- Do not dereference a local variable which no longer exists; this lead to random crashes when saving
- (Win32) Do not close a handle before it is used last
There are still many major problems (race conditions and resulting memory corruption/crashes) left
Added RandomTile/RandomTileSeed functions to generate a random tile.
Changed landscape routines so they don't assume that the Y map side is a power of two. (support for this is not complete, though)
Changed some frequently used map macros to not compute the values each time.
Silence some warnings on MSVC.
- Fix: autosaving/loading; it no longer returns a fail code when saving is already in progress. In the case of a load, the game pauses to wait for the save to finish. (glx)
- Fix (regression): fix a bug in the 'buggy load' code where a wrong offset was used for the LZO format.
- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter
- Open issues:
1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at.
2. The server is disabled from threaded-saving, but might be enabled in the future.
3. Current implementation only allows 1 additional running thread.
4. Stupid global variables.....grrr
Big thanks for TrueLight and the amazing memorypool :D
- While at it, use TileIndex as the tile index type in AiRemovePlayerRailOrRoad() and AiStateRemoveTrack().
- Make the number of tiles scanned 4*MapSizeX() instead of 1000. It *MIGHT* close bug 1116614.
-Codechange: rewrote some functions while moving waypoint-stuff
-Add: added support for 64k waypoints
-Fix: made the waypoint struct a bit more logic (no bit-fucking)
-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)
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)
Moved house type from _map2 to _map3_hi for MP_HOUSE
Moved foundation and roadworks from _map2 to _map3 for
MP_STREET
This increases game speed by a factor of around 15(!) if many cities are around.
Converting an old game is done automagically, but can take a while
a single station.
Thanks to: Truelight for the saveload code, Darkvater and Hackykid for
network testing and Tron for proof-reading 1500 lines of diff.
-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!
-Codechange: removed next_in_chain_old, and saved ->next for Vehicles
(and bumped savegame revision for that to version 4.4)
-Codechange: Added _sl.full_version, which has both major and minor version
I bumped the minor savegame version for that, even though it's not really necessary. We're not gonna run out of minor savegame versions anyway though. ;)
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
Works fine, beside some minor stuff:
- Network is not working yet
- Keyboard is not working
- No MIDI support
- 'A few file selector bugs involving drives'
If you set autosave_on_exit = true in openttd.cfg, your game will be saved as exit.sav in the autosave folder and you won't be asked if you want to quit the game any more.