Merge branch 'master' into jgrpp
# Conflicts: # src/fileio.cpp # src/group_gui.cpp # src/industry.h # src/lang/korean.txt # src/linkgraph/linkgraphjob.cpp # src/linkgraph/linkgraphjob.h # src/linkgraph/linkgraphschedule.cpp # src/linkgraph/linkgraphschedule.h # src/openttd.cpp # src/saveload/saveload.cpp # src/saveload/saveload.h # src/town_cmd.cpp # src/vehicle_gui.cpp # src/vehicle_gui_base.h
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@@ -42,9 +42,10 @@ enum TreePlacer {
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/** Where to place trees while in-game? */
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enum ExtraTreePlacement {
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ETP_NONE, ///< Place trees on no tiles
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ETP_RAINFOREST, ///< Place trees only on rainforest tiles
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ETP_ALL, ///< Place trees on all tiles
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ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones
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ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
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ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions
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ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all
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};
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/** Determines when to consider building more trees. */
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@@ -732,8 +733,8 @@ static void TileLoopTreesAlps(TileIndex tile)
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static bool CanPlantExtraTrees(TileIndex tile)
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{
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return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
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_settings_game.construction.extra_tree_placement != ETP_NONE :
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_settings_game.construction.extra_tree_placement == ETP_ALL);
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(_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
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_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
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}
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static void TileLoop_Trees(TileIndex tile)
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@@ -759,6 +760,9 @@ static void TileLoop_Trees(TileIndex tile)
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MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
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}
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}
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if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
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if (GetTreeCounter(tile) < 15) {
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if (_settings_game.construction.tree_growth_rate > 0) {
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/* slow, very slow, extremely slow */
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@@ -787,7 +791,7 @@ static void TileLoop_Trees(TileIndex tile)
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break;
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case 1: // add a tree
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if (GetTreeCount(tile) < 4) {
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if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
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AddTreeCount(tile, 1);
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SetTreeGrowth(tile, 0);
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break;
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@@ -819,13 +823,13 @@ static void TileLoop_Trees(TileIndex tile)
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break;
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case 6: // final stage of tree destruction
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if (GetTreeCount(tile) > 1) {
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if (!CanPlantExtraTrees(tile)) {
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/* if trees can't spread just plant a new one to prevent deforestation */
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SetTreeGrowth(tile, 0);
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} else if (GetTreeCount(tile) > 1) {
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/* more than one tree, delete it */
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AddTreeCount(tile, -1);
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SetTreeGrowth(tile, 3);
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} else if (!CanPlantExtraTrees(tile)) {
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/* if trees can't spread just plant a new one to prevent deforestation */
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SetTreeGrowth(tile, 0);
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} else {
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/* just one tree, change type into MP_CLEAR */
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switch (GetTreeGround(tile)) {
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@@ -861,8 +865,8 @@ static void TileLoop_Trees(TileIndex tile)
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void OnTick_Trees()
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{
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/* Don't place trees if that's not allowed */
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if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
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/* Don't spread trees if that's not allowed */
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if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
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uint32 r;
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TileIndex tile;
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@@ -877,7 +881,7 @@ void OnTick_Trees()
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}
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/* byte underflow */
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if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
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if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
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/* place a tree at a random spot */
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r = Random();
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