- 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)
-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)
- Renamed the plural command to "P" instead of "PLURAL". Now write something like this to append an s on plural: {P "" s}. (You can optionally still add an argument index to explicitly specifiy which number that's used)
- Removed the pluralized cargo strings from the string files. The new method is to use the plural specifier {P}
- Added support for genders. First add "##gender der das die" on top, then use {G=der} on a cargoname/industry to set the gender, and to switch between genders do something like {G neu neu neue} {STRING}
- Updated the swedish/english translation with P strings.
- Feature: [strgen] Allow changing the order of parameters in translated strings.
- Use {1:TOWN} syntax to set the order.
- Codechange: [strgen] Rewrote lots of strgen internals.
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.
- 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.
-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)
With the original generator, e.g. Random()%44 on 100 attempts regularily
generated only 22 different values! With this adjustment, the distribution is
much more uniform, almost approaching the glibc's random() call.
This means the random numbers are actually usable i.e. for the town names
generators which almost never tried a large part of the names while others were
very frequent.
Note that we attempted to test whether the randomness did not degrade in some
other way, and it came clean from the tests we performed. If you spot anything
fishy, try without this patch, though.
-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)