tree_cmd.cpp

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00001 /* $Id: tree_cmd.cpp 18872 2010-01-21 01:38:13Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "clear_map.h"
00014 #include "landscape.h"
00015 #include "tree_map.h"
00016 #include "viewport_func.h"
00017 #include "command_func.h"
00018 #include "economy_func.h"
00019 #include "town.h"
00020 #include "variables.h"
00021 #include "genworld.h"
00022 #include "transparency.h"
00023 #include "functions.h"
00024 #include "company_func.h"
00025 #include "sound_func.h"
00026 #include "water_map.h"
00027 #include "water.h"
00028 #include "landscape_type.h"
00029 #include "company_base.h"
00030 #include "core/random_func.hpp"
00031 
00032 #include "table/strings.h"
00033 #include "table/sprites.h"
00034 #include "table/tree_land.h"
00035 #include "table/clear_land.h"
00036 
00042 enum TreePlacer {
00043   TP_NONE,     
00044   TP_ORIGINAL, 
00045   TP_IMPROVED, 
00046 };
00047 
00049 enum ExtraTreePlacement {
00050   ETP_NONE,       
00051   ETP_RAINFOREST, 
00052   ETP_ALL,        
00053 };
00054 
00055 
00064 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
00065 {
00066   switch (GetTileType(tile)) {
00067     case MP_WATER:
00068       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
00069 
00070     case MP_CLEAR:
00071       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
00072              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
00073 
00074     default: return false;
00075   }
00076 }
00077 
00089 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
00090 {
00091   assert(treetype != TREE_INVALID);
00092   assert(CanPlantTreesOnTile(tile, true));
00093 
00094   TreeGround ground;
00095   uint density = 3;
00096 
00097   switch (GetTileType(tile)) {
00098     case MP_WATER:
00099       ground = TREE_GROUND_SHORE;
00100       break;
00101 
00102     case MP_CLEAR:
00103       switch (GetClearGround(tile)) {
00104         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
00105         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
00106         case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
00107         default:           ground = TREE_GROUND_SNOW_DESERT; break;
00108       }
00109       if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
00110       break;
00111 
00112     default: NOT_REACHED();
00113   }
00114 
00115   MakeTree(tile, treetype, count, growth, ground, density);
00116 }
00117 
00129 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
00130 {
00131   switch (_settings_game.game_creation.landscape) {
00132     case LT_TEMPERATE:
00133       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
00134 
00135     case LT_ARCTIC:
00136       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
00137 
00138     case LT_TROPIC:
00139       switch (GetTropicZone(tile)) {
00140         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
00141         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
00142         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
00143       }
00144 
00145     default:
00146       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
00147   }
00148 }
00149 
00159 static void PlaceTree(TileIndex tile, uint32 r)
00160 {
00161   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
00162 
00163   if (tree != TREE_INVALID) {
00164     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
00165 
00166     /* Rerandomize ground, if neither snow nor shore */
00167     TreeGround ground = GetTreeGround(tile);
00168     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
00169       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
00170     }
00171 
00172     /* Set the counter to a random start value */
00173     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
00174   }
00175 }
00176 
00186 static void DoPlaceMoreTrees(TileIndex tile)
00187 {
00188   uint i;
00189 
00190   for (i = 0; i < 1000; i++) {
00191     uint32 r = Random();
00192     int x = GB(r, 0, 5) - 16;
00193     int y = GB(r, 8, 5) - 16;
00194     uint dist = abs(x) + abs(y);
00195     TileIndex cur_tile = TileAddWrap(tile, x, y);
00196 
00197     if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
00198       PlaceTree(cur_tile, r);
00199     }
00200   }
00201 }
00202 
00208 static void PlaceMoreTrees()
00209 {
00210   uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
00211   do {
00212     DoPlaceMoreTrees(RandomTile());
00213   } while (--i);
00214 }
00215 
00225 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
00226 {
00227   uint i;
00228 
00229   for (i = 0; i < 1000; i++) {
00230     uint32 r = Random();
00231     int x = GB(r, 0, 5) - 16;
00232     int y = GB(r, 8, 5) - 16;
00233     TileIndex cur_tile = TileAddWrap(tile, x, y);
00234     if (cur_tile == INVALID_TILE) continue;
00235 
00236     /* Keep in range of the existing tree */
00237     if (abs(x) + abs(y) > 16) continue;
00238 
00239     /* Clear tile, no farm-tiles or rocks */
00240     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
00241 
00242     /* Not too much height difference */
00243     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
00244 
00245     /* Place one tree and quit */
00246     PlaceTree(cur_tile, r);
00247     break;
00248   }
00249 }
00250 
00256 void PlaceTreesRandomly()
00257 {
00258   uint i, j, ht;
00259 
00260   i = ScaleByMapSize(1000);
00261   do {
00262     uint32 r = Random();
00263     TileIndex tile = RandomTileSeed(r);
00264 
00265     IncreaseGeneratingWorldProgress(GWP_TREE);
00266 
00267     if (CanPlantTreesOnTile(tile, true)) {
00268       PlaceTree(tile, r);
00269       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
00270 
00271       /* Place a number of trees based on the tile height.
