Age | Commit message (Collapse) | Author |
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- Add: GetVehicleTrackdir() helper function.
- Codechange: Moved SortStruct from vehicle_gui.h to ttd.h, so the dependency from vehicle.h on vehicle_gui.h could be removed.
- Codechange: Typedeffed the VehicleTypes struct so it can be used as the type for Vehicle.type instead of "byte".
- Codechange: Removed prototype for VehicleSorter(), which had no implementation anymore and was never called.
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Buoys will now try to get within 3 tiles of a buoy instead of a the actual buoy tile. This gets ships to got past buoys in a realistic (IMO) way instead of barging right through them.
- Fix: [NPF] Trains get curves penalties sometimes even when the track is straight.
- Add: [NPF] Ships get a penalty for going over buoys now, so they will try to go around.
- Add: [NPF] Ships get a penalty for curves too, yay for straight lines.
- Add: TrackdirToTrack(), TrackToTrackdir(), IsDiagonalTrack() and IsDiagonalTrackdir() helper functions.
- Add: IsBuoy() and IsBuoyTile() helper functions.
- Codechange: Rearranged part of the control flow of ShipController(), removing a goto.
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choose a random direction. It will now try to get as close as possible.
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flags for depots by something more meaningful
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v->set_for_replacement as they caused desyncs.
The bad sideeffect of this is that now no vehicle will automatically go to a depot anymore just
because it is set to be autoreplaced. We will have to find a better way to solve this problem.
Revisions reverted: 1640, 1707, 1709, 1710, 1712(but not the cheat prevention in this one)
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that it works for the ai_new. It is de iure not a bug yet but let's be safe against future annoying headaches. Signed-Off-By: TrueLight
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Mapwrap fixed in ship_cmd.c (was implicitely ok before biggermaps).
- CodeChange: rename all vehicle controllers to ...Controller for their similar behaviour
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enter other players' depots. TODO
- Add: asserts to find the v->u.rail.track == 0 problem.
- Add: IsValidDepot(), IsValidTown(), IsValidSign(), IsValidVehicle(), IsValidStation()
- Add: GetTileOwner(), IsTileOwner()
- Codechange: Replaced IsShipDepotTile(), IsTrainDepotTile(), IsRoadDepotTile() by IsTileDepotType().
- Codechange: typedeffed the MAP_OWNERS as Owner. Should be used as variable type.
- Codechange: Replaced a few uint by TileIndex.
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-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)
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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)
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(and should be an uint16, not uint8)
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- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
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give the more meaningful names
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GetVehicle() from reading an invalid vehicle index
- Fix: added check for v->type in some commands, which expects v to be a specific type
Checks like this is needed to protect network servers from people, who hack their clients to either cheat or crash the server
NOTE: if I made a mistake here it can make a function unreachable when it should be used. Here is one place to look if something weird happens
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_current_player (hacked client protection)
now all 4 types of vehicles have to be build in depots. Note: there is a wordaround for AI players since the AI handle aircraft building in a weird way
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single tile from map.h and put them into a seperate file tile.h
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time if the owner clicked 'stop replacing' ( ship+aircraft+road vehicles )
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if they need to be replaced
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that are not available yet (Hackykid)
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enters/leaves a depot (Hackykid)
fix: the ship status bar was not updated properly after a breakdown if show_speed was off (Hackykid)
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to the autoreplace vehicle windows and made them show only the vehicles you actually have in the left list.
this also fixes some window updates issues when autoreplacing
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appropriate warning flags in the Makefile
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displayed, so that there are no stray error messages any more.
-Feature/Fix: Order Checking is only execute for ONE vehicle in an
order-share system
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them into inline functions and add some asserts
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-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!
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-Codechange: added some const to last commit
-Codechange: Ship and Aircraft lists are now update on order change, not
on new day
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the latter into inline functions names Tile[XY]
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and _industries
(in prepare of dynamic arrays):
- DEREF_XXX is changed into GetXXX
- All direct call are directed via GetXXX
- struct Industry has now an index-field
- ENUM'd some stuff
- Replaced home built loops with FOR_ALL_XXX
- Added _stations_size, _vehicles_size, ... which gives the length of the
array (which will be dynamic in the near future)
- Changed lengtof(XXX) to _XXX_size (e.g. _stations_size)
- Removed all endof(XXX) (because mostly it was part of a FOR_ALL_XXX)
- Made the sort-functions of all 4 dynamic
- Made all 4 Initialize functions more of the same
- Some minor tab-fixing and stuff
(tnx to Tron for proof-reading my 100kb patch ;))
Note for all: please do NOT directly call _stations, _vehicles, _towns and
_industries, but use the right wrapper to access them. Thank you.
Ps: please also do not use 'v++', where v is of type Vehicle *.
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Move _tileoffs_by_dir to map.[ch] and encapsulate it in TileOffsByDir()
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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game-side patch
Note: this is the first commit that breaks compatibility with 0.3.5!
-Fix: Bufferoverflow with autorenew_money. It is now a 32-bit integer.
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make sure you do not sticky more than 23 at a time. Also a lot of places in the code invalidated the 'status bar' of the vehicle, referring to it as widget 4. This is now widget 5 and has been #definitized
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map.c and map.h
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Replaced the slightly misleading SERVICE_INTERVAL by a function VehicleNeedsService()
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This adds a little button per vehicle class to the station window which opens a list of all vehicles that have this station on their schedule.
As side effect this gets rid of some global variables.
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depots to prevent that vehicles might need service when leaving after a long stay (ln--)
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This adds no functionality, but is a stepping stone for future improvement (like 16bit order indices) and is easier to read.
This changes preserves binary compatibility wrt savegames.
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Also play the correct sound when a toyland road vehicle breaks down
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to check limits
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- 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
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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.
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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Thanks to lvoge
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vehicle selection dialogs. (Idea by octo, done by pasky).
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