Age | Commit message (Collapse) | Author |
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cargo it could happen that the strings are defined by one cargo and the 'action2' by another and when one assumes that both come from the same NewGRF... So store the GRF ID with the strings. To be extra sure add the same protection mechanism to industries and towns too.
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This will add a cost to the removal of an industry using the cheat magic bulldozer.
Note that the removal of regular or newgrf industries without specified removal cost will have no cost applied to.
This is a difference from original spec, where a default base cost is added.
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be in town with population large than 1200'
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invalid cargo. Exceptions are temperate banks and oil rigs, default value is 0 for them
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industry tiles
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value that cannot be legal.
This avoids the forest of coal mine error in the futur
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locations of the source code.
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should not be producing, which would result in the industry offering invalid cargo to a station resulting in crashes..
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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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stations, water tower and banks, i.e: they require cargo but do nothing with it.
So, make it an INDUSTRYLIFE_BLACK_HOLE, exactly like the above mentioned industries.
Thanks to glx who spotted, and Csaboka who confirmed it could very well be a CS bug.
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the original one, so it's much easier to support industries that use this original format.
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newgrf data
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industry tiles.
It will be initialized by the original data upon game start.
Rename some enums to be more consistent too
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enabled member out of GRFFileProps (end of previous commit).
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hardcoded-run-time tile acceptance and put in corresponding tile
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industry tiles specs
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table into the industry's spec.
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one-input-cargo-creates-one-output-cargo limit in the factories, sawmills, steelmills and the ones I'm forgetting to mention right now. Use of this functionality will come later.
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industries to appear where they should not have
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spec appear_creation during random map creation.
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in the smallmap_gui. Not used yet.
-Move the check proc array, in order to make it more useful latter.
-Add basic newGRF stuff on the industry spec. Not used yet.
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both in game and in creation mode.
Not used yet.
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Thus, it cannot cut trees
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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...
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landscape types.
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acceptance mixup.
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animation data into IndustryTileSpec array
Added a few documentation on remaining animation arrays (mostly ToyLand ones)
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is. The new industry messages do not need a series of tests. Only one property to use.
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IndustryTileSPec, the alter ego of IndustrySpec.
It offers identification of the different industry tiles in a more distinct manner, as well as regrouping scattered pieces of data across the sources. More to come
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thing, sorry for it)
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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