Age | Commit message (Collapse) | Author |
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interfaces with the main program through a sort of mutex. Communication uses the function OTTD_SendThreadMessage() with the approiate message which is handled in ProcessSentMessage() during the main loop.
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- Don't track dependencies on system headers
- Add an include path
- Silence a warning regarding a bad signal prototype
- Remove executable flag from pictures
- Add proper OTTD icon
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-Fix: Sort the directories when making a scenario list
-Fix: Sort the directories when making a savegame list on Windows
-Fix: On OS/2 show the trailing \ if the current directory is a root directory
-Regression: On OS/2 the savegame list showed the scenario directory or crashed (probably introduced in r2609)
The rest is diff reduction between the 3 variants
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than one thread
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- Do not dereference a local variable which no longer exists; this lead to random crashes when saving
- (Win32) Do not close a handle before it is used last
There are still many major problems (race conditions and resulting memory corruption/crashes) left
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servers on OSX included sdl.h even when WITH_SDL was not defined (oops)
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prevented OSX from opening a window to run the game in (sdl.h was not included anymore)
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Instead of trying to start a single driver and bailing out if that fails, try to initialise one by one and use the first one which succeeds.
This should fix problems on machines with no sound card, where -s null had to be specified manually.
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all, if network support ist disabled
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error() needs to print (Tobin made this, while I fixed some issued in it)
- As a bonus, we now have an objective C file (os/macosx/macos.m) to use the functions Apple made to interact with OS stuff
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directories, oh my...
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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.)
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browsing the folders.
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Added support for Mersenne Twister random number generator (not implemented in network yet)
Wrap player randoms around #ifdef
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implement stubs for them (tokai)
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the latter is confusing
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longer will have to wait such a long time (especially handy on bigger maps and multiplayer games). The mouse also changes into the 'ZZZ' state :P. The thread on windows is currently given a little-bit-less-than-normal priority so it should not interfere that much with the gameplay; it will take a bit longer though. Upon the exit of the game any pending saves are waited upon.
- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter
- Open issues:
1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at.
2. The server is disabled from threaded-saving, but might be enabled in the future.
3. Current implementation only allows 1 additional running thread.
4. Stupid global variables.....grrr
Big thanks for TrueLight and the amazing memorypool :D
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Also use a different field, which has a better chance of containing meaningful information, of the returned struct to determine the free space on the filesystem and fix a small bug introduced in r2100 (s/!=/==/)
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[1171208]. Only requery drive(s) if the user changes a directory, also surpress the OS error box that pops up on some windows machines. Tron + glx (and me)
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is already there
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file handling and fix some inconsitencies (I hope I didn't break the OS/2 part, couldn't test it, feedback is welcome)
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that Valgrind didn't catch this, kudos to TrueLight
- Feature (small): new command-line option -c <config_file>. You can have OpenTTD load alternative config files with this setup, handy for servers, or for saves from other players if you don't want to rename your own config. This will have to do until all game-related settings are saved ingame. Couldn't find the SF patch, so credits to the guy that wrote it.
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duplication, anyone?)
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sprintf()s replced by snprintf()s.
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handling of text with that of editboxes
- Codechange: Introduction of Textbuf struct which not only holds physical data as length but also pixel-constrains (width) and information about the caret
- Codechange: Move Clipboard function to OS specific file. Currently only Windows has clipboard actions
- Feature: Editboxes, console and exit screen also accept the numeric-enter as a yes
- Feature: Navigation through text with cursor keys is possible, as well as arbitrary insertion (also paste) and deletion; both backspace and del keys. Functions DeleteTextBufferChar, InsertTextBufferChar and InsertTextBufferClipboard handle input and deletion. Navigation is done through MoveTextBufferPos.
- Fix: OTTD crash when opening 'add server' editbox
- CodeChange: fix up some stringwidth calculations in gfx.c. You can get the width in pixels of a character by calling GetCharacterWidth().
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buffers now and remove the global array str_buffr.
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introduce stre{cpy,cat}, see string.h for their semantics
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appropriate warning flags in the Makefile
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touching the lines anyway
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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