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path: root/src/industry_cmd.cpp
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2012-03-17(svn r24040) -Fix [FS#5095]: Improve error messages wrt. the placement ↵frosch
restrictions of banks, water towers and toy shops.
2012-01-03(svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp filesrubidium
2012-01-01(svn r23704) -Doc: Doxygen comment fixes and additions.alberth
2011-12-19(svn r23622) -Add: a set of events to trigger in a GameScripttruebrain
2011-12-15(svn r23526) -Codechange: unify cargos vs cargoesrubidium
2011-12-09(svn r23458) -Fix: don't assume all industries that cut trees have tile 0,0yexo
-Fix: wait until all tiles of an industry are completed before starting to cut trees
2011-11-29(svn r23355) -Codechange: rename all AI* to Script* (Rubidium)truebrain
2011-11-08(svn r23168) -Feature [FS#1824]: always draw fences around field tilesyexo
2011-11-08(svn r23148) -Change: [NewGRF] Check the results of various callbacks for ↵frosch
validness.
2011-11-08(svn r23147) -Change: [NewGRF v8] Unify the return values of boolean ↵frosch
callbacks, and check the results for validity.
2011-11-08(svn r23146) -Change: [NewGRF v8] Make callback 22 return a probability to ↵frosch
use instead of property 18.
2011-11-04(svn r23108) -Codechange: more uint -> int / byte -> int conversions for Z ↵rubidium
related variables
2011-11-04(svn r23107) -Codechange: let GetSlopePixelZ and TerraformTile tile type ↵rubidium
functions use int z as well
2011-11-04(svn r23106) -Codechange: pass int* to GetTileSlope and friendsrubidium
2011-11-04(svn r23102) -Codechange: remove the remaining pointless multiplications by ↵rubidium
TILE_HEIGHT
2011-11-04(svn r23100) -Codechange: remove pointless multiplications by TILE_HEIGHT ↵rubidium
for the terraform code
2011-11-04(svn r23096) -Codechange: remove useless divisions and multiplications by ↵rubidium
TILE_HEIGHT for the snow line code
2011-11-04(svn r23093) -Codechange: add a default NULL for the Z of GetTileSlope and ↵rubidium
use it
2011-11-04(svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ ↵rubidium
functions if they return the Z in pixels (like TilePixelHeight)
2011-10-21(svn r23049) -Fix [FS#4810]: Use the same forest-check for the ↵frosch
vegetation-map colour as for nearby station names.
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.