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687 Commits (0d9074769de7a25320bc274c31e039b9f1fdcb3f)

Author SHA1 Message Date
Peter Nelson b730f8783e
Fix d450d4743: Division by zero when larger_towns is set to 0. (#13104)
Universe ended.
2024-11-20 00:09:02 +00:00
Peter Nelson fc8685d618
Codechange: Use functor for Kdtree's XYFunc. (#13074)
Kdtree uses a function pointer and incorrectly calls it a functor. The function pointer needs to be passed on instantiaton.

Instead, use an actual functor. This simplifies instantiation.
2024-11-19 20:29:56 +00:00
Loïc Guilloux 9dae626237
Codefix: restore _generating_world and nearest town cache when failing to fund a random town (#13042) 2024-10-29 19:56:15 +01:00
Rubidium c9819f8957 Codechange: split GetRoadDir as bays have DiagDir and drive throughs have Axis 2024-10-24 20:40:32 +02:00
Rubidium a6b7593a52 Codechange: use TileDiffXY(0, 0) over magic 0 2024-10-20 15:49:32 +02:00
Rubidium 3b0fcf442f Codefix: use actual type instead of int for TileIndexDiff 2024-10-20 15:49:32 +02:00
Peter Nelson 446db2c826
Codechange: Remove redundant NewsStringData data. (#12983)
Since SetDParamStr() always owns a copy of the string, there is no need to make another copy of it to keep it around while the news item exists.

This also fixes a leak in `CmdIndustrySetProduction` as the allocated data wasn't passed to AddIndustryNewsItem.
2024-10-08 19:48:55 +01:00
Peter Nelson d450d4743e
Fix #12957: 1-in-X proportion of towns being cities is unnecessarily random. (#12960)
Using an actual random chance to generate cities means that there may be far less or far more than 'expected' towns being made as cities.

While this is the point of randomness, the wording of the setting is "Proporation of towns that will become cities: 1 in X" and does not mention randomness at all.
2024-09-22 14:42:01 +01:00
Tyler Trahan ad020759c7
Feature: Import town data from JSON file (#10409) 2024-09-16 09:29:10 -04:00
Peter Nelson 0f0f3d74ca
Codefix: Delete PersistentStorage when a town is deleted. (#12903) 2024-08-19 08:18:01 +01:00
Peter Nelson 8754846901 Codechange: Allow adding to animated tile list without marking dirty.
This avoids redundant tile refreshes when the caller has already marked a tile dirty, or knows it does not need refreshing.

Loosely backported from JGRPP.
2024-08-13 20:04:44 +01:00
Peter Nelson 93eb27d8df
Codechange: Use reference for always_accepted output parameter of AddAcceptedCargo. (#12854)
This parameter should always present (see tile_cmd.h:186), so use a reference to ensure it is.
2024-07-10 12:30:14 +01:00
Tyler Trahan 5ed2fcfb53 Change: Don't use house construction states in Scenario Editor 2024-06-26 16:27:02 -04:00
Tyler Trahan 06bd47af4f Revert d8771b3: Construction stage wrong for all houses 2024-06-26 16:27:02 -04:00
Jonathan G Rennison 9c84e5df3f Add: Road waypoint functionality 2024-06-24 22:12:08 +02:00
Björn Wärmedal e0bcb54a4b
Change: Allow bribing local authority when other company has exclusive rights (#12763) 2024-06-22 07:51:03 -04:00
Tyler Trahan d8771b3f68
Change: Don't use house construction states in Scenario Editor (#12730) 2024-06-15 17:11:00 -04:00
Peter Nelson 6d2424c0ef
Codechange: Update each town label dimensions once during map gen. (#12742)
This avoids re-layouting the label for each change in population as the town is grown.
2024-06-01 16:57:17 +01:00
Peter Nelson d1b7619822
Change: Ignore min/max years for manual house placer. (#12687) 2024-05-15 23:17:58 +01:00
Peter Nelson ed67aedabf Feature: Allow manually placing town buildings in scenario editor.
House picker is accessed from the Landscaping toolbar as there is no town toolbar.

Once placed these houses behave like any other and can be removed by players and towns.

