summaryrefslogtreecommitdiff
path: root/saveload.c
AgeCommit message (Collapse)Author
2006-12-27(svn r7573) -Merged the bridge branch. Allows to build bridges of arbitrary ↵celestar
rail/road combinations (including signals)
2006-12-26(svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate ↵Darkvater
debugging levels to use in debug.h. grfmsg() is now used as a specific debug-function for grf.
2006-12-09(svn r7449) -Codechange: Rename _path to _paths as it is technically more ↵Darkvater
correct, but mainly because it interferes with OS/2 symbol in libc (psmedley)
2006-12-04(svn r7348) -Feature: Initial support for saving NewGRF settings with ↵peter1138
savegames. Back up your savegames...
2006-12-03(svn r7331) - Codechange: Rename all memory pool macro's and types to "old ↵matthijs
pool", so the new pool implementation can be committed alongside it. - Codechange: Rename pool.[ch] to oldpool.[ch].
2006-12-02(svn r7326) -Feature: Add support for gradual (un)loading of vehicles (Maedhros)peter1138
2006-11-28(svn r7274) -Codechange [utf8]: Add input/output unicode support. This ↵Darkvater
actually only changes win32 since it uses UTF16 for file access. To keep os-specific code to a minimum, OpenTTD uses UTF8 internally everywhere, converting to OS-type when needed (save/load/screenshot/etc.)
2006-11-27(svn r7269) -Feature: Add freight trains patch option. This option is a ↵peter1138
multiplier for the weight of cargo on freight trains, to simulate longer heavier trains. The default value of 1 behaves as before.
2006-11-21(svn r7232) -Codechange: Also allow for the save/load of non pre-allocated ↵Darkvater
strings inside structs.
2006-11-21(svn r7231) -Codechange: rename ini_get_variable to GetVariableAddress for ↵Darkvater
use both in settings.c and saveload.c
2006-11-21(svn r7228) -Codechange: [internal] Add the possibility to save/load ↵Darkvater
string-pointers which do not have a pre-allocated buffer.
2006-11-17(svn r7195) -Feature: [FS#297, optional elrails] New patches/vehicles option ↵KUDr
'disable electrified railways'. (original patch by maedhros, ideas: peter1138, Darkvater, Rubidium, Patrick, Eddi|zuHause, ..)
2006-11-16(svn r7182) -Feature: Merge utf8 branch. This brings us support for ↵peter1138
Unicode/UTF-8 and the option for fonts rendered by FreeType. Language changes to come.
2006-11-03(svn r7048) -Cleanup: DEBUG doesn't need a newline character, use DEBUG ↵Darkvater
instead of printf and the verb is build/built/built not build/*/build or build/*/builded.
2006-10-28(svn r6988) Remove a layer of indirection when using the Savegame pooltron
2006-10-28(svn r6986) Use the pool macros for the Town pooltron
2006-10-28(svn r6984) Use the pool macros for the RoadStop pooltron
2006-10-28(svn r6983) Use the pool macros for the Station pooltron
2006-10-28(svn r6981) Use the pool macros for the Savegame pooltron
2006-10-28(svn r6980) Use the pool macros for the Order pooltron
2006-10-28(svn r6977) Use the pool macros for the EngineRenew pooltron
2006-10-28(svn r6975) Use the pool macros for the Vehicle pooltron
2006-10-03(svn r6624) -Feature: added ability to add refit commands to vehicle orders ↵bjarni
(can only be done in goto depot orders) Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit" Control click "Refit" removes the refit part of the order (as the tooltip says) The player will still pay the normal refit costs Known issues: If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well. This is something to look into in the future
2006-10-01(svn r6602) - Feature: we now support NewGRF livery refits, as used by ↵peter1138
DBsetXL, amongst others. This requires a savegame bump to save the cargo subtype.
2006-09-15(svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This ↵peter1138
replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
2006-09-11(svn r6440) -Fix: [YAPF] some YAPF settings were not saved (i misunderstood ↵KUDr
how save flags work). This probably caused some MP desyncs. Thanks Maedhros for noticing and peter1138 for this patch.
