tree_cmd.cpp

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00001 /* $Id: tree_cmd.cpp 12199 2008-02-20 17:49:50Z frosch $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "bridge_map.h"
00008 #include "clear_map.h"
00009 #include "tile_cmd.h"
00010 #include "landscape.h"
00011 #include "tree_map.h"
00012 #include "viewport_func.h"
00013 #include "command_func.h"
00014 #include "economy_func.h"
00015 #include "town.h"
00016 #include "variables.h"
00017 #include "genworld.h"
00018 #include "transparency.h"
00019 #include "functions.h"
00020 #include "player_func.h"
00021 #include "sound_func.h"
00022 #include "settings_type.h"
00023 #include "water_map.h"
00024 #include "water.h"
00025 
00026 #include "table/strings.h"
00027 #include "table/sprites.h"
00028 #include "table/tree_land.h"
00029 
00035 enum TreePlacer {
00036   TP_NONE,     
00037   TP_ORIGINAL, 
00038   TP_IMPROVED, 
00039 };
00040 
00049 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
00050 {
00051   switch (GetTileType(tile)) {
00052     case MP_WATER:
00053       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
00054 
00055     case MP_CLEAR:
00056       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
00057              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
00058 
00059     default: return false;
00060   }
00061 }
00062 
00074 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
00075 {
00076   assert(treetype != TREE_INVALID);
00077   assert(CanPlantTreesOnTile(tile, true));
00078 
00079   TreeGround ground;
00080   uint density = 3;
00081 
00082   switch (GetTileType(tile)) {
00083     case MP_WATER:
00084       ground = TREE_GROUND_SHORE;
00085       break;
00086 
00087     case MP_CLEAR:
00088       switch (GetClearGround(tile)) {
00089         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       density = GetClearDensity(tile); break;
00090         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;                                        break;
00091         default:           ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
00092       }
00093       break;
00094 
00095     default: NOT_REACHED();
00096   }
00097 
00098   MakeTree(tile, treetype, count, growth, ground, density);
00099 }
00100 
00112 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
00113 {
00114   switch (_opt.landscape) {
00115     case LT_TEMPERATE:
00116       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
00117 
00118     case LT_ARCTIC:
00119       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
00120 
00121     case LT_TROPIC:
00122       switch (GetTropicZone(tile)) {
00123         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
00124         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
00125         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
00126       }
00127 
00128     default:
00129       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
00130   }
00131 }
00132 
00142 static void PlaceTree(TileIndex tile, uint32 r)
00143 {
00144   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
00145 
00146   if (tree != TREE_INVALID) {
00147     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
00148 
00149     /* Rerandomize ground, if neither snow nor shore */
00150     TreeGround ground = GetTreeGround(tile);
00151     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_SHORE) {
00152       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
00153     }
00154 
00155     /* Set the counter to a random start value */
00156     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
00157   }
00158 }
00159 
00169 static void DoPlaceMoreTrees(TileIndex tile)
00170 {
00171   uint i;
00172 
00173   for (i = 0; i < 1000; i++) {
00174     uint32 r = Random();
00175     int x = GB(r, 0, 5) - 16;
00176     int y = GB(r, 8, 5) - 16;
00177     uint dist = abs(x) + abs(y);
00178     TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
00179 
00180     if (dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
00181       PlaceTree(cur_tile, r);
00182     }
00183   }
00184 }
00185 
00191 static void PlaceMoreTrees()
00192 {
00193   uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
00194   do {
00195     DoPlaceMoreTrees(RandomTile());
00196   } while (--i);
00197 }
00198 
00208 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
00209 {
00210   uint i;
00211 
00212   for (i = 0; i < 1000; i++) {
00213     uint32 r = Random();
00214     int x = GB(r, 0, 5) - 16;
00215     int y = GB(r, 8, 5) - 16;
00216     TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
00217 
00218     /* Keep in range of the existing tree */
00219     if (abs(x) + abs(y) > 16) continue;
00220 
00221     /* Clear tile, no farm-tiles or rocks */
00222     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
00223 
00224     /* Not too much height difference */
00225     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
00226 
00227     /* Place one tree and quit */
00228     PlaceTree(cur_tile, r);
00229     break;
00230   }
00231 }
00232 
00238 void PlaceTreesRandomly()
00239 {
00240   uint i, j, ht;
00241 
00242   i = ScaleByMapSize(1000);
00243   do {
00244     uint32 r = Random();
00245     TileIndex tile = RandomTileSeed(r);
00246 
00247     IncreaseGeneratingWorldProgress(GWP_TREE);
00248 
00249     if (CanPlantTreesOnTile(tile, true)) {
00250       PlaceTree(tile, r);
00251       if (_patches.tree_placer != TP_IMPROVED) continue;
00252 
00253       /* Place a number of trees based on the tile height.
