Age | Commit message (Collapse) | Author |
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(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
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DBsetXL, amongst others. This requires a savegame bump to save the cargo subtype.
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refit window has been altered to support resizing and scrolling. Note that the cargo subtype isn't yet passed for actual refitting yet. (Based on mart3p's patch)
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click/disabled/hidden_state of Window
This is the first step toward merging XTDwidget.
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This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
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This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list)
Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
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WindowEvent, which is now a struct
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to 'data'.
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superfluous header includes
-Codechange: Unify the Sorting struct both for vehicle-lists and network-lists.
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window_number is set before calling the WE_CREATE event
this allows using the window_number in WE_CREATE window event handlers
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with FR_TRANSPARENT
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(_color_list) which the renderer shouldn't have know about
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{' -> '} else {', tabs between code and comment, etc.
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label
CodeChange : Move almost all fixed strings from ON_PAINT event to Widget array using WWT_LABEL.
Feature : All "Select Refit Cargo" are now centered, instead of been left aligned
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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of a general function that handles that
-Codechange: use always 'e' for WindowsEvent, neverr 'we'
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windows handle them theirself. Added WE_SCROLL for this.
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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textboxes to only
allow certain patterns (like numbers only)
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code. Less code, less data, simply better
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waiting cargo type and facilities)
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size of the buffer (so length of string + '\0'), but in the code it was a mix of both. It didn't cause any problems though, only an occasionaly one-less character than allowed. (thanks Tron for noticing)
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variables instead of using the general byte-type.
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currently ALL available wagons are displayed in the right menu in the replace window
however the replacement will only be done if the new wagon can be refitted to carry same cargo as the old one is currently carrying
Since the standard vehicles do not have any valid wagon replacements, this feature can only be used when using newgrf sets
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name/clients/compatibility ascending/descending)
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them into the WP() macro. Also combine more than one WP-custom element. For this the maximum size of w->custom (WP) has been increased, and multiple types put inside one with possibly moved to the corresponding gui file if it is only used there.
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AllocateWindowAutoPlace, AllocateWindowAutoPlace2)
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closebox symbol can be centred.
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INVALID_ENGINE, as appropriate.
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-- Move the disabled/hidden bits to custom data in window struct.
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custom data, giving var1 and var2 more meaningful names.
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'Message' already
exists on MorphOS
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- remove long unused stuff and bogus comments
- complement struct typedefs
- remove read-only (_demo_mode) and unused (_fix_mouse_at) global variables
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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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int/uint/int16/byte/-1 with proper types and constants
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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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disabled items
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numbers
by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
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new string system.
Also fixed a bug introduced in r2564, forgot to remove 4 global variables in network_gui.c.
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