2006-09-04(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines ↵rubidium
more uniform. -Cleanup: whitespace alignment of a few tables.
2006-08-20(svn r6001) -Feature: when removing a farm, his farmland is removed too ↵truelight
(over time) (based on peter1138's patch, FS#82) To make this to work, in older games farmland is removed on load, and replanted
2006-08-20(svn r5999) -Feature: change the original date format to a 32 bits format ↵rubidium
based at the year 0. The game date subsystem now allows someone to start in the year 0 and continue up to the year 5 000 000. However, you currently cannot build anything before 1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
2006-08-20(svn r5977) -Fix [FS#78]: never set I-am-a-thread bool to true IN the ↵truelight
thread. Machines with dualcore can be faster then you want, and therefor create 2 threads, while you made the bool to make sure there is never more then 1 thread of this type.
2006-08-19(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:truelight
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
2006-08-19(svn r5943) -Merge TGP (part r5725): -Codechange: renamed Thread to ↵truelight
OTTDThread, as Windows (who else) uses Thread in winbase.h, and starts complaining if you define it otherwise (with weird, undefined errors) (tnx Arnau and Rubidium)
2006-08-13(svn r5873) - Fix a bad comment in r5871, and add a further check for saving ↵Darkvater
strings.
2006-08-12(svn r5871) -Feature: Add a possibility to handle pointer strings without a ↵Darkvater
buffer from the configuration file. Handy for variables that will never be changed during runtime
2006-06-27(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectaculartron
2006-06-23(svn r5346) - Feature: Add 4 new airports. 2 for aircraft, 2 for helicopters.richk
Commuter airport: Small. 5x4. 3 terminals, 2 helipads. Intercontinental: massive. 9x11. 8 terminals, 2 helipads, 4 runways. Helidepot: a small heliport with a depot for helis only. Helistation: a large heliport with 3 helipads and a depot.
2006-06-18(svn r5307) Remove two unnecessary indirections which used function pointers ↵tron
instead of directly calling the functions
2006-06-11(svn r5229) Remove a write-only variableglx
2006-06-07(svn r5155) - Remove the bridge branch merge (revision r5070)tron
2006-06-02(svn r5070) Merged the bridge branchcelestar
-Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
2006-05-27(svn r4987) Feature: Merged YAPF into trunk. Thanks to devs for continuous ↵KUDr
support and users for testing.
2006-05-06(svn r4757) - Newstations: add saveload support for custom station speclistspeter1138
2006-04-22(svn r4524) - Codechange: Use GB() macros for getting the saveload ↵Darkvater
file/memory types
2006-04-18(svn r4471) - Pools: Add a facility for calling a custom function during ↵peter1138
pool block clean up.
2006-04-18(svn r4470) -Fix: FS#97 — Possible bug in Win64 versions (by michi_cc)KUDr
Doesn't fix any known bug, but the code is now bit cleaner. The proper result of subtraction of two pointers is ptrdiff_t.
2006-04-18(svn r4466) -Fix: (FS#71) Game no longer crashes when the last vehicle ↵celestar
serving a station has been deleted. -Negative side effect: upon loading old games, stations whose last vehicle was a station have (temporarily) lower ratings. -Positive side effect: station.h no longer includes vehicle.h (breaks the station.h->vehicle.h->rail.h chain)
2006-04-11(svn r4361) - Fix: Write and Read the true length of a string-buffer into ↵Darkvater
the savegame instead of the whole buffer.
2006-04-11(svn r4360) - CodeChange: add shortcut to SlGetArrayLength of the ↵Darkvater
gamma-function along the lines of the Write/Read functions
2006-04-03(svn r4259) -[multistop] Fix/Feature/Codechange:celestar
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles. 2) Removed the "wait for stop" feature, because it did not work in practise. 3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet) 4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops. 5) Hopefully the last fundamental change to multistop
2006-03-29(svn r4150) -Feature: Merged elrails into trunk. Thanks to Tron for lots of ↵celestar
code and proofreading, thanks to peter1138 for another lot of code and ideas.