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Location: cpp/openttd-patchpack/source/src/tree_cmd.cpp
r7742:13aaf7ce450a
19.4 KiB
text/x-c
(svn r11279) -Codechange: use a typedeffed type for all magic with GameDifficulty instead on relying ints to always be 32 bits, which they are not.
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/** @file tree_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "clear_map.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/tree_land.h"
#include "functions.h"
#include "map.h"
#include "landscape.h"
#include "tile.h"
#include "tree_map.h"
#include "viewport.h"
#include "command.h"
#include "town.h"
#include "sound.h"
#include "variables.h"
#include "genworld.h"
/**
* List of tree placer algorithm.
*
* This enumeration defines all possible tree placer algorithm in the game.
*/
enum TreePlacer {
TP_NONE, ///< No tree placer algorithm
TP_ORIGINAL, ///< The original algorithm
TP_IMPROVED, ///< A 'improved' algorithm
};
/**
* Get a random TreeType for the given tile based on a given seed
*
* This function returns a random TreeType which can be placed on the given tile.
* The seed for randomness must be less or equal 256, use #GB on the value of Random()
* to get such a value.
*
* @param tile The tile to get a random TreeType from
* @param seed The seed for randomness, must be less or equal 256
* @return The random tree type
*/
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
switch (_opt.landscape) {
case LT_TEMPERATE:
return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
case LT_ARCTIC:
return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
case LT_TROPIC:
switch (GetTropicZone(tile)) {
case TROPICZONE_INVALID: 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);
}
default:
return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
}
}
/**
* Make a random tree tile of the given tile
*
* Create a new tree-tile for the given tile. The second parameter is used for
* randomness like type and number of trees.
*
* @param tile The tile to make a tree-tile from
* @param r The randomness value from a Random() value
*/
static void PlaceTree(TileIndex tile, uint32 r)
{
TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
if (tree != TREE_INVALID) {
MakeTree(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6), TREE_GROUND_GRASS, 0);
/* above snowline? */
if (_opt.landscape == LT_ARCTIC && GetTileZ(tile) > GetSnowLine()) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
SetTreeCounter(tile, (TreeGround)GB(r, 24, 3));
} else {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
}
}
}
/**
* Place some amount of trees around a given tile.
*
* This function adds some trees around a given tile. As this function use
* the Random() call it depends on the random how many trees are actually placed
* around the given tile.
*
* @param tile The center of the trees to add
*/
static void DoPlaceMoreTrees(TileIndex tile)
{
uint i;
for (i = 0; i < 1000; i++) {
uint32 r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
uint dist = myabs(x) + myabs(y);
TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
if (dist <= 13 &&
IsTileType(cur_tile, MP_CLEAR) &&
!IsBridgeAbove(cur_tile) &&
!IsClearGround(cur_tile, CLEAR_FIELDS) &&
!IsClearGround(cur_tile, CLEAR_ROCKS)) {
PlaceTree(cur_tile, r);
}
}
}
/**
* Place more trees on the map.
*
* This function add more trees to the map.
*/
static void PlaceMoreTrees()
{
uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
do {
DoPlaceMoreTrees(RandomTile());
} while (--i);
}
/**
* Place a tree at the same height as an existing tree.
*
* Add a new tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
* @param height The height (like the one from the tile)
*/
void PlaceTreeAtSameHeight(TileIndex tile, uint height)
{
uint i;
for (i = 0; i < 1000; i++) {
uint32 r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
/* Keep in range of the existing tree */
if (myabs(x) + myabs(y) > 16) continue;
/* Clear tile, no farm-tiles or rocks */
if (!IsTileType(cur_tile, MP_CLEAR) ||
IsClearGround(cur_tile, CLEAR_FIELDS) ||
IsClearGround(cur_tile, CLEAR_ROCKS))
continue;
/* Not too much height difference */
if (delta(GetTileZ(cur_tile), height) > 2) continue;
/* Place one tree and quit */
PlaceTree(cur_tile, r);
break;
}
}
/**
* Place some trees randomly
*
* This function just place some trees randomly on the map.
*/
void PlaceTreesRandomly()
{
uint i, j, ht;
i = ScaleByMapSize(1000);
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (IsTileType(tile, MP_CLEAR) &&
!IsBridgeAbove(tile) &&
!IsClearGround(tile, CLEAR_FIELDS) &&
!IsClearGround(tile, CLEAR_ROCKS)) {
PlaceTree(tile, r);
if (_patches.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.
