Age | Commit message (Collapse) | Author |
|
|
|
arbitrary enum
|
|
some GCC versions (glx). This only works as long as there is only 1 saving thread active, as is the case now.
|
|
|
|
of cdecl. (Please tell me if you get linking problems)
|
|
of some error or a network-server
|
|
Added RandomTile/RandomTileSeed functions to generate a random tile.
Changed landscape routines so they don't assume that the Y map side is a power of two. (support for this is not complete, though)
Changed some frequently used map macros to not compute the values each time.
Silence some warnings on MSVC.
|
|
in saveload code.
|
|
|
|
_map_hi for rails, in order to make way for pbs
|
|
|
|
|
|
non-mouse state.
- Fix: autosaving/loading; it no longer returns a fail code when saving is already in progress. In the case of a load, the game pauses to wait for the save to finish. (glx)
- Fix (regression): fix a bug in the 'buggy load' code where a wrong offset was used for the LZO format.
|
|
|
|
|
|
longer will have to wait such a long time (especially handy on bigger maps and multiplayer games). The mouse also changes into the 'ZZZ' state :P. The thread on windows is currently given a little-bit-less-than-normal priority so it should not interfere that much with the gameplay; it will take a bit longer though. Upon the exit of the game any pending saves are waited upon.
- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter
- Open issues:
1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at.
2. The server is disabled from threaded-saving, but might be enabled in the future.
3. Current implementation only allows 1 additional running thread.
4. Stupid global variables.....grrr
Big thanks for TrueLight and the amazing memorypool :D
|
|
|
|
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.
|
|
some of the warnings (unused function)
|
|
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.
|
|
-Codechange: rewrote some functions while moving waypoint-stuff
-Add: added support for 64k waypoints
-Fix: made the waypoint struct a bit more logic (no bit-fucking)
|
|
rounding errors)
|
|
iterator _cur_town_iter. Needed to bump a svg revision for that thanks to the braindead SlGlob thing, or at least I don't know how to do it without bumping it.
|
|
|
|
|
|
|
|
|
|
nice to also update the savegame format when you update town statistics :)
|
|
|
|
-Codechange: Added wrappers around depot-access (GetDepot no exists)
-Codechange: Made depot-functions a bit more logic (no longer
GetDepotByTile crashes your game when you request it on a non-depot tile)
-Add: made depots dynamic (yes, 64k depots are possible now)
|
|
|
|
roadstops.
|
|
to 5000
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
|
|
|
|
|
|
(and should be an uint16, not uint8)
|
|
Moved house type from _map2 to _map3_hi for MP_HOUSE
Moved foundation and roadworks from _map2 to _map3 for
MP_STREET
This increases game speed by a factor of around 15(!) if many cities are around.
Converting an old game is done automagically, but can take a while
|
|
know when
you have that amount of towns in a map ;))
|
|
|
|
to 8) on
a single station.
Thanks to: Truelight for the saveload code, Darkvater and Hackykid for
network testing and Tron for proof-reading 1500 lines of diff.
|
|
Saving the player color for signs will work right after the savegame bump
|
|
created them
(Note: The player information is currently not stored in savegames. Upon loading a game the signs will all be gray again)
|
|
|
|
hide it everywhere else
|
|
appropriate warning flags in the Makefile
|
|
-Codechange: renamed all 'schedule' stuff to 'order(list)'
-Codechange: moved all order-stuff to order_cmd.c / order.h
-Codechange: vehicles that share orders are now linked to eachother
with next_shared/prev_shared in Vehicle
Developers: please use AssignOrder to assign data to an order. If not,
you _WILL_ make the save-routine to assert!
|
|
terminals in every group can be freely chosen
-Codechange: AT_OILRIG is now 15, so that new airports can be added
easily.
|
|
- Now orders are bigger
- Now _map2 is official 16 bits
|
|
-Codechange: removed next_in_chain_old, and saved ->next for Vehicles
(and bumped savegame revision for that to version 4.4)
-Codechange: Added _sl.full_version, which has both major and minor version
|
|
converted to class MP_VOID when an old map (with wrong classified invisible tiles) is loaded.
I bumped the minor savegame version for that, even though it's not really necessary. We're not gonna run out of minor savegame versions anyway though. ;)
|