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2006-10-28(svn r6986) Use the pool macros for the Town pooltron
2006-10-21(svn r6884) -Codechange: Add strict bounds checking in string formatting system.Darkvater
The last parameter should point to the end of the buffer (eg lastof(buf)) Courtesy of Tron.
2006-10-14(svn r6776) -Codechange: Use IsValidPlayer() function to determine of a ↵Darkvater
PlayerID is an actual playable player (< MAX_PLAYERS) or not.
2006-09-16(svn r6462) -Codechange: Have GetStringWidth() return width as well as the ↵Darkvater
height bounding box of the string. Therefore rename the function to GetStringBoundingRect() and have it return a BoundingRect type of width/height
2006-09-05(svn r6406) -Codechange: Rename TileOffsByDir to TileOffsByDiagDir because ↵Darkvater
it accepts DiagDirections, and add TileOffsByDir that handles Directions. -Codechange: Make the treeloop use TileOffsByDir().
2006-09-04(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines ↵rubidium
more uniform. -Cleanup: whitespace alignment of a few tables.
2006-08-28(svn r6204) -Cleanup: replace non-indentation with spaces; like '}<TAB>else ↵rubidium
{' -> '} else {', tabs between code and comment, etc.
2006-08-26(svn r6149) -Codechange: DeleteTown removes a town from the pooltruelight
-Codechange: DestroyTown is called by DeleteTown to remove all things where a town depends on. Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
2006-08-26(svn r6137) -Codechange: some very minor cleanups:truelight
- Start using DeleteXXX for every pool item, not manually doing it - Use some wrapper to improve logic - Rewrote some pieces to improve logic
2006-08-22(svn r6058) -Fix: Get(Industry|Town)ArraySize could never return 0truelight
Note: _total_towns and _total_industries willb e removed soon, so this 'hack' is okay, for now ;)
2006-08-22(svn r6056) -Codechange: don't use a loop what can be done with a simple wrappertruelight
2006-08-22(svn r6055) -Codechange: added GetXXXArraySize, which returns HighestID + 1 ↵truelight
(or, will do that). It isn't the best name, but we couldn't find any better. This unifies the pool-system even more.
2006-08-22(svn r6053) -Codechange: renamed all IsXXXIndex to IsValidXXXIDtruelight
-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range Both changes again in preperation of the new mem-pool system, which requires this. IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
2006-08-22(svn r6047) -Codechange: FOR_ALL now _only_ loops valid items, and skips ↵truelight
invalid ones -Codechange: use IsValidXXX where ever possible Note: both changes to prepare for new pool system, which needs those changes. For every pool there are 2 ugly lines, which will be removed when done implementing new pool system. Based on FS#13 by blathijs, partly implemented.
2006-08-22(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. ↵rubidium
whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
2006-08-20(svn r6005) -Cleanup: introduce IndustryID and use itrubidium
-Cleanup: use TownID and StationID for two instances of uint16
2006-08-20(svn r5970) -Fix [FS#49]: town-growth removed houses under construction to ↵truelight
make way for road. Not wanted behavoir (Rubidium)
2006-08-19(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:truelight
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
2006-08-14(svn r5887) -Cleanup: move date related functions, defines and variables to ↵rubidium
date.[ch] -Cleanup: fix whitespace related coding style issues in date.[ch] -Cleanup: make original comments doxygen compatible and remove/change outdated comments
2006-08-06(svn r5794) Pass the TileIndex plus x and y coordinates into GetSlopeZ_* ↵tron
instead of a TileInfo
2006-06-27(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectaculartron
2006-06-21(svn r5327) Use DrawFoundation() for housestron
-Fix: Some graphical glitches on house tiles with foundations -Fix: The selection cursor is now aligned with the top of the foundation for house tiles
2006-06-10(svn r5210) Many small changes which piled up: const, unsigned, variable ↵tron
scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
2006-06-08(svn r5171) Get rid of an ungly hack in the load routine, which temporarily ↵tron
turned house and road tiles into void tiles to calculate the closest town
2006-06-07(svn r5155) - Remove the bridge branch merge (revision r5070)tron
2006-06-02(svn r5070) Merged the bridge branchcelestar
-Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
2006-05-20(svn r4920) Remove parameters, which get only used in certain functions, by ↵tron
splitting those functions. At least in the case of checking for oil industry restrictions this makes the check conditions more clear.
2006-04-27(svn r4591) -Fix (FS#122) Game no longer errors out when "Many random towns" ↵celestar
is selected in the scenario editor. -Side effects: - Removed one global variable from variables.h - Remove an ugly hack for the "many random towns" function
2006-04-25(svn r4572) Remove vehicle_leave_tile_proctron
There's exactly one implemented function (unbarring a level crossing) and one place where it can be triggered (a train leaves a level crossing) It's a bit overkill, so just handle this one case where it can happen
2006-04-24(svn r4568) CodeChange : Bring definitions and uses of DrawTypesStructures ↵belugas
toguether.
2006-04-23(svn r4554) Replace magic numbers by TILE_{HEIGHT,SIZE}tron
2006-04-23(svn r4547) Revert a part of r4541 to silence an assertion for nowtron
2006-04-23(svn r4541) Add a type for slopes and replace many magic numbers by the ↵tron
appropriate enums
2006-04-18(svn r4471) - Pools: Add a facility for calling a custom function during ↵peter1138
pool block clean up.
2006-04-10(svn r4342) Change the first two parameters of commands - virtual pixel ↵tron
coordinates of the tile to operate on - to a TileIndex Remove DoCommandByTile(), because now it does the same as DoCommand()
2006-04-03(svn r4262) -Codechange: use IsClearWaterTile instead of some "home-brewn" ↵celestar
marco. town_cmd is now map access free
2006-04-03(svn r4261) CodeChange : Add and Use Accessor for Houses Construction. And ↵belugas
cleaning on town.flags12 too
2006-04-03(svn r4254) -Codechange: Add and make use of map accessors for town lifts.celestar
2006-04-03(svn r4249) -Codechange: Replace more occurences of 16 by TILE_SIZE and of 8 ↵celestar
by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
2006-04-02(svn r4242) Pass TileIndex and slope to GetSlopeTileh_*() instead of TileInfotron
2006-03-31(svn r4190) -Codechange: Add and make use of an accessor function to create ↵celestar
houses
2006-03-30(svn r4181) CodeChange : Replaced [G/S]etMapExtraBits by [G/S]etTropicZone. ↵belugas
Although it was an accessor, nor his usage nor the values were clear.
2006-03-30(svn r4179) -Codechange: Add and make use of an accessor that obtains the ↵celestar
building type
2006-03-29(svn r4154) -Moved MAX_BRIDGES in bridge.h and made it an enum. This makes ↵celestar
two drops ...
2006-03-24(svn r4085) Add GetTown{Index,ByTile}() to get the town index resp. the town ↵tron
from a tile
2006-03-23(svn r4073) Add functions to make and test for (most) unmovable tilestron
2006-03-21(svn r3996) -Fix: Slope and height information returned for some tile types ↵tron
is wrong This leads to graphical glitches when drawing foundations. This doesn't fix all problems, but at least some of them.
2006-03-19(svn r3986) Add [GS]etCrossingRoadOwnertron
2006-03-16(svn r3895) - Add proper SLE(G)_CONDNULL macros for the empty space ↵Darkvater
reservation in savegames and update where used - Also add this capability to settings
2006-03-12(svn r3830) Move IsTunnelTile() from tile.h to tunnel_map.h and add ↵tron
IsTunnel(), which just checks for a tunnel, but not the tile type as IsTunnelTile() does