00272        *  This gives a cool effect of multiple trees close together.
00273        *  It is almost real life ;) */
00274       ht = GetTileZ(tile);
00275       /* The higher we get, the more trees we plant */
00276       j = GetTileZ(tile) / TILE_HEIGHT * 2;
00277       while (j--) {
00278         /* Above snowline more trees! */
00279         if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
00280           PlaceTreeAtSameHeight(tile, ht);
00281           PlaceTreeAtSameHeight(tile, ht);
00282         };
00283 
00284         PlaceTreeAtSameHeight(tile, ht);
00285       }
00286     }
00287   } while (--i);
00288 
00289   /* place extra trees at rainforest area */
00290   if (_settings_game.game_creation.landscape == LT_TROPIC) {
00291     i = ScaleByMapSize(15000);
00292 
00293     do {
00294       uint32 r = Random();
00295       TileIndex tile = RandomTileSeed(r);
00296 
00297       IncreaseGeneratingWorldProgress(GWP_TREE);
00298 
00299       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
00300         PlaceTree(tile, r);
00301       }
00302     } while (--i);
00303   }
00304 }
00305 
00312 void GenerateTrees()
00313 {
00314   uint i, total;
00315 
00316   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
00317 
00318   if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
00319 
00320   switch (_settings_game.game_creation.tree_placer) {
00321     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
00322     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
00323     default: NOT_REACHED();
00324   }
00325 
00326   total = ScaleByMapSize(1000);
00327   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
00328   total *= i;
00329   SetGeneratingWorldProgress(GWP_TREE, total);
00330 
00331   for (; i != 0; i--) {
00332     PlaceTreesRandomly();
00333   }
00334 }
00335 
00344 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00345 {
00346   StringID msg = INVALID_STRING_ID;
00347   CommandCost cost(EXPENSES_OTHER);
00348 
00349   if (p2 >= MapSize()) return CMD_ERROR;
00350   /* Check the tree type. It can be random or some valid value within the current climate */
00351   if (p1 != UINT_MAX && p1 - _tree_base_by_landscape[_settings_game.game_creation.landscape] >= _tree_count_by_landscape[_settings_game.game_creation.landscape]) return CMD_ERROR;
00352 
00353   TileArea ta(tile, p2);
00354   TILE_AREA_LOOP(tile, ta) {
00355     switch (GetTileType(tile)) {
00356       case MP_TREES:
00357         /* no more space for trees? */
00358         if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
00359           msg = STR_ERROR_TREE_ALREADY_HERE;
00360           continue;
00361         }
00362 
00363         if (flags & DC_EXEC) {
00364           AddTreeCount(tile, 1);
00365           MarkTileDirtyByTile(tile);
00366         }
00367         /* 2x as expensive to add more trees to an existing tile */
00368         cost.AddCost(_price[PR_BUILD_TREES] * 2);
00369         break;
00370 
00371       case MP_WATER:
00372         if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
00373           msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
00374           continue;
00375         }
00376       /* FALL THROUGH */
00377       case MP_CLEAR:
00378         if (IsBridgeAbove(tile)) {
00379           msg = STR_ERROR_SITE_UNSUITABLE;
00380           continue;
00381         }
00382 
00383         if (IsTileType(tile, MP_CLEAR)) {
00384           /* Remove fields or rocks. Note that the ground will get barrened */
00385           switch (GetRawClearGround(tile)) {
00386             case CLEAR_FIELDS:
00387             case CLEAR_ROCKS: {
00388               CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00389               if (ret.Failed()) return ret;
00390               cost.AddCost(ret);
00391               break;
00392             }
00393 
00394             default: break;
00395           }
00396         }
00397 
00398         if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
00399           Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00400           if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
00401         }
00402 
00403         if (flags & DC_EXEC) {
00404           TreeType treetype;
00405 
00406           treetype = (TreeType)p1;
00407           if (treetype == TREE_INVALID) {
