Commit Graph

62 Commits

Author SHA1 Message Date
tron 76db75d81a (svn r3028) s/255/OWNER_SPECTATOR/ 2005-10-10 10:36:37 +00:00
tron ae4a1f3675 (svn r3019) -Codechange: Replace explicit shifting/anding/oring with GB and SB 2005-10-05 07:20:26 +00:00
Darkvater 8e6a911700 (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
2005-09-18 20:56:44 +00:00
ludde 29564f9fcf (svn r2781) Fix some of the issues with variables in .h files. 2005-08-01 16:31:19 +00:00
tron a227065ab7 (svn r2701) Insert Id tags into all source files 2005-07-24 14:12:37 +00:00
tron 559babcdc9 (svn r2673) Include functions.h directly, not globally via openttd.h 2005-07-22 07:02:20 +00:00
celestar 85f06d6e7b (svn r2658) -Codechange: Use MAKE_TRANSPARENT to display a transparented sprite 2005-07-20 22:05:13 +00:00
tron 8c1d74162f (svn r2558) Change the internal map format from 7 arrays to one array of structs, this doesn't change the saved format for now. It's a stepping stone for further changes. 2005-07-13 18:04:01 +00:00
tron bec5e4fb4c (svn r2487) Replace TILE_XY by TileXY/TileDiffXY 2005-06-25 16:44:57 +00:00
tron 61f6f07edd (svn r2486) Turn TILE_FROM_XY into an inline function and rename it to TileVirtXY 2005-06-25 06:15:43 +00:00
tron 3154e7148d (svn r2483) Replace almost 500 "uint tile" (and variants) with "TileIndex tile" 2005-06-24 12:38:35 +00:00
tron 74541c1dcc (svn r2408) Introduce SetTileOwner() and use it 2005-06-04 12:13:24 +00:00
tron 0c4ecbe9ec (svn r2407) Use {Get,Is}TileOwner to get/check the owner of a tile and fix some bogus reads of _map_owner 2005-06-04 11:56:32 +00:00
Darkvater b438b1248c (svn r2397) - CodeChange: rename all "ttd" files to "openttd" files. 2005-06-02 19:30:21 +00:00
Darkvater 033995ec6e (svn r2300) - CodeChange: check the last number of commands, now only the refit ones remain, and some server-only commands.
- CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ()
- Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
2005-05-12 23:46:01 +00:00
Darkvater ab954a934a (svn r2288) - CodeChange: protected the next batch of commands (41 so far, out of 115).
- CodeChange: changed the airport gui airport-type checking. Added function GetValidAirports() that returns bitmasked availibility, is also used for checking.
- CodeChange: to check tree-planting, 2 const arrays have been moved to table/tree_land.h (type and count)
- CodeChange: added IsTownIndex() in following of IsStationIndex(), etc.
- Fix (regression): road tunnels did not work anymore, forgot that their type was 0x200 (documented now)
2005-05-09 22:33:00 +00:00
matthijs 6eb094c726 (svn r2256) - Fix: Trains cannot find a depot when they are in a tunnel. (glx)
- 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.
2005-05-02 23:59:11 +00:00
Darkvater f35b59aded (svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario editor (D,Q,W,E,R,T,Y,U fltr)
- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
2005-04-02 23:05:09 +00:00
truelight 95541fa52d (svn r2109) -Fix: use FindVehicleOnTileZ(tile, 0) over FindVehicleBetween(tile, tile, 0) 2005-03-30 09:25:20 +00:00
tron 20b8c48440 (svn r1903) Replace some casts and macro magic with proper typing, similar to r1902 2005-02-22 18:27:57 +00:00
tron 204d08140a (svn r1867) Include tables/sprites.h only in files which need it 2005-02-13 11:18:02 +00:00
tron 6b83a05ada (svn r1863) Give the effect vehicle type enums more descriptive names and use the enum as parameter type for CreateEffectVehicle*()
-Fix: [1116619] Generate the correct smoke type for diesel trains
2005-02-12 15:53:32 +00:00
truelight e9c93f9c0c (svn r1817) -Codechange: Moved depot-functions to depot.c
-Codechange: Added wrappers around depot-access (GetDepot no exists)
-Codechange: Made depot-functions a bit more logic (no longer 
GetDepotByTile crashes your game when you request it on a non-depot tile)
-Add: made depots dynamic (yes, 64k depots are possible now)
2005-02-06 10:18:47 +00:00
tron 97ae59fe1a (svn r1718) Use the enum TileType as parameter/return type for [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.
