(svn r18719) -Feature: don't delete the rough/rocky status of a tile when it's covered by snow, this allows rocky tiles under snow if you have a variable snowline

This commit is contained in:
yexo
2010-01-04 18:33:43 +00:00
parent 3e131e2fec
commit b378e82676
10 changed files with 147 additions and 38 deletions

View File

@@ -68,7 +68,7 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
case MP_CLEAR:
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
default: return false;
@@ -101,10 +101,12 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint
case MP_CLEAR:
switch (GetClearGround(tile)) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; density = GetClearDensity(tile); break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
default: ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
}
if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
break;
default: NOT_REACHED();
@@ -163,7 +165,7 @@ static void PlaceTree(TileIndex tile, uint32 r)
/* Rerandomize ground, if neither snow nor shore */
TreeGround ground = GetTreeGround(tile);
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_SHORE) {
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
}
@@ -469,7 +471,7 @@ static void DrawTile_Trees(TileInfo *ti)
uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
/* different tree styles above one of the grounds */
if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
GetTreeDensity(ti->tile) >= 2 &&
IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
index += 164 - (TREE_SUB_ARCTIC << 2);
@@ -599,14 +601,19 @@ static void TileLoopTreesAlps(TileIndex tile)
int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
if (k < 0) {
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
switch (GetTreeGround(tile)) {
case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
default: return;
}
} else {
uint density = min((uint)k / TILE_HEIGHT, 3);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
SetTreeGroundDensity(tile, tg, density);
} else if (GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, GetTreeGround(tile), density);
} else {
if (GetTreeDensity(tile) == 3) {
uint32 r = Random();
@@ -709,8 +716,17 @@ static void TileLoop_Trees(TileIndex tile)
case TREE_GROUND_SHORE: MakeShore(tile); break;
case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
case TREE_GROUND_ROUGH_SNOW:
MakeClear(tile, CLEAR_ROUGH, 3);
MakeSnow(tile);
break;
default: // snow or desert
MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
if (_settings_game.game_creation.landscape == LT_TROPIC) {
MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
} else {
MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile));
MakeSnow(tile);
}
break;
}
}