Changeset - r13973:b91e25840bdc
[Not reviewed]
master
0 6 0
rubidium - 14 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
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@@ -1244,12 +1244,17 @@ STR_CONFIG_SETTING_ALLOW_TOWN_ROADS     
 
STR_CONFIG_SETTING_NOISE_LEVEL                                  :{LTBLUE}Allow town controlled noise level for airports: {ORANGE}{STRING}
 
STR_CONFIG_SETTING_TOWN_FOUNDING                                :{LTBLUE}Founding towns in game: {ORANGE}{STRING1}
 
STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN                      :forbidden
 
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
 
STR_CONFIG_SETTING_TOOLBAR_POS_RIGHT                            :Right
 
STR_CONFIG_SETTING_SNAP_RADIUS                                  :{LTBLUE}Window snap radius: {ORANGE}{STRING1} px
 
STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED                         :{LTBLUE}Window snap radius: {ORANGE}disabled
src/saveload/saveload.cpp
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@@ -44,13 +44,13 @@
 
#include "../engine_base.h"
 

	
 
#include "table/strings.h"
 

	
 
#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
 

	
 
uint32 _ttdp_version;     ///< version of TTDP savegame (if applicable)
 
uint16 _sl_version;       ///< the major savegame version identifier
 
byte   _sl_minor_version; ///< the minor savegame version, DO NOT USE!
src/settings_gui.cpp
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@@ -1265,12 +1265,13 @@ static SettingEntry _settings_constructi
 
	SettingEntry("construction.build_on_slopes"),
 
	SettingEntry("construction.autoslope"),
 
	SettingEntry("construction.extra_dynamite"),
 
	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)};
 

	
 
static SettingEntry _settings_stations_cargo[] = {
 
	SettingEntry("order.improved_load"),
src/settings_type.h
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@@ -179,12 +179,13 @@ struct ConstructionSettings {
 
	bool   signal_side;                      ///< show signals on right side
 
	bool   extra_dynamite;                   ///< extra dynamite
 
	bool   road_stop_on_town_road;           ///< allow building of drive-through road stops on town owned roads
 
	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. */
 
struct AISettings {
 
	bool   ai_in_multiplayer;                ///< so we allow AIs in multiplayer
 
	bool   ai_disable_veh_train;             ///< disable types for AI
src/table/settings.h
Show inline comments
 
@@ -520,12 +520,13 @@ const SettingDesc _settings[] = {
 

	
 
	     SDT_VAR(GameSettings, game_creation.map_x,                           SLE_UINT8,                     S, 0,     8, MIN_MAP_SIZE_BITS, MAX_MAP_SIZE_BITS, 0, STR_CONFIG_SETTING_MAP_X,           NULL),
 
	     SDT_VAR(GameSettings, game_creation.map_y,                           SLE_UINT8,                     S, 0,     8, MIN_MAP_SIZE_BITS, MAX_MAP_SIZE_BITS, 0, STR_CONFIG_SETTING_MAP_Y,           NULL),
 
	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),
 
   SDT_CONDSTR(GameSettings, locale.digit_group_separator,                   SLE_STRQ,118, SL_MAX_VERSION, N, 0, NULL,                                      STR_NULL, NULL),
 
   SDT_CONDSTR(GameSettings, locale.digit_group_separator_currency,          SLE_STRQ,118, SL_MAX_VERSION, N, 0, NULL,                                      STR_NULL, NULL),
 
   SDT_CONDSTR(GameSettings, locale.digit_decimal_separator,                 SLE_STRQ,126, SL_MAX_VERSION, N, 0, NULL,                                      STR_NULL, NULL),
src/tree_cmd.cpp
Show inline comments
 
@@ -42,12 +42,20 @@
 
enum TreePlacer {
 
	TP_NONE,     ///< No tree placer algorithm
 
	TP_ORIGINAL, ///< The original algorithm
 
	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.
 
 *
 
 * @param tile the tile of interest
 
 * @param allow_desert Allow planting trees on CLEAR_DESERT?
 
@@ -659,12 +667,19 @@ static void TileLoop_Trees(TileIndex til
 
							SetTreeGrowth(tile, 0);
 
							break;
 
						}
 
						/* 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));
 

	
 
						/* Cacti don't spread */
 
						if (!CanPlantTreesOnTile(tile, false)) return;
 
@@ -708,12 +723,15 @@ static void TileLoop_Trees(TileIndex til
 

	
 
	MarkTileDirtyByTile(tile);
 
}
 

	
 
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;
 

	
 
	/* place a tree at a random rainforest spot */
 
	if (_settings_game.game_creation.landscape == LT_TROPIC &&
 
@@ -721,13 +739,13 @@ void OnTick_Trees()
 
			CanPlantTreesOnTile(tile, false) &&
 
			(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
 
		PlantTreesOnTile(tile, tree, 0, 0);
 
	}
 

	
 
	/* 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();
 
	tile = RandomTileSeed(r);
 
	if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
 
		PlantTreesOnTile(tile, tree, 0, 0);
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