Age | Commit message (Collapse) | Author |
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iterator _cur_town_iter. Needed to bump a svg revision for that thanks to the braindead SlGlob thing, or at least I don't know how to do it without bumping it.
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towns are considered when growing them even for big maps, where much more than 256 towns are around; reported by Tomasz Dubiński <uboottd@hydra.polsl.gliwice.pl>. The savegame still saves just the lowest 8 bits but that doesn't hurt so much.
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- Fix: [ 1153926 ] All my settings in vain... IGNORED!
- Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
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down. The scaling is now also based on the number of towns instead of the map size. (In cooperation with HackyKid.)
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maps. (Inspired by toholio.)
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names. The number of generated towns is then limited by the number of available names.
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just an
error() is called, some more graceful handling should be implemented
later.
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explicit types as parameters
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to build
a city layout before placing the city, finally that works very nice)
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new header (though i think some of these function don't belong into strings.c)
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with _map2-data if possible (Celestar / TrueLight)
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Moved house type from _map2 to _map3_hi for MP_HOUSE
Moved foundation and roadworks from _map2 to _map3 for
MP_STREET
This increases game speed by a factor of around 15(!) if many cities are around.
Converting an old game is done automagically, but can take a while
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know when
you have that amount of towns in a map ;))
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give the more meaningful names
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single tile from map.h and put them into a seperate file tile.h
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These scale a number relative to the map size/circumference.
Use them to scale the amount of map objects.
Of course at the moment they return just the input, because there are no bigger/smaller maps yet.
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adapt the save/load data and some other parts of the code to that change
WARNING: If i made any mistake here it WILL lead to corrupted savegames!
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appropriate warning flags in the Makefile
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(Jango)
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actually returns
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them into inline functions and add some asserts
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the latter into inline functions names Tile[XY]
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and _industries
(in prepare of dynamic arrays):
- DEREF_XXX is changed into GetXXX
- All direct call are directed via GetXXX
- struct Industry has now an index-field
- ENUM'd some stuff
- Replaced home built loops with FOR_ALL_XXX
- Added _stations_size, _vehicles_size, ... which gives the length of the
array (which will be dynamic in the near future)
- Changed lengtof(XXX) to _XXX_size (e.g. _stations_size)
- Removed all endof(XXX) (because mostly it was part of a FOR_ALL_XXX)
- Made the sort-functions of all 4 dynamic
- Made all 4 Initialize functions more of the same
- Some minor tab-fixing and stuff
(tnx to Tron for proof-reading my 100kb patch ;))
Note for all: please do NOT directly call _stations, _vehicles, _towns and
_industries, but use the right wrapper to access them. Thank you.
Ps: please also do not use 'v++', where v is of type Vehicle *.
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Move _tileoffs_by_dir to map.[ch] and encapsulate it in TileOffsByDir()
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instead of TILES_[XY]
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-Fix: Expand town is a bit more agressive
-Fix: Fixed a bug in growing algorithm
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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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map.c and map.h
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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stations so that they don't give out roadbits in r780.
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wrapper of GetRoadBitsByTile(). This should really and for once fix the road-behind-road-station bug.
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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with its own name and all other DO_* flags.
Now it is active-true.
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enums instead of magic numbers to check for these
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sprite to draw
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This especially enables houses to accept passengers, mail, goods AND food.
Add string templates for up to 5 cargo types for the tile info window. If more are needed just add them.
Simplify (de-uglify) the logic for cargo acceptence for houses and split the goods/food table into two. The acceptance is unmodified, but accepting goods AND food is now trivially possible. The exact amounts have to be decided.
This is based on Celestar's changes in the map branch plus some further bits that will be merged there soon.
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76 houses, is slightly exponential and travels further for larger towns.
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climate, require food (and possibly water) only if the population is more than 90, so that the town gets chance to actually accept it. (By Marcin?)
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