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2005-05-26(svn r2365) - Change: [refitting] Make refitting capacities for trains ↵hackykid
newgrf compatible. Train vehicles can now carry twice as much mail/goods as other cargo, and four times as much passengers. - Fix: [refitting] The refit window now shows the correct refit options for the entire consist. Only if at least one of the vehicles in the train can be refitted to a certain cargo, it is shown in the list. - Fix: [refitting] When refitting to a cargo which is already carried by some vehicles in the consist, the capacities of those vehicles are taken into account when calculating the new capacity of the train in the refit window.
2005-05-17(svn r2347) - Fix (regression): depot window did not get redrawn when a ↵Darkvater
non-train-engine was sold.
2005-05-14(svn r2306) - CodeChange: Check the last commands; refits. This needed an ↵Darkvater
extensive rewrite and global/local-cargo ID juggling and bitmasking. However with this done it looks better as well and is compatible with newgrf handling. Big thanks to HackyKid for doing most of the work. This also closes patch "[ 1199277 ] Command checks"
2005-05-12(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), ↵Darkvater
CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame(). - CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
2005-05-11(svn r2294) - CodeChange: check the service interval settings when changing ↵Darkvater
of all vehicle-types. To simplify things introduce GetServiceIntervalClamped() that returns the same or clamped value of the new service interval. There were some inconsistencies in the gui files so I had to change those, and const correctness kicked in, so it's a bit messy at certain points.
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)
2005-05-08(svn r2283) - Fix (regression): [ 1197493 ] train_gui.c:1341: failed ↵Darkvater
assertion ..., somehow RebuildVehicleList() got lost during the rewrite :P
2005-05-07(svn r2281) - Fix: [ 1115204 ] [NPF] When pressing the goto depot button, ↵matthijs
trains will now also look behind it if there is no depot in front. If so, the train reverses immediately. This also work anywhere, not just at stations. - Add: [NPF] Reversing inside of depots now has a penalty. It also applies to trains only, other vehicles shouldn't bother reversing. - Fix: [NPF] When checking whether to reverse a train, the trackdir of the first loc was used instead of the last vehicle as a starting node for pathfindig. This might have caused some trains not reversing when they should have (or vice versa). Typo introduced when converting to GetVehicleTrackdir() in r2256. - CodeChange: [NPF] Removed duplicate code by letting NPFRouteTjoStationOrTile() call NPFRouteToStationOrTileTwoWay(). - Add: [NPF] NPFRouteToDepotBreadthFirstTwoWay() to find a depot while also looking backwards. - Add: It is now possibly to specify a path cost for aystar starting nodes.
2005-05-06(svn r2274) - Codechange: some comments, parentheses and EngineID typedef ↵Darkvater
for engine_type
2005-05-05(svn r2270) - Fix/Codechange: fix up selling rail vehicles. Try to be smart ↵Darkvater
about it. When selling dual-headed trains, also sell the rear end; if the now-first wagon is an engine, make it a train. When selling the whole train, try to leave dual-headed setups intact
2005-05-03(svn r2262) - Fix: Assertion when vehicle in a depot wants to do pathfinding.matthijs
GetVehicleTrackdir now tries to get a valid trackdir as much as possibly, by assuming that a vehicle is facing outwards in a depot or road station, for example. - Codechange: [Multistop] Multistop now also tries to find a slot for road vehicles that are in stations, since the pathfinder now properly handles that.
2005-05-03(svn r2261) - Fix: When crashed vehicles try to find a depot for servicing, ↵matthijs
openttd asserts. Crashed vehicles shouldn't find depots anyway...
2005-05-02(svn r2256) - Fix: Trains cannot find a depot when they are in a tunnel. (glx)matthijs
- 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.
2005-04-15(svn r2202) - Fix: [NPF] When a vehicle could not reach its target, it would ↵matthijs
choose a random direction. It will now try to get as close as possible.
