smatz
abff5eacbc
(svn r15831) -Fix: make sure house class/ID counters don't overflow
2009-03-23 14:09:05 +00:00
smatz
f32f1a78f2
(svn r15744) -Fix (r9667): when town generator failed to create requested number of towns, there were too many cities
2009-03-16 18:38:28 +00:00
smatz
f62e71ba8e
(svn r15744) -Fix (r9667): when town generator failed to create requested number of towns, there were too many cities
2009-03-16 18:38:28 +00:00
rubidium
6487883084
(svn r15729) -Fix: silence MSVC warning
2009-03-15 21:16:07 +00:00
rubidium
5648ea3058
(svn r15729) -Fix: silence MSVC warning
2009-03-15 21:16:07 +00:00
smatz
e0fe28fdc9
(svn r15726) -Codechange: unify coding style for const pointers
2009-03-15 16:04:39 +00:00
smatz
8585aa71ed
(svn r15726) -Codechange: unify coding style for const pointers
2009-03-15 16:04:39 +00:00
rubidium
c3e87f345d
(svn r15718) -Cleanup: apply some comment coding style on the rest of the sources too
2009-03-15 00:32:18 +00:00
rubidium
b25a4f8231
(svn r15718) -Cleanup: apply some comment coding style on the rest of the sources too
2009-03-15 00:32:18 +00:00
rubidium
3a3607862d
(svn r15697) -Fix (r15695): warning about comparing signed vs unsigned.
2009-03-13 00:48:03 +00:00
rubidium
2adbf67968
(svn r15697) -Fix (r15695): warning about comparing signed vs unsigned.
2009-03-13 00:48:03 +00:00
belugas
aa441cd4d7
(svn r15695) -Feature [FS#2672]: Allow the number of towns that will be generated in the generate world window to be customized.
...
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
2009-03-12 23:54:20 +00:00
belugas
f6e4bc765a
(svn r15695) -Feature [FS#2672]: Allow the number of towns that will be generated in the generate world window to be customized.
...
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
2009-03-12 23:54:20 +00:00
rubidium
e27d12d788
(svn r15689) -Fix [FS#2720]: do not crash when the generate map doesn't contain a suitable location for a town.
2009-03-12 15:14:22 +00:00
rubidium
d5a2dc1d0b
(svn r15689) -Fix [FS#2720]: do not crash when the generate map doesn't contain a suitable location for a town.
2009-03-12 15:14:22 +00:00
peter1138
88e641282c
(svn r15662) -Fix (r11795): Don't mark a company as having ratings in a town when querying the cost of a command.
2009-03-10 06:53:00 +00:00
peter1138
0564d52d99
(svn r15662) -Fix (r11795): Don't mark a company as having ratings in a town when querying the cost of a command.
2009-03-10 06:53:00 +00:00
smatz
f5b24edc1e
(svn r15642) -Codechange: use a default parameter value in CalcClosestTownFromTile
2009-03-08 01:20:11 +00:00
smatz
7c8474da13
(svn r15642) -Codechange: use a default parameter value in CalcClosestTownFromTile
2009-03-08 01:20:11 +00:00
yexo
47803bc3a7
(svn r15639) -Change: When you disable "Towns are allowed to build roads", pressing "Expand" in the town window in the scenario editor will no longer build roads.
2009-03-07 21:36:13 +00:00
yexo
3f73152b7f
(svn r15639) -Change: When you disable "Towns are allowed to build roads", pressing "Expand" in the town window in the scenario editor will no longer build roads.
2009-03-07 21:36:13 +00:00
rubidium
56b6d78bf7
(svn r15604) -Fix [FS#2661]: towns would only build houses where the grid would not be, even when they aren't allowed to build roads and the user 'implements' another layout.
2009-03-03 22:46:08 +00:00
rubidium
f1a96c5577
(svn r15604) -Fix [FS#2661]: towns would only build houses where the grid would not be, even when they aren't allowed to build roads and the user 'implements' another layout.
2009-03-03 22:46:08 +00:00
yexo
894d61ca47
(svn r15585) -Codechange: Remove TILE_ASSERT and replace all instances with assert(tile < MapSize()).
2009-02-25 21:50:54 +00:00
yexo
a0c4f1156a
(svn r15585) -Codechange: Remove TILE_ASSERT and replace all instances with assert(tile < MapSize()).
2009-02-25 21:50:54 +00:00
yexo
b8601d903d
(svn r15584) -Codechange: Move several variables from variables.h to more appropriate headers.
