Age | Commit message (Collapse) | Author |
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rail/road combinations (including signals)
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The search would loop
around the edges causing some troubles. Also make sure that the land after
farm removal is not barren but 2/3rd grass. Better suited.
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of DoCommandP
with a boolean type.
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it accepts
DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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grown and should be harvest (not before that)
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(over time) (based on peter1138's patch, FS#82)
To make this to work, in older games farmland is removed on load, and replanted
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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instead of a TileInfo
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a bit clearer
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combinations were ontop of it
(Hopefully this time it works for real)
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They were all aimed at fixing the terraform-into-tunnel problem, but introduced new sideeffects while doing so
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has a foundation already, bail out.
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depends on rail.h and not the other way round anymore
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foundationed tile with rails. This also fixes another bug where you could implicitly remove a foundation by raising nearby sloped land. Desirable perhaps, but unwanted.
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not used
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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handle success/failure can fail if a recursive call fails but doesn't set the error message, thus resulting in an old, possibly erroneous being used (see FS#130 prior to r4585). Now properly reset the global variable _error_message in these cases.
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There's exactly one implemented function (unbarring a level crossing) and one place where it can be triggered (a train leaves a level crossing)
It's a bit overkill, so just handle this one case where it can happen
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appropriate enums
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
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Although it was an accessor, nor his usage nor the values were clear.
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terraformed.
Fixes a bug where you could terraform a tunnel (fixed by r3228, but reverted that one)
Fixes a bug introduced by r3228 which allowed steep rail tiles resulting in ... unwanted effects such as display artifacts.
That means the terraform feature should not work as intended; it also uses _valid_tileh_slopes to determine valid configurations instead of hand-brewn stuff.
TODO: _terraform_err_tile and similar TileIndices should have INVALID_TILE as "unused", not 0. (0 is a valid tile).
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get information about rail tiles
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result and give it a less ambiguous name (IsTunnelInWay)
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- 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
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and density of clear tiles with symbolic names and accessors.
See clear.h for details
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TileIndex points to a tile on the map
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for raising, then for lowering, now for both.
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diag tracks on it (based on patch by glx)
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-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
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sprite list
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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farm tile is adjacent
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