Commit Graph

1051 Commits

Author SHA1 Message Date
Rubidium
3c54344825 Fix: comparison of narrow type with wide type in loop condition
Technically this can't be triggered with the currently returned values though.
2023-01-06 19:34:35 +01:00
Rubidium
375a5b8e3f Codechange: refactor FindClosestDepot to not use pointers, but return a struct 2023-01-04 22:30:48 +01:00
Michael Lutz
150f05dc15 Change: Heading for 14 now. (#10302) 2023-01-01 22:52:23 +01:00
Loïc Guilloux
fe30f66570 Fix #9720: Delay start of GS/AI to after loading of savegame (#9745) 2022-12-28 05:02:26 +01:00
PeterN
961e66df30 Fix #10224: Don't fiddle with fast-forward when saving. (#10230)
The original comment about saving with fast-forward on was written 18 years
ago, and predates lots of changes to how saveload work.
2022-12-26 00:05:14 +01:00
Peter Nelson
cbf48c4dd9 Change: Add extra random seed to StartupEngines().
This means that calling reset_engines will rerandomise introduction dates
and reliability.

Probably not necessary.
2022-12-25 16:41:58 +00:00
Peter Nelson
3485709f53 Add: Additional vehicle flags to control variants. 2022-12-25 16:41:58 +00:00
Jonathan G Rennison
e0cb31ff07 Fix #10214: Header and footer missing from league table saveload 2022-12-16 21:07:36 +01:00
Loïc Guilloux
4f9893cc98 Fix 55a1171: Restore skipping of "colour" character (#10244) 2022-12-16 01:56:25 +01:00
Loïc Guilloux
2848483810 Fix #10206: Disable scripts in intro game (#10241) 2022-12-15 21:43:07 +01:00
Loïc Guilloux
13d2d11fa8 Fix #10216: Initialise RoadStop caches before using them and don't try to teleport crashed vehicles (#10217) 2022-12-05 12:46:46 +01:00
dP
5e14a20b3b Feature: [GS] Scriptable league tables (#10001) 2022-11-26 18:03:03 +01:00
Peter Nelson
22803f997b Codechange: Use std::vector for station speclist
This removes manual memory allocation, although we still manage the list
size in roughly the same way.
2022-11-06 16:50:42 +01:00
Tyler Trahan
c19abebf8d Feature: Multi-track level crossings (#9931) 2022-11-01 16:51:23 -04:00
Nicolas Chappe
f8a7b76675 Fix #9665: [Linkgraph] Fix travel times of non-direct journeys 2022-10-29 18:39:03 +02:00
dP
548f0496a9 Change: Make _tick_counter 64bit to avoid wrapping (#10035) 2022-09-21 12:42:29 +02:00
Tyler Trahan
ec90fb4c99 Fix #6544: Don't join AI company when loading network game in singleplayer 2022-04-30 19:36:09 +02:00
Rubidium
c73f578e8c Codechange: replace magic numbers and C-style arrays with C++-style array for share owners 2022-03-09 18:05:12 +01:00
Niels Martin Hansen
e68bf58989 Codechange: Use anonymous union for vehicle orders/old orders list 2022-02-15 20:01:10 +01:00
Michael Lutz
b0990fcff7 Codechange: Make TileIndex a "strong" typedef to give it a distinct type.
This is accomplished by changing it to a single member struct with the
appropriate operator overloads to make it all work with not too much
source modifications.
2021-12-16 22:28:32 +01:00
Jonathan G Rennison
762b656b53 Fix #9740: Fix loading of gamelog change items from savegame ver >= 294 2021-12-10 22:46:16 +01:00
Charles Pigott
cf16f452da Fix #9680: Recalculating aircraft positions before map array updates caused crashes (#9699) 2021-11-15 13:39:41 +00:00
Dmitry Erlikh
33ef34189e Fix #9648: add missing commas in crash message 2021-11-03 22:10:21 +01:00
Loïc Guilloux
f2c03a77f0 Change: Don't store not to be activated newGRFs in savegames (#9627) 2021-10-20 22:14:23 +02:00
SamuXarick
e404d16929 Fix #9591: Update station docking tiles upon placing a water object on a docking tile (#9594) 2021-10-03 12:54:19 +02:00
Loïc Guilloux
38a64eb2aa Change: Allow all tiles around docks to be docking tiles (#9578) 2021-09-26 19:31:55 +02:00
Patric Stout
394c749b6b Change: Heading for 13 now (#9573) 2021-09-25 13:48:03 +02:00
Nicolas Chappe
977604ef08 Feature: [Linkgraph] Prioritize faster routes for passengers, mail and express cargo
Passengers usually prefer fast paths to short paths.
Average travel times of links are updated in real-time for use in Dijkstra's algorithm,
and newer travel times weigh more, just like capacities.
2021-08-17 14:57:59 +02:00
Loïc Guilloux
460991ecf4 Feature: Persistant rotation of numbered auto/netsave after restart (#9397)
It was always starting from 0 on openttd restart.
Now the most recent auto/netsave number will be used as a base to generate the next filename.
2021-07-17 12:48:35 +02:00
Rubidium
ede3f79475 Codechange: use the name string in SaveLoad for the name of the Setting as well 2021-07-09 22:53:30 +02:00
Rubidium
01139d3368 Codechange: access the name of a setting via an accessor function 2021-07-09 22:53:30 +02:00
Rubidium
94881f5a34 Codechange: name a few unnamed settings as to not to have to check for that being empty 2021-07-09 22:53:30 +02:00
Stephan
a70aa5df49 Add #9188: netsave now keeps multiple version around, similar to autosave (#9395) 2021-07-09 21:44:02 +02:00
Patric Stout
8f5d0ecde3 Codechange: split settings.ini over several files (#9421)
This reduced the load on compilers, as currently for example MacOS
doesn't like the huge settings-tables.