2005-04-12(svn r2189) Introduce and use IsCompatibleTrainStationTile()tron
This should prevent trains, which are longer than the station, to turn around without stopping under certain circumstances and fix speed limit for trains entering a station, when realistic accerlation is used
2005-04-12(svn r2188) Revert r2185, because trains always accerlated (Requested by ↵tron
Celestar)
2005-04-12(svn r2187) Implement a slightly better workaround than r1588 did. (Joint ↵tron
effort with Celestar)
2005-04-11(svn r2185) -Fix: Made sure that the realistic acceleration does not freeze ↵celestar
trains anymore
2005-04-11(svn r2180) -Fix: Deceleration code now only takes into account rail station ↵celestar
tiles for computing the remaining distance
2005-04-11(svn r2179) - Fix: [ 1121437, 1114228 ] Vehicles not entering depots for ↵matthijs
auto servicing.
2005-04-02(svn r2119) - Fix: [ 1172878 ] Trains "Go to depot" button: click twice skip ↵pasky
to next order (patch by Loic GUILLOUX). I also added short explanation of OF_/OFB_ difference to order.h.
2005-03-29(svn r2105) -Codechange: Added a cache for the first vehicle of a chain to ↵celestar
increase performance, especially with many long trains
2005-03-25(svn r2058) -Fix: hopefully this fixes the reverse-train-in-depot-bugs (plural)truelight
2005-03-25(svn r2056) -Fix: [ 1166999 ] Strange cast removed. Thanks Troncelestar
2005-03-25(svn r2055) -CodeChange: Begun introducting StationIDcelestar
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)
2005-03-23(svn r2035) - Remove unneeded realloc()tron
- Use TileOffsByDir() instead of home brewed table
2005-03-20(svn r2034) -Codechange: Replaced the rather meaningless LOAD and UNLOAD ↵celestar
flags for depots by something more meaningful
2005-03-19(svn r2024) -Fix: [autoreplace] reverted all changes involving ↵bjarni
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)
2005-03-15(svn r2011) - Fix: [ 1162209 ] Fix OS/2 build (orudge) #2darkvater
2005-03-09(svn r1979) Const correctnesstron
2005-03-09(svn r1976) Cleanups - mostly indentation and fiddling with loopstron
2005-03-08(svn r1965) - Fix: [NPF] Forgot to update one line where NPFGetFlag() should ↵matthijs
have been used two commits ago. Message for last commit should have been: - Add: [NPF] Added penalty for curves, straighter paths are now preferred when the length is the same. (HackyKid)
2005-03-08(svn r1963) - Add: [NPF] Penalty for a red signal that is the last signal on ↵matthijs
the path. - Add: [NPF] NPFGetFlag() and NPFSetFlag() to wrap NPF node flag handling
2005-03-08(svn r1959) -Fix: Repaired two memleaks I have hacked :(Celestar
2005-03-06(svn r1947) As in r1946, permit DC_QUERY_COST even on non-depot tiles - so ↵pasky
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
2005-03-06(svn r1942) Fix r1938tron
2005-03-06(svn r1938) Miscellaneous cleanups: const correctness, kill a goto, ...tron
2005-03-06(svn r1936) End some void-pointer-as-int-abuse; this also fixes a latent bug ↵tron
where a TileIndex was only 24bit wide (on 32bit architectures)
2005-03-06(svn r1935) Missing braces; while here turn the ifs into a single switchtron
2005-03-06(svn r1934) Small cleanup (uint -> TileIndex, (uint)-1 -> INVALID_TILE and ↵tron
similar stuff)
2005-03-03(svn r1922) - Fix: Disappearing of crashed trains inside tunnels were not ↵Darkvater
checked properly.
2005-02-22(svn r1898) Remove some unused macros from macros.h and move some others to ↵tron
more appropriate headers
2005-02-20(svn r1891) -Fix: [ 1143587 ] carriages of newgrfs can be refitted againcelestar
2005-02-12(svn r1863) Give the effect vehicle type enums more descriptive names and ↵tron
use the enum as parameter type for CreateEffectVehicle*() -Fix: [1116619] Generate the correct smoke type for diesel trains
2005-02-07(svn r1841) -Fix: [ 1117538 ] non-stop orders are no longer accidently skippedcelestar
2005-02-06(svn r1834) - Fix: NPF does not check the owner of its target, busses try to ↵matthijs
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.
2005-02-06(svn r1817) -Codechange: Moved depot-functions to depot.ctruelight
-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)
2005-02-04(svn r1786) -Fix: unitnumber is increased to 16bit, so now you can have up ↵truelight
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)