(svn r12020) -Documentation: Correct description of TropicZone.

pull/155/head
frosch 17 years ago
parent 1268a70466
commit ccb13bdd52

@ -636,7 +636,7 @@ void InitializeLandscape()
for (x = 0; x < maxx; x++) {
MakeClear(sizex * y + x, CLEAR_GRASS, 3);
SetTileHeight(sizex * y + x, 0);
SetTropicZone(sizex * y + x, TROPICZONE_INVALID);
SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
ClearBridgeMiddle(sizex * y + x);
}
MakeVoid(sizex * y + x);

@ -56,7 +56,7 @@ static void GenerateDesertArea(TileIndex end, TileIndex start)
_generating_world = true;
BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
if (GetTileType(tile) != MP_WATER) {
SetTropicZone(tile, (_ctrl_pressed) ? TROPICZONE_INVALID : TROPICZONE_DESERT);
SetTropicZone(tile, (_ctrl_pressed) ? TROPICZONE_NORMAL : TROPICZONE_DESERT);
DoCommandP(tile, 0, 0, NULL, CMD_LANDSCAPE_CLEAR);
MarkTileDirtyByTile(tile);
}

@ -41,11 +41,20 @@ enum TileType {
/**
* Additional infos of a tile on a tropic game.
*
* Each non-water tile in a tropic game is either a rainforest tile or a
* desert one.
* The tropiczone is not modified during gameplay. It mainly affects tree growth. (desert tiles are visible though)
*
* In randomly generated maps:
* TROPICZONE_DESERT: Generated everywhere, if there is neither water nor mountains (TileHeight >= 4) in a certain distance from the tile.
* TROPICZONE_RAINFOREST: Genereated everywhere, if there is no desert in a certain distance from the tile.
* TROPICZONE_NORMAL: Everywhere else, i.e. between desert and rainforest and on sea (if you clear the water).
*
* In scenarios:
* TROPICZONE_NORMAL: Default value.
* TROPICZONE_DESERT: Placed manually.
* TROPICZONE_RAINFOREST: Placed if you plant certain rainforest-trees.
*/
enum TropicZone {
TROPICZONE_INVALID = 0, ///< Invalid tropiczone-type
TROPICZONE_NORMAL = 0, ///< Normal tropiczone
TROPICZONE_DESERT = 1, ///< Tile is desert
TROPICZONE_RAINFOREST = 2, ///< Rainforest tile
};

@ -58,7 +58,7 @@ static TreeType GetRandomTreeType(TileIndex tile, uint seed)
case LT_TROPIC:
switch (GetTropicZone(tile)) {
case TROPICZONE_INVALID: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
}

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