Age | Commit message (Collapse) | Author |
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number of towns and industries.
-Fix (6055): GetMax(Town|Industry)Index should not return the number of towns or industries - 1, but the size of the pool - 1.
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GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
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pool", so the new pool implementation can be committed alongside it.
- Codechange: Rename pool.[ch] to oldpool.[ch].
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Just provide the number of tiles per side, a pointer to a test function, the tile to start searching and voila.
Fixes [FS#364] by removing a lengthy and suboptimal random search pattern.
Thanks Rubidium.
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Removed a loop that used the array _build_industry_types for that purpose.
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-Codechange: member color_map is more related to random color, rename it as such
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Add member life_type to IndustrySpec and remove the now useless _industry_close_mode array
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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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station part. Thanks to Znuff for pointing out.
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be outside the map when you are loading another (smaller) map. Thanks to MeusH for noticing.
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by enums.
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{' -> '} else {', tabs between code and comment, etc.
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-Codechange: DestroyIndustry is called by DeleteIndustry to remove all things where a industry depends on.
Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
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Note: _total_towns and _total_industries willb e removed soon, so this 'hack' is okay, for now ;)
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a valid XXX, unless there are none to pick from. Then NULL is returned.
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(or, will do that).
It isn't the best name, but we couldn't find any better.
This unifies the pool-system even more.
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invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
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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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-Cleanup: use TownID and StationID for two instances of uint16
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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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based at the year 0.
The game date subsystem now allows someone to start in the year 0 and continue
up to the year 5 000 000. However, you currently cannot build anything before
1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
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can leave the map on the southern side
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industries on mountains (tnx Darkvater)
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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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-Cleanup: use _cur_year instead of _date for some (year based) comparisons
-Cleanup: remove a magic number in favour of another (less) magic number
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the offset since 1920
-Codechange: store all year related variables that are _not_ stored in a savegame/transported over the network in the same format as _cur_year
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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instead of a TileInfo
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splitting those functions.
At least in the case of checking for oil industry restrictions this makes the check conditions more clear.
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corner of a tile, and use it to simplify the code in a few places
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Removing the _industry_type_costs in favor of IndustrySpec.cost_multiplier;
In order to let industry_gui use the GetIndustrySpec accessor,
some structs had to be moved in industry.h
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Renaming GetIndustrySpecification to GetIndustrySpec. Looks better.
Removing the _industry_prod_up/down/close_strings
in favor of IndustrySpec.closure/production_up/down_text;
A few reformatting along the way.
Work of tfc_team
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Removing the _industry_min_cargo[] in favor of IndustrySpec.minimal_cargo,
IndustrySpec.a,b,c are now conflicting[], add an enum for IndustrySpec.checkproc
Work of tfc_team
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Add an accessor to _industry_specs array.
Work of tfc_team
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tropic landscape.
This bug is from the original game.
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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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toguether.
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appropriate enums
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pool block clean up.
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.." news item (MeusH)
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STRICKLY LESS THEN. This caused airports animations to stay unanimated. Industries were similarly affected.
Thanks to Richk67 for finding it.
Also, more Gfx define and use.
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industries. More are still to come
Also, a bit of code cleaning, as pointed by Tron
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accessors.
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use IndustryGfx type instead of uint
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step toward bringing accessors [G|S]etIndustrype
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