Changeset - r13973:b91e25840bdc
[Not reviewed]
master
0 6 0
rubidium - 15 years ago 2009-12-17 16:59:33
rubidium@openttd.org
(svn r18522) -Feature: add the possibility to not make new tree tiles in-game
6 files changed with 28 insertions and 2 deletions:
0 comments (0 inline, 0 general)
src/lang/english.txt
Show inline comments
 
@@ -1247,6 +1247,11 @@ STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDD
 
STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED                        :allowed
 
STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT          :allowed, custom town layout
 

	
 
STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT                         :{LTBLUE}In game placement of trees: {ORANGE}{STRING1}
 
STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE                    :none {RED}(breaks lumber mill)
 
STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST              :only in rain forests
 
STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL                     :everywhere
 

	
 
STR_CONFIG_SETTING_TOOLBAR_POS                                  :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
 
STR_CONFIG_SETTING_TOOLBAR_POS_LEFT                             :Left
 
STR_CONFIG_SETTING_TOOLBAR_POS_CENTER                           :Centre
src/saveload/saveload.cpp
Show inline comments
 
@@ -47,7 +47,7 @@
 

	
 
#include "saveload_internal.h"
 

	
 
extern const uint16 SAVEGAME_VERSION = 131;
 
extern const uint16 SAVEGAME_VERSION = 132;
 

	
 
SavegameType _savegame_type; ///< type of savegame we are loading
 

	
src/settings_gui.cpp
Show inline comments
 
@@ -1268,6 +1268,7 @@ static SettingEntry _settings_constructi
 
	SettingEntry("construction.longbridges"),
 
	SettingEntry("station.never_expire_airports"),
 
	SettingEntry("construction.freeform_edges"),
 
	SettingEntry("construction.extra_tree_placement"),
 
};
 
/** Construction sub-page */
 
static SettingsPage _settings_construction_page = {_settings_construction, lengthof(_settings_construction)};
src/settings_type.h
Show inline comments
 
@@ -182,6 +182,7 @@ struct ConstructionSettings {
 
	bool   road_stop_on_competitor_road;     ///< allow building of drive-through road stops on roads owned by competitors
 
	uint8  raw_industry_construction;        ///< type of (raw) industry construction (none, "normal", prospecting)
 
	bool   freeform_edges;                   ///< allow terraforming the tiles at the map edges
 
	uint8  extra_tree_placement;             ///< (dis)allow building extra trees in-game
 
};
 

	
 
/** Settings related to the AI. */
src/table/settings.h
Show inline comments
 
@@ -523,6 +523,7 @@ const SettingDesc _settings[] = {
 
	SDT_CONDBOOL(GameSettings, construction.freeform_edges,                             111, SL_MAX_VERSION, 0, 0,  true,                                    STR_CONFIG_SETTING_ENABLE_FREEFORM_EDGES, CheckFreeformEdges),
 
	 SDT_CONDVAR(GameSettings, game_creation.water_borders,                   SLE_UINT8,111, SL_MAX_VERSION, 0, 0,    15,                     0,      16, 0, STR_NULL,                                 NULL),
 
	 SDT_CONDVAR(GameSettings, game_creation.custom_town_number,             SLE_UINT16,115, SL_MAX_VERSION, 0, 0,     1,                     1,    5000, 0, STR_NULL,                                 NULL),
 
	 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),
 

	
 
 SDT_CONDOMANY(GameSettings, locale.currency,                               SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 0, CUSTOM_CURRENCY_ID, _locale_currencies, STR_NULL, NULL, NULL),
 
 SDT_CONDOMANY(GameSettings, locale.units,                                  SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 1, 2, _locale_units,                       STR_NULL, NULL, NULL),
src/tree_cmd.cpp
Show inline comments
 
@@ -45,6 +45,14 @@ enum TreePlacer {
 
	TP_IMPROVED, ///< A 'improved' algorithm
 
};
 

	
 
/** Where to place trees while in-game? */
 
enum ExtraTreePlacement {
 
	ETP_NONE,       ///< Place trees on no tiles
 
	ETP_RAINFOREST, ///< Place trees only on rainforest tiles
 
	ETP_ALL,        ///< Place trees on all tiles
 
};
 

	
 

	
 
/**
 
 * Tests if a tile can be converted to MP_TREES
 
 * This is true for clear ground without farms or rocks.
 
@@ -662,6 +670,13 @@ static void TileLoop_Trees(TileIndex til
 
						/* FALL THROUGH */
 

	
 
					case 2: { // add a neighbouring tree
 
						/* Don't plant extra trees if that's not allowed. */
 
						if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
 
								_settings_game.construction.extra_tree_placement == ETP_NONE :
 
								_settings_game.construction.extra_tree_placement != ETP_ALL) {
 
							break;
 
						}
 

	
 
						TreeType treetype = GetTreeType(tile);
 

	
 
						tile += TileOffsByDir((Direction)(Random() & 7));
 
@@ -711,6 +726,9 @@ static void TileLoop_Trees(TileIndex til
 

	
 
void OnTick_Trees()
 
{
 
	/* Don't place trees if that's not allowed */
 
	if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
 

	
 
	uint32 r;
 
	TileIndex tile;
 
	TreeType tree;
 
@@ -724,7 +742,7 @@ void OnTick_Trees()
 
	}
 

	
 
	/* byte underflow */
 
	if (--_trees_tick_ctr != 0) return;
 
	if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
 

	
 
	/* place a tree at a random spot */
 
	r = Random();
0 comments (0 inline, 0 general)