Merge branch 'desert-tweaks' of https://github.com/reldred/OpenTTD-patches into desert-tweaks
This commit is contained in:
@@ -1001,48 +1001,39 @@ static void GenerateTerrain(int type, uint flag)
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#include "table/genland.h"
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static std::pair<const TileIndexDiffC *, const TileIndexDiffC *> GetDesertOrRainforestData()
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{
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switch (_settings_game.game_creation.coast_tropics_width) {
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case 0:
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return { _make_desert_or_rainforest_data, endof(_make_desert_or_rainforest_data) };
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case 1:
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return { _make_desert_or_rainforest_data_medium, endof(_make_desert_or_rainforest_data_medium) };
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case 2:
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return { _make_desert_or_rainforest_data_large, endof(_make_desert_or_rainforest_data_large) };
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default:
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NOT_REACHED();
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}
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}
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static void CreateDesertOrRainForest(uint desert_tropic_line)
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{
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TileIndex update_freq = MapSize() / 4;
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const TileIndexDiffC *data;
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const std::pair<const TileIndexDiffC *, const TileIndexDiffC *> desert_rainforest_data = GetDesertOrRainforestData();
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for (TileIndex tile = 0; tile != MapSize(); ++tile) {
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if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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if (!IsValidTile(tile)) continue;
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if (_settings_game.game_creation.coast_tropics_width == 0) {
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for (data = _make_desert_or_rainforest_data;
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data != endof(_make_desert_or_rainforest_data); ++data) {
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for (data = desert_rainforest_data.first; data != desert_rainforest_data.second; ++data) {
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TileIndex t = AddTileIndexDiffCWrap(tile, *data);
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if (t != INVALID_TILE && (TileHeight(t) >= desert_tropic_line || IsTileType(t, MP_WATER))) break;
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}
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if (data == endof(_make_desert_or_rainforest_data)) {
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if (data == desert_rainforest_data.second) {
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SetTropicZone(tile, TROPICZONE_DESERT);
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}
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}
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if (_settings_game.game_creation.coast_tropics_width == 1) {
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for (data = _make_desert_or_rainforest_data_medium;
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data != endof(_make_desert_or_rainforest_data_medium); ++data) {
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TileIndex t = AddTileIndexDiffCWrap(tile, *data);
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if (t != INVALID_TILE && (TileHeight(t) >= desert_tropic_line || IsTileType(t, MP_WATER))) break;
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}
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if (data == endof(_make_desert_or_rainforest_data_medium)) {
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SetTropicZone(tile, TROPICZONE_DESERT);
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}
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}
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if (_settings_game.game_creation.coast_tropics_width == 2) {
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for (data = _make_desert_or_rainforest_data_large;
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data != endof(_make_desert_or_rainforest_data_large); ++data) {
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TileIndex t = AddTileIndexDiffCWrap(tile, *data);
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if (t != INVALID_TILE && (TileHeight(t) >= desert_tropic_line || IsTileType(t, MP_WATER))) break;
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}
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if (data == endof(_make_desert_or_rainforest_data_large)) {
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SetTropicZone(tile, TROPICZONE_DESERT);
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}
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}
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if (_settings_game.game_creation.coast_tropics_width == 3) {
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for (data = _make_desert_or_rainforest_data_extralarge;
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@@ -1067,38 +1058,13 @@ static void CreateDesertOrRainForest(uint desert_tropic_line)
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if (!IsValidTile(tile)) continue;
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if (_settings_game.game_creation.coast_tropics_width == 0) {
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for (data = _make_desert_or_rainforest_data;
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data != endof(_make_desert_or_rainforest_data); ++data) {
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for (data = desert_rainforest_data.first; data != desert_rainforest_data.second; ++data) {
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TileIndex t = AddTileIndexDiffCWrap(tile, *data);
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if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
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}
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if (data == endof(_make_desert_or_rainforest_data)) {
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if (data == desert_rainforest_data.second) {
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SetTropicZone(tile, TROPICZONE_RAINFOREST);
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}
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}
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if (_settings_game.game_creation.coast_tropics_width == 1) {
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for (data = _make_desert_or_rainforest_data_medium;
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data != endof(_make_desert_or_rainforest_data_medium); ++data) {
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TileIndex t = AddTileIndexDiffCWrap(tile, *data);
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if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
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}
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if (data == endof(_make_desert_or_rainforest_data_medium)) {
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SetTropicZone(tile, TROPICZONE_RAINFOREST);
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}
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}
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if (_settings_game.game_creation.coast_tropics_width == 2) {
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for (data = _make_desert_or_rainforest_data_large;
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data != endof(_make_desert_or_rainforest_data_large); ++data) {
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TileIndex t = AddTileIndexDiffCWrap(tile, *data);
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if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
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}
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if (data == endof(_make_desert_or_rainforest_data_large)) {
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SetTropicZone(tile, TROPICZONE_RAINFOREST);
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}
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}
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if (_settings_game.game_creation.coast_tropics_width == 3) {
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for (data = _make_desert_or_rainforest_data_extralarge;
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