* It is almost real life ;) */
ht = GetTileZ(tile);
/* The higher we get, the more trees we plant */
j = GetTileZ(tile) / TILE_HEIGHT * 2;
while (j--) {
/* Above snowline more trees! */
if (_opt.landscape == LT_ARCTIC && ht > GetSnowLine()) {
PlaceTreeAtSameHeight(tile, ht);
PlaceTreeAtSameHeight(tile, ht);
};
PlaceTreeAtSameHeight(tile, ht);
}
}
} while (--i);
/* place extra trees at rainforest area */
if (_opt.landscape == LT_TROPIC) {
i = ScaleByMapSize(15000);
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (IsTileType(tile, MP_CLEAR) &&
!IsBridgeAbove(tile) &&
!IsClearGround(tile, CLEAR_FIELDS) &&
GetTropicZone(tile) == TROPICZONE_RAINFOREST) {
PlaceTree(tile, r);
}
} while (--i);
}
}
/**
* Place new trees.
*
* This function takes care of the selected tree placer algorithm and
* place randomly the trees for a new game.
*/
void GenerateTrees()
{
uint i, total;
if (_patches.tree_placer == TP_NONE) return;
if (_opt.landscape != LT_TOYLAND) PlaceMoreTrees();
switch (_patches.tree_placer) {
case TP_ORIGINAL: i = _opt.landscape == LT_ARCTIC ? 15 : 6; break;
case TP_IMPROVED: i = _opt.landscape == LT_ARCTIC ? 4 : 2; break;
default: NOT_REACHED(); return;
}
total = ScaleByMapSize(1000);
if (_opt.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
total *= i;
SetGeneratingWorldProgress(GWP_TREE, total);
for (; i != 0; i--) {
PlaceTreesRandomly();
}
}
/** Plant a tree.
* @param tile start tile of area-drag of tree plantation
* @param flags type of operation
* @param p1 tree type, -1 means random.
* @param p2 end tile of area-drag
*/
CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
StringID msg = INVALID_STRING_ID;
CommandCost cost;
int ex;
int ey;
int sx, sy, x, y;
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[_opt.landscape] >= _tree_count_by_landscape[_opt.landscape]) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
// make sure sx,sy are smaller than ex,ey
ex = TileX(tile);
ey = TileY(tile);
sx = TileX(p2);
sy = TileY(p2);
if (ex < sx) Swap(ex, sx);
if (ey < sy) Swap(ey, sy);
for (x = sx; x <= ex; x++) {
for (y = sy; y <= ey; y++) {
TileIndex tile = TileXY(x, y);
switch (GetTileType(tile)) {
case MP_TREES:
/* no more space for trees? */
if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 3) {
msg = STR_2803_TREE_ALREADY_HERE;
continue;
}
if (flags & DC_EXEC) {
AddTreeCount(tile, 1);
MarkTileDirtyByTile(tile);
}
/* 2x as expensive to add more trees to an existing tile */
cost.AddCost(_price.build_trees * 2);
break;
case MP_WATER:
msg = STR_3807_CAN_T_BUILD_ON_WATER;
continue;
break;
case MP_CLEAR:
if (!IsTileOwner(tile, OWNER_NONE) ||
IsBridgeAbove(tile)) {
msg = STR_2804_SITE_UNSUITABLE;
continue;
}
switch (GetClearGround(tile)) {
case CLEAR_FIELDS: cost.AddCost(_price.clear_3); break;
case CLEAR_ROCKS: cost.AddCost(_price.clear_2); break;
default: break;
}
if (flags & DC_EXEC) {
TreeType treetype;
uint growth;
if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) {
Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
if (t != NULL)
ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM);
}
treetype = (TreeType)p1;
if (treetype == TREE_INVALID) {
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
}
growth = _game_mode == GM_EDITOR ? 3 : 0;
switch (GetClearGround(tile)) {
case CLEAR_ROUGH: MakeTree(tile, treetype, 0, growth, TREE_GROUND_ROUGH, 3); break;
case CLEAR_SNOW:
case CLEAR_DESERT: MakeTree(tile, treetype, 0, growth, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
default: MakeTree(tile, treetype, 0, growth, TREE_GROUND_GRASS, GetClearDensity(tile)); break;
}
MarkTileDirtyByTile(tile);
if (_game_mode == GM_EDITOR && IS_INT_INSIDE(treetype, TREE_RAINFOREST, TREE_CACTUS))
SetTropicZone(tile, TROPICZONE_RAINFOREST);
}
cost.AddCost(_price.build_trees);
break;
default:
msg = STR_2804_SITE_UNSUITABLE;
break;
}
}
}
if (cost.GetCost() == 0) {
return_cmd_error(msg);
} else {
return cost;
}
}
struct TreeListEnt {
SpriteID image;
