- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
- 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)
As side effect this is a
-Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle - which of course failed for non-trains
-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
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
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)
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()
abilities you really don't want to know about (free bridges, etc..)
I removed this flag some revisions ago, but the Aircraft part
depends on it, so I re-enabled it again..
-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)
-This allows a player to clone an excisting vehicle of his own
-[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed
-Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
- CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before.
- CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions.
- CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt.
- CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm.
- CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
- 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.
The bad sideeffect of this is that now no vehicle will automatically go to a depot anymore just
because it is set to be autoreplaced. We will have to find a better way to solve this problem.
Revisions reverted: 1640, 1707, 1709, 1710, 1712(but not the cheat prevention in this one)
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
- Fix: added check for v->type in some commands, which expects v to be a specific type
Checks like this is needed to protect network servers from people, who hack their clients to either cheat or crash the server
NOTE: if I made a mistake here it can make a function unreachable when it should be used. Here is one place to look if something weird happens
now all 4 types of vehicles have to be build in depots. Note: there is a wordaround for AI players since the AI handle aircraft building in a weird way
-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!