00408             treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
00409             if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
00410           }
00411 
00412           /* Plant full grown trees in scenario editor */
00413           PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
00414           MarkTileDirtyByTile(tile);
00415 
00416           /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
00417           if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
00418             SetTropicZone(tile, TROPICZONE_RAINFOREST);
00419         }
00420         cost.AddCost(_price[PR_BUILD_TREES]);
00421         break;
00422 
00423       default:
00424         msg = STR_ERROR_SITE_UNSUITABLE;
00425         break;
00426     }
00427   }
00428 
00429   if (cost.GetCost() == 0) {
00430     return_cmd_error(msg);
00431   } else {
00432     return cost;
00433   }
00434 }
00435 
00436 struct TreeListEnt : PalSpriteID {
00437   byte x, y;
00438 };
00439 
00440 static void DrawTile_Trees(TileInfo *ti)
00441 {
00442   switch (GetTreeGround(ti->tile)) {
00443     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
00444     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
00445     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
00446     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
00447   }
00448 
00449   DrawClearLandFence(ti);
00450 
00451   /* Do not draw trees when the invisible trees setting is set */
00452   if (IsInvisibilitySet(TO_TREES)) return;
00453 
00454   uint tmp = CountBits(ti->tile + ti->x + ti->y);
00455   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
00456 
00457   /* different tree styles above one of the grounds */
00458   if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
00459       GetTreeDensity(ti->tile) >= 2 &&
00460       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
00461     index += 164 - (TREE_SUB_ARCTIC << 2);
00462   }
00463 
00464   assert(index < lengthof(_tree_layout_sprite));
00465 
00466   const PalSpriteID *s = _tree_layout_sprite[index];
00467   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
00468 
00469   /* combine trees into one sprite object */
00470   StartSpriteCombine();
00471 
00472   TreeListEnt te[4];
00473 
00474   /* put the trees to draw in a list */
00475   uint trees = GetTreeCount(ti->tile);
00476 
00477   for (uint i = 0; i < trees; i++) {
00478     SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
00479     PaletteID pal = s[0].pal;
00480 
00481     te[i].sprite = sprite;
00482     te[i].pal    = pal;
00483     te[i].x = d->x;
00484     te[i].y = d->y;
00485     s++;
00486     d++;
00487   }
00488 
00489   /* draw them in a sorted way */
00490   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
00491 
00492   for (; trees > 0; trees--) {
00493     uint min = te[0].x + te[0].y;
00494     uint mi = 0;
00495 
00496     for (uint i = 1; i < trees; i++) {
00497       if ((uint)(te[i].x + te[i].y) < min) {
00498         min = te[i].x + te[i].y;
00499         mi = i;
00500       }
00501     }
00502 
00503     AddSortableSpriteToDraw(te[mi].sprite, 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);
00504 
00505     /* replace the removed one with the last one */
00506     te[mi] = te[trees - 1];
00507   }
00508 
00509   EndSpriteCombine();
00510 }
00511 
00512 
00513 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
00514 {
00515   uint z;
00516   Slope tileh = GetTileSlope(tile, &z);
00517 
00518   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
00519 }
00520 
00521 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
00522 {
00523   return FOUNDATION_NONE;
00524 }
00525 
00526 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
00527 {
00528   uint num;
00529 
00530   if (Company::IsValidID(_current_company)) {
00531     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00532     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
00533   }
00534 
00535   num = GetTreeCount(tile);
00536   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
00537 
00538   if (flags & DC_EXEC) DoClearSquare(tile);
00539 
00540   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
00541 }
00542 
00543 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
00544 {