SpriteID pal;
byte x, y;
};
static void DrawTile_Trees(TileInfo *ti)
{
const PalSpriteID *s;
const TreePos* d;
byte z;
switch (GetTreeGround(ti->tile)) {
case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
}
DrawClearLandFence(ti);
z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
z += 4;
if (IsSteepSlope(ti->tileh)) z += 4;
}
{
uint16 tmp = ti->x;
uint index;
tmp = ROR(tmp, 2);
tmp -= ti->y;
tmp = ROR(tmp, 3);
tmp -= ti->x;
tmp = ROR(tmp, 1);
tmp += ti->y;
d = _tree_layout_xy[GB(tmp, 4, 2)];
index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2);
/* different tree styles above one of the grounds */
if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
GetTreeDensity(ti->tile) >= 2 &&
IS_INT_INSIDE(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
index += 164 - (TREE_SUB_ARCTIC << 2);
}
assert(index < lengthof(_tree_layout_sprite));
s = _tree_layout_sprite[index];
}
StartSpriteCombine();
if (!HASBIT(_transparent_opt, TO_TREES) || !_patches.invisible_trees) {
TreeListEnt te[4];
uint i;
/* put the trees to draw in a list */
i = GetTreeCount(ti->tile) + 1;
do {
SpriteID image = s[0].sprite + (--i == 0 ? GetTreeGrowth(ti->tile) : 3);
SpriteID pal = s[0].pal;
te[i].image = image;
te[i].pal = pal;
te[i].x = d->x;
te[i].y = d->y;
s++;
d++;
} while (i);
/* draw them in a sorted way */
for (;;) {
byte min = 0xFF;
TreeListEnt *tep = NULL;
i = GetTreeCount(ti->tile) + 1;
do {
if (te[--i].image != 0 && te[i].x + te[i].y < min) {
min = te[i].x + te[i].y;
tep = &te[i];
}
} while (i);
if (tep == NULL) break;
AddSortableSpriteToDraw(tep->image, tep->pal, ti->x + tep->x, ti->y + tep->y, 16 - tep->x, 16 - tep->y, 0x30, z, HASBIT(_transparent_opt, TO_TREES), -tep->x, -tep->y);
tep->image = 0;
}
}
EndSpriteCombine();
}
static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
}
static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
{
return FOUNDATION_NONE;
}
static CommandCost ClearTile_Trees(TileIndex tile, byte flags)
{
uint num;
if ((flags & DC_EXEC) && IsValidPlayer(_current_player)) {
Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
if (t != NULL)
ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM);
}
num = GetTreeCount(tile) + 1;
if (IS_INT_INSIDE(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
if (flags & DC_EXEC) DoClearSquare(tile);
return CommandCost(num * _price.remove_trees);
}
static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
{
TreeType tt = GetTreeType(tile);
if (IS_INT_INSIDE(tt, TREE_RAINFOREST, TREE_CACTUS)) {
td->str = STR_280F_RAINFOREST;
} else {
td->str = tt == TREE_CACTUS ? STR_2810_CACTUS_PLANTS : STR_280E_TREES;
}
td->owner = GetTileOwner(tile);
}
static void AnimateTile_Trees(TileIndex tile)
{
/* not used */
}
static void TileLoopTreesDesert(TileIndex tile)
{
switch (GetTropicZone(tile)) {
case TROPICZONE_DESERT:
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
MarkTileDirtyByTile(tile);
}
break;
case TROPICZONE_RAINFOREST: {
static const SoundFx forest_sounds[] = {
SND_42_LOON_BIRD,
SND_43_LION,
SND_44_MONKEYS,
SND_48_DISTANT_BIRD
};
uint32 r = Random();
if (CHANCE16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
break;
}
default: break;
}
}
static void TileLoopTreesAlps(TileIndex tile)
{
int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
if (k < 0) {
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
} else {
uint density = min((uint)k / TILE_HEIGHT, 3);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
} else {
if (GetTreeDensity(tile) == 3) {
uint32 r = Random();
if (CHANCE16I(1, 200, r)) {
SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
}
}
return;
}
}
MarkTileDirtyByTile(tile);
}
static void TileLoop_Trees(TileIndex tile)
{
switch (_opt.landscape) {
case LT_TROPIC: TileLoopTreesDesert(tile); break;
case LT_ARCTIC: TileLoopTreesAlps(tile); break;
}
TileLoopClearHelper(tile);
uint treeCounter = GetTreeCounter(tile);
/* Handle growth of grass at every 8th processings, like it's done for grass */
