mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22773) -Add: Some grass around rivers in desert areas.
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@ -1038,7 +1038,12 @@ static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
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static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
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{
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for (PathNode *path = ¤t->path; path != NULL; path = path->parent) {
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if (!IsWaterTile(path->node.tile)) MakeRiver(path->node.tile, Random());
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TileIndex tile = path->node.tile;
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if (!IsWaterTile(tile)) {
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MakeRiver(tile, Random());
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
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}
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}
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}
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@ -1168,7 +1173,7 @@ static void CreateRivers()
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if (amount == 0) return;
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uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
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SetGeneratingWorldProgress(GWP_RIVER, wells);
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SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
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bool *marks = CallocT<bool>(MapSize());
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for (; wells != 0; wells--) {
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@ -1181,6 +1186,12 @@ static void CreateRivers()
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}
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free(marks);
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/* Run tile loop to update the ground density. */
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for (uint i = 0; i != 256; i++) {
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if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
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RunTileLoop();
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}
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}
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void GenerateLandscape(byte mode)
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@ -41,4 +41,6 @@ void DrawShoreTile(Slope tileh);
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void MakeWaterKeepingClass(TileIndex tile, Owner o);
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bool RiverModifyDesertZone(TileIndex tile, void *data);
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#endif /* WATER_H */
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@ -308,6 +308,13 @@ CommandCost CmdBuildLock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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return DoBuildLock(tile, dir, flags);
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}
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/** Callback to create non-desert around a river tile. */
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bool RiverModifyDesertZone(TileIndex tile, void *)
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{
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if (GetTropicZone(tile) == TROPICZONE_DESERT) SetTropicZone(tile, TROPICZONE_NORMAL);
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return false;
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}
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/**
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* Build a piece of canal.
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* @param tile end tile of stretch-dragging
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@ -350,6 +357,10 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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switch (wc) {
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case WATER_CLASS_RIVER:
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MakeRiver(tile, Random());
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if (_game_mode == GM_EDITOR) {
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TileIndex tile2 = tile;
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CircularTileSearch(&tile2, 5, RiverModifyDesertZone, NULL);
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}
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break;
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case WATER_CLASS_SEA:
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