00545   TreeType tt = GetTreeType(tile);
00546 
00547   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
00548     td->str = STR_LAI_TREE_NAME_RAINFOREST;
00549   } else {
00550     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
00551   }
00552 
00553   td->owner[0] = GetTileOwner(tile);
00554 }
00555 
00556 static void TileLoopTreesDesert(TileIndex tile)
00557 {
00558   switch (GetTropicZone(tile)) {
00559     case TROPICZONE_DESERT:
00560       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
00561         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
00562         MarkTileDirtyByTile(tile);
00563       }
00564       break;
00565 
00566     case TROPICZONE_RAINFOREST: {
00567       static const SoundFx forest_sounds[] = {
00568         SND_42_LOON_BIRD,
00569         SND_43_LION,
00570         SND_44_MONKEYS,
00571         SND_48_DISTANT_BIRD
00572       };
00573       uint32 r = Random();
00574 
00575       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
00576       break;
00577     }
00578 
00579     default: break;
00580   }
00581 }
00582 
00583 static void TileLoopTreesAlps(TileIndex tile)
00584 {
00585   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
00586 
00587   if (k < 0) {
00588     switch (GetTreeGround(tile)) {
00589       case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
00590       case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
00591       default: return;
00592     }
00593   } else {
00594     uint density = min((uint)k / TILE_HEIGHT, 3);
00595 
00596     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
00597       TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
00598       SetTreeGroundDensity(tile, tg, density);
00599     } else if (GetTreeDensity(tile) != density) {
00600       SetTreeGroundDensity(tile, GetTreeGround(tile), density);
00601     } else {
00602       if (GetTreeDensity(tile) == 3) {
00603         uint32 r = Random();
00604         if (Chance16I(1, 200, r)) {
00605           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
00606         }
00607       }
00608       return;
00609     }
00610   }
00611   MarkTileDirtyByTile(tile);
00612 }
00613 
00614 static void TileLoop_Trees(TileIndex tile)
00615 {
00616   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
00617     TileLoop_Water(tile);
00618   } else {
00619     switch (_settings_game.game_creation.landscape) {
00620       case LT_TROPIC: TileLoopTreesDesert(tile); break;
00621       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
00622     }
00623   }
00624 
00625   TileLoopClearHelper(tile);
00626 
00627   uint treeCounter = GetTreeCounter(tile);
00628 
00629   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
00630   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
00631     uint density = GetTreeDensity(tile);
00632     if (density < 3) {
00633       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
00634       MarkTileDirtyByTile(tile);
00635     }
00636   }
00637   if (GetTreeCounter(tile) < 15) {
00638     AddTreeCounter(tile, 1);
00639     return;
00640   }
00641   SetTreeCounter(tile, 0);
00642 
00643   switch (GetTreeGrowth(tile)) {
00644     case 3: // regular sized tree
00645       if (_settings_game.game_creation.landscape == LT_TROPIC &&
00646           GetTreeType(tile) != TREE_CACTUS &&
00647           GetTropicZone(tile) == TROPICZONE_DESERT) {
00648         AddTreeGrowth(tile, 1);
00649       } else {
00650         switch (GB(Random(), 0, 3)) {
00651           case 0: // start destructing
00652             AddTreeGrowth(tile, 1);
00653             break;
00654 
00655           case 1: // add a tree
00656             if (GetTreeCount(tile) < 4) {
00657               AddTreeCount(tile, 1);
00658               SetTreeGrowth(tile, 0);
00659               break;
00660             }
00661             /* FALL THROUGH */
00662 
00663           case 2: { // add a neighbouring tree
00664             /* Don't plant extra trees if that's not allowed. */
00665             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
00666                 _settings_game.construction.extra_tree_placement == ETP_NONE :
00667                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
00668               break;
00669             }
00670 