if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
uint density = GetTreeDensity(tile);
if (density < 3) {
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
MarkTileDirtyByTile(tile);
}
}
if (GetTreeCounter(tile) < 15) {
AddTreeCounter(tile, 1);
return;
}
SetTreeCounter(tile, 0);
switch (GetTreeGrowth(tile)) {
case 3: /* regular sized tree */
if (_opt.landscape == LT_TROPIC &&
GetTreeType(tile) != TREE_CACTUS &&
GetTropicZone(tile) == TROPICZONE_DESERT) {
AddTreeGrowth(tile, 1);
} else {
switch (GB(Random(), 0, 3)) {
case 0: /* start destructing */
AddTreeGrowth(tile, 1);
break;
case 1: /* add a tree */
if (GetTreeCount(tile) < 3) {
AddTreeCount(tile, 1);
SetTreeGrowth(tile, 0);
break;
}
/* FALL THROUGH */
case 2: { /* add a neighbouring tree */
TreeType treetype = GetTreeType(tile);
tile += TileOffsByDir((Direction)(Random() & 7));
if (!IsTileType(tile, MP_CLEAR) || IsBridgeAbove(tile)) return;
switch (GetClearGround(tile)) {
case CLEAR_GRASS:
if (GetClearDensity(tile) != 3) return;
MakeTree(tile, treetype, 0, 0, TREE_GROUND_GRASS, 3);
break;
case CLEAR_ROUGH: MakeTree(tile, treetype, 0, 0, TREE_GROUND_ROUGH, 3); break;
case CLEAR_DESERT: return; // Cacti don't spread
case CLEAR_SNOW: MakeTree(tile, treetype, 0, 0, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
default: return;
}
break;
}
default:
return;
}
}
break;
case 6: /* final stage of tree destruction */
if (GetTreeCount(tile) > 0) {
/* more than one tree, delete it */
AddTreeCount(tile, -1);
SetTreeGrowth(tile, 3);
} else {
/* just one tree, change type into MP_CLEAR */
switch (GetTreeGround(tile)) {
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, _opt.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
break;
}
}
break;
default:
AddTreeGrowth(tile, 1);
break;
}
MarkTileDirtyByTile(tile);
}
void OnTick_Trees()
{
uint32 r;
TileIndex tile;
ClearGround ct;
TreeType tree;
/* place a tree at a random rainforest spot */
if (_opt.landscape == LT_TROPIC &&
(r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
IsTileType(tile, MP_CLEAR) &&
!IsBridgeAbove(tile) &&
(ct = GetClearGround(tile), ct == CLEAR_GRASS || ct == CLEAR_ROUGH) &&
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
MakeTree(tile, tree, 0, 0, ct == CLEAR_ROUGH ? TREE_GROUND_ROUGH : TREE_GROUND_GRASS, GetClearDensity(tile));
}
/* byte underflow */
if (--_trees_tick_ctr != 0) return;
/* place a tree at a random spot */
r = Random();
tile = TILE_MASK(r);
if (IsTileType(tile, MP_CLEAR) &&
!IsBridgeAbove(tile) &&
(ct = GetClearGround(tile), ct == CLEAR_GRASS || ct == CLEAR_ROUGH || ct == CLEAR_SNOW) &&
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
switch (ct) {
case CLEAR_GRASS: MakeTree(tile, tree, 0, 0, TREE_GROUND_GRASS, GetClearDensity(tile)); break;
case CLEAR_ROUGH: MakeTree(tile, tree, 0, 0, TREE_GROUND_ROUGH, 3); break;
default: MakeTree(tile, tree, 0, 0, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
}
}
}
static void ClickTile_Trees(TileIndex tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode)
{
return 0;
}
static void ChangeTileOwner_Trees(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
/* not used */
}
void InitializeTrees()
{
_trees_tick_ctr = 0;
}
static CommandCost TerraformTile_Trees(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_trees_procs = {
DrawTile_Trees, /* draw_tile_proc */
GetSlopeZ_Trees, /* get_slope_z_proc */
ClearTile_Trees, /* clear_tile_proc */
GetAcceptedCargo_Trees, /* get_accepted_cargo_proc */
GetTileDesc_Trees, /* get_tile_desc_proc */
GetTileTrackStatus_Trees, /* get_tile_track_status_proc */
ClickTile_Trees, /* click_tile_proc */
AnimateTile_Trees, /* animate_tile_proc */
TileLoop_Trees, /* tile_loop_clear */
ChangeTileOwner_Trees, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
GetFoundation_Trees, /* get_foundation_proc */
TerraformTile_Trees, /* terraform_tile_proc */
};
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