diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp index 294ab250c8..68b536a2d8 100644 --- a/src/tree_cmd.cpp +++ b/src/tree_cmd.cpp @@ -39,7 +39,7 @@ enum TreePlacer { TP_NONE, ///< No tree placer algorithm TP_ORIGINAL, ///< The original algorithm TP_IMPROVED, ///< A 'improved' algorithm - TP_PERFECT, ///< A 'best' algorithm + TP_PERFECT, ///< A 'best' algorithm }; /** Where to place trees while in-game? */ @@ -72,7 +72,7 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert) (GetTileZ(tile) > (_settings_game.game_creation.snow_line_height + _settings_game.construction.trees_around_snow_line_range))) { return false; } - + switch (GetTileType(tile)) { case MP_WATER: return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile)); @@ -281,7 +281,7 @@ static void PlaceTreeGroups(uint num_groups) static TileIndex FindTreePositionAtSameHeight(TileIndex tile, uint steps) { const auto height = GetTileZ(tile); - + for (uint i = 0; i < steps; i++) { const uint32 r = Random(); const int x = GB(r, 0, 5) - 16; @@ -359,7 +359,7 @@ int MaxTreeCount(const TileIndex tile) int max_trees_snow_line_based = 4; - if (_settings_game.game_creation.landscape == LT_ARCTIC) { + if (_settings_game.game_creation.landscape == LT_ARCTIC) { const uint height_above_snow_line = std::max(0, tile_z - _settings_game.game_creation.snow_line_height); max_trees_snow_line_based = (height_above_snow_line < lengthof(_arctic_tree_occurance)) ? (1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) : @@ -553,7 +553,7 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 switch (GetTileType(tile)) { case MP_TREES: { bool grow_existing_tree_instead = false; - + /* no more space for trees? */ if (_settings_game.game_creation.tree_placer == TP_PERFECT) { if (GetTreeCount(tile) >= 4 || ((GetTreeType(tile) != TREE_CACTUS) && ((int)GetTreeCount(tile) >= MaxTreeCount(tile)))) {