00254        *  This gives a cool effect of multiple trees close together.
00255        *  It is almost real life ;) */
00256       ht = GetTileZ(tile);
00257       /* The higher we get, the more trees we plant */
00258       j = GetTileZ(tile) / TILE_HEIGHT * 2;
00259       while (j--) {
00260         /* Above snowline more trees! */
00261         if (_opt.landscape == LT_ARCTIC && ht > GetSnowLine()) {
00262           PlaceTreeAtSameHeight(tile, ht);
00263           PlaceTreeAtSameHeight(tile, ht);
00264         };
00265 
00266         PlaceTreeAtSameHeight(tile, ht);
00267       }
00268     }
00269   } while (--i);
00270 
00271   /* place extra trees at rainforest area */
00272   if (_opt.landscape == LT_TROPIC) {
00273     i = ScaleByMapSize(15000);
00274 
00275     do {
00276       uint32 r = Random();
00277       TileIndex tile = RandomTileSeed(r);
00278 
00279       IncreaseGeneratingWorldProgress(GWP_TREE);
00280 
00281       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
00282         PlaceTree(tile, r);
00283       }
00284     } while (--i);
00285   }
00286 }
00287 
00294 void GenerateTrees()
00295 {
00296   uint i, total;
00297 
00298   if (_patches.tree_placer == TP_NONE) return;
00299 
00300   if (_opt.landscape != LT_TOYLAND) PlaceMoreTrees();
00301 
00302   switch (_patches.tree_placer) {
00303     case TP_ORIGINAL: i = _opt.landscape == LT_ARCTIC ? 15 : 6; break;
00304     case TP_IMPROVED: i = _opt.landscape == LT_ARCTIC ?  4 : 2; break;
00305     default: NOT_REACHED(); return;
00306   }
00307 
00308   total = ScaleByMapSize(1000);
00309   if (_opt.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
00310   total *= i;
00311   SetGeneratingWorldProgress(GWP_TREE, total);
00312 
00313   for (; i != 0; i--) {
00314     PlaceTreesRandomly();
00315   }
00316 }
00317 
00324 CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
00325 {
00326   StringID msg = INVALID_STRING_ID;
00327   CommandCost cost(EXPENSES_OTHER);
00328   int ex;
00329   int ey;
00330   int sx, sy, x, y;
00331 
00332   if (p2 >= MapSize()) return CMD_ERROR;
00333   /* Check the tree type. It can be random or some valid value within the current climate */
00334   if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_opt.landscape] >= _tree_count_by_landscape[_opt.landscape]) return CMD_ERROR;
00335 
00336   // make sure sx,sy are smaller than ex,ey
00337   ex = TileX(tile);
00338   ey = TileY(tile);
00339   sx = TileX(p2);
00340   sy = TileY(p2);
00341   if (ex < sx) Swap(ex, sx);
00342   if (ey < sy) Swap(ey, sy);
00343 
00344   for (x = sx; x <= ex; x++) {
00345     for (y = sy; y <= ey; y++) {
00346       TileIndex tile = TileXY(x, y);
00347 
00348       switch (GetTileType(tile)) {
00349         case MP_TREES:
00350           /* no more space for trees? */
00351           if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 3) {
00352             msg = STR_2803_TREE_ALREADY_HERE;
00353             continue;
00354           }
00355 
00356           if (flags & DC_EXEC) {
00357             AddTreeCount(tile, 1);
00358             MarkTileDirtyByTile(tile);
00359           }
00360           /* 2x as expensive to add more trees to an existing tile */
00361           cost.AddCost(_price.build_trees * 2);
00362           break;
00363 
00364         case MP_WATER:
00365           if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
00366             msg = STR_3807_CAN_T_BUILD_ON_WATER;
00367             continue;
00368           }
00369         /* FALL THROUGH */
00370         case MP_CLEAR:
00371           if (IsBridgeAbove(tile)) {
00372             msg = STR_2804_SITE_UNSUITABLE;
00373             continue;
00374           }
00375 
00376           if (IsTileType(tile, MP_CLEAR)) {
00377             /* Remove fields or rocks. Note that the ground will get barrened */
00378             switch (GetClearGround(tile)) {
00379               case CLEAR_FIELDS:
00380               case CLEAR_ROCKS: {
00381                 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00382                 if (CmdFailed(ret)) return ret;
00383                 cost.AddCost(ret);
00384                 break;
00385               }
00386 
00387               default: break;
00388             }
00389           }
