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peter1138
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r5400:8f225527ec80
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18 years ago
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celestar
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r5385:1c8ef6521bf2
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18 years ago
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Darkvater
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r5352:64720e7993a1
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18 years ago
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(svn r7523) -Feature: Add the possibility to change the newgrf configuration of a running game. This is only possible in SP (or in the intro menu). During game play you will get a confirmation window when applying the changes as some actions can crash OpenTTD and/or make your current game unplayable.
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peter1138
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r5251:27b430d69fe0
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18 years ago
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matthijs
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r5247:1abbd3b3cd80
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18 years ago
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matthijs
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r5216:bdd3aa57475e
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18 years ago
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(svn r7331) - Codechange: Rename all memory pool macro's and types to "old pool", so the new pool implementation can be committed alongside it. - Codechange: Rename pool.[ch] to oldpool.[ch].
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peter1138
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r5211:4adf6d7ce809
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18 years ago
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peter1138
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r5162:4043181439a9
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18 years ago
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KUDr
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r5116:6ab72109f482
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18 years ago
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(svn r7195) -Feature: [FS #297, optional elrails] New patches/vehicles option 'disable electrified railways'. (original patch by maedhros, ideas: peter1138, Darkvater, Rubidium, Patrick, Eddi|zuHause, ..)
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tron
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r4972:d62dbc1ddead
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18 years ago
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KUDr
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r4870:bd55248b4b8e
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18 years ago
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bjarni
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r4734:5b69ddbf3f28
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18 years ago
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(svn r6646) -Codechange: [vehicle list window] Cleaned up the drawing code This moved a few of the strings and sprites a few pixels. Hopefully this will work out ok.
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bjarni
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r4725:3a289e38fda7
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18 years ago
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(svn r6637) -Codechange: merged all (vehicle type)EnterDepot into VehicleEnterDepot() This revealed duplicated code like aircraft lists got invalidated twice Moved invalidation of the vehicle detail window to VehicleServiceInDepot() as it should always be updated when serviced
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bjarni
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r4681:f719e26018b5
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18 years ago
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(svn r6586) -Feature: [depot window] added a vehicle list window with all vehicles having a certain depot in their orders It got one known issue though. The top bar got a plural issue so expect to see stuff like "1 trains" until we figure out why it behaves this way Added the button to the depot windows. Made the autoreplace button bigger while I was moving some widgets anyway Made road vehicle depot windows start with one more row to make room for the buttons
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bjarni
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r4678:0d1b544628db
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18 years ago
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(svn r6582) -Codechange: changed GenerateVehicleSortList() to reuse the same allocation over and over if possible (like BuildDepotVehicleList() ) This will prevent some reallocations when sorting vehicle list windows It also prevents moving the whole array into a new one each time the list is generated/updated (it used to make the list in one array and then move it into another one each time) Also ensured that neither GenerateVehicleSortList() or BuildDepotVehicleList() will never allocate lists longer than the total number of vehicles in the game
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peter1138
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r4656:515f0929a2ed
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18 years ago
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bjarni
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r4635:6518f3ca4e6d
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18 years ago
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(svn r6503) -Codechange: added a function to tell what vehicles a depot contains 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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bjarni
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r4574:26f71b3f860b
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18 years ago
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(svn r6424) -Codechange: [autoreplace] removed a loop though all vehicles from each time the window is redrawn To do this, the player struct contains an array, that contains the count of each engine type that the player owns Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved) It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
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bjarni
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r4544:bbf9de0440c4
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18 years ago
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(svn r6376) -Codechange: [vehicle refit] moved all refit cost calculations into GetRefitCost() Now it's possible to tell refit costs for an EngineID without actually having build a vehicle
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bjarni
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r4506:98668beebd0e
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18 years ago
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(svn r6291) -Feature: Vehicle lists from the station window now also got the goto depot button -Codechange: unified the code for mass goto depot to avoid duplicated code -Fix: Vehicles already on the way to depots will not be cancelled by mass goto depot (made it really hard to send all vehicles at once)
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bjarni
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r4497:830791b61e3b
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18 years ago
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(svn r6282) -Codechange: made a function to create the vehicle list for vehicle list windows this list is also used by mass goto depot to ensure that they use the same vehicles right now only the list of all vehicles use this for goto depot, but eventually all the types will use this
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Darkvater
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r4494:38a548c78f86
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18 years ago
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bjarni
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r4463:83cb78b50982
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18 years ago
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(svn r6246) -Feature: added the many times requested "send all vehicle to depot" button it's located in the vehicle list screen and does the same as in the shared orders window (send all vehicles in list to a depot) it will still not inform the player if a vehicle failed to find a depot, so don't take for granted that all of them go
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bjarni
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r4451:73bac51a088c
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18 years ago
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(svn r6229) -Feature: Shared order lists now got a "goto depot" button this will try to send all vehicles in the list to depots/hangars currently if one fails to find a depot, it will not tell the player
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rubidium
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r4434:c817458d470e
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18 years ago
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truelight
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r4404:8b3cd6a4cdd5
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18 years ago
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(svn r6157) -Codechange: DeleteVehicle removes a vehicle from the pool -Codechange: DestroyVehicle is called by DeleteVehicle to remove all things where a vehicle depends on. Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
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truelight
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r4391:418e95a851ff
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18 years ago
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(svn r6144) -Codechange: renamed OrderID to VehicleOrderID, because it had nothing to do with the Order-pool, but with the place of the order within the vehicle-order (hence its name) (part of FS #13, blathijs)
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truelight
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r4384:792750cf5e5e
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18 years ago
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(svn r6137) -Codechange: some very minor cleanups: - Start using DeleteXXX for every pool item, not manually doing it - Use some wrapper to improve logic - Rewrote some pieces to improve logic
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truelight
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r4354:95cd3ce6deea
|
18 years ago
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(svn r6055) -Codechange: added GetXXXArraySize, which returns HighestID + 1 (or, will do that). It isn't the best name, but we couldn't find any better. This unifies the pool-system even more.
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truelight
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r4352:460a517b040f
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18 years ago
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(svn r6053) -Codechange: renamed all IsXXXIndex to IsValidXXXID -Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range Both changes again in preperation of the new mem-pool system, which requires this. IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
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truelight
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r4346:fa4ac6b6f852
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18 years ago
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(svn r6047) -Codechange: FOR_ALL now _only_ loops valid items, and skips invalid ones -Codechange: use IsValidXXX where ever possible Note: both changes to prepare for new pool system, which needs those changes. For every pool there are 2 ugly lines, which will be removed when done implementing new pool system. Based on FS #13 by blathijs, partly implemented.
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rubidium
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r4344:bff007ae1fd1
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18 years ago
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rubidium
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r4326:7102aa7f4fb2
|
18 years ago
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(svn r5999) -Feature: change the original date format to a 32 bits format based at the year 0. The game date subsystem now allows someone to start in the year 0 and continue up to the year 5 000 000. However, you currently cannot build anything before 1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
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rubidium
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r4289:b392a03b3ca3
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18 years ago
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tron
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r4176:b2da845ac3ba
