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2005-10-19(svn r3063) -Codechange: Demystified and commented bridge_land.h. Also ↵celestar
removed two arrays that are not referred to
2005-10-18(svn r3059) Use bitfields to encode railtype and climates of engines instead ↵tron
of manual shifting/anding
2005-10-16(svn r3050) Augment the rail vehicle table with symbolic names for dual-head ↵tron
engines and wagons
2005-10-15(svn r3046) Replace some numbers with sprite names and fix a typo in the ↵tron
sprite list
2005-10-14(svn r3040) Don't deduce the cursor sprites when building rails from magic ↵tron
numbers, but fetch them from the central rail info array.
2005-10-13(svn r3037) Don't deduce the sprites for tunnels and level crossings from ↵tron
magic numbers, but fetch them from the central rail info array. This is a preparation step for electrified rails
2005-10-13(svn r3035) Augment the engine table with symbolic names for rail types and ↵tron
climates
2005-09-26(svn r2989) - Make engine/vehicle information tables constant. Duplicate ↵peter1138
them so NewGRF data can be loaded without wiping out the default data.
2005-09-16(svn r2957) - Feature: [ 1263280 ] Danish town names (fey_dk)Darkvater
2005-08-06(svn r2815) Store the currency information in one central place instead of ↵tron
scattering it in several unrelated files
2005-08-01(svn r2781) Fix some of the issues with variables in .h files.ludde
2005-07-31(svn r2764) -Feature: Clone vehiclesbjarni
-This allows a player to clone an excisting vehicle of his own -[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed -Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
2005-07-28(svn r2736) -Codechange: De-mystified GfxDrawFillRect a bit, and used enums ↵celestar
from table/sprites.h. You can now change the number of bits used for sprites and switches in the SpriteSetup enum and the rest should work automagically. Can be used to increase the number of active sprites to 2^19 in case there are no colortables (recolor sprites) in any newgrf. We should possibly move the the colortables to an own list, but how to detect them in a newgrf.
2005-07-25(svn r2704) Remove . from include path again, too much trouble. Also add ↵tron
some #ifdefs and #includes for the Windows build
2005-07-24(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic ↵celestar
numbers by enums. There remains work in gfx.c to move the "transparency" and "recolor" bits around to make space for more sprites. However, 2800 additional sprites can now be loaded. There also remains cleanup and Doxygen work on many of the header files.
2005-07-24(svn r2701) Insert Id tags into all source filestron
2005-07-23(svn r2685) -Codechange: Split the music/sound/video drivers into separate ↵tron
files and move them into subfolders. This results in shorter and hopefully easier to maintain files. Note: I had to change paths in #include statements of some unrelated files, because I added the ottd base directory to the include path (-I.)
2005-07-20(svn r2657) -Codechange: The available railtypes per player are now a ↵celestar
bitmask, so that railtypes do not be in ascending order of appearance. Allows easier implementation or more railtypes
2005-07-19(svn r2639) -Add: Added the vehicle names in table/engines.h so that you ↵celestar
know what line represents what vehicle (I hope I didn't mess that up). Added some comments while I'm at it and include the table/ directory in the Doxygen generation
2005-07-08(svn r2534) Small cleanuptron
2005-07-08(svn r2532) - Fix: Don't waste space using an int where a byte would ↵hackykid
suffice. (ludde)
2005-07-04(svn r2516) - Feature: [pbs] Implement path-based-signalling. This allows ↵hackykid
multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal. - Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings. - Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
2005-07-04(svn r2515) -Codechange: Removed a good deal of magic sprite numbers in the ↵celestar
rail drawing code, and placed neatly into arrays and enums. This also makes way to implement more railtypes without having to do tons of ugly hacks.
2005-06-30(svn r2497) Use a struct array for palette entries instead of a flat byte arraytron
2005-06-06(svn r2428) - Feature: [newgrf] Implement shorter train vehicles (Therax), ↵hackykid
and the callback that goes with it. - Codechange: Remove some magic numbers (PALETTE_CRASH)
2005-06-06(svn r2424) - Fix: backport the smallmap_gui.c changes from the map/ branch ↵Darkvater
into trunk. This also implicitely fixes the bug where the game would crash in certain resolutions with certain minimap masks when dragged partly outside the game-area.