Uses the unified picker system, so also supports used/saved favourites. As town building don't have class labels, town zones are use to imitate them.
2024-05-14 21:11:48 +01:00
Peter Nelson d99c1337a2 Add: Command to build an individual house on a specific tile. 2024-05-14 21:11:48 +01:00
Peter Nelson f901722066 Codechange: Rename BuildTownHouse to TryBuildTownHouse. 2024-05-14 21:11:48 +01:00
Peter Nelson 40fa45a76a Codechange: Emplace std::pair into vectors.
This creates the pair in the vector, instead of creating it then copying it in.
2024-04-20 10:25:20 +01:00
Peter Nelson fe7bd3a266 Codechange: Use std::array for cached town zone radius. 2024-04-18 22:13:55 +01:00
Peter Nelson 48eb9b8bc9
Add: Check that towns can build roads before generating map. (#12503) 2024-04-16 15:25:07 +00:00
Rubidium 4e6d4fcf32 Codechange: replace for loops with endof with range-based for loops 2024-04-08 07:00:55 +02:00
Peter Nelson 9854553e10 Codechange: ZOOM_LVL_SHIFT/BASE are not actually ZOOM_LVLs.
Rename to ZOOM_BASE_SHIFT and ZOOM_BASE respectively, and derive from ZOOM_LVL instead of numeric value.
2024-04-04 22:27:03 +01:00
Peter Nelson e16b982b6a Codechange: Use iteration when dealing with all HouseSpecs. 2024-03-28 23:23:00 +01:00
Peter Nelson 3e83dcedfd Codechange: Allocate houses dynamically instead of from a fixed array.
This uses vectors for HouseSpecs and global/town building counts.
2024-03-28 23:23:00 +01:00
Patric Stout a3cfd23cf9
Codechange: rename byte to uint8_t (#12308) 2024-03-16 23:59:32 +01:00
Rubidium 27eadc13ec Codechange: rename TILE_ADD(XY) to TileAdd(XY) 2024-03-10 15:50:24 +01:00
Rubidium bab5a8a787 Codechange: use std::source_location over __FILE__ and __LINE__ for Backup 2024-03-10 10:14:20 +01:00
Michael Lutz 8dda387f82 Codechange: Use std::tuple for slope functions with two return values 2024-03-08 18:08:55 +01:00
Peter Nelson 2fd9096070
Change: Decouple and remove landscape-dependent cargo types. (#11719)
Cargo types of default engines, industries and houses are now specified in terms of label.
2024-02-04 10:16:08 +00:00
Peter Nelson 17d02ed45f
Feature: NewGRF properties to set town production effect and multiplier. (#11947)
Town production effect is modelled on town acceptance (growth) effect, and so takes an original cargo slot for behaviour instead of a direct value.

NewGRF feature 0x0B, property 0x1E, takes 1 byte.

Valid values are:
- 0x00 to behave like passengers
- 0x02 to behave like mail
- 0xFF to behave like other cargo (i.e. not produced.)

If not set, town production effect is set based on the cargo label ('PASS' or 'MAIL').

Town production multiplier allows adjusting the amount of cargo produces when Town Production Effect is set, without needing to use callbacks.