|
18 years ago
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tron
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r4175:d351c4462abf
|
18 years ago
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tron
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r4077:259c4c4aacad
|
18 years ago
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tron
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r3977:63d936e7e5a8
|
18 years ago
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peter1138
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r3973:2fd8355b77c7
|
18 years ago
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tron
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r3948:4c986a48e294
|
18 years ago
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celestar
|
r3933:400e9c30928e
|
18 years ago
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(svn r5070) Merged the bridge branch -Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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tron
|
r3881:d1abaaddd42e
|
18 years ago
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peter1138
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r3870:7faba1c65129
|
18 years ago
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celestar
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r3580:25c52552a9cd
|
18 years ago
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(svn r4466) -Fix: (FS #71) Game no longer crashes when the last vehicle serving a station has been deleted. -Negative side effect: upon loading old games, stations whose last vehicle was a station have (temporarily) lower ratings. -Positive side effect: station.h no longer includes vehicle.h (breaks the station.h->vehicle.h->rail.h chain)
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celestar
|
r3431:d4db460d5bfc
|
18 years ago
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(svn r4259) -[multistop] Fix/Feature/Codechange: 1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles. 2) Removed the "wait for stop" feature, because it did not work in practise. 3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet) 4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops. 5) Hopefully the last fundamental change to multistop
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celestar
|
r3355:881cb92af87e
|
19 years ago
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Darkvater
|
r3347:b0be9ba36dd3
|
19 years ago
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Darkvater
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r3344:abc4ac7cb74a
|
19 years ago
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tron
|
r3338:51be01a214b5
|
19 years ago
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bjarni
|
r3256:8bd6c6277040
|
19 years ago
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(svn r3944) -Feature: it's now possible to turn a single unit in a train control-click on a unit in a train in a depot will make the click unit turn around this is useful if you want "normal" engines to act as dualheaded (one each way) or similar this only works on single unit units. Multiheaded and articulated engines get a red error box this is based on a quick hack peter1138 while I made it network safe and correctly handling of multible unit engines
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peter1138
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r3173:acfc19891f47
|
19 years ago
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tron
|
r3172:01822c3a99f2
|
19 years ago
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tron
|
r3157:d2dcc469a38b
|
19 years ago
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tron
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r3153:0f967897ff0f
|
19 years ago
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celestar
|
r3123:3f0d39f0a427
|
19 years ago
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(svn r3730) Multistop modifications: -Codechange: Completely rewritten the slot assignment system. It now consumes less CPU cycles and memory -Codechange: Increased maximum number of roadstops to 16. -Fix: Several conditions where a slot becomes unliked from a vehicle -Codechange: ClearSlot now only takes one parameter, the vehicle -Feature: Console command 'clearslots' to clear ALL currently assinged slots. debug usage only -Feature: vehicles that cannot get a slot now wait on the road instead of planlessly blocking stops or circling around -Codechange: Adjusted debug levels TODO: Make the slot finder compatible with (a) pathfinder(s).
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peter1138
|
r3105:c03eba18128b
|
19 years ago
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peter1138
|
r3040:17d18b4d8a75
|
19 years ago
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peter1138
|
r3022:a92ff0304ea2
|
19 years ago
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peter1138
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r3009:0a30d1db2ad9
|
19 years ago
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peter1138
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r3008:545425696ea0
|
19 years ago
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Darkvater
|
r2916:04b29c805eb5
|
19 years ago
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(svn r3472) - [PBS] Remove from trunk. Anyone interested can still find it in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron)
(svn r3472) - [PBS] Remove from trunk. Anyone interested can still find it in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron) - The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
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bjarni
|
r2855:93020c5c02b9
|
19 years ago
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(svn r3403) -Codechange: [multiheaded engines] the references between the front and rear engines are no longer saved instead the pointers are generated on load
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peter1138
|
r2848:ae67043fa1f1
|
19 years ago
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(svn r3396) - Autoreplace changes: - 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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tron
|
r2818:093115a324e2
|
19 years ago
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|
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tron
|
r2817:7ad46034031f
|
19 years ago
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|
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peter1138
|
r2814:c1ce9a8e2882
|
19 years ago
|
|
(svn r3362) Fix issue with loading old (TTD) savegames: - move call to convert from old to new train subtypes. - ensure AI is started for AI players.
