Age | Commit message (Collapse) | Author |
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bitmask, so
that railtypes do not be in ascending order of appearance. Allows easier
implementation or more railtypes
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Instead of giving center + width you give the coordinates of the bounding box (left, right) it has to fit in (ludde)
- CodeChange: changed (back) maximum pixel length of truncated strings to a signed integer.
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- Hardcoded width 5 for saves-path...oops :O
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- Renamed the plural command to "P" instead of "PLURAL". Now write something like this to append an s on plural: {P "" s}. (You can optionally still add an argument index to explicitly specifiy which number that's used)
- Removed the pluralized cargo strings from the string files. The new method is to use the plural specifier {P}
- Added support for genders. First add "##gender der das die" on top, then use {G=der} on a cargoname/industry to set the gender, and to switch between genders do something like {G neu neu neue} {STRING}
- Updated the swedish/english translation with P strings.
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structs, this doesn't change the saved format for now. It's a stepping stone for further changes.
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on more
than one railtype (like Diesel engines on electrified rail).
-Codechange: Use IsCompatibleRail where it should be used
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'flags' parameter of DrawFrameRect(). (_Abraxa_)
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and the callback that goes with it.
- Codechange: Remove some magic numbers (PALETTE_CRASH)
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that goes with it.
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make it easyer to add lines later.
- Add: In the purchase details for trains display "(refittable)" after the capacity if the vehicle is refittable.
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game. (Chris Huebsch)
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power/weight/max speed instead of recalculating it each time.
- Fix: Station ratings now depends on the max speed of a consist, without being affected by other speed limits from realistic acceleration.
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some bogus reads of _map_owner
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of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
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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"
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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.
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say left/right instead of up/down
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patch by tmesisbob
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cleaned all its windows need to be closed. For global vehicle lists, the no-staiton index of -1 was not taken into account
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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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drawing functions and buffers
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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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the latter
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vehicle type (bociusz)
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This will make things more difficult as narrow curves
and depots impose rather strict speed limits. Feedback welcome
For those who don't like low-speed curves: Switch it off
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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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-Fix: Highscore troubles; accessing members of deleted window
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equals zero
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(mpetrov)
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and Scrollbar2 now work independently. You can only scroll on list and scrollbar itself; scrollbar must be next widget of the list.
-Fix: updated the few gui's that didn't have the scrollbar right after the listbox.
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Bug 10992). There was no check for non-selected engine
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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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-Fix: glitch in Company Overview GUI (Hackykid)
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widgets. Sticky/Resize- and Scrollbar must be 11 pixels wide, Horizontal scrollbar 11 pixels high, caption must be 13 pixels. I hope I didn't forget any widgets, the game will assert for that so report them to me!
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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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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