diff options
-rw-r--r-- | src/lang/english.txt | 5 | ||||
-rw-r--r-- | src/saveload/saveload.cpp | 2 | ||||
-rw-r--r-- | src/settings_gui.cpp | 1 | ||||
-rw-r--r-- | src/settings_type.h | 1 | ||||
-rw-r--r-- | src/table/settings.h | 1 | ||||
-rw-r--r-- | src/tree_cmd.cpp | 20 |
6 files changed, 28 insertions, 2 deletions
diff --git a/src/lang/english.txt b/src/lang/english.txt index 17b0032b1..e21ff69a0 100644 --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1247,6 +1247,11 @@ 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 diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index d00aefda0..b5018855a 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -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 diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp index 6d892f4e3..37856e305 100644 --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -1268,6 +1268,7 @@ static SettingEntry _settings_construction[] = { 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)}; diff --git a/src/settings_type.h b/src/settings_type.h index 851e495b7..7547a87f8 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -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. */ diff --git a/src/table/settings.h b/src/table/settings.h index bda619107..62213dc10 100644 --- a/src/table/settings.h +++ b/src/table/settings.h @@ -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), diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp index 8802acb46..2cd9c35dc 100644 --- a/src/tree_cmd.cpp +++ b/src/tree_cmd.cpp @@ -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 tile) /* 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 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; @@ -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(); |