NewGRF feature 0x0B (cargo), property 0x1F, accepts a 2 byte (word) value, similar to the cargo capacity multiplier property. The default value is 256 which means 100%, i.e. normal rate.
2024-02-03 13:58:31 +00:00
frosch b1718478c8 Codechange: Replace old non-standard attributes with C++17/20 standard attributes. 2024-02-02 22:29:28 +01:00
Peter Nelson 6d93fa649c Change: Towns generate cargo based on town production effect.
This replaces the fixed handling of passengers and mail.
2024-02-02 20:37:49 +00:00
Peter Nelson 60dcf3b5e2 Codechange: Rename TownEffect to TownAcceptanceEffect.
This makes it clearer that TownEffect only affects acceptance behaviour.
2024-02-02 20:37:49 +00:00
merni-ns ccaa383e85
Fix #11938: Check infinite money setting in cases where it was missed (#11939) 2024-01-31 20:11:48 +01:00
Tyler Trahan 41f2eed425
Feature: Settings to scale cargo production of towns and industries (#10606) 2024-01-30 15:11:46 -05:00
merni-ns 5a88027a19
Feature: Infinite money mode (#11902) 2024-01-30 18:01:02 +00:00
Peter Nelson bf013097a7
Fix #11918: Houses should build only next to road stops, not any station type. (#11919) 2024-01-29 01:27:34 +00:00
frosch 68c64d2511 Codechange: Remove TKM string codes by duplicating strings. 2024-01-28 14:44:24 +01:00
Tyler Trahan 735abfe111
Codechange: Split dates and timers into Economy and Calendar time (#10700) 2024-01-22 09:04:34 -05:00
SamuXarick fddcaef74a Codechange: Use town zone constants instead of magic numbers 2023-12-18 22:12:43 +01:00
Jonathan G Rennison 8437b20fed Fix: Deleting towns did not check for waypoints referencing the town 2023-11-29 00:27:16 +01:00
Tyler Trahan 4181d3c1ff Codechange: Don't use a magic number for the number of DiagDirections 2023-11-28 14:24:33 -05:00
Tyler Trahan 2dad9263d7 Doc: Add, fix, and clean up documentation inside town_cmd.cpp 2023-11-28 14:24:33 -05:00
Tyler Trahan 745945c4d3 Codechange: Be consistent with how we name common parameters
TileIndex is always tile and Town is always *t. Don't use t and *town.
2023-11-28 14:24:33 -05:00
Tyler Trahan 1b14eca9d9 Codechange: Rename TryClearTile() for clarity
The function does not execute the clearing action.
2023-11-28 14:24:33 -05:00
Tyler Trahan a98fe9f317 Codechange: Rename MakeTownHouseBigger() for clarity 2023-11-28 14:24:33 -05:00
Tyler Trahan 060672428d Codechange: Merge confusingly-named helper functions into their timer 2023-11-28 14:24:33 -05:00
Tyler Trahan 1f41e773d6 Codechange: Use consistent name for bay road stops
As of #10494, this is how we describe original dead-end road stops.
2023-11-28 14:24:33 -05:00
Peter Nelson ab535c0a86
Codechange: Add base() method to StrongType to allow access to the base type without casting. (#11445)
This removes the ability to explicitly cast to the base type, but the requirement
to use .base() means the conversion is still explicit.
2023-11-06 20:29:35 +00:00
Tyler Trahan 088db62dba
Change: Always allow expanding towns in Scenario Editor to build new roads (#11377) 2023-10-19 17:01:45 -04:00
Peter Nelson 9602de474d Codechange: Use iterators and/or range-for on cargo related loops. 2023-10-19 17:03:25 +01:00
frosch 5733145c59 Cleanup: Remove unneeded parameters. 2023-09-19 22:49:59 +02:00
frosch b6c8f301be Codechange: Silence warnings about intentionally unused parameters. 2023-09-19 22:49:59 +02:00
PeterN 6643c010bd
Fix: NewGRF house class mappings were not reset between games. (#11279) 2023-09-10 18:55:37 +01:00
Tyler Trahan 77173a6a10 Codechange: Move date consts and functions to CalendarTime and TimerGameCalendar classes 2023-09-10 08:40:25 -04:00
Tyler Trahan fca2b37726 Codechange: Move Ticks into their own class 2023-09-10 08:40:25 -04:00
Patric Stout 07730584d7
Codechange: make explicit when a TileIndex is cast to its basetype (#11190)
This prevents people accidentially assigning a TileIndex to a Date
or any other type they shouldn't.
2023-08-15 18:12:05 +02:00
Patric Stout 299570b2c1
Codechange: make TimerGameCalendar Date and Year types strongly typed (#10761) 2023-08-12 18:14:21 +00:00
Jonathan G Rennison 6a048bc168 Fix #11164: Duplicate town names when using the many random towns function 2023-08-02 20:07:59 +02:00
Rubidium eaae0bb5e7 Codechange: automatic adding of _t to (u)int types, and WChar to char32_t
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
2023-07-19 19:30:14 +02:00
Björn Wärmedal 7de37e07b6
Change: make Exclusive Transport Rights more exclusive (#11076)
Now, exclusive transport rights can only be bought if no company
currently owns them. A successful bribe will void any exclusive
transport rights that any *other* company currently has in the town.
2023-07-14 14:00:28 +02:00
Rubidium f86500df92 Codechange: remove need for SetDParamX 2023-06-12 09:12:11 +02:00
rubidium42 921f5afc4d Codechange: Apply suggestions from code review 2023-06-05 17:07:39 +02:00
Rubidium 2dd2b698d2 Codechange: convert C-style GetTownName API to std::string returning API 2023-06-05 17:07:39 +02:00
Peter Nelson 76516d7f70 Codechange: Use IsValidCargoID/IsValidCargoType.
IsValidCargoType() is used only for unmapped IDs.
2023-05-22 20:43:40 +01:00
Peter Nelson c38df2d589 Codechange: Use std::map instead of custom SmallMap. 2023-05-18 12:18:30 +01:00
Tyler Trahan 98d809c33b
Codechange: Don't use macros for DAYS_TILL and friends (#10746) 2023-05-07 05:25:24 -04:00
Rubidium 19ec4e8beb Codechange: replace ClampToI32/U16 with ClampTo<int32_t/uint16_t> 2023-05-06 21:26:13 +02:00
Patric Stout 31ad990831
Codechange: move tick-counter into TimerGameTick (#10712) 2023-04-24 16:55:40 +00:00
Patric Stout 7aa2b9ab0a
Codechange: move all date-related variables inside the timer (#10706) 2023-04-24 15:56:01 +00:00
Peter Nelson 087654501b Codechange: Initialise specs with std::fill/std::copy instead of memset/memcpy. 2023-04-23 15:58:27 +01:00
PeterN e97bf271dc
Codechange: Make SpriteType, CargoSortType, SourceType and ScriptType enum classes. (#10663)
This avoids a (soft) namespace conflict between the four ST_* enums.
2023-04-16 20:00:55 +01:00
Patric Stout 3ebc7ad16e Codechange: migrate all game-time-related timers to the new framework 2023-04-15 13:58:55 +02:00
PeterN ff55bfb787
Fix #10343: Don't extend town-disallowed roadtypes. (#10347)
Towns currently don't build disallowed roadtypes, however they should
also not extend disallowed roadtypes as well.

