Files
@ r8958:abf91ac230b3
Branch filter:
Location: cpp/openttd-patchpack/source/src/tree_cmd.cpp
r8958:abf91ac230b3
20.3 KiB
text/x-c
(svn r12750) -Fix (r12749): viewport for industry new messages was not shown properly.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 | /* $Id$ */
/** @file tree_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "clear_map.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "tree_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "economy_func.h"
#include "town.h"
#include "variables.h"
#include "genworld.h"
#include "transparency.h"
#include "functions.h"
#include "player_func.h"
#include "sound_func.h"
#include "settings_type.h"
#include "water_map.h"
#include "water.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/tree_land.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
};
/**
* Tests if a tile can be converted to MP_TREES
* This is true for clear ground without farms or rocks.
*
* @param tile the tile of interest
* @param allow_desert Allow planting trees on CLEAR_DESERT?
* @return true if trees can be built.
*/
static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
{
switch (GetTileType(tile)) {
case MP_WATER:
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
case MP_CLEAR:
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
default: return false;
}
}
/**
* Creates a tree tile
* Ground type and density is preserved.
*
* @pre the tile must be suitable for trees.
*
* @param tile where to plant the trees.
* @param type The type of the tree
* @param count the number of trees (minus 1)
* @param growth the growth status
*/
static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
{
assert(treetype != TREE_INVALID);
assert(CanPlantTreesOnTile(tile, true));
TreeGround ground;
uint density = 3;
switch (GetTileType(tile)) {
case MP_WATER:
ground = TREE_GROUND_SHORE;
break;
case MP_CLEAR:
switch (GetClearGround(tile)) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; density = GetClearDensity(tile); break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
default: ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
}
break;
default: NOT_REACHED();
}
MakeTree(tile, treetype, count, growth, ground, density);
}
/**
* 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_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);
}
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) {
PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
/* Rerandomize ground, if neither snow nor shore */
TreeGround ground = GetTreeGround(tile);
if (ground != TREE_GROUND_SNOW_DESERT && 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));
}
}
/**
* 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 = abs(x) + abs(y);
TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
if (dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
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)
*/
static 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 (abs(x) + abs(y) > 16) continue;
/* Clear tile, no farm-tiles or rocks */
if (!CanPlantTreesOnTile(cur_tile, true)) 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 (CanPlantTreesOnTile(tile, true)) {
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 (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
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(EXPENSES_OTHER);
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;
// 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:
if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
msg = STR_3807_CAN_T_BUILD_ON_WATER;
continue;
}
/* FALL THROUGH */
case MP_CLEAR:
if (IsBridgeAbove(tile)) {
msg = STR_2804_SITE_UNSUITABLE;
continue;
}
if (IsTileType(tile, MP_CLEAR)) {
/* Remove fields or rocks. Note that the ground will get barrened */
switch (GetClearGround(tile)) {
case CLEAR_FIELDS:
case CLEAR_ROCKS: {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
break;
}
default: break;
}
}
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);
}
if (flags & DC_EXEC) {
TreeType treetype;
treetype = (TreeType)p1;
if (treetype == TREE_INVALID) {
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
}
/* Plant full grown trees in scenario editor */
PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
MarkTileDirtyByTile(tile);
/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
if (_game_mode == GM_EDITOR && IsInsideMM(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)
{
switch (GetTreeGround(ti->tile)) {
case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
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);
/* Do not draw trees when the invisible trees patch and transparency tree are set */
if (IsInvisibilitySet(TO_TREES)) return;
uint16 tmp = ti->x;
tmp = ROR(tmp, 2);
tmp -= ti->y;
tmp = ROR(tmp, 3);
tmp -= ti->x;
tmp = ROR(tmp, 1);
tmp += ti->y;
uint 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 &&
IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
index += 164 - (TREE_SUB_ARCTIC << 2);
}
assert(index < lengthof(_tree_layout_sprite));
const PalSpriteID *s = _tree_layout_sprite[index];
const TreePos *d = _tree_layout_xy[GB(tmp, 4, 2)];
/* combine trees into one sprite object */
StartSpriteCombine();
TreeListEnt te[4];
/* put the trees to draw in a list */
uint trees = GetTreeCount(ti->tile) + 1;
for (uint i = 0; i < trees; i++) {
SpriteID image = s[0].sprite + (i == trees - 1 ? 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++;
}
/* draw them in a sorted way */
byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
for (; trees > 0; trees--) {
uint min = te[0].x + te[0].y;
uint mi = 0;
for (uint i = 1; i < trees; i++) {
if ((uint)(te[i].x + te[i].y) < min) {
min = te[i].x + te[i].y;
mi = i;
}
}
AddSortableSpriteToDraw(te[mi].image, te[mi].pal, ti->x + te[mi].x, ti->y + te[mi].y, 16 - te[mi].x, 16 - te[mi].y, 0x30, z, IsTransparencySet(TO_TREES), -te[mi].x, -te[mi].y);
/* replace the removed one with the last one */
te[mi] = te[trees - 1];
}
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 (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 (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
if (flags & DC_EXEC) DoClearSquare(tile);
return CommandCost(EXPENSES_CONSTRUCTION, 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 (IsInsideMM(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)
{
if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
TileLoop_Water(tile);
} else {
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));
/* Cacti don't spread */
if (!CanPlantTreesOnTile(tile, false)) return;
/* Don't plant trees, if ground was freshly cleared */
if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
PlantTreesOnTile(tile, treetype, 0, 0);
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_SHORE: MakeShore(tile); break;
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;
TreeType tree;
/* place a tree at a random rainforest spot */
if (_opt.landscape == LT_TROPIC &&
(r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
CanPlantTreesOnTile(tile, false) &&
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
PlantTreesOnTile(tile, tree, 0, 0);
}
/* byte underflow */
if (--_trees_tick_ctr != 0) return;
/* place a tree at a random spot */
r = Random();
tile = TILE_MASK(r);
if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
PlantTreesOnTile(tile, tree, 0, 0);
}
}
static void ClickTile_Trees(TileIndex tile)
{
/* not used */
}
static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
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 */
};
|