(svn r22773) -Add: Some grass around rivers in desert areas.

pull/155/head
michi_cc 13 years ago
parent e7ea48eb14
commit 5477ac3eb1

@ -1038,7 +1038,12 @@ static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
{
for (PathNode *path = &current->path; path != NULL; path = path->parent) {
if (!IsWaterTile(path->node.tile)) MakeRiver(path->node.tile, Random());
TileIndex tile = path->node.tile;
if (!IsWaterTile(tile)) {
MakeRiver(tile, Random());
/* Remove desert directly around the river tile. */
CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
}
}
}
@ -1168,7 +1173,7 @@ static void CreateRivers()
if (amount == 0) return;
uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
SetGeneratingWorldProgress(GWP_RIVER, wells);
SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
bool *marks = CallocT<bool>(MapSize());
for (; wells != 0; wells--) {
@ -1181,6 +1186,12 @@ static void CreateRivers()
}
free(marks);
/* Run tile loop to update the ground density. */
for (uint i = 0; i != 256; i++) {
if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
RunTileLoop();
}
}
void GenerateLandscape(byte mode)

@ -41,4 +41,6 @@ void DrawShoreTile(Slope tileh);
void MakeWaterKeepingClass(TileIndex tile, Owner o);
bool RiverModifyDesertZone(TileIndex tile, void *data);
#endif /* WATER_H */

@ -308,6 +308,13 @@ CommandCost CmdBuildLock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
return DoBuildLock(tile, dir, flags);
}
/** Callback to create non-desert around a river tile. */
bool RiverModifyDesertZone(TileIndex tile, void *)
{
if (GetTropicZone(tile) == TROPICZONE_DESERT) SetTropicZone(tile, TROPICZONE_NORMAL);
return false;
}
/**
* Build a piece of canal.
* @param tile end tile of stretch-dragging
@ -350,6 +357,10 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
switch (wc) {
case WATER_CLASS_RIVER:
MakeRiver(tile, Random());
if (_game_mode == GM_EDITOR) {
TileIndex tile2 = tile;
CircularTileSearch(&tile2, 5, RiverModifyDesertZone, NULL);
}
break;
case WATER_CLASS_SEA:

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