Commit Graph

698 Commits

Author SHA1 Message Date
67e56391c7 Fix #8167: No error sub-message when trying to clear protected buildings. (#14444) 2025-07-14 23:23:15 +01:00
ecafbf884e Add: Allow separate expansion of town buildings and roads in scenario editor. (#14341) 2025-06-07 13:56:43 +00:00
frosch
c6fa5022cb Add: [NewGRF] All callbacks returning D0xx strings, have now the option to return any string id via register 0x100. 2025-05-09 12:39:11 +02:00
frosch
6faa667644 Codechange: Remove global GetRegister(), instead return 100+ registers directly from GetXxxCallback(). 2025-05-06 22:24:41 +02:00
frosch
592cc49b62 Codechange: Turn _grow_town_result into a local variable in GrowTownAtRoad. 2025-05-06 20:58:17 +02:00
frosch
5af877d12d Codechange: Do not assign _grow_town_result in GrowTownInTile, instead return the new value. 2025-05-06 20:58:17 +02:00
frosch
22af391064 Codechange: Move _grow_town_result out of GrowTownWithExtraHouse, GrowTownWithRoad, GrowTownWithBridge and GrowTownWithTunnel. 2025-05-06 20:58:17 +02:00
frosch
0d5b3ebd7f Codechange: Declare all IntervalTimers const, which can be const. 2025-05-06 18:29:41 +02:00
Iris-Persephone
2f020abe74 Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on new game settings (#14158) 2025-05-02 22:54:21 +01:00
2c4897c2cd Codechange: Use EnumBitSet for HouseZones. (#14137) 2025-04-28 20:27:43 +01:00
frosch
b7e7f08f78 Codechange: Simplify usage of GRFFileProps by adding some common helper methods. 2025-04-28 13:44:46 +02:00
frosch
0d9074769d Change: [NewGRF] Animation-trigger 'construction stage changed' of houses and industries now also triggers at construction start. (#14089) 2025-04-26 14:42:49 +02:00
frosch
f399b8eb29 Codechange: Unify naming of NewGRF animation callbacks. 2025-04-21 19:06:13 +02:00
frosch
2a62eea005 Codefix: Comment style. (#14064) 2025-04-21 17:25:09 +02:00
frosch
b956af631e Codechange: Replace CircularTileSearch with SpiralTileSequence. 2025-04-20 12:50:45 +02:00
936d78fefc Codefix: Avoid uppercase characters in variable names. (#13985) 2025-04-10 07:19:27 +01:00
91ab7f10cd Codefix: Avoid using override keyword as member name.
Rename `GRFFileProps` `override` member to `override_id`.
2025-04-09 22:02:35 +01:00
b96b26ef15 Codechange: Rename short CargoType parameters cargo. (#13848)
Rename CargoType variables and parameters using short or meaningless names.
2025-03-24 18:18:21 +00:00
Rubidium
0b102db421 Codefix: initialise a few uninitialised variables 2025-03-08 18:01:25 +01:00
b55af05626 Codechange: Pass encoded script strings as EncodedString.
This removes the ambiguity of having std::strings that may or may not be encoded.
2025-03-04 21:40:39 +00:00
96f260e718 Codechange: Pass TileDesc by reference. 2025-02-23 23:00:51 +00:00
6e10584b91 Codechange: Use EncodedStrings for News messages. (#13654) 2025-02-23 20:24:02 +00:00
Rubidium
fd4adc55e3 Codechange: replace INVALID_X with XID::Invalid() for PoolIDs 2025-02-16 20:23:00 +01:00
Rubidium
380e7b48ce Codechange: use std::variant instead of a custom version for news references 2025-02-16 14:50:15 +01:00
2d7d085e8e Codechange: Use EncodedString for error messages. (#13569) 2025-02-16 10:04:32 +00:00
ff7eb996e6 Codechange: Use variable storage for GrfProps with cargo-type groups. (#13557)
Slots are only allocated when used instead of being reserved.

Array-based GrfProps are still used when the number of options is more limited.
2025-02-14 18:30:17 +00:00
20e57a02a2 Codechange: Use GetString() with argument parameters in simple cases. (#13551)
Avoids using global string parameters.
2025-02-14 00:10:56 +00:00
Rubidium
c3d5e6d2a0 Codechange: Use EnumBitSet for DoCommandFlags 2025-02-14 00:28:57 +01:00
75387b9e2b Codechange: Use EnumBitSet for StationFacility. 2025-02-13 18:03:13 +00:00
7975145080 Codechange: Use EnumBitSet for TownActions. (#13542) 2025-02-13 18:02:39 +00:00
Jonathan G Rennison
d06b371254 Cleanup: Fix various spelling errors 2025-02-12 22:44:51 +01:00
Tyler Trahan
521b860394 Feature: Prevent towns from upgrading individually-placed houses (#13270) 2025-02-09 20:37:06 +00:00
Tyler Trahan
b2f5a4901b Add: Setting to allow placing houses manually in-game (#13266) 2025-02-09 18:34:31 +00:00
Rubidium
ec492cb267 Codechange: make CompanyMask a BaseBitSet implementation 2025-02-09 19:24:51 +01:00
Rubidium
1193852007 Codechange: do not use ScriptCompany::CompanyID outside of the script API 2025-02-09 12:04:42 +01:00
Rubidium
5f41bc0279 Codechange: put SourceType and SourceID into Source struct 2025-02-08 06:37:23 +01:00
9a6fc4eb76 Codechange: Use enum class for NewsReferenceType. 2025-02-07 19:36:52 +00:00
ca75a8ce19 Codechange: Use enum class for NewsType. 2025-02-07 19:36:52 +00:00
8c48f9fc49 Codechange: Pass preformatted string when updating sign positions. (#13480)
This forces the strings to be formatted in advance and avoids using global string parameters.
2025-02-07 13:19:00 +00:00
eaa765d615 Codechange: Disentangle news window style from news flags. (#13482)
This avoids NewsFlags being used as both bitmask and bitstuffed data.
2025-02-07 13:10:39 +00:00
Jonathan G Rennison
5f4f78574f Codefix: Town index used in CMD_BUILD_ROAD test call in IsRoadAllowedHere (#13451) 2025-02-03 13:51:06 +01:00
59354576d4 Codechange: Use EnumBitSet for LandscapeTypes and remove LandscapeID. (#13436) 2025-02-01 23:09:18 +00:00
95bd53ddf1 Codechange: Use EnumBitSet for BuildingFlags. 2025-02-01 14:16:25 +00:00
113205c540 Codechange: Use EnumBitSet for HouseExtraFlags. 2025-02-01 14:16:25 +00:00
Rubidium
4ca1fe6c32 Codechange: replace MAX_UVALUE with std::numeric_limits::max 2025-02-01 01:29:02 +01:00
40aeedeade Codechange: Use EnumBitSet for callback masks. 2025-01-31 17:08:24 +00:00
917d5cc75d Codechange: Use EnumBitSet for RoadTypeFlags and RailTypeFlags. (#13415) 2025-01-30 22:08:51 +00:00
Rubidium
e894a5880c Codechange: rename CargoID to CargoType and amend related variables/comments 2025-01-26 18:07:10 +01:00
Michael Ostapenko
c4494faf10 Fix #12968, d20df82: Added back ability to create unremovable houses 2025-01-25 14:40:51 +01:00
Iris-Persephone
a589793e27 Fix #12987: Historical houses now always spawn completed (#13332)
Co-authored-by: Anonymous <anonymous@openttd.org>
2025-01-19 23:58:05 +00:00