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path: root/src/town_cmd.cpp
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2009-05-22(svn r16379) -Codechange: remove GetNumTowns(), GetNumIndustries() and ↵smatz
GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
2009-05-22(svn r16378) -Codechange: replace OldPool with simpler Pool. Compilation ↵smatz
time, binary size and run time (with asserts disabled) should be improved
2009-05-18(svn r16352) -Codechange: use PoolItem::GetIfValid() instead of ↵smatz
PoolItem::IsValidID() and PoolItem::Get()
2009-05-17(svn r16329) -Fix: possible desync when removing lots of towns in-game (not ↵rubidium
that we allow removing towns now, but better not have desync prone code lingering around)
2009-05-17(svn r16327) -Codechange: replace IsValidPoolItemID(index) by ↵smatz
PoolItem::IsValidID(index)
2009-05-16(svn r16325) -Codechange: replace GetPoolItem(index) by PoolItem::Get(index)smatz
2009-05-14(svn r16308) -Fix: parameter is invalid when it's equal to length of an ↵smatz
array (Yexo)
2009-05-11(svn r16277) -Codechange: enumerize values and remove unneeded values used ↵smatz
for testing town rating
2009-05-10(svn r16268) -Fix (r9876): When callback 2E returns an amount of 0, do not ↵frosch
transport 1 unit to the station.
2009-04-25(svn r16147) -Feature [FS#2635]: give the town generator a slight tendency ↵rubidium
to build towns near water by not discarding watery random tiles but by searching for near land (db48x)
2009-04-21(svn r16118) -Change/cleanup: remove the hexadecimal 'in TTD the string had ↵rubidium
this ID' from 'some' strings and replace the string name with something more sensible.
2009-04-20(svn r16101) -Cleanup (r14591): Remove an assertion to increase performance.frosch
2009-03-29(svn r15890) -Codechange: unify the way 'can a town be placed here?' checks ↵smatz
are done -Change: the requirements for location of 'random' town are now a bit less strict
2009-03-23(svn r15831) -Fix: make sure house class/ID counters don't overflowsmatz
2009-03-16(svn r15744) -Fix (r9667): when town generator failed to create requested ↵smatz
number of towns, there were too many cities
2009-03-15(svn r15729) -Fix: silence MSVC warningrubidium
2009-03-15(svn r15726) -Codechange: unify coding style for const pointerssmatz
2009-03-15(svn r15718) -Cleanup: apply some comment coding style on the rest of the ↵rubidium
sources too
2009-03-13(svn r15697) -Fix (r15695): warning about comparing signed vs unsigned.rubidium
2009-03-12(svn r15695) -Feature [FS#2672]: Allow the number of towns that will be ↵belugas
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
2009-03-12(svn r15689) -Fix [FS#2720]: do not crash when the generate map doesn't ↵rubidium
contain a suitable location for a town.
2009-03-10(svn r15662) -Fix (r11795): Don't mark a company as having ratings in a town ↵peter1138
when querying the cost of a command.
2009-03-08(svn r15642) -Codechange: use a default parameter value in ↵smatz
CalcClosestTownFromTile
2009-03-07(svn r15639) -Change: When you disable "Towns are allowed to build roads", ↵yexo
pressing "Expand" in the town window in the scenario editor will no longer build roads.
2009-03-03(svn r15604) -Fix [FS#2661]: towns would only build houses where the grid ↵rubidium
would not be, even when they aren't allowed to build roads and the user 'implements' another layout.
2009-02-25(svn r15585) -Codechange: Remove TILE_ASSERT and replace all instances with ↵yexo
assert(tile < MapSize()).
2009-02-25(svn r15584) -Codechange: Move several variables from variables.h to more ↵yexo
appropriate headers.
2009-02-24(svn r15572) -Fix (r13730): theoretical buffer overflow when company with ↵smatz
too long name funded a road reconstruction
2009-02-16(svn r15505) -Codechange: pass name of new town as parameter to CMD_BUILD_TOWNsmatz
2009-02-11(svn r15454) -Fix [FS#2614]: towns did not know about build_on_slopes in ↵rubidium
some cases, or made decisions on the 'original' slope instead the slope after applying the foundation..
2009-02-11(svn r15452) -Codechange: Add DC_NO_MODIFY_TOWN_RATING.frosch
2009-02-11(svn r15449) -Codechange: Rename DC_NO_TOWN_RATING to DC_NO_TEST_TOWN_RATING ↵frosch
as that is what it does.
2009-02-09(svn r15434) -Codechange: bit of type safety for the DC_xxx flags.rubidium
2009-02-07(svn r15397) -Fix [FS#2618]: a town could build a statue under a bridge.rubidium
2009-02-06(svn r15381) -Fix (r11091): When testing for parallel road two tiles away, ↵frosch
do not move more than one tile along the road.
2009-02-06(svn r15380) -Fix (r15190)[FS#2603]: Do not use TileY() on negative ↵frosch
TileIndexDiffs. But the test was not needed anyway, as those tiles were already tested in previous iterations.
2009-02-05(svn r15352) -Codechange: make the arguments passed around while founding a ↵smatz
town a bit more readable
2009-02-04(svn r15342) -Feature: allow changing town layout in the 'Found new town' windowsmatz
2009-02-04(svn r15340) -Fix [FS#2121]: changing town road layout in-game caused ugly ↵smatz
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
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-21(svn r15190) -Feature: Allow terraforming of the tiles at the edges of the map.Yexo
2009-01-20(svn r15172) -Feature: Allow a grf to customize house name via callback ↵belugas
0x14D, during Tile Inquiry process
2009-01-19(svn r15149) -Codechange: GetMaskOfTownActions() is used by a Cmd handler, ↵peter1138
therefore it does not belong in _gui.
2009-01-12(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to ↵truebrain
see. NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
2009-01-11(svn r14992) -Codechange: Rename 'CheckIfAuthorityAllows' to ↵frosch
'CheckIfAuthorityAllowsNewStation' and unduplicate a tiny bit of code.
2009-01-10(svn r14958) -Codechange [FS#1923]: when checking for unique names, compare ↵smatz
only with manually set names There are situations that aren't solvable (because of different language files), so if the user really wants to have duplicated name, allow him to do so. It solves desyncs between server and clients using different languages. It behaves the same in SP and MP, so users won't see the different behaviour as a bug (and even checking in SP could be worked around by the user).
2009-01-09(svn r14933) -Codechange: check the whether a pool item can be constructed ↵rubidium
instead of trying to make it and check for NULL.
2009-01-04(svn r14828) -Codechange: move most of save/load-specific code to separate filessmatz
2009-01-04(svn r14821) -Change [FS#2390]: make the road grids of town match, when all ↵rubidium
are using the same road layout ofcourse (cirdan)
2009-01-03(svn r14807) -Codechange: use INVALID_TILE instead of 0 to mark invalid ↵smatz
depots, industries, towns and waypoints