Age | Commit message (Collapse) | Author |
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clean construct for invalidating nearest town for road tiles
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Town::GetRandom() and Industry::GetRandom()
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town_type.h to separate files
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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time, binary size and run time (with asserts disabled) should be improved
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variable instead of var->index
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with < .. - 1 (both caused due to wrapper functions)
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that we allow removing towns now, but better not have desync prone code lingering around)
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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for testing town rating
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define proper additional tiles. (instead of crashing later)
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were incorrect after 0xFF had been reached and could desync clients joining afterwards.
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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CalcClosestTownFromTile
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appropriate headers.
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town a bit more readable
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road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
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therefore it does not belong in _gui.
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'CheckIfAuthorityAllowsNewStation' and unduplicate a tiny bit of code.
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depots, industries, towns and waypoints
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constants and use the proper type for a few variables.
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client so it is immediatelly clear which one you are working with.
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named typedefs and replace a few magic numbers.
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is queried for.
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really year, not date
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
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something more than whitespace as description of files that don't have a description.
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