summaryrefslogtreecommitdiff
path: root/src/industry_cmd.cpp
AgeCommit message (Collapse)Author
2011-07-19(svn r22673) -Add #4690: Provide random bits in var 0x10 for callback 0x3B ↵planetmaker
in all cases (Hirundo)
2011-06-12(svn r22567) -Codechange: Store persistent storages inside a pool.terkhen
2011-06-12(svn r22556) -Codechange: Remove constness from the town pointer at industries.terkhen
2011-06-09(svn r22548) -Codechange: Name also the magic number for the lumber mill's ↵planetmaker
tree cutting action (FeyFre)
2011-05-28(svn r22505) -Add: Separate EffectVehicleTypes for broken aircraft and smoke ↵frosch
at copper ore mine, to make them distinguishable from each other and from smoke due to disasters. (only affects newly spawned effects)
2011-05-21(svn r22482) -Codechange: Add some contants for the number of ticks between ↵frosch
certain cyclical tasks.
2011-02-19(svn r22116) -Codechange: use PoolBase::Clean() at more placessmatz
2011-02-07(svn r22018) -Cleanup: remove some (now) unneeded includes of functions.hrubidium
2011-02-07(svn r22012) -Add: [NewGRF] Test all industry layouts also when prospectingplanetmaker
2011-02-07(svn r22011) -Codechange: Rename a few variables and enhance code clearityplanetmaker
2011-02-07(svn r22010) -Feature-ette [FS#4131]: [NewGRF] Test all possible industry ↵planetmaker
layouts during construction and add another pony to andy's stables
2011-02-06(svn r22001) -Codechange: Rename difficulty.number_industries to ↵alberth
difficulty.industry_density.
2011-02-06(svn r22000) -Codechange: Introduce an enum for the industry density setting.alberth
2011-02-06(svn r21999) -Fix [FS#4474] (r21969): Use 'very low' industry density for ↵alberth
generating industries in the SE.
2011-02-06(svn r21998) -Fix (r21969): Number of industries difficulty setting should ↵alberth
not affect the SE.
2011-02-05(svn r21969) -Feature: Introduce 'minimal' number of industries as a ↵alberth
replacment for the old 'none' setting in the newgame window.
2011-01-29(svn r21924) -Codechange: Unify some parts of the articulated vehicle code.terkhen
-Cleanup: Avoid conversions to Train and RoadVehicle that are no longer required.
2011-01-22(svn r21890) -Cleanup: remove some unneeded includesrubidium
2011-01-18(svn r21845) -Codechange: move documentation towards the code to make it ↵rubidium
more likely to be updates [d-m].
2010-12-12(svn r21490) -Codechange: abstract/encapsulate the map area iterating a bitrubidium
2010-12-12(svn r21489) -Codechange: replace the last instances of TILE_LOOP with ↵rubidium
TILE_AREA_LOOP
2010-11-20(svn r21270) -Doc: Doxyment updates and additions. Removal of doxyment in code.alberth
2010-11-20(svn r21265) -Fix [FS#4245]: Don't setup target industry type counts if ↵alberth
there are no industry types available.
2010-11-13(svn r21175) -Add: Forced construction of missing industries.alberth
2010-11-13(svn r21174) -Add: Use a progressive back-off mechanism to reduce wasting ↵alberth
build attempts at unbuildable industries.
2010-11-13(svn r21173) -Codechange: Don't recompute target industry counts each time.alberth
2010-11-13(svn r21172) -Feature: Better control over how many new industries are ↵alberth
created during the game.
2010-11-13(svn r21171) -Change: Reset industry build data at game start or load.alberth
2010-11-13(svn r21169) -Feature: Do not build industries during economic recession.alberth
2010-11-13(svn r21168) -Feature: Use desired industry counts rather than relative ↵alberth
probability to decide which industry to build.
2010-11-13(svn r21167) -Codechange: Use IndustryBuildData::builddata instead of a ↵alberth
local variable.
2010-11-13(svn r21166) -Codechange: Move MaybeNewIndustry() to ↵alberth
IndustryBuildData::TryBuildNewIndustry().
2010-11-13(svn r21159) -Codechange: AdvertiseIndustryOpening() also works with a const ↵alberth
pointer.
2010-11-13(svn r21158) -Codechange: Assert boundary inside the loop rather than ↵alberth
afterwards.
2010-11-13(svn r21156) -Codechange: Introduce EconomyIsInRecession().alberth
2010-10-28(svn r21052) -Fix (r20435): house/airporttile/industrytile newgrfs that ↵yexo
defined tiles that relied on the substitute being drawn were broken
2010-10-16(svn r20942) -Feature [NewGRF]: make it possible to distinguish player ↵rubidium
built/randomly placed industries in the location and land slope check callbacks
2010-10-04(svn r20900) -Codechange: Move ProductionLevels enum to industry.hfrosch
2010-10-04(svn r20896) -Codechange: Split recompution of productionrates for ↵frosch
non-smooth economy to separate function.
2010-09-26(svn r20850) -Codechange: Add IndustrySpec::UsesSmoothEconomy() to ↵frosch
deduplicate code.
2010-09-07(svn r20764) -Codechange: minor coding style fixsmatz
2010-09-06(svn r20754) -Fix [FS#4112]: assert when an industry previously build on ↵yexo
water was flooded because it's grf changed/is missing
2010-09-05(svn r20747) -Fix: overbuilding an object with water under it succeeded even ↵yexo
for industries that can't be build on water
2010-09-05(svn r20743) -Fix: Make testruns of clearing an object tile not influence ↵frosch
repeated testruns resp. the exec run.
2010-09-04(svn r20738) -Codechange: Introduce a function for getting the number of ↵alberth
industries that should be build.
2010-09-04(svn r20737) -Codechange: Introduce a function for advertising opening of a ↵alberth
new industry.
2010-09-04(svn r20736) -Codechange: Introduce a new function for trying to create a ↵alberth
new industry.
2010-09-04(svn r20735) -Codechange: Introduce GetIndustryGamePlayProbability().alberth
2010-09-04(svn r20734) -Codechange: Rename GetScaledIndustryProbability() to ↵alberth
GetScaledIndustryGenerationProbability().
2010-09-04(svn r20733) -Fix: when overbuilding an object with an industry, clear the ↵yexo
complete object