Age | Commit message (Collapse) | Author |
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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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incorrectly. Was the result of the cost getting reset in a recursive call of docommand. That is fixed. In addition all cost-commands are typed explicitely. Please do not forget to do so or your costs will be credited to construction if you are unlucky.
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(Hackykid)
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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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road/rail-crossing, and you let an other train drive towards it, reverse
it, the lights no longer go off.
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a train
is reversed at the wrong moment (Yeah, our longest open bug finally
fixed :) :) :))
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companies by building a depot close to a station. (even more: trains do
no longer enter tiles that do not belong to his owner)
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NewsItems. This is now done for "Train in depot" messages. Before displaying such a message, it checks if the train really still is in the depot. Can be applied to other news items as well.
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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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- 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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time, then the trai simply got stuck
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which can be refitted (applicable to DBSetXL, as shown in http://pasky.or.cz/~pasky/dev/openttd/screenshots/wagrefit.png). This is how TTDPatch does it, pointed out by Bjarni.
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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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actually makes some sense and is also compatible with TTDPatch (pasky).
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vehicle selection dialogs. (Idea by octo, done by pasky).
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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
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train needs servicing it will now look 16 tiles along the track instead of 12 tiles manhattan style (blathijs)
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tracks if there was a road-crossing over it.
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removal (on pressing hotkey after pressing 'bulldozer')
-Fix: network fixes (Tron)
-Some textfile changes, mainly URL's
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to 'sell-whole-train'. The rear-head of the multiheaded train will now not be sold automatically. You have to drag it manually (Celestar)
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engine the second engine was also deleted [Celestar]
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(blathijs)
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different criteria. Total independent sort for all types and players. Periodic resort of list every 10 TTD days. Thank you for your graphical inspiration follow and buxo (since none of you provided any code).
-Fix: Sorter icon pointing down 'v' sorts in every window lowest value first, '^' highest value first
-CodeChange: move Dropdownlist from settings_gui.c to widget.c. More in place there.
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-Fix: some minor fixes around GetTileTrackStatus (blathijs)
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vehicle to depot after it has lost X% of its reliability (mivlad)
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(blathijs)
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-Add: AI overrides service interval to 180 days
-Fix: AI hanged when all vehicles were disabled in Patch menu
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default service interval for any vehicle type to 'disabled'.
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