mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r18522) -Feature: add the possibility to not make new tree tiles in-game
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@ -1247,6 +1247,11 @@ STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :forbidden
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STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :allowed
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STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :allowed, custom town layout
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STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT :{LTBLUE}In game placement of trees: {ORANGE}{STRING1}
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STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE :none {RED}(breaks lumber mill)
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STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST :only in rain forests
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STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL :everywhere
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STR_CONFIG_SETTING_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
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STR_CONFIG_SETTING_TOOLBAR_POS_LEFT :Left
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STR_CONFIG_SETTING_TOOLBAR_POS_CENTER :Centre
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@ -47,7 +47,7 @@
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#include "saveload_internal.h"
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extern const uint16 SAVEGAME_VERSION = 131;
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extern const uint16 SAVEGAME_VERSION = 132;
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SavegameType _savegame_type; ///< type of savegame we are loading
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@ -1268,6 +1268,7 @@ static SettingEntry _settings_construction[] = {
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SettingEntry("construction.longbridges"),
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SettingEntry("station.never_expire_airports"),
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SettingEntry("construction.freeform_edges"),
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SettingEntry("construction.extra_tree_placement"),
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};
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/** Construction sub-page */
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static SettingsPage _settings_construction_page = {_settings_construction, lengthof(_settings_construction)};
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@ -182,6 +182,7 @@ struct ConstructionSettings {
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bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
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uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
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bool freeform_edges; ///< allow terraforming the tiles at the map edges
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uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
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};
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/** Settings related to the AI. */
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@ -523,6 +523,7 @@ const SettingDesc _settings[] = {
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SDT_CONDBOOL(GameSettings, construction.freeform_edges, 111, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_SETTING_ENABLE_FREEFORM_EDGES, CheckFreeformEdges),
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SDT_CONDVAR(GameSettings, game_creation.water_borders, SLE_UINT8,111, SL_MAX_VERSION, 0, 0, 15, 0, 16, 0, STR_NULL, NULL),
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SDT_CONDVAR(GameSettings, game_creation.custom_town_number, SLE_UINT16,115, SL_MAX_VERSION, 0, 0, 1, 1, 5000, 0, STR_NULL, NULL),
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SDT_CONDVAR(GameSettings, construction.extra_tree_placement, SLE_UINT8,132, SL_MAX_VERSION, 0,MS, 2, 0, 2, 0, STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT, NULL),
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SDT_CONDOMANY(GameSettings, locale.currency, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 0, CUSTOM_CURRENCY_ID, _locale_currencies, STR_NULL, NULL, NULL),
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SDT_CONDOMANY(GameSettings, locale.units, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 1, 2, _locale_units, STR_NULL, NULL, NULL),
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@ -45,6 +45,14 @@ enum TreePlacer {
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TP_IMPROVED, ///< A 'improved' algorithm
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};
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/** Where to place trees while in-game? */
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enum ExtraTreePlacement {
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ETP_NONE, ///< Place trees on no tiles
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ETP_RAINFOREST, ///< Place trees only on rainforest tiles
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ETP_ALL, ///< Place trees on all tiles
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};
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/**
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* Tests if a tile can be converted to MP_TREES
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* This is true for clear ground without farms or rocks.
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@ -662,6 +670,13 @@ static void TileLoop_Trees(TileIndex tile)
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/* FALL THROUGH */
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case 2: { // add a neighbouring tree
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/* Don't plant extra trees if that's not allowed. */
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if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
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_settings_game.construction.extra_tree_placement == ETP_NONE :
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_settings_game.construction.extra_tree_placement != ETP_ALL) {
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break;
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}
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TreeType treetype = GetTreeType(tile);
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tile += TileOffsByDir((Direction)(Random() & 7));
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@ -711,6 +726,9 @@ static void TileLoop_Trees(TileIndex tile)
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void OnTick_Trees()
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{
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/* Don't place trees if that's not allowed */
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if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
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uint32 r;
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TileIndex tile;
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TreeType tree;
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@ -724,7 +742,7 @@ void OnTick_Trees()
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}
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/* byte underflow */
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if (--_trees_tick_ctr != 0) return;
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if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
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/* place a tree at a random spot */
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r = Random();
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