(svn r6001) -Feature: when removing a farm, his farmland is removed too (over time) (based on peter1138's patch, FS#82)
To make this to work, in older games farmland is removed on load, and replanted
This commit is contained in:
15
clear_map.h
15
clear_map.h
@@ -83,6 +83,17 @@ static inline void SetFieldType(TileIndex t, uint f)
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SB(_m[t].m3, 0, 4, f);
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}
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static inline uint16 GetIndustryIndexOfField(TileIndex t)
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{
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assert(GetClearGround(t) == CLEAR_FIELDS);
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return _m[t].m2;
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}
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static inline void SetIndustryIndexOfField(TileIndex t, uint16 i)
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{
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assert(GetClearGround(t) == CLEAR_FIELDS);
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_m[t].m2 = i;
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}
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/* Is used by tree tiles, too */
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static inline uint GetFenceSE(TileIndex t)
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@@ -121,11 +132,11 @@ static inline void MakeClear(TileIndex t, ClearGround g, uint density)
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}
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static inline void MakeField(TileIndex t, uint field_type)
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static inline void MakeField(TileIndex t, uint field_type, uint16 industry)
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{
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SetTileType(t, MP_CLEAR);
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SetTileOwner(t, OWNER_NONE);
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_m[t].m2 = 0;
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_m[t].m2 = industry;
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_m[t].m3 = field_type;
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_m[t].m4 = 0 << 5 | 0 << 2;
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SetClearGroundDensity(t, CLEAR_FIELDS, 3);
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