00390 
00391           if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) {
00392             Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
00393             if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM);
00394           }
00395 
00396           if (flags & DC_EXEC) {
00397             TreeType treetype;
00398 
00399             treetype = (TreeType)p1;
00400             if (treetype == TREE_INVALID) {
00401               treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
00402               if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
00403             }
00404 
00405             /* Plant full grown trees in scenario editor */
00406             PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
00407             MarkTileDirtyByTile(tile);
00408 
00409             /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
00410             if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
00411               SetTropicZone(tile, TROPICZONE_RAINFOREST);
00412           }
00413           cost.AddCost(_price.build_trees);
00414           break;
00415 
00416         default:
00417           msg = STR_2804_SITE_UNSUITABLE;
00418           break;
00419       }
00420     }
00421   }
00422 
00423   if (cost.GetCost() == 0) {
00424     return_cmd_error(msg);
00425   } else {
00426     return cost;
00427   }
00428 }
00429 
00430 struct TreeListEnt {
00431   SpriteID image;
00432   SpriteID pal;
00433   byte x, y;
00434 };
00435 
00436 static void DrawTile_Trees(TileInfo *ti)
00437 {
00438   switch (GetTreeGround(ti->tile)) {
00439     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
00440     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
00441     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
00442     default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
00443   }
00444 
00445   DrawClearLandFence(ti);
00446 
00447   /* Do not draw trees when the invisible trees patch and transparency tree are set */
00448   if (IsTransparencySet(TO_TREES) && _patches.invisible_trees) return;
00449 
00450   uint16 tmp = ti->x;
00451 
00452   tmp = ROR(tmp, 2);
00453   tmp -= ti->y;
00454   tmp = ROR(tmp, 3);
00455   tmp -= ti->x;
00456   tmp = ROR(tmp, 1);
00457   tmp += ti->y;
00458 
00459   uint index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2);
00460 
00461   /* different tree styles above one of the grounds */
00462   if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
00463       GetTreeDensity(ti->tile) >= 2 &&
00464       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
00465     index += 164 - (TREE_SUB_ARCTIC << 2);
00466   }
00467 
00468   assert(index < lengthof(_tree_layout_sprite));
00469 
00470   const PalSpriteID *s = _tree_layout_sprite[index];
00471   const TreePos *d = _tree_layout_xy[GB(tmp, 4, 2)];
00472 
00473   /* combine trees into one sprite object */
00474   StartSpriteCombine();
00475 
00476   TreeListEnt te[4];
00477 
00478   /* put the trees to draw in a list */
00479   uint trees = GetTreeCount(ti->tile) + 1;
00480 
00481   for (uint i = 0; i < trees; i++) {
00482     SpriteID image = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
00483     SpriteID pal = s[0].pal;
00484 
00485     te[i].image = image;
00486     te[i].pal   = pal;
00487     te[i].x = d->x;
00488     te[i].y = d->y;
00489     s++;
00490     d++;
00491   }
00492 
00493   /* draw them in a sorted way */
00494   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
00495 
00496   for (; trees > 0; trees--) {
00497     uint min = te[0].x + te[0].y;
00498     uint mi = 0;
00499 
00500     for (uint i = 1; i < trees; i++) {
00501       if ((uint)(te[i].x + te[i].y) < min) {
00502         min = te[i].x + te[i].y;
00503         mi = i;
00504       }
00505     }
00506 
00507     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);
00508 
00509     /* replace the removed one with the last one */
00510     te[mi] = te[trees - 1];
00511   }
00512 
00513   EndSpriteCombine();
00514 }
00515 
00516 
00517 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
00518 {
00519   uint z;
00520   Slope tileh = GetTileSlope(tile, &z);
00521 
00522   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
00523 }
00524 
