Feature: Show rainforest under vegetation on small map

This commit is contained in:
SamuXarick
2021-01-12 20:32:17 +00:00
committed by Charles Pigott
parent de44ce2092
commit f9dee5aaa0
3 changed files with 11 additions and 4 deletions

View File

@@ -115,11 +115,12 @@ static const LegendAndColour _legend_vegetation[] = {
MK(PC_ROUGH_LAND, STR_SMALLMAP_LEGENDA_ROUGH_LAND),
MK(PC_GRASS_LAND, STR_SMALLMAP_LEGENDA_GRASS_LAND),
MK(PC_BARE_LAND, STR_SMALLMAP_LEGENDA_BARE_LAND),
MK(PC_RAINFOREST, STR_SMALLMAP_LEGENDA_RAINFOREST),
MK(PC_FIELDS, STR_SMALLMAP_LEGENDA_FIELDS),
MK(PC_TREES, STR_SMALLMAP_LEGENDA_TREES),
MK(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST),
MS(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS),
MS(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST),
MK(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS),
MK(PC_ORANGE, STR_SMALLMAP_LEGENDA_DESERT),
MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_SNOW),
MK(PC_BLACK, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES),
@@ -531,7 +532,11 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t)
{
switch (t) {
case MP_CLEAR:
return (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) ? MKCOLOUR_XXXX(PC_BARE_LAND) : _vegetation_clear_bits[GetClearGround(tile)];
if (IsClearGround(tile, CLEAR_GRASS)) {
if (GetClearDensity(tile) < 3) return MKCOLOUR_XXXX(PC_BARE_LAND);
if (GetTropicZone(tile) == TROPICZONE_RAINFOREST) return MKCOLOUR_XXXX(PC_RAINFOREST);
}
return _vegetation_clear_bits[GetClearGround(tile)];
case MP_INDUSTRY:
return IsTileForestIndustry(tile) ? MKCOLOUR_XXXX(PC_GREEN) : MKCOLOUR_XXXX(PC_DARK_RED);
@@ -540,7 +545,7 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t)
if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) {
return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR_XYYX(PC_LIGHT_BLUE, PC_TREES) : MKCOLOUR_XYYX(PC_ORANGE, PC_TREES);
}
return MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES);
return (GetTropicZone(tile) == TROPICZONE_RAINFOREST) ? MKCOLOUR_XYYX(PC_RAINFOREST, PC_TREES) : MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES);
default:
return ApplyMask(MKCOLOUR_XXXX(PC_GRASS_LAND), &_smallmap_vehicles_andor[t]);