Additionally, nobody can find settings, as the list is massive and
unordered. By splitting it, it becomes a little bit more sensible.
2021-07-09 21:16:03 +02:00
Patric Stout
c1f13e0372 Fix: reduce the amount of debug messages on -dsl=2 (#9420)
LoadCheck makes it sound like something is really broken while
loading savegames, while it really is perfectly normal, as most
chunks do not implement LoadCheck.
2021-07-08 19:31:00 +02:00
glx22
7bcc7e11ff Codechange: Use a common sub-class for NewGRFMapping chunks 2021-07-06 22:29:08 +02:00
glx22
6e627f35ac Cleanup: Remove now unneeded ChunkHandler members 2021-07-06 22:29:08 +02:00
glx22
2c941cd8b3 Codechange: Use ChunkHandlers sub-classes 2021-07-06 22:29:08 +02:00
glx22
c1a9fe6fbd Codechange: Use static array of references to ChunkHandler 2021-07-06 22:29:08 +02:00
glx22
f371a5ad70 Codechange: Preparation for ChunkHandler subclassing 2021-07-06 22:29:08 +02:00
Rubidium
7e7a4aad72 Codechange: split off the settings saveload code from the main settings handling logic 2021-07-06 21:32:47 +02:00
Loïc Guilloux
ddafc0de05 Fix 39e90ec: Integers for scripts are 64bit, but saved as 32bit (#9415) 2021-07-06 21:09:08 +02:00
Loïc Guilloux
0fa2007560 Fix cdb3dd049: GOAL chunk was not using the header for loading (#9409) 2021-07-03 18:26:24 +02:00
Patric Stout
3e3049fd0e Codechange: make savegame-version checks more obvious in SlCompanyLiveries::Load
num_liveries indirectly contained the same information, but this
makes reading these things pretty difficult. So use IsSavegameVersionBefore()
like everywhere else instead.
2021-07-02 22:21:58 +02:00
Patric Stout
4e645ce749 Codechange: using "until" in function names can be confusing
IsSavegameVersionUntil() did a [0, N] check, not [0, N) as the
name suggests.

Until can be a confusing word, where people consider it to be
including the upperbound. Dictionary states it means "before",
excluding the upperbound. There are long debates about who is right.

So, simply remove away from this ambiguity, and call it "before"
and "before or at". This makes the world easier for everyone.
2021-07-02 22:21:58 +02:00
Patric Stout
1ed2405907 Cleanup: remove SLE_NULL and friends
We no longer need them. If you want to remove a field .. just
remove it! Because of the headers in the savegame, on loading,
it will do the right thing and skip the field.

Do remember to bump the savegame version, as otherwise older
clients can still load the game, but will reset the field you
have removed .. that might be unintentially.
2021-07-02 22:21:58 +02:00
Patric Stout
3826703bc3 Add: store headers for chunks with SL_STRUCTLIST 2021-07-02 22:21:58 +02:00
Patric Stout
cdb3dd0493 Add: store headers for most savegame chunks
When a header is added, the chunk changes from CH_ARRAY type to
CH_TABLE type.
2021-07-02 22:21:58 +02:00
Patric Stout
7dd5fd6ed4 Feature: framework to make savegames self-descriptive
We won't be able to make it fully self-descriptive (looking at you
MAP-chunks), but anything else can. With this framework, we can
add headers for each chunk explaining how each chunk looks like
in detail.

They also will all be tables, making it a lot easier to read in
external tooling, and opening the way to consider a database
(like SQLite) to use as savegame format.

Lastly, with the headers in the savegame, you can freely add
fields without needing a savegame version bump; older versions
of OpenTTD will simply ignore the new field. This also means
we can remove all the SLE_CONDNULL, as they are irrelevant.

The next few commits will start using this framework.
2021-07-02 22:21:58 +02:00
rubidium42
f7f1d530b8 Codechange: instead of "naked" initializer lists, declare the type in the saveload macros
This to help variant's constructor to be able to resolve the constructor of the setting
2021-06-26 20:28:34 +02:00