00525 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
00526 {
00527   return FOUNDATION_NONE;
00528 }
00529 
00530 static CommandCost ClearTile_Trees(TileIndex tile, byte flags)
00531 {
00532   uint num;
00533 
00534   if (IsValidPlayer(_current_player)) {
00535     Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
00536     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM);
00537   }
00538 
00539   num = GetTreeCount(tile) + 1;
00540   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
00541 
00542   if (flags & DC_EXEC) DoClearSquare(tile);
00543 
00544   return CommandCost(EXPENSES_CONSTRUCTION, num * _price.remove_trees);
00545 }
00546 
00547 static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac)
00548 {
00549   /* not used */
00550 }
00551 
00552 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
00553 {
00554   TreeType tt = GetTreeType(tile);
00555 
00556   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
00557     td->str = STR_280F_RAINFOREST;
00558   } else {
00559     td->str = tt == TREE_CACTUS ? STR_2810_CACTUS_PLANTS : STR_280E_TREES;
00560   }
00561 
00562   td->owner = GetTileOwner(tile);
00563 }
00564 
00565 static void AnimateTile_Trees(TileIndex tile)
00566 {
00567   /* not used */
00568 }
00569 
00570 static void TileLoopTreesDesert(TileIndex tile)
00571 {
00572   switch (GetTropicZone(tile)) {
00573     case TROPICZONE_DESERT:
00574       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
00575         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
00576         MarkTileDirtyByTile(tile);
00577       }
00578       break;
00579 
00580     case TROPICZONE_RAINFOREST: {
00581       static const SoundFx forest_sounds[] = {
00582         SND_42_LOON_BIRD,
00583         SND_43_LION,
00584         SND_44_MONKEYS,
00585         SND_48_DISTANT_BIRD
00586       };
00587       uint32 r = Random();
00588 
00589       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
00590       break;
00591     }
00592 
00593     default: break;
00594   }
00595 }
00596 
00597 static void TileLoopTreesAlps(TileIndex tile)
00598 {
00599   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
00600 
00601   if (k < 0) {
00602     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
00603     SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
00604   } else {
00605     uint density = min((uint)k / TILE_HEIGHT, 3);
00606 
00607     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
00608         GetTreeDensity(tile) != density) {
00609       SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
00610     } else {
00611       if (GetTreeDensity(tile) == 3) {
00612         uint32 r = Random();
00613         if (Chance16I(1, 200, r)) {
00614           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
00615         }
00616       }
00617       return;
00618     }
00619   }
00620   MarkTileDirtyByTile(tile);
00621 }
00622 
00623 static void TileLoop_Trees(TileIndex tile)
00624 {
00625   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
00626     TileLoop_Water(tile);
00627   } else {
00628     switch (_opt.landscape) {
00629       case LT_TROPIC: TileLoopTreesDesert(tile); break;
00630       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
00631     }
00632   }
00633 
00634   TileLoopClearHelper(tile);
00635 
00636   uint treeCounter = GetTreeCounter(tile);
00637 
00638   /* Handle growth of grass at every 8th processings, like it's done for grass */
00639   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
00640     uint density = GetTreeDensity(tile);
00641     if (density < 3) {
00642       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
00643       MarkTileDirtyByTile(tile);
00644     }
00645   }
00646   if (GetTreeCounter(tile) < 15) {
00647     AddTreeCounter(tile, 1);
00648     return;
00649   }
00650   SetTreeCounter(tile, 0);
00651 
00652   switch (GetTreeGrowth(tile)) {
00653     case 3: /* regular sized tree */
00654       if (_opt.landscape == LT_TROPIC &&
00655           GetTreeType(tile) != TREE_CACTUS &&
00656           GetTropicZone(tile) == TROPICZONE_DESERT) {
00657         AddTreeGrowth(tile, 1);
00658       } else {
00659         switch (GB(Random(), 0, 3)) {
00660           case 0: /* start destructing */
