Age | Commit message (Collapse) | Author |
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trying to build an industry/town via a command, thus incrementing the number of towns/industries twice when created via a command.
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number of towns and industries.
-Fix (6055): GetMax(Town|Industry)Index should not return the number of towns or industries - 1, but the size of the pool - 1.
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GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
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pool", so the new pool implementation can be committed alongside it.
- Codechange: Rename pool.[ch] to oldpool.[ch].
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Just provide the number of tiles per side, a pointer to a test function, the tile to start searching and voila.
Fixes [FS#364] by removing a lengthy and suboptimal random search pattern.
Thanks Rubidium.
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the scenario editor.
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if it really did happened
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random size. So to get a size
you need it between 1 and 3 and therefore there is no one-on-one correspondence between
widget-numbers and town-size. Based on a patch by Maedhros
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The last parameter should point to the end of the buffer (eg lastof(buf))
Courtesy of Tron.
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PlayerID is an
actual playable player (< MAX_PLAYERS) or not.
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height bounding
box of the string. Therefore rename the function to GetStringBoundingRect()
and have it return a BoundingRect type of width/height
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it accepts
DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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{' -> '} else {', tabs between code and comment, etc.
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-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.
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- Start using DeleteXXX for every pool item, not manually doing it
- Use some wrapper to improve logic
- Rewrote some pieces to improve logic
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Note: _total_towns and _total_industries willb e removed soon, so this 'hack' is okay, for now ;)
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(or, will do that).
It isn't the best name, but we couldn't find any better.
This unifies the pool-system even more.
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-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
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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.
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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-Cleanup: use TownID and StationID for two instances of uint16
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make way for road. Not wanted behavoir (Rubidium)
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- 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
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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instead of a TileInfo
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-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
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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turned house and road tiles into void tiles to calculate the closest town
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-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.
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splitting those functions.
At least in the case of checking for oil industry restrictions this makes the check conditions more clear.
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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
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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
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toguether.
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appropriate enums
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pool block clean up.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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marco. town_cmd is now map access free
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cleaning on town.flags12 too
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by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
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houses
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Although it was an accessor, nor his usage nor the values were clear.
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