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2019-03-03Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ↵PeterN
ownership, not nearest town. (#7284) This only affects failed town generation, as towns do not delete bridges under any other circumstances. The existing test performed badly with a large number of towns due to having to calculate the nearest town, and also by its nature assumed a bridge was built by the nearest town, leading to bridges of nearby large towns be removed incorrectly. If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
2019-02-28Change: Allow towns to build bridges over rails and one-way roads. (#7291)SamuXarick
2019-01-21Add: Houses can accept up to 16 different cargo types via NewGRF.Niels Martin Hansen
New Action0 property 23 for feature 07, variable length, format B n*(B B). Initial byte is number of structures following. First byte in structure is cargo id, second is acceptance level in 1/8 units.
2019-01-17Fix: Some code and comment typosnikolas
Found with codespell
2019-01-12Codechange: Define INVALID_TOWN as a TownID (#7044)Joan Josep
2018-10-31Fix: Protect against a few out of bounds or uninitialised usage errorsCharles Pigott
2018-10-31Doc: Lots and lots of doxymentation fixesCharles Pigott
2018-09-18Fix #6622: Fixes empty company name in news when gamescript constructs a townMax Maton
2018-06-24Feature #6397: Keep town growth rate in sync with house countPavel Stupnikov
Takes some code and ideas from #6378 patch, but doesn't change anything GS-related.
2018-05-21Change: Add CargoTypes type for cargo masks. (#6790)PeterN
2018-05-02Change: Switch town growth rate and counter to actual game ticks (#6763)Pavel Stupnikov
2018-04-28Feature #6610: Allow towns to build houses on road turns (#6758)Pavel Stupnikov
2017-08-13(svn r27893) -Codechange: Use fallthrough attribute. (LordAro)frosch
2017-01-22(svn r27739) -Cleanup/Revert (r12162): Clearing MP_HOUSE with DC_EXEC always ↵frosch
fails, so there is no effect in testing for houses first. (adf88)
2015-10-30(svn r27423) -Fix: When towns expanded single-bit roadtiles using a ↵frosch
grid-layout, they used the layout position of the neighbouring tile.
2015-10-30(svn r27420) -Fix [FS#6362]: GrowTownAtRoad sometimes returned false, even ↵frosch
when a house was built. (_dp_)
2015-06-20(svn r27306) -Fix (r27305): Confused tiles.frosch
2015-06-20(svn r27305) -Fix [FS#6320]: Account for road-bridges and ↵frosch
drive-through-stops in CanFollowRoad.
2015-04-28(svn r27260) -Fix (r27244): economy.allow_town_roads should not affect town ↵frosch
placement during world generation.
2015-04-27(svn r27259) -Fix (r27244): Incorrect merge. (_dp_)frosch
2015-04-25(svn r27249) -Fix [FS#6240]: In some cases town growth failure was ↵frosch
considered as success. (_dp_)
2015-04-25(svn r27248) -Fix [FS#6257]: Town labels on smallmap and zoomed-out ↵frosch
viewports were not centered. (_dp_)
2015-04-25(svn r27247) -Cleanup: Make GrowTownAtRoad return a bool.frosch
2015-04-25(svn r27244) -Change [FS#6245]: Do not consider road junctions with trivial ↵frosch
dead ends as branch points during town growth. (_dp_)
2015-01-01(svn r27105) -Fix [FS#6195]: grow_counter was not properly bounded by ↵rubidium
growth_rate, but by some other value used to calculate growth_rate.
2014-10-15(svn r27020) -Cleanup: some coding style consistency improvements (mostly ↵rubidium
spaces)
2014-09-21(svn r26879) -Codechange: remove most MayHaveBridgeAbove calls since the ↵rubidium
data is now always accessible
2014-04-25(svn r26509) -Codechange: replace strdup with stredup (the latter ensures ↵rubidium
the return is not NULL)
2014-04-23(svn r26482) -Codechange: add an include that allows us to undefine/redefine ↵rubidium
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
2014-02-16(svn r26346) -Fix [FS#5870]: Call Layouter::ReduceLineCache from ↵frosch
GenerateTownName in all cases.
2014-02-16(svn r26345) -Cleanup (r26310): Spawning towns does not touch persistent ↵frosch
NewGRF storage. ClearPersistentStorageChanges is a dangerous/magic function which should not be called without reason.
2014-02-06(svn r26313) -Codechange: use a set for finding unique town names instead of ↵rubidium
iterating all just created town names (MJP)
2014-02-06(svn r26311) -Codechange: use a different method for finding whether there ↵rubidium
is a nearby town when the map has thousands of towns (MJP)
2014-02-06(svn r26310) -Codechange: clean up some caches during town generation to ↵rubidium
keep memory usage significantly lower (MJP)
2014-02-06(svn r26308) -Fix-ish: do not try to build more towns/industries than the ↵rubidium
pool can hold (MJP)
2013-11-25(svn r26104) -Fix: do not attempt to do stuff with an invalid direction, ↵rubidium
especially using it as index into a table
2013-11-22(svn r26051) -Fix: out of bounds access in CmdTownCargoGoalrubidium
2013-11-12(svn r25968) -Add: [Script] ScriptTown::TOWN_GROWTH_NONE to indicate no town ↵frosch
growth via ScriptTown::SetGrowthRate and GetGrowthRate.
2013-10-30(svn r25931) -Fix [FS#5786-ish]: [NoGo] Preserve the relative town growth ↵frosch
progress when changing the town growth rate.
2013-10-28(svn r25922) -Codechange: Rename TOWN_IS_FUNDED to TOWN_IS_GROWING. It is ↵frosch
not tied to funding a town.
2013-10-12(svn r25849) -Codechange: Introduce IsTileFlat to not compute full slope ↵zuu
information for situations when we only want to know if a tile is flat or not (cirdan, LordAro)
2013-10-12(svn r25838) -Codechange: Rename HOUSE_MAX to NUM_HOUSES.frosch
2013-10-12(svn r25833) -Codechange: Move ObjectType from map array into pool item.frosch
2013-09-21(svn r25789) -Fix (r25783): Calling GSTown.FoundTown in world gen caused ↵zuu
world gen to terminate and start the game
2013-09-19(svn r25785) -Feature: [Script] Allow AIs and GS to found towns. Allow GS to ↵zuu
rename towns
2013-04-03(svn r25140) -Fix [FS#5519]: Towns are build as OWNER_TOWN, so they also ↵frosch
need to be removed as OWNER_TOWN.
2013-01-08(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by ↵planetmaker
Eagle_rainbow)
2012-12-01(svn r24776) -Doc: Typo fixes, additions, and additional dots collected from ↵alberth
various sources (including Eagle_rainbow, MinchinWeb)
2012-07-09(svn r24391) -Change [FS#5229]: Disallow original and better road layouts to ↵frosch
build roads under bridges along the bridge direction.
2012-05-26(svn r24291) -Add: [Script] ScriptEventRoadReconstruction.frosch