(svn r18522) -Feature: add the possibility to not make new tree tiles in-game
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@@ -45,6 +45,14 @@ enum TreePlacer {
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TP_IMPROVED, ///< A 'improved' algorithm
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};
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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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};
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/**
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* Tests if a tile can be converted to MP_TREES
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* This is true for clear ground without farms or rocks.
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@@ -662,6 +670,13 @@ static void TileLoop_Trees(TileIndex tile)
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/* FALL THROUGH */
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case 2: { // add a neighbouring tree
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/* Don't plant extra trees if that's not allowed. */
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if ((_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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break;
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}
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TreeType treetype = GetTreeType(tile);
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tile += TileOffsByDir((Direction)(Random() & 7));
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@@ -711,6 +726,9 @@ 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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uint32 r;
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TileIndex tile;
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TreeType tree;
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@@ -724,7 +742,7 @@ void OnTick_Trees()
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}
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/* byte underflow */
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if (--_trees_tick_ctr != 0) return;
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if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
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/* place a tree at a random spot */
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r = Random();
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