2009-02-25 21:45:14 +00:00
yexo
fb7b0536e7
(svn r15584) -Codechange: Move several variables from variables.h to more appropriate headers.
2009-02-25 21:45:14 +00:00
smatz
2f63571203
(svn r15572) -Fix (r13730): theoretical buffer overflow when company with too long name funded a road reconstruction
2009-02-24 22:57:02 +00:00
smatz
13f390be3e
(svn r15572) -Fix (r13730): theoretical buffer overflow when company with too long name funded a road reconstruction
2009-02-24 22:57:02 +00:00
smatz
b8438555df
(svn r15505) -Codechange: pass name of new town as parameter to CMD_BUILD_TOWN
2009-02-16 23:23:33 +00:00
smatz
0878541cf2
(svn r15505) -Codechange: pass name of new town as parameter to CMD_BUILD_TOWN
2009-02-16 23:23:33 +00:00
rubidium
6a4ab97d36
(svn r15454) -Fix [FS#2614]: towns did not know about build_on_slopes in some cases, or made decisions on the 'original' slope instead the slope after applying the foundation..
2009-02-11 20:41:17 +00:00
rubidium
e8dbf62761
(svn r15454) -Fix [FS#2614]: towns did not know about build_on_slopes in some cases, or made decisions on the 'original' slope instead the slope after applying the foundation..
2009-02-11 20:41:17 +00:00
frosch
d5525b8f2d
(svn r15452) -Codechange: Add DC_NO_MODIFY_TOWN_RATING.
2009-02-11 18:50:47 +00:00
frosch
032346cf8a
(svn r15452) -Codechange: Add DC_NO_MODIFY_TOWN_RATING.
2009-02-11 18:50:47 +00:00
frosch
f9feb4a0e6
(svn r15449) -Codechange: Rename DC_NO_TOWN_RATING to DC_NO_TEST_TOWN_RATING as that is what it does.
2009-02-11 18:33:27 +00:00
frosch
3e3a158610
(svn r15449) -Codechange: Rename DC_NO_TOWN_RATING to DC_NO_TEST_TOWN_RATING as that is what it does.
2009-02-11 18:33:27 +00:00
rubidium
5c8cf85613
(svn r15434) -Codechange: bit of type safety for the DC_xxx flags.
2009-02-09 21:20:05 +00:00
rubidium
d846eef0b6
(svn r15434) -Codechange: bit of type safety for the DC_xxx flags.
2009-02-09 21:20:05 +00:00
rubidium
4431e82beb
(svn r15397) -Fix [FS#2618]: a town could build a statue under a bridge.
2009-02-07 16:02:29 +00:00
rubidium
e31e514474
(svn r15397) -Fix [FS#2618]: a town could build a statue under a bridge.
2009-02-07 16:02:29 +00:00
frosch
6f9d6ffe80
(svn r15381) -Fix (r11091): When testing for parallel road two tiles away, do not move more than one tile along the road.
2009-02-06 20:51:24 +00:00
frosch
c52680a131
(svn r15381) -Fix (r11091): When testing for parallel road two tiles away, do not move more than one tile along the road.
2009-02-06 20:51:24 +00:00
frosch
78fc8aa93c
(svn r15380) -Fix (r15190)[FS#2603]: Do not use TileY() on negative TileIndexDiffs. But the test was not needed anyway, as those tiles were already tested in previous iterations.
2009-02-06 20:24:44 +00:00
frosch
5a369e1b50
(svn r15380) -Fix (r15190)[FS#2603]: Do not use TileY() on negative TileIndexDiffs. But the test was not needed anyway, as those tiles were already tested in previous iterations.
2009-02-06 20:24:44 +00:00
smatz
f561fa2891
(svn r15352) -Codechange: make the arguments passed around while founding a town a bit more readable
2009-02-05 13:33:37 +00:00
smatz
aa692a99a9
(svn r15352) -Codechange: make the arguments passed around while founding a town a bit more readable
2009-02-05 13:33:37 +00:00
smatz
e80255c4ae
(svn r15342) -Feature: allow changing town layout in the 'Found new town' window
2009-02-04 22:52:34 +00:00
smatz
df2a387fc3
(svn r15342) -Feature: allow changing town layout in the 'Found new town' window
2009-02-04 22:52:34 +00:00
smatz
3a8d57816a
(svn r15340) -Fix [FS#2121]: changing town road layout in-game caused ugly road networks
...
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
2009-02-04 20:17:25 +00:00