2005-01-29 15:12:40 +00:00
tron 5885b31bb4 (svn r1713) Split off several functions which query/set information about a single tile from map.h and put them into a seperate file tile.h 2005-01-29 12:19:05 +00:00
darkvater a9e789fa02 (svn r1633) -Fix: [1040119] Flood and wagons in depot 2005-01-24 00:36:22 +00:00
tron 189ca73707 (svn r1594) Convert all undefined parameter lists to (void) and add the appropriate warning flags in the Makefile 2005-01-22 20:23:18 +00:00
tron 54e78e114c (svn r1592) -Fix: [1090495] Slopes under high bridges weren't flooded 2005-01-22 19:05:30 +00:00
tron 2e0d576e6b (svn r1577) Fix: [1103301] Railroad tracks on slopes weren't flooded 2005-01-20 18:19:37 +00:00
tron 44dae05c3d (svn r1576) Clean TileLoopWaterHelper() a bit up 2005-01-20 18:18:32 +00:00
tron fb0c3c8061 (svn r1549) Clean up some functions:
uint tile -> TileIndex tile
if () cascade -> switch ()
2005-01-17 09:41:46 +00:00
tron ef923fae44 (svn r1542) Rename TileHeight to TilePixelHeight, because this is what it actually returns 2005-01-16 14:06:22 +00:00
tron ae796740aa (svn r1536) Move GET_TILEHEIGHT, GET_TILETYPE and IS_TILETYPE to map.h, turn them into inline functions and add some asserts 2005-01-16 11:24:58 +00:00
tron 9d1f7e7348 (svn r1507) Remove unreachable code 2005-01-14 19:39:06 +00:00
tron 7ca6b2b8b0 (svn r1414) Move TileIndex, TILE_MASK and GET_TILE_[XY] to map.h and turn the latter into inline functions names Tile[XY] 2005-01-07 17:02:43 +00:00
tron f8c95a1dbe (svn r1396) Introduce TileIndexDiffC - the compile time version of TileIndexDiff 2005-01-06 11:39:00 +00:00
tron 67161506ad (svn r1386) Move TileIndexDiff to map.h
Move _tileoffs_by_dir to map.[ch] and encapsulate it in TileOffsByDir()
2005-01-05 13:32:03 +00:00
darkvater 6edb21231e (svn r1375) -Fix: [1050990] Buying trains sometimes accounted for 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. 2005-01-04 17:11:03 +00:00
tron c0702318d2 (svn r1344) Use MapSize[XY]() (or MapSize()/MapMax[XY]() where appropriate) instead of TILES_[XY] 2005-01-03 18:59:58 +00:00
tron 32bfe0dddd (svn r1337) Use MapMax[XY]() (or MapSize[XY]() if appropriate) instead of TILE_MAX_[XY]
While here replace one erroneous TILE_MAX_X with MapMaxY()
2005-01-03 12:56:22 +00:00
darkvater 160a0a5ee1 (svn r1211) -Feature: Introduce sticky windows to all vehicle windows...Just 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 2004-12-21 23:27:58 +00:00
dominik 862370f232 (svn r1178) Fix: Error message for building canals on slopes is correct 2004-12-19 22:17:27 +00:00
dominik cf89cb12cd (svn r1166) Fix: [ 1040119 ] Flooded wagons in depots don't keep constantly exploding any more 2004-12-19 09:33:02 +00:00
tron 765ecfed84 (svn r1117) Move map arrays and some related macros into their own files map.c and map.h 2004-12-15 22:18:54 +00:00
tron 5b0915e677 (svn r1009) -Feature: per-station vehicle lists
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.
2004-12-10 18:16:08 +00:00
tron e56c3cddd8 (svn r925) Use sound enums
Also play the correct sound when a toyland road vehicle breaks down
2004-12-04 09:26:39 +00:00
tron fdb447ac55 (svn r901) Small step in the process to clean up the DPARAM mess:
- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
2004-12-02 22:53:07 +00:00
tron acbd1801c7 (svn r815) Include strings.h only in the files which need it.
This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
2004-11-25 10:47:30 +00:00
tron e8537f5512 (svn r787) Invert the sense of the DO_TRANS_BUILDINGS flag to be consistent with its own name and all other DO_* flags.
Now it is active-true.
2004-11-23 22:36:11 +00:00
tron 57adc97733 (svn r724) Remove restriction that a tile can only accept 3 cargo types.
This especially enables houses to accept passengers, mail, goods AND food.
Add string templates for up to 5 cargo types for the tile info window. If more are needed just add them.
Simplify (de-uglify) the logic for cargo acceptence for houses and split the goods/food table into two. The acceptance is unmodified, but accepting goods AND food is now trivially possible. The exact amounts have to be decided.
This is based on Celestar's changes in the map branch plus some further bits that will be merged there soon.
2004-11-21 10:49:40 +00:00