00661             AddTreeGrowth(tile, 1);
00662             break;
00663 
00664           case 1: /* add a tree */
00665             if (GetTreeCount(tile) < 3) {
00666               AddTreeCount(tile, 1);
00667               SetTreeGrowth(tile, 0);
00668               break;
00669             }
00670             /* FALL THROUGH */
00671 
00672           case 2: { /* add a neighbouring tree */
00673             TreeType treetype = GetTreeType(tile);
00674 
00675             tile += TileOffsByDir((Direction)(Random() & 7));
00676 
00677             /* Cacti don't spread */
00678             if (!CanPlantTreesOnTile(tile, false)) return;
00679 
00680             /* Don't plant trees, if ground was freshly cleared */
00681             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
00682 
00683             PlantTreesOnTile(tile, treetype, 0, 0);
00684 
00685             break;
00686           }
00687 
00688           default:
00689             return;
00690         }
00691       }
00692       break;
00693 
00694     case 6: /* final stage of tree destruction */
00695       if (GetTreeCount(tile) > 0) {
00696         /* more than one tree, delete it */
00697         AddTreeCount(tile, -1);
00698         SetTreeGrowth(tile, 3);
00699       } else {
00700         /* just one tree, change type into MP_CLEAR */
00701         switch (GetTreeGround(tile)) {
00702           case TREE_GROUND_SHORE: MakeShore(tile); break;
00703           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
00704           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
00705           default: // snow or desert
00706             MakeClear(tile, _opt.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
00707             break;
00708         }
00709       }
00710       break;
00711 
00712     default:
00713       AddTreeGrowth(tile, 1);
00714       break;
00715   }
00716 
00717   MarkTileDirtyByTile(tile);
00718 }
00719 
00720 void OnTick_Trees()
00721 {
00722   uint32 r;
00723   TileIndex tile;
00724   TreeType tree;
00725 
00726   /* place a tree at a random rainforest spot */
00727   if (_opt.landscape == LT_TROPIC &&
00728       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
00729       CanPlantTreesOnTile(tile, false) &&
00730       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00731     PlantTreesOnTile(tile, tree, 0, 0);
00732   }
00733 
00734   /* byte underflow */
00735   if (--_trees_tick_ctr != 0) return;
00736 
00737   /* place a tree at a random spot */
00738   r = Random();
00739   tile = TILE_MASK(r);
00740   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00741     PlantTreesOnTile(tile, tree, 0, 0);
00742   }
00743 }
00744 
00745 static void ClickTile_Trees(TileIndex tile)
00746 {
00747   /* not used */
00748 }
00749 
00750 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00751 {
00752   return 0;
00753 }
00754 
00755 static void ChangeTileOwner_Trees(TileIndex tile, PlayerID old_player, PlayerID new_player)
00756 {
00757   /* not used */
00758 }
00759 
00760 void InitializeTrees()
00761 {
00762   _trees_tick_ctr = 0;
00763 }
00764 
00765 static CommandCost TerraformTile_Trees(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
00766 {
00767   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00768 }
00769 
00770 
00771 extern const TileTypeProcs _tile_type_trees_procs = {
00772   DrawTile_Trees,           /* draw_tile_proc */
00773   GetSlopeZ_Trees,          /* get_slope_z_proc */
00774   ClearTile_Trees,          /* clear_tile_proc */
00775   GetAcceptedCargo_Trees,   /* get_accepted_cargo_proc */
00776   GetTileDesc_Trees,        /* get_tile_desc_proc */
00777   GetTileTrackStatus_Trees, /* get_tile_track_status_proc */
00778   ClickTile_Trees,          /* click_tile_proc */
00779   AnimateTile_Trees,        /* animate_tile_proc */
00780   TileLoop_Trees,           /* tile_loop_clear */
00781   ChangeTileOwner_Trees,    /* change_tile_owner_clear */
00782   NULL,                     /* get_produced_cargo_proc */
00783   NULL,                     /* vehicle_enter_tile_proc */
00784   GetFoundation_Trees,      /* get_foundation_proc */
00785   TerraformTile_Trees,      /* terraform_tile_proc */
00786 };

Generated on Wed Oct 1 17:03:25 2008 for openttd by  doxygen 1.5.6