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path: root/src/water_cmd.cpp
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2021-09-19Fix: Incorrect error messages on placing water on scenario editor (#9560)SamuXarick
Additionally changes the behaviour of placing sea on sea/river/canal and placing canal/river on canal to (over)build, instead of disallowing it
2021-09-18Fix: wrong error message when building canals over ship depots / locksSamuXarick
IsTileType() also considers ship depots and locks water. IsWaterTile() does the right thing.
2021-09-18Fix: reduce cost of building canals over objects on seaSamuXarick
It is not like we will drain the sea first, to put water back in it after. Besides, the cost for draining the sea isn't calculated for all other cases either.
2021-07-09Codechange: Remove FOR_EACH_SET_BITglx22
2021-05-29Codechange: move from C-string to std::string for DoCommandrubidium42
2021-05-27Fix: do not hide parameter by local variable with the same namerubidium42
2021-05-13Codechange: Replace TILE_AREA_LOOP with range-based for loopsglx22
2021-04-02Feature: Press ctrl to build diagonal rivers in Scenario Editor (#8880)Tyler Trahan
2021-01-05Fix #7611: keeps news about accidents around after vehicle is cleaned up (#8497)Patric Stout
When a vehicle is cleaned up, all news that points to the news is also removed. This was a bit evil, as it would also remove any news related to crashed, acting like the crash never happened. This left players a bit in the dark what was going on exactly.
2020-03-30Fix #8020: Add missing docking tiles around industry neutral stationsSamuXarick
2020-02-09Fix #7944: Demolishing locks built on rivers didn't always restore the riverSamu
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-06-30Codechange: Restrict docking points of docks.peter1138
2019-06-30Feature: Multi-tile docks and docking points.peter1138
2019-04-29Codechange: Remove Company/OwnerByte typesCharles Pigott
2019-04-10Codechange: Use null pointer literal instead of the NULL macroHenry Wilson
2019-02-23Fix: Remove desert around lakes upon generationSamuXarick
2018-10-31Remove: A few bits of dead codeCharles Pigott
2018-04-30Codechange: Use TileAddBy(Diag)Dir when possible.J0anJosep
2018-04-15Codechange: Replace magic numbers with the proper enum.Michael Lutz
2018-03-05(svn r27973) -Fix: [FS#6662] Avoid tile operations outside map border when ↵peter1138
building lock.
2017-08-13(svn r27893) -Codechange: Use fallthrough attribute. (LordAro)frosch
2015-04-26(svn r27254) -Fix [FS#6264]: When building a lock on DC_AUTO-removable ↵frosch
water-based objects, the water class was always set to canal.
2014-09-21(svn r26879) -Codechange: remove most MayHaveBridgeAbove calls since the ↵rubidium
data is now always accessible
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 r26344) -Change [FS#5907]: Do not flood shores of type MP_TREE ↵planetmaker
needlessly (MJP)
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)
2013-05-06(svn r25229) -Feature: [NewGRF] Variable 0x82 for canals and rivers (dike map)planetmaker
2013-05-06(svn r25220) -Change [FS#Eddi]: Consider map border as water wrt. ↵frosch
river/canal continuation.
2013-02-05(svn r24972) -Fix [FS#5258]: do not make overbuilding rivers with canals ↵rubidium
insanely expensive; there is no real need to fill the river with dirt first, just excavate it a bit and build borders
2013-01-20(svn r24924) -Fix (r24923): Make sure that autoslope on steep coast tiles ↵planetmaker
cannot not leave invalid canals
2013-01-20(svn r24923) -Fix [FS#5441]: When an object built on a river is removed, ↵planetmaker
restore the river, if possible also on slopes (based on patch by Supercheese)
2012-12-23(svn r24846) -Add: Advanced settings to disable certain sound effects.frosch
2012-05-26(svn r24284) -Codechange: Remove NewsSubtypes and directly use NewsTypes and ↵frosch
NewsFlag instead.
2012-02-09(svn r23920) -Fix: Consider only the middle tile of a lock for ↵frosch
lock-infrastructure costs. The other two tiles may be owned by other companies. Also do not count the middle tile of a lock as canal, independent of whether it is build on ground or river slope.
2012-01-03(svn r23735) -Codechange: remove ~50 includes from headers that weren't neededrubidium
2012-01-03(svn r23725) -Fix (r23723): compile before commityexo
2012-01-03(svn r23724) -Codechange: split of the check to see if ambient sounds are ↵yexo
enabled to a header file allowing compilers to inline that check
2012-01-03(svn r23723) -Codechange: speedup flood checks a bityexo
2011-12-29(svn r23686) -Fix [FS#4921] (r23413): Infrastructure count of ↵michi_cc
canals/locks/ship depots wasn't updated properly when a company went into bankruptcy or was taken over.
2011-12-19(svn r23622) -Add: a set of events to trigger in a GameScripttruebrain
2011-12-13(svn r23512) -Change [FS#4872]: Allow to place locks also on river rapids ↵planetmaker
and restore rivers, if locks are deleted
2011-12-07(svn r23443) -Fix (r23413): Building of locks in SE failed.frosch
2011-12-03(svn r23413) -Add: Company infrastructure counts for canals.michi_cc
2011-11-29(svn r23355) -Codechange: rename all AI* to Script* (Rubidium)truebrain
2011-11-20(svn r23284) -Fix [FS#4845]: Pathfinders go haywire when you build a lock ↵rubidium
over a ship going perpendicular to the axis of the new lock
2011-11-08(svn r23160) -Fix: wrong comments in a lot of TileTypeProcs definitionsyexo
2011-11-04(svn r23116) -Fix (r23114): Ambient sound effect callback was called for ↵michi_cc
unsupported tile types.
2011-11-04(svn r23114) -Feature: [NewGRF] Ambient sound effect callback.michi_cc
2011-11-04(svn r23108) -Codechange: more uint -> int / byte -> int conversions for Z ↵rubidium
related variables