2005-06-06(svn r2421) - how come you didn't get committed you evil file? Be gone!Darkvater
2005-06-06(svn r2420) - Codechange: magic number elminitation of cursorsprites.Darkvater
2005-06-06(svn r2414) - Feature: [newgrf] Implement powered wagons, and the callback ↵hackykid
that goes with it.
2005-06-03(svn r2401) - Fix: [newgrf] Finish up callback mechanism, implement 'refit ↵hackykid
capacity' callback slightly more correct.
2005-06-02(svn r2397) - CodeChange: rename all "ttd" files to "openttd" files.Darkvater
2005-05-11(svn r2290) - CodeChange: protect the next batch of commands. This brings us ↵Darkvater
to a total of 61, which is 53% :) - CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before. - CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions. - CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt. - CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm. - CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
2005-05-09(svn r2288) - CodeChange: protected the next batch of commands (41 so far, ↵Darkvater
out of 115). - CodeChange: changed the airport gui airport-type checking. Added function GetValidAirports() that returns bitmasked availibility, is also used for checking. - CodeChange: to check tree-planting, 2 const arrays have been moved to table/tree_land.h (type and count) - CodeChange: added IsTownIndex() in following of IsStationIndex(), etc. - Fix (regression): road tunnels did not work anymore, forgot that their type was 0x200 (documented now)
2005-04-24(svn r2229) - Fix: [ 1188777 ] Non-existing sprite #5125 (presignal). The ↵Darkvater
DOS grf file trgi.grf has 6 less sprites than the windows one. This results in some segfaults for certain sprites. Fixed it by added a dummy grf file consisting ofr 6 sprites and loaded when using DOS gfx at the appropiate place.
2005-04-02(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario ↵Darkvater
editor (D,Q,W,E,R,T,Y,U fltr) - Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one - Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator - CodeChange: moved around some of the draggable tools, demystifying them - CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor) - CodeChange: add some more enums to sprites. - TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
2005-03-25(svn r2066) - Fix: [ 1164248 ] game crash while AI builds bridge. Also ↵Darkvater
protect bridge building against invalid bridges and some safeguards when drawing.
2005-03-24(svn r2048) -Fix: deleted a word somehow :s (Tnx Tron!)truelight
2005-03-24(svn r2046) -Codechange: moved all waypoint code to waypoint.c/waypoint.htruelight
-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)
2005-03-09(svn r1977) Typedef some enums and struct plus some minor style changestron
2005-03-09(svn r1975) Minor tweaking of the Czech name generator tables.pasky
2005-03-06(svn r1949) Fixed the CzechChoose usage in the Czech word tables. Now ↵pasky
selecting colours actually works.
2005-03-06(svn r1948) Add an explicit copyright notice regarding the Czech town names ↵pasky
generator and an offer to help. :-)
2005-03-05(svn r1931) Added Krystofova, Udoli and Hut. Zdar is s. masc., not s. neut.pasky
2005-03-05(svn r1929) Feature: [namegen] Support for dynamic generation of the Czech ↵pasky
town names. The static names are still used in 1/4 of cases. I think the tables for dynamic generation must look pretty spectacular. :-) New stems are still needed and there can be occasional glitches, please let me know. I guess that this method of dynamic generation could be used for at least Slovak town names, too. And possibly other Slavic languages?
2005-03-05(svn r1926) Codechange: Renamed some of the predefined town names arrays for ↵pasky
consistent naming. - name_spanish_1, name_french_1, name_czech_1, name_romanian_1, name_finnish_1 and name_german_hardcoded were renamed to *_real. - name_slovakish_1 was renamed to name_slovak_real. - name_finnish_2[ab] was renamed to name_finnish[12]. - Added comment near the town_names setting definition about the "Slovakish" pigginess.
2005-02-22(svn r1903) Replace some casts and macro magic with proper typing, similar ↵tron
to r1902
2005-02-22(svn r1902) Replace some casts with proper typingtron
2005-02-14(svn r1875) Effect vehicle overhaul: enumerate sprites, descriptive names ↵tron
for functions and miscellaneous improvements
2005-02-13(svn r1868) Improve readability of the bulldozer movement codetron
2005-01-31(svn r1751) - Feature: New PathFinder (NPF).matthijs
- 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().