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tron
|
r2805:8bd12a3c66c1
|
19 years ago
|
|
|
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peter1138
|
r2804:3b67e793a55f
|
19 years ago
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peter1138
|
r2704:d6b47e3c8810
|
19 years ago
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bjarni
|
r2676:cfc81c07cc6a
|
19 years ago
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(svn r3218) -Feature: Multiheaded train engines will now stay in the same train 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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tron
|
r2666:0a128e8e5a11
|
19 years ago
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tron
|
r2658:556a5948f409
|
19 years ago
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tron
|
r2651:f5c92c6ae327
|
19 years ago
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tron
|
r2639:e298192a7c03
|
19 years ago
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|
(svn r3181) -Bracing -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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tron
|
r2634:a3ccca486bdf
|
19 years ago
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|
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tron
|
r2630:73464cd368d6
|
19 years ago
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bjarni
|
r2617:c039ce1e1eeb
|
19 years ago
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|
(svn r3155) -Feature: [autoreplace] autoreplace can now remove cars from too 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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peter1138
|
r2602:e9a03af71c79
|
19 years ago
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bjarni
|
r2601:9eb9c5a23281
|
19 years ago
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(svn r3138) -Fix: [clone vehicles] fixed assert when it was possible to allocate some vehicles to clone a train, but not for all cars Now it gives "too many vehicles" error message instead To make this work, AllocateVehicles() needed to be moved to vehicle.c (from aircraft_cmd.c) and made non-static
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bjarni
|
r2599:04e2fbfae34e
|
19 years ago
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|
(svn r3136) -Fix: [autoreplace] all cargo in engines that consists of more than one vehicle will try to move cargo from all vehicles currently this applies to planes and multiheaded train engines (no more lost airmail) added GetNextEnginePart() that returns the next vehicle in an engine nomatter what type it is when more types of multivehicle engines are added, they will have to be added here too or autoreplace will not remove all cargo
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peter1138
|
r2595:e72bcf4ab909
|
19 years ago
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|
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peter1138
|
r2587:4ca370a0b4fc
|
19 years ago
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bjarni
|
r2579:9c88cb7ebacf
|
19 years ago
|
|
(svn r3116) -Fix: [autoreplace] fixed issue where autorenewing/autoreplacing a plane could lock up an airport this will not fix already locked up airports this bug was introduced in rev 3111
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bjarni
|
r2574:7236c646b1d7
|
19 years ago
|
|
(svn r3111) -Fix: [autoreplace] [ 1341783 ] Assertion failure in vehicle.c line 378 running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks() This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
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bjarni
|
r2564:f7dd789275f9
|
19 years ago
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|
(svn r3101) -Codechange: added _new_vehicle_id this var works like _new_train_id and the rest of that kind of vars, except it is set each time a vehicle is build, nomatter what type this is a nice tool to code vehicle independent code, which in turn can reduce code duplication Right now it's used in ReplaceVehicle() and CmdCloneVehicle()
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tron
|
r2561:bff0d1890738
|
19 years ago
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|
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bjarni
|
r2552:89bd3d50b470
|
19 years ago
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(svn r3081) -Codechange: [autoreplace] complete rewrite of autoreplace 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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tron
|
r2548:9570bbbdacab
|
19 years ago
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|
(svn r3077) static, const, bracing, indentation, 0 -> '\0'/NULL, typos in comments, excess empty lines, minor other changes nothing spectacular, just some stuff, which piled up
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tron
|
r2529:6f097297b1e8
|
19 years ago
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|
(svn r3058) The default AI may not build dual headed trains under certain circumstances. Simplify this check by testing the rail vehicle info flags instead of passing a global variable around. Note: This is not exactly the original behaviour, because the Lev4 was always allowed to be built, but i guess that was a glitch.
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tron
|
r2523:c9edd79e6cb3
|
19 years ago
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tron
|
r2522:f70ef6312a94
|
19 years ago
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Darkvater
|
r2436:963efe8b84cc
|
19 years ago
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|
(svn r2962) - const correctness for all Get* functions and most Draw* 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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bjarni
|
r2293:b55e49a164c0
|
19 years ago
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(svn r2817) -Codechange: [autoreplace]: moved autoreplace and autorenew to 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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tron
|
r2186:5ee653b1b5e1
|
19 years ago
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tron
|
r2159:2c706fe6b0a7
|
19 years ago
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tron
|
r2154:83cf5a3d6634
|
19 years ago
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tron
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r2153:b45e3461c6c4
|
19 years ago
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celestar
|
r2147:d338acdbdc70
|
19 years ago
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(svn r2657) -Codechange: The available railtypes per player are now a bitmask, so that railtypes do not be in ascending order of appearance. Allows easier implementation or more railtypes
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tron
|
r2116:ddc2d73f5c38
|
19 years ago
|
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hackykid
|
r2115:556698050edb
|
19 years ago
|
|
(svn r2625) - Fix: [pbs] Store the end of a train's reserved path explicitly. Prevents trains from unreserving eachothers paths in some cases. - CodeChange: Use the TrackdirToTrack function instead of &7, and remove an unneeded variable.
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