If the roadtype that cannot be extended happens to be the roadtype that
the town was going to build then this restriction is ignored.
2023-04-12 22:30:03 +01:00
Rubidium e8af8daa68 Codechange: pass "ground vehicle" to GetTileSlopeZ since for tunnel/bridges there are two states
Previously it checked the position in non-driving direction to "guess" whether
a ground vehicle was using the function, so on tunnels/bridges it could either
return the Z of the (virtual) ground compared to the Z of the path the vehicle
would take.
2023-04-09 19:00:26 +02:00
rubidium42 6ba55e663e Codechange: do not hide variables with other variables 2023-01-29 07:21:34 +01:00
Rubidium fe2bcd2a58 Codechange: migrate size related functions to Map structure 2023-01-21 17:11:40 +01:00
Rubidium 3373128233 Codechange: pass the randomizer directly to the town name generation 2023-01-14 22:00:11 +01:00
PeterN c8cc61d889
Fix #10150: Force FS_SMALL for small viewport signs. (#10283)
* Fix #10150: Force FS_SMALL for small viewport signs.

This is a workaround for string widths being different with mixed
font-sizes.

* Fix: Flag small sign shadow as small text.

(This method of drawing shadows is hilarious and needs replacing, but
this is a quick fix.)
2022-12-25 13:29:38 +00:00
Joel-Milligan 59645c6733
Change: Remove scrollbar from town authority actions panel (#9928) 2022-11-11 23:52:38 +01:00
Tyler Trahan 47a998fb0c Feature: Towns don't build parallel, redundant bridges 2022-10-18 22:02:45 +02:00
Tyler Trahan fa562ba041
Fix #9712: Cap town bridge length at original 11-tile limit (#9890) 2022-05-14 16:55:39 +02:00
Tyler Trahan f92cf38ab5 Feature: Allow disabling local authority control of company actions 2022-04-02 22:50:28 +02:00
J0anJosep d9a37c915f Cleanup #9725: Replace cmd_helper related functions and remove cmd_helper.h. 2022-02-02 21:30:15 +01:00
Joan Josep e890e7db76
Cleanup #9725: Clean up Doxygen docs and fix typo. (#9753) 2021-12-19 16:51:45 +01:00
Michael Lutz c521b965bd Codechange: Don't use a global for the terrforming error tile. 2021-12-16 22:28:32 +01:00
Michael Lutz 2e39637db2 Codechange: Don't use a global for the 'not enough cash' message. 2021-12-16 22:28:32 +01:00
Michael Lutz 57b82e2e99 Codechange: Don't use globals for story/goal/sign/group command proc return values. 2021-12-16 22:28:32 +01:00
Michael Lutz c6d7b98808 Codechange: Un-bitstuff landscape commands. 2021-12-16 22:28:32 +01:00
Michael Lutz 1a42a8a5d5 Codechange: Un-bitstuff town-related commands. 2021-12-16 22:28:32 +01:00
Michael Lutz 46bd2f1ced Codechange: Un-bitstuff remaining transport infrastructure commands. 2021-12-16 22:28:32 +01:00
Michael Lutz e740c24eb7 Codechange: Template DoCommand to automagically reflect the parameters of the command proc.
When finished, this will allow each command handler to take individually
different parameters, obliviating the need for bit-packing.
2021-12-16 22:28:32 +01:00
Michael Lutz 7048e1522f Codechange: Move flags in CommandProc in front of the command arguments. 2021-12-16 22:28:32 +01:00
Michael Lutz 33ca4f2b99 Codechange: Let the compile generate the master command table out of templated command traits.
This is using a non-intrusive type-traits like templated system, which
allows compile-time validation that the command table and the command
enum match up.
2021-12-16 22:28:32 +01:00
Michael Lutz b6933a2ebd Codechange: Move command arguments to the back of the DoCommand function call. 2021-12-16 22:28:32 +01:00