Age | Commit message (Collapse) | Author |
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[GS]etTileType() instead of plain int.
This makes it necessary to rename TileType() to GetTileType() because a type and a function may not share the same name.
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single tile from map.h and put them into a seperate file tile.h
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it is sufficient. FindLandscapeHeightByTile() uses GetTileSlope() internally and adds some more info, which is discarded in these cases.
While touching the code make a bit more clear how GetBridgeHeight() works.
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to get vehicles, that's not invented yet
- Fix: [autoreplace] Fixed a stupid bug introduced in r1687, that made a crash if anybody tried to autoreplace anything but an aircraft
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plane<->helicopter replacement and reject replacement if needed
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adapt the save/load data and some other parts of the code to that change
WARNING: If i made any mistake here it WILL lead to corrupted savegames!
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replaced in, even if they are only set to service there. Since helicopters are serviced at helipads, they will only go there if they needs to be replaced or renewed.
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to the autoreplace vehicle windows and made them show only the vehicles you actually have in the left list.
this also fixes some window updates issues when autoreplacing
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appropriate warning flags in the Makefile
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of underground when there is a vehicle on it
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engine now adds the the rear engine
autoreplacing a dualheaded engine into a singleheaded engine now sells the rear engine
as a sideeffect of this, the price for replacing both engines are now added and displayed once from the depot(instead of two identical numbers written on top of each other, looking like one)
fix: cost for autorenew dualheaded engines were doubled and their value where doubled too
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(jaguar7)
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them into inline functions and add some asserts
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-Codechange: renamed all 'schedule' stuff to 'order(list)'
-Codechange: moved all order-stuff to order_cmd.c / order.h
-Codechange: vehicles that share orders are now linked to eachother
with next_shared/prev_shared in Vehicle
Developers: please use AssignOrder to assign data to an order. If not,
you _WILL_ make the save-routine to assert!
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massive desyncs)
Warning: savegames which are made with the nightly of 08-01-2005 will
NO LONGER work!!
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- Now orders are bigger
- Now _map2 is official 16 bits
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autoreplacing between single and multiheaded trains
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-Codechange: removed next_in_chain_old, and saved ->next for Vehicles
(and bumped savegame revision for that to version 4.4)
-Codechange: Added _sl.full_version, which has both major and minor version
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current heading for an engine instead of turning all of them like the first one and the last the other way
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last engine the wrong way
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the latter into inline functions names Tile[XY]
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values.
-Feature: aircraft can now be refitted "mail-only"
-Feature: Passengers aircraft now ignore the amount of mail for "full
load any" options
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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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it did before autoreplace was added
DEREF_ENGINE is now used in autoreplace
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set to be replaced and they are replaced to the type that engine type is set to be replaced to (instead of whtat the first engine in the train is set to)
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vehicle to an invalid engine ID and crash the server. Now the server just rejects the request. Also added a check for vehicle ownership, so you should not be able to replace other player's vehicles
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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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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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player ;)
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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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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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this lead to corruption on load.
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depots to prevent that vehicles might need service when leaving after a long stay (ln--)
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TTD stores invalid orders different than OTTD, this resulted in empty lines in the order list. With the overhaul of the order system this got worse: no line was shown at all.
Fix this by sanity checking while loading and convert the orders accordingly.
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