Commit Graph

175 Commits

Author SHA1 Message Date
rubidium
af5c73c12e (svn r7451) -Fix (7372): GetNum(Towns|Industries) should return the actual 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.
2006-12-09 14:14:51 +00:00
matthijs
e6ade36de1 (svn r7372) - CodeChange: Rename all GetXXXArraySize() functions to GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface. 2006-12-05 13:58:20 +00:00
matthijs
f3358b9813 (svn r7331) - Codechange: Rename all memory pool macro's and types to "old pool", so the new pool implementation can be committed alongside it.
- Codechange: Rename pool.[ch] to oldpool.[ch].
2006-12-03 17:27:43 +00:00
belugas
392fc3a45b (svn r7198) -Codechange: Implement a circular tile search function.
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.
2006-11-17 23:01:58 +00:00
rubidium
791d20a011 (svn r7152) -Feature (FS#396): allow towns to be built on top of trees in the scenario editor. 2006-11-15 18:57:00 +00:00
belugas
370e5446b1 (svn r7121) -Fix(r1): Tell the town that this player has built a statue only if it really did happened 2006-11-09 18:31:06 +00:00
Darkvater
8de434212e (svn r7120) -Fix (r6631): A town size of 0 in the scenario editor is a 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
2006-11-09 13:03:34 +00:00
tron
7a984c44cc (svn r6986) Use the pool macros for the Town pool 2006-10-28 11:55:29 +00:00
Darkvater
494c56475f (svn r6884) -Codechange: Add strict bounds checking in string formatting system.
The last parameter should point to the end of the buffer (eg lastof(buf))
 Courtesy of Tron.
2006-10-21 23:31:34 +00:00
Darkvater
4c9d9a87f1 (svn r6776) -Codechange: Use IsValidPlayer() function to determine of a PlayerID is an
actual playable player (< MAX_PLAYERS) or not.
2006-10-14 22:31:18 +00:00
Darkvater
552570f9e6 (svn r6462) -Codechange: Have GetStringWidth() return width as well as the height bounding
box of the string. Therefore rename the function to GetStringBoundingRect()
 and have it return a BoundingRect type of width/height
2006-09-16 13:20:14 +00:00
Darkvater
7e4d0f112e (svn r6406) -Codechange: Rename TileOffsByDir to TileOffsByDiagDir because it accepts
DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
2006-09-05 23:21:41 +00:00
rubidium
21ac20aeca (svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.
-Cleanup: whitespace alignment of a few tables.
2006-09-04 20:40:33 +00:00
rubidium
86dc219b4b (svn r6204) -Cleanup: replace non-indentation with spaces; like '}<TAB>else {' -> '} else {', tabs between code and comment, etc. 2006-08-28 18:53:03 +00:00
truelight
3f4873ca76 (svn r6149) -Codechange: DeleteTown removes a town from the pool
-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 18:05:05 +00:00
truelight
44e5e7f0e4 (svn r6137) -Codechange: some very minor cleanups:
- Start using DeleteXXX for every pool item, not manually doing it
  - Use some wrapper to improve logic
  - Rewrote some pieces to improve logic
2006-08-26 14:22:54 +00:00
truelight
42a0c0b3fe (svn r6058) -Fix: Get(Industry|Town)ArraySize could never return 0
Note: _total_towns and _total_industries willb e removed soon, so this 'hack' is okay, for now ;)
2006-08-22 21:17:19 +00:00
truelight
cea8546a86 (svn r6056) -Codechange: don't use a loop what can be done with a simple wrapper 2006-08-22 20:56:08 +00:00
truelight
15aff22c96 (svn r6055) -Codechange: added GetXXXArraySize, which returns HighestID + 1 (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 20:41:26 +00:00
truelight
213c71be3f (svn r6053) -Codechange: renamed all IsXXXIndex to IsValidXXXID
-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 18:15:17 +00:00
truelight
505566da5c (svn r6047) -Codechange: FOR_ALL now _only_ loops valid items, and skips 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 15:33:35 +00:00
rubidium
908d3bcfe6 (svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct. 2006-08-22 14:38:37 +00:00
rubidium
43af0ced5f (svn r6005) -Cleanup: introduce IndustryID and use it
-Cleanup: use TownID and StationID for two instances of uint16