00671             TreeType treetype = GetTreeType(tile);
00672 
00673             tile += TileOffsByDir((Direction)(Random() & 7));
00674 
00675             /* Cacti don't spread */
00676             if (!CanPlantTreesOnTile(tile, false)) return;
00677 
00678             /* Don't plant trees, if ground was freshly cleared */
00679             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
00680 
00681             PlantTreesOnTile(tile, treetype, 0, 0);
00682 
00683             break;
00684           }
00685 
00686           default:
00687             return;
00688         }
00689       }
00690       break;
00691 
00692     case 6: // final stage of tree destruction
00693       if (GetTreeCount(tile) > 1) {
00694         /* more than one tree, delete it */
00695         AddTreeCount(tile, -1);
00696         SetTreeGrowth(tile, 3);
00697       } else {
00698         /* just one tree, change type into MP_CLEAR */
00699         switch (GetTreeGround(tile)) {
00700           case TREE_GROUND_SHORE: MakeShore(tile); break;
00701           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
00702           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
00703           case TREE_GROUND_ROUGH_SNOW: {
00704             uint density = GetTreeDensity(tile);
00705             MakeClear(tile, CLEAR_ROUGH, 3);
00706             MakeSnow(tile, density);
00707             break;
00708           }
00709           default: // snow or desert
00710             if (_settings_game.game_creation.landscape == LT_TROPIC) {
00711               MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
00712             } else {
00713               uint density = GetTreeDensity(tile);
00714               MakeClear(tile, CLEAR_GRASS, 3);
00715               MakeSnow(tile, density);
00716             }
00717             break;
00718         }
00719       }
00720       break;
00721 
00722     default:
00723       AddTreeGrowth(tile, 1);
00724       break;
00725   }
00726 
00727   MarkTileDirtyByTile(tile);
00728 }
00729 
00730 void OnTick_Trees()
00731 {
00732   /* Don't place trees if that's not allowed */
00733   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
00734 
00735   uint32 r;
00736   TileIndex tile;
00737   TreeType tree;
00738 
00739   /* place a tree at a random rainforest spot */
00740   if (_settings_game.game_creation.landscape == LT_TROPIC &&
00741       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
00742       CanPlantTreesOnTile(tile, false) &&
00743       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00744     PlantTreesOnTile(tile, tree, 0, 0);
00745   }
00746 
00747   /* byte underflow */
00748   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
00749 
00750   /* place a tree at a random spot */
00751   r = Random();
00752   tile = RandomTileSeed(r);
00753   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00754     PlantTreesOnTile(tile, tree, 0, 0);
00755   }
00756 }
00757 
00758 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00759 {
00760   return 0;
00761 }
00762 
00763 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
00764 {
00765   /* not used */
00766 }
00767 
00768 void InitializeTrees()
00769 {
00770   _trees_tick_ctr = 0;
00771 }
00772 
00773 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
00774 {
00775   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00776 }
00777 
00778 
00779 extern const TileTypeProcs _tile_type_trees_procs = {
00780   DrawTile_Trees,           // draw_tile_proc
00781   GetSlopeZ_Trees,          // get_slope_z_proc
00782   ClearTile_Trees,          // clear_tile_proc
00783   NULL,                     // add_accepted_cargo_proc
00784   GetTileDesc_Trees,        // get_tile_desc_proc
00785   GetTileTrackStatus_Trees, // get_tile_track_status_proc
00786   NULL,                     // click_tile_proc
00787   NULL,                     // animate_tile_proc
00788   TileLoop_Trees,           // tile_loop_clear
00789   ChangeTileOwner_Trees,    // change_tile_owner_clear
00790   NULL,                     // add_produced_cargo_proc
00791   NULL,                     // vehicle_enter_tile_proc
00792   GetFoundation_Trees,      // get_foundation_proc
00793   TerraformTile_Trees,      // terraform_tile_proc
00794 };

Generated on Wed Feb 17 23:06:54 2010 for OpenTTD by  doxygen 1.6.1