|
|
-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
|
|
|
|
player stuff, it will say
for all human players (Player #), not only for the first 2
|
|
-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
|
|
|