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path: root/src/industry_cmd.cpp
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2007-07-03(svn r10418) -Codechange: implement/resurrect the industry production flags.rubidium
2007-07-01(svn r10406) -Fix [FS#968]: only industries in the temperate climate should ↵rubidium
be affected by the "do not increase production" flag.
2007-06-26(svn r10348) -Fix (r10347): compile errors; do not think it compiles fine ↵rubidium
when you run make on the wrong working copy.
2007-06-26(svn r10347) -Fix [FS#948]: industries with a very low production could ↵rubidium
never recover when using smooth economy. -Fix: in smooth economy producing industries could not close, whereas they could close in non-smooth economy. -Fix: in smooth economy the "do not increase production" flag of industries was ignored.
2007-06-26(svn r10340) -Fix: make sure no industry production can ever hit < 32 with ↵truelight
smooth_economy
2007-06-24(svn r10299) -Codechange [FS#931]: industry foundations should be drawn as ↵rubidium
all other foundations, i.e. with DrawFoundation, instead of writing the same functionality itself.
2007-06-22(svn r10290) -Fix: with smooth_economy, when industry production hit 32, it ↵truelight
stayed there for ever. Give it some chance to get out of that uber-lowness (although it is a very slim chance, at least it has one)
2007-06-20(svn r10232) -Fix(r1): _numof_industry_table never was composed of 12 ↵belugas
entries. Only 11. It never hurt before, but it would have...
2007-06-19(svn r10226) -Codechange: Add support for newindustry tiles drawing.belugas
Heavily based on Maedhros's newhouses implementation
2007-06-18(svn r10205) -Codechange: refactor returning of cost, so it can be more ↵rubidium
easily modified.
2007-06-18(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.rubidium
2007-06-15(svn r10163) -Fix(r8128): Industries had lost their random recoloring. A ↵belugas
test was removed and is now reintroduced in another way.
2007-06-13(svn r10140) -Fix [FS#867]: an industry could overbuild a bridge.rubidium
2007-06-11(svn r10099) -Fix(r9867, FS860): Use the specs of the to-be-created industry ↵belugas
instead of the scanned industry Spotted by Oxygene
2007-06-10(svn r10078) -Codechange: Centralize all industry counts data and accessbelugas
2007-06-08(svn r10063) -Codechange: Change VARDEF for externbelugas
-CodeChange: Add the count of industries, basic support for variable 67, var action02 forindustries
2007-06-07(svn r10058) -Codechange: give some industry variable sensible names (like ↵rubidium
not telling "last_mo_production" when it is the production of the current month).
2007-06-07(svn r10054) -Codechange: make the industries cost modifier look more like ↵rubidium
the original one, so it's much easier to support industries that use this original format.
2007-05-30(svn r9993) -Fix (r9992): smallish typos resulting in compile time errors.rubidium
2007-05-30(svn r9992) -Codechange: Remove some hardcoded references to Industry IDs.belugas
A few more to go
2007-05-30(svn r9984) -Codechange: Remove an obsolete structure and a now meaningless ↵belugas
enum, in favor of the "real thing"
2007-05-30(svn r9983) -Codechange: Use the "enabled" property of the industry spec.belugas
2007-05-29(svn r9976) -Codechange: Declare a writable array of specs for industry and ↵belugas
industry tiles. It will be initialized by the original data upon game start. Rename some enums to be more consistent too
2007-05-29(svn r9969) -Codechange: Cleanup of industries (Step-14). Remove ↵belugas
hardcoded-run-time tile acceptance and put in corresponding tile
2007-05-24(svn r9914) -Codechange: prepare GTTS and the pathfinders to handle multiple ↵rubidium
road types on a single tile.
2007-05-20(svn r9887) -Fix (r9867): Industry production statistics messed up...peter1138
2007-05-20(svn r9886) -Codechange: Cleanup of industries (Step-13). Include the sounds ↵belugas
table into the industry's spec.
2007-05-18(svn r9870) -Codechange: Silence two compiler warnings and give proper type ↵belugas
to the "type" member of industry struct
2007-05-18(svn r9867) -Codechange: Remove data duplication. The exact same values can ↵belugas
be found in the industry spec, so take it from there instead.
2007-05-01(svn r9762) -Feature: Two new difficulty settings : Very low number of towns ↵belugas
and very low number of industries Based on FS#289, by pitt2
2007-04-21(svn r9705) -Codechange: Merge some data arrays together, making a bit more ↵belugas
logical units. Calculate with a macro (for _industry_anim_offs_toys) the value of x, instead of doing it at run time. And give some more descriptive names too...
2007-04-19(svn r9676) -Codechange: introduce NUM_INDUSTRYTYPES instead of IT_END.belugas
This makes the code clearer.
2007-04-18(svn r9672) -Cleanup: lots of coding style fixes around operands.rubidium
2007-04-16(svn r9644) -Codechange: if else cascade into a switch casebelugas
2007-04-16(svn r9643) -Codechange: Simplify a test.belugas
2007-04-09(svn r9579) -Codechange: Cleanup of industry_cmd (Step-11). Use industry's ↵belugas
spec appear_creation during random map creation.
2007-04-08(svn r9574) -Fix(r9520, FS#721): Oil Rig ( or industry with behaviour ↵belugas
INDUSTRYBEH_BUILT_ONWATER) should check all tiles before leaving the test. A tile in water does not ensure that all required tiles will necessary be on water.
2007-04-06(svn r9569) -Fix(r9567): testing mode leftover...belugas
2007-04-06(svn r9567) -Fix(9555, FS#718): The industry ID been collected was just an ↵belugas
index in a out of phase array. Now, ensure that the ID will really be an IndustryType
2007-04-05(svn r9563) -Feature: Add more finer control to transparency options, ↵peter1138
including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
2007-04-04(svn r9555) -Codechange: Cleanup of industry_cmd (Step-9). Use in-game ↵belugas
appearing chances for industry creation.
2007-03-28(svn r9520) -Codechange: Add the notion of Industry behaviour. It means ↵belugas
what an industry can do (plant fields, cut trees, do not change production), what can be done to it (disasters like mine subsidence, jet/chopper attack), when it can be built etc...
2007-03-22(svn r9400) -Codechange: Use some more representative enum names for ↵belugas
landscape types.
2007-03-20(svn r9371) -Feature: Add support for variable snow lines in the arctic ↵maedhros
climate, supplied by newgrf files. When this is enabled forests cannot be built below the highest snow line, and farms can't be built above it. Houses still use the _opt.snow_line so they are all consistent, so to make them respect the snowline you may want to use some newhouses features as well.
2007-03-15(svn r9190) -Fix: Little typo in an enum.belugas
2007-03-14(svn r9162) -Codechange: Cleanup of industry_cmd (Step-8). Gather tile ↵belugas
animation data into IndustryTileSpec array Added a few documentation on remaining animation arrays (mostly ToyLand ones)
2007-03-10(svn r9097) -Fix [FS#525]: open and close messages now have their own ↵truelight
setting, so you can hide economy changes, but do show open/close of industries -Change: store news_display_opt in his own section, so it is no longer stored as uint in openttd.cfg (allows adding news-types easier)
2007-03-09(svn r9075) -Codechange: Cleanup of industry_cmd (Step-7). Small step that ↵belugas
is. The new industry messages do not need a series of tests. Only one property to use.
2007-03-07(svn r9050) -Codechange: Foo(void) -> Foo()rubidium
2007-03-03(svn r8987) -Cleanup: doxygen changes. Again. Mostly (still) @files missing ↵belugas
tags and (more than just) a few comments style.