mirror of https://github.com/OpenTTD/OpenTTD
Feature: Show rainforest under vegetation on small map
parent
de44ce2092
commit
f9dee5aaa0
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@ -227,6 +227,7 @@ static const uint8 PC_LIGHT_BLUE = 0x98; ///< Light blue palet
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static const uint8 PC_ROUGH_LAND = 0x52; ///< Dark green palette colour for rough land.
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static const uint8 PC_ROUGH_LAND = 0x52; ///< Dark green palette colour for rough land.
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static const uint8 PC_GRASS_LAND = 0x54; ///< Dark green palette colour for grass land.
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static const uint8 PC_GRASS_LAND = 0x54; ///< Dark green palette colour for grass land.
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static const uint8 PC_BARE_LAND = 0x37; ///< Brown palette colour for bare land.
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static const uint8 PC_BARE_LAND = 0x37; ///< Brown palette colour for bare land.
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static const uint8 PC_RAINFOREST = 0x5C; ///< Pale green palette colour for rainforest.
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static const uint8 PC_FIELDS = 0x25; ///< Light brown palette colour for fields.
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static const uint8 PC_FIELDS = 0x25; ///< Light brown palette colour for fields.
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static const uint8 PC_TREES = 0x57; ///< Green palette colour for trees.
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static const uint8 PC_TREES = 0x57; ///< Green palette colour for trees.
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static const uint8 PC_WATER = 0xC9; ///< Dark blue palette colour for water.
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static const uint8 PC_WATER = 0xC9; ///< Dark blue palette colour for water.
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@ -747,6 +747,7 @@ STR_SMALLMAP_LEGENDA_DOCK :{TINY_FONT}{BLA
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STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Rough Land
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STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Rough Land
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STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Grass Land
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STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Grass Land
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STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Bare Land
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STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Bare Land
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STR_SMALLMAP_LEGENDA_RAINFOREST :{TINY_FONT}{BLACK}Rainforest
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STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Fields
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STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Fields
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STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Trees
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STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Trees
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STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Rocks
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STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Rocks
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@ -115,11 +115,12 @@ static const LegendAndColour _legend_vegetation[] = {
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MK(PC_ROUGH_LAND, STR_SMALLMAP_LEGENDA_ROUGH_LAND),
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MK(PC_ROUGH_LAND, STR_SMALLMAP_LEGENDA_ROUGH_LAND),
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MK(PC_GRASS_LAND, STR_SMALLMAP_LEGENDA_GRASS_LAND),
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MK(PC_GRASS_LAND, STR_SMALLMAP_LEGENDA_GRASS_LAND),
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MK(PC_BARE_LAND, STR_SMALLMAP_LEGENDA_BARE_LAND),
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MK(PC_BARE_LAND, STR_SMALLMAP_LEGENDA_BARE_LAND),
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MK(PC_RAINFOREST, STR_SMALLMAP_LEGENDA_RAINFOREST),
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MK(PC_FIELDS, STR_SMALLMAP_LEGENDA_FIELDS),
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MK(PC_FIELDS, STR_SMALLMAP_LEGENDA_FIELDS),
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MK(PC_TREES, STR_SMALLMAP_LEGENDA_TREES),
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MK(PC_TREES, STR_SMALLMAP_LEGENDA_TREES),
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MK(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST),
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MS(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS),
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MS(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST),
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MK(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS),
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MK(PC_ORANGE, STR_SMALLMAP_LEGENDA_DESERT),
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MK(PC_ORANGE, STR_SMALLMAP_LEGENDA_DESERT),
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MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_SNOW),
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MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_SNOW),
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MK(PC_BLACK, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES),
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MK(PC_BLACK, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES),
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@ -531,7 +532,11 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t)
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{
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{
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switch (t) {
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switch (t) {
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case MP_CLEAR:
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case MP_CLEAR:
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return (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) ? MKCOLOUR_XXXX(PC_BARE_LAND) : _vegetation_clear_bits[GetClearGround(tile)];
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if (IsClearGround(tile, CLEAR_GRASS)) {
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if (GetClearDensity(tile) < 3) return MKCOLOUR_XXXX(PC_BARE_LAND);
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if (GetTropicZone(tile) == TROPICZONE_RAINFOREST) return MKCOLOUR_XXXX(PC_RAINFOREST);
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}
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return _vegetation_clear_bits[GetClearGround(tile)];
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case MP_INDUSTRY:
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case MP_INDUSTRY:
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return IsTileForestIndustry(tile) ? MKCOLOUR_XXXX(PC_GREEN) : MKCOLOUR_XXXX(PC_DARK_RED);
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return IsTileForestIndustry(tile) ? MKCOLOUR_XXXX(PC_GREEN) : MKCOLOUR_XXXX(PC_DARK_RED);
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@ -540,7 +545,7 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t)
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if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) {
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if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) {
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return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR_XYYX(PC_LIGHT_BLUE, PC_TREES) : MKCOLOUR_XYYX(PC_ORANGE, PC_TREES);
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return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR_XYYX(PC_LIGHT_BLUE, PC_TREES) : MKCOLOUR_XYYX(PC_ORANGE, PC_TREES);
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}
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}
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return MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES);
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return (GetTropicZone(tile) == TROPICZONE_RAINFOREST) ? MKCOLOUR_XYYX(PC_RAINFOREST, PC_TREES) : MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES);
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default:
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default:
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return ApplyMask(MKCOLOUR_XXXX(PC_GRASS_LAND), &_smallmap_vehicles_andor[t]);
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return ApplyMask(MKCOLOUR_XXXX(PC_GRASS_LAND), &_smallmap_vehicles_andor[t]);
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