Age | Commit message (Collapse) | Author |
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stuff (like towns and industries) and enable it in the scenario editor. Patch by frosch.
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frosch.
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the size of the industry.
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callbacks 29 and 35
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Industries. This bit enables the protection of the last instance of an industry type once raise.
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(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
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Patch by frosch.
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instead of the owner and the founder. Patch by frosch.
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the functions for those tile types.
-Codechange: barren the rail grounds on terraforming.
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simplifications to the terraforming code. Patch by frosch.
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that happens when an industry uses a special gfx index (tile spec 0xFF). This 0xFF is the sentinel of a special check done for oil rigs, where water need to be around, but no tile will be constructed on it.
Problem is that the upper limit of gfx tiles is currently at 175. So, of course the system will assert with 255 ;)
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counterpart(GetTranslatedIndustryTileID) of getindustileid of TTDPatch. This allows to ensure that the ID of a tile (taken out of the map or not) is still a valid one regarding the possible override it may have been flagged to.
It is not the strict same thing, but is what we need regarding the slightly different approach we took for newindustries.
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of errors than usefull.
So now, it will be better to jump to the overriden tile when it is been marked as an override
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Action 2 for Industries
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the pool cleanups, which could cause crashes as already removed pool items could then be dereferenced by other destructors.
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similarly for AddBlock*.
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as super class.
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the index is specified by a grf file. It has a different meaning then.
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industry tile spec of the one been queried.
Only on certain very specific circumstances do we need the original spec
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foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
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variables.
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transparent" code.
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locations of the source code.
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making them persistent.
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variables.h to strings.h
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random map generation as well as for ingame random industry creation
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building an industry is allowed at a given location.
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building chance of farm fields and chopping chance for lumber mills.
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primary industry prospecting succeeds.
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industries.
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regarding to the creation of the industries.
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industry is a primary industry and how much it costs to build such an industry.
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amount of money and then it might (with a given chance) build a raw industry somewhere on the map.
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Forgotten code :)
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Maedhros for spotting this.
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