Age | Commit message (Collapse) | Author |
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- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
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redraw the replace window after the command has completed, rather than after calling the command.
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trains: Use the length of the train before the replacement as reference length
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has a replacement set up; this stops loops being set up.
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INVALID_ENGINE, as appropriate.
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their actual use, and add "Close Window" tooltip where missing.
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replacement code.
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This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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long trains
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump
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by cargo classes.
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window after all player's vehicles of that type have been replaced. This allows the replacement to be removed. These vehicles are shown in grey instead of the player's colour.
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vehicle gui, and add brief commenting.
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this is a complete rewrite, that makes use of existing commands like build and sell
this means that multiheaded train engines are replaced correctly
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- const, whitespace, indentation, bracing, GB/SB, pointless casts
- use the trinary operator where appropriate
- data types (uint[] -> AcceptedCargo, ...)
- if cascade -> switch
- if (ptr) -> if (ptr != NULL)
- DeMorgan's Law
- Fix some comments
- 0 -> '\0', change magic numbers to symbolic constants
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of manual shifting/anding
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plus some related changes (mostly casts)
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and -1
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correct item when some items were hidden.
-Separate disabled and hidden masks in drop downs to support both hidden and disabled items.
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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clean up, and make window-title a bit more meaningful (specify vehicle type replaced)
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serverside
-This means that one company can only have one setting for renew and replacing
more clients will not fight due to different settings anymore
-This is a needed step in the line to fix autoreplacing dualheaded locomotives
NOTE: savegame revision bump (peter1138 + me in coop)
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GetPlayer(_local_player)->avail_railtypes - this removes the need for updating this code if we add more railtypes and it also allows the menu to show maglev when monorail is not available
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window to fit the extra info from powered wagons.
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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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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.
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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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since that interfered with the saveload code.
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- 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.
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can turn off the telegraphc ticker sound for summarized messages, or turn off news-messages altogether (you get a red blot to notify you though). The [<][>] set the settings in one way, while clicking on the option itself, cycles it. This commit also 'fixes' bugs [1166973], [1121484] and patch [1169930].
- I also changed an order of strings from On, Off to Off, On, so this can be used ingame with the WWT_4 widget type.
- Since the newssettings now take 2 bits per setting (off/summary/on) _news_display_opt is widened to 32 bits and the settings code changed slightly to accomodate for a maximum of 16 message-types.
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comform the ones used throughout the game.
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Breaks people! Don't forget the breaks in switch() statements!!
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new header (though i think some of these function don't belong into strings.c)
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