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path: root/src/town.h
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2009-01-03(svn r14807) -Codechange: use INVALID_TILE instead of 0 to mark invalid ↵smatz
depots, industries, towns and waypoints
2008-12-23(svn r14732) -Codechange: replace some magic number with less magic ↵rubidium
constants and use the proper type for a few variables.
2008-10-20(svn r14505) -Fix (r14504): Missing include.michi_cc
2008-10-20(svn r14504) -Cleanup: Use the right variable type for tile offsets.michi_cc
2008-09-30(svn r14422) -Codechange: also reflect the changes of r14421 in the filenames.rubidium
2008-09-30(svn r14421) -Codechange: rename all player variables/types to company *or* ↵rubidium
client so it is immediatelly clear which one you are working with.
2008-07-25(svn r13821) -Codechange: replace some uint8/bytes with more specificly ↵rubidium
named typedefs and replace a few magic numbers.
2008-06-25(svn r13634) -Codechange: Let house var 0x65 ignore the house, the variable ↵frosch
is queried for.
2008-06-05(svn r13383) -Codechange: Put the cost of house removal in a class memberbelugas
2008-06-03(svn r13368) -Codechange: give house's min/max_date a better name, as it is ↵belugas
really year, not date
2008-05-29(svn r13325) -Codechange: split the client-side only settings from the ↵rubidium
settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
2008-05-27(svn r13297) -Codechange: Use GUIList for the town directory windowpeter1138
2008-05-25(svn r13255) -Codechange: move _opt to _settings.rubidium
2008-05-25(svn r13251) -Codechange: rename _patches to _settings as that is more logic.rubidium
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
2008-05-24(svn r13226) -Feature: Allow to have more than only two airports per town. ↵belugas
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
2008-05-07(svn r12987) -Codechange: split viewport and tile selection.rubidium
2008-05-06(svn r12971) -Documentation: add @file in files that missed them and add ↵rubidium
something more than whitespace as description of files that don't have a description.
2008-04-23(svn r12859) -Fix: make the town rating tests use less memory and much ↵rubidium
quicker; from 13% to unnoticable in the profile in games with lots of towns and lots of very active AIs.
2008-04-17(svn r12751) -Codechange: do what has been done in r11862 in a different way ↵rubidium
so it uses less memory.
2008-04-15(svn r12726) -Fix [FS#1877]: overflow causing strange building behaviour in ↵rubidium
towns.
2008-04-04(svn r12560) -Cleanup: town_cmd.cpp and header files - variable scope and a ↵smatz
bit of coding style
2008-04-01(svn r12534) -Feature: Add a new type of town road layouts - random for each ↵skidd13
town
2008-03-31(svn r12513) -Codechange: rename OriginalTileRandomiser something more ↵skidd13
descriptive
2008-03-18(svn r12381) -Fix [FS1835] [FS1535] (r11855): The number of houses wasn't ↵skidd13
computed right. A few other things regaring the updating had to be changed. Big thanks for support to frosch123 and SmatZ, to name just a few. (Inspired by a patch of bilbo)
2008-01-16(svn r11873) -Codechange: less a few magical numbers and a tiny bit more ↵belugas
comments on town zones
2008-01-15(svn r11862) -Fix [FS#1559]: when two NewGRFs 'fight' to define the same ↵rubidium
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.
2008-01-13(svn r11832) -Codechange: get rid of (quite) some VARDEFs.rubidium
2008-01-13(svn r11828) -Codechange: include table/* as the last includes and remove an ↵rubidium
unneeded include from openttd.h.
2008-01-12(svn r11822) -Codechange: Replaced fixed size custom name array. Names are ↵peter1138
now attached to their object directly and there is no limit to the amount of names. -Fix: NewGRF engines could not be renamed.
2008-01-12(svn r11818) -Codechange: split player.h into smaller pieces.rubidium
2008-01-09(svn r11795) -Fix [FS#1616]: take town rating into account when testing if a ↵glx
command can be executed.
2008-01-07(svn r11776) -Codechange: more header splittings to reduce the dependencies.rubidium
2008-01-03(svn r11750) -Revert (r11749): commited too muchglx
2008-01-03(svn r11749) -Fix (r11352): when a bankrupted company is bought, reset ↵glx
vehicle color mapping so the vehicles use the new owner color
2007-12-26(svn r11702) -Codechange: move all date related stuff to date*.rubidium
2007-12-25(svn r11700) -Codechange: reduce the amount of unnecessary includes.rubidium
2007-12-25(svn r11692) -Codechange: move some functions from 'functions.h' to a more ↵rubidium
logical place and remove about 50% of the includes of 'functions.h'
2007-12-25(svn r11691) -Codechange: move+rename helpers.hpp and only include it when ↵rubidium
it is really needed.
2007-11-25(svn r11525) -Fix: do not do all kinds of 'updates' for town, waypoint, ↵rubidium
station and other signs when you haven't converted the map to the 'current' format as that means you are going to read data in the 'old' format when you assume that it is in the 'current' format.
2007-08-30(svn r11009) -Codechange: unvirtualise IsValid as that isn't needed with ↵rubidium
templates. This gives up to 10% performance increase in games with lots of vehicles.
2007-08-05(svn r10799) -Fix: only calling QuickFree and not the destructor on pool ↵rubidium
cleanups might cause memory leaks due to the way C++ works.
2007-08-02(svn r10755) -Codechange: make the town struct use the pool item class as ↵rubidium
super class.
2007-06-18(svn r10211) -Feature: [NewGRF] Add support for action 0Fglx
2007-05-10(svn r9823) -Feature: Add support for house property 1F - minimum life span.maedhros
2007-04-18(svn r9667) -Feature: Add the concept of cities. A (configurable) proportion ↵maedhros
of towns can start off larger, and will grow twice as quickly as other towns. They can also be placed specifically in the scenario editor. Thanks to TheJosh for the initial patch and the idea.
2007-04-18(svn r9665) -Documentation: Doxygen corrections,errors, corrections of ↵belugas
corrections...
2007-04-12(svn r9613) -Feature: Make it possible to have some control over the town ↵maedhros
growth. The default rate is TTD's original rate, and to approximate OpenTTD's previous behaviour the rate should be set to "Fast" or "Very Fast". Town growth can be switched off entirely, and if so, buildings will not be rebuilt. It is also possible to specify a proportion of towns that grow twice as fast as the others.
2007-04-04(svn r9558) -Documentation: doxygen and comment changes: 'T' now. Almost donebelugas
2007-03-20(svn r9366) -Codechange: Unify the different houses acceptances attributes ↵belugas
on their cargo counterpart, as well as specifying cargo slot.
2007-03-19(svn r9315) -Merge: The newhouses branch. With this merge comes almost ↵maedhros
complete support for the newhouses grf specs, so all newhouses grfs will be playable in the game. Many thanks to everyone who contributed code and ideas, and all the testers who found things we missed.