Commit Graph

689 Commits

Author SHA1 Message Date
Peter Nelson
6f8e30c55d
Codechange: Use unique_ptr throughout instead of new raw pointer for company news data. (#13148)
The pointer was already captured and converted to a unqiue_ptr, but hidden within the call stack.

This now makes it clearer that the object passed to Add.*NewsItem will become owned by the news item.
2024-12-04 12:18:34 +00:00
Peter Nelson
2ede94bc40 Codechange: Adapt functions to get accepted cargo of prototype house. 2024-12-02 00:48:46 +00:00
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