2006-08-20 19:31:58 +00:00
truelight
158539fed0 (svn r5970) -Fix [FS#49]: town-growth removed houses under construction to make way for road. Not wanted behavoir (Rubidium) 2006-08-20 11:41:34 +00:00
truelight
7abad2b20e (svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- 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
2006-08-19 10:00:30 +00:00
rubidium
9fc837ad85 (svn r5887) -Cleanup: move date related functions, defines and variables to date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
2006-08-14 14:21:15 +00:00
tron
d8b8035f9f (svn r5794) Pass the TileIndex plus x and y coordinates into GetSlopeZ_* instead of a TileInfo 2006-08-06 16:32:49 +00:00
tron
772fbda3e3 (svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectacular 2006-06-27 21:25:53 +00:00
tron
28eefd737a (svn r5327) Use DrawFoundation() for houses
-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
2006-06-21 16:40:23 +00:00
tron
a2362674e3 (svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc. 2006-06-10 08:37:41 +00:00
tron
047ee8a601 (svn r5171) Get rid of an ungly hack in the load routine, which temporarily turned house and road tiles into void tiles to calculate the closest town 2006-06-08 18:31:54 +00:00
tron
7fd88e5798 (svn r5155) - Remove the bridge branch merge (revision r5070) 2006-06-07 19:35:21 +00:00
celestar
b618b75c9b (svn r5070) Merged the bridge branch
-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.
2006-06-02 13:05:41 +00:00
tron
d508e76ada (svn r4920) Remove parameters, which get only used in certain functions, by splitting those functions.
At least in the case of checking for oil industry restrictions this makes the check conditions more clear.
2006-05-20 16:46:37 +00:00
celestar
99fdc0b6ef (svn r4591) -Fix (FS#122) Game no longer errors out when "Many random towns" 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
2006-04-27 11:19:12 +00:00
tron
b57640e28a (svn r4572) Remove vehicle_leave_tile_proc
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
2006-04-25 07:32:33 +00:00
belugas
31c0641bd3 (svn r4568) CodeChange : Bring definitions and uses of DrawTypesStructures toguether. 2006-04-24 21:10:56 +00:00
tron
6dbc9c9ced (svn r4554) Replace magic numbers by TILE_{HEIGHT,SIZE} 2006-04-23 19:35:36 +00:00
tron
e485e9df21 (svn r4547) Revert a part of r4541 to silence an assertion for now 2006-04-23 17:58:07 +00:00
tron
dd180a1e18 (svn r4541) Add a type for slopes and replace many magic numbers by the appropriate enums 2006-04-23 13:48:16 +00:00
peter1138
100cc6fea7 (svn r4471) - Pools: Add a facility for calling a custom function during pool block clean up. 2006-04-18 18:48:50 +00:00
tron
35e93e451f (svn r4342) Change the first two parameters of commands - virtual pixel coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
2006-04-10 07:15:58 +00:00
celestar
5a449e49fe (svn r4262) -Codechange: use IsClearWaterTile instead of some "home-brewn" marco. town_cmd is now map access free 2006-04-03 15:11:17 +00:00
belugas
84a5c861c8 (svn r4261) CodeChange : Add and Use Accessor for Houses Construction. And cleaning on town.flags12 too 2006-04-03 14:56:07 +00:00
celestar
7eedaf9a0e (svn r4254) -Codechange: Add and make use of map accessors for town lifts. 2006-04-03 11:46:28 +00:00
celestar
69e1c716e8 (svn r4249) -Codechange: Replace more occurences of 16 by TILE_SIZE and of 8 by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty 2006-04-03 09:07:21 +00:00
tron
7163a64c25 (svn r4242) Pass TileIndex and slope to GetSlopeTileh_*() instead of TileInfo 2006-04-02 12:49:18 +00:00
celestar
633d9fb8eb (svn r4190) -Codechange: Add and make use of an accessor function to create houses 2006-03-31 08:18:14 +00:00
belugas
1b28d92fc8 (svn r4181) CodeChange : Replaced [G/S]etMapExtraBits by [G/S]etTropicZone. Although it was an accessor, nor his usage nor the values were clear. 2006-03-30 19:16:44 +00:00
celestar
94ca804e4f (svn r4179) -Codechange: Add and make use of an accessor that obtains the building type 2006-03-30 15:06:49 +00:00