diff -r 67db0d431d5e -r d8811e327d12 src/tree_cmd.cpp --- a/src/tree_cmd.cpp Tue May 27 00:50:55 2008 +0000 +++ b/src/tree_cmd.cpp Tue Jun 17 10:32:49 2008 +0000 @@ -112,7 +112,7 @@ */ static TreeType GetRandomTreeType(TileIndex tile, uint seed) { - switch (_settings.game_creation.landscape) { + switch (_settings_game.game_creation.landscape) { case LT_TEMPERATE: return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE); @@ -249,7 +249,7 @@ if (CanPlantTreesOnTile(tile, true)) { PlaceTree(tile, r); - if (_settings.game_creation.tree_placer != TP_IMPROVED) continue; + if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue; /* Place a number of trees based on the tile height. * This gives a cool effect of multiple trees close together. @@ -259,7 +259,7 @@ j = GetTileZ(tile) / TILE_HEIGHT * 2; while (j--) { /* Above snowline more trees! */ - if (_settings.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) { + if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) { PlaceTreeAtSameHeight(tile, ht); PlaceTreeAtSameHeight(tile, ht); }; @@ -270,7 +270,7 @@ } while (--i); /* place extra trees at rainforest area */ - if (_settings.game_creation.landscape == LT_TROPIC) { + if (_settings_game.game_creation.landscape == LT_TROPIC) { i = ScaleByMapSize(15000); do { @@ -296,18 +296,18 @@ { uint i, total; - if (_settings.game_creation.tree_placer == TP_NONE) return; + if (_settings_game.game_creation.tree_placer == TP_NONE) return; - if (_settings.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees(); + if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees(); - switch (_settings.game_creation.tree_placer) { - case TP_ORIGINAL: i = _settings.game_creation.landscape == LT_ARCTIC ? 15 : 6; break; - case TP_IMPROVED: i = _settings.game_creation.landscape == LT_ARCTIC ? 4 : 2; break; + switch (_settings_game.game_creation.tree_placer) { + case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break; + case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break; default: NOT_REACHED(); return; } total = ScaleByMapSize(1000); - if (_settings.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000); + if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000); total *= i; SetGeneratingWorldProgress(GWP_TREE, total); @@ -332,7 +332,7 @@ if (p2 >= MapSize()) return CMD_ERROR; /* Check the tree type. It can be random or some valid value within the current climate */ - if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_settings.game_creation.landscape] >= _tree_count_by_landscape[_settings.game_creation.landscape]) return CMD_ERROR; + if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_settings_game.game_creation.landscape] >= _tree_count_by_landscape[_settings_game.game_creation.landscape]) return CMD_ERROR; // make sure sx,sy are smaller than ex,ey ex = TileX(tile); @@ -390,7 +390,7 @@ } if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) { - Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority); + Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM); } @@ -533,7 +533,7 @@ uint num; if (IsValidPlayer(_current_player)) { - Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority); + Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM); } @@ -626,7 +626,7 @@ if (GetTreeGround(tile) == TREE_GROUND_SHORE) { TileLoop_Water(tile); } else { - switch (_settings.game_creation.landscape) { + switch (_settings_game.game_creation.landscape) { case LT_TROPIC: TileLoopTreesDesert(tile); break; case LT_ARCTIC: TileLoopTreesAlps(tile); break; } @@ -652,7 +652,7 @@ switch (GetTreeGrowth(tile)) { case 3: /* regular sized tree */ - if (_settings.game_creation.landscape == LT_TROPIC && + if (_settings_game.game_creation.landscape == LT_TROPIC && GetTreeType(tile) != TREE_CACTUS && GetTropicZone(tile) == TROPICZONE_DESERT) { AddTreeGrowth(tile, 1); @@ -704,7 +704,7 @@ case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break; case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break; default: // snow or desert - MakeClear(tile, _settings.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile)); + MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile)); break; } } @@ -725,7 +725,7 @@ TreeType tree; /* place a tree at a random rainforest spot */ - if (_settings.game_creation.landscape == LT_TROPIC && + if (_settings_game.game_creation.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {