tree_cmd.cpp

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00001 /* $Id: tree_cmd.cpp 15452 2009-02-11 18:50:47Z frosch $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "clear_map.h"
00008 #include "landscape.h"
00009 #include "tree_map.h"
00010 #include "viewport_func.h"
00011 #include "command_func.h"
00012 #include "economy_func.h"
00013 #include "town.h"
00014 #include "variables.h"
00015 #include "genworld.h"
00016 #include "transparency.h"
00017 #include "functions.h"
00018 #include "company_func.h"
00019 #include "sound_func.h"
00020 #include "water_map.h"
00021 #include "water.h"
00022 #include "landscape_type.h"
00023 #include "company_base.h"
00024 
00025 #include "table/strings.h"
00026 #include "table/sprites.h"
00027 #include "table/tree_land.h"
00028 
00034 enum TreePlacer {
00035   TP_NONE,     
00036   TP_ORIGINAL, 
00037   TP_IMPROVED, 
00038 };
00039 
00048 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
00049 {
00050   switch (GetTileType(tile)) {
00051     case MP_WATER:
00052       