@@ -807,8 +807,6 @@
</table>
</li>
<li>m2 bits 5..4: ground density</li>
<li>m2 bits 3..0: update counter, incremented on every periodic processing.<br>
on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>m3 bits 7..0: type of trees:
<table>
<tr>
@@ -588,7 +588,7 @@ ERROR: IsEnd() is invalid as Begin() is
SetName(): false
GetLastErrorString(): ERR_NAME_IS_NOT_UNIQUE
GetName(): Regression
GetPresidentName(): E. McAlpine
GetPresidentName(): J. Green
SetPresidentName(): true
GetPresidentName(): Regression AI
GetBankBalance(): 100000
@@ -2334,8 +2334,7 @@ bool AfterLoadGame()
if (IsTileType(t, MP_TREES)) {
uint density = GB(_m[t].m2, 6, 2);
uint ground = GB(_m[t].m2, 4, 2);
uint counter = GB(_m[t].m2, 0, 4);
_m[t].m2 = ground << 6 | density << 4 | counter;
_m[t].m2 = ground << 6 | density << 4;
}
@@ -3190,6 +3189,15 @@ bool AfterLoadGame()
if (IsSavegameVersionBeforeOrAt(SLV_MULTITRACK_LEVEL_CROSSINGS)) {
/* Reset unused tree counters to reduce the savegame size. */
for (TileIndex t = 0; t < map_size; t++) {
SB(_m[t].m2, 0, 4, 0);
/* Refresh all level crossings to bar adjacent crossing tiles, if needed. */
for (TileIndex tile = 0; tile < Map::Size(); tile++) {
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile, false);
@@ -174,9 +174,6 @@ static void PlaceTree(TileIndex tile, ui
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
/* Set the counter to a random start value */
SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
@@ -710,10 +707,14 @@ static void TileLoop_Trees(TileIndex til
AmbientSoundEffect(tile);
uint treeCounter = GetTreeCounter(tile);
/* _tick_counter is incremented by 256 between each call, so ignore lower 8 bits.
* Also, we use a simple hash to spread the updates evenly over the map.
* 11 and 9 are just some co-prime numbers for better spread.
*/
uint32 cycle = 11 * TileX(tile) + 9 * TileY(tile) + (_tick_counter >> 8);
/* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
if ((cycle & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
uint density = GetTreeDensity(tile);
if (density < 3) {
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
@@ -723,11 +724,7 @@ static void TileLoop_Trees(TileIndex til
if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
if (GetTreeCounter(tile) < 15) {
AddTreeCounter(tile, 1);
return;
SetTreeCounter(tile, 0);
if ((cycle & 15) != 15) return;
switch (GetTreeGrowth(tile)) {
case 3: // regular sized tree
@@ -216,50 +216,6 @@ static inline void SetTreeGrowth(TileInd
/**
* Get the tick counter of a tree tile.
*
* Returns the saved tick counter of a given tile.
* @param t The tile to get the counter value from
* @pre Tile must be of type MP_TREES
static inline uint GetTreeCounter(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return GB(_m[t].m2, 0, 4);
* Add a value on the tick counter of a tree-tile
* This function adds a value on the tick counter of a tree-tile.
* @param t The tile to add the value on
* @param a The value to add on the tick counter
static inline void AddTreeCounter(TileIndex t, int a)
assert(IsTileType(t, MP_TREES)); // XXX incomplete
_m[t].m2 += a;
* Set the tick counter for a tree-tile
* This function sets directly the tick counter for a tree-tile.
* @param t The tile to set the tick counter
* @param c The new tick counter value
static inline void SetTreeCounter(TileIndex t, uint c)
SB(_m[t].m2, 0, 4, c);
* Make a tree-tile.
* This functions change the tile to a tile with trees and all information which belongs to it.
Status change: