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(svn r12020) -Documentation: Correct description of TropicZone.
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@ -636,7 +636,7 @@ void InitializeLandscape()
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for (x = 0; x < maxx; x++) {
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MakeClear(sizex * y + x, CLEAR_GRASS, 3);
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SetTileHeight(sizex * y + x, 0);
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SetTropicZone(sizex * y + x, TROPICZONE_INVALID);
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SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
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ClearBridgeMiddle(sizex * y + x);
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}
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MakeVoid(sizex * y + x);
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@ -56,7 +56,7 @@ static void GenerateDesertArea(TileIndex end, TileIndex start)
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_generating_world = true;
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BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
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if (GetTileType(tile) != MP_WATER) {
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SetTropicZone(tile, (_ctrl_pressed) ? TROPICZONE_INVALID : TROPICZONE_DESERT);
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SetTropicZone(tile, (_ctrl_pressed) ? TROPICZONE_NORMAL : TROPICZONE_DESERT);
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DoCommandP(tile, 0, 0, NULL, CMD_LANDSCAPE_CLEAR);
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MarkTileDirtyByTile(tile);
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}
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@ -41,11 +41,20 @@ enum TileType {
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/**
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* Additional infos of a tile on a tropic game.
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*
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* Each non-water tile in a tropic game is either a rainforest tile or a
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* desert one.
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* The tropiczone is not modified during gameplay. It mainly affects tree growth. (desert tiles are visible though)
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*
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* In randomly generated maps:
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* TROPICZONE_DESERT: Generated everywhere, if there is neither water nor mountains (TileHeight >= 4) in a certain distance from the tile.
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* TROPICZONE_RAINFOREST: Genereated everywhere, if there is no desert in a certain distance from the tile.
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* TROPICZONE_NORMAL: Everywhere else, i.e. between desert and rainforest and on sea (if you clear the water).
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*
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* In scenarios:
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* TROPICZONE_NORMAL: Default value.
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* TROPICZONE_DESERT: Placed manually.
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* TROPICZONE_RAINFOREST: Placed if you plant certain rainforest-trees.
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*/
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enum TropicZone {
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TROPICZONE_INVALID = 0, ///< Invalid tropiczone-type
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TROPICZONE_NORMAL = 0, ///< Normal tropiczone
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TROPICZONE_DESERT = 1, ///< Tile is desert
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TROPICZONE_RAINFOREST = 2, ///< Rainforest tile
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};
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@ -58,7 +58,7 @@ static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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case LT_TROPIC:
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switch (GetTropicZone(tile)) {
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case TROPICZONE_INVALID: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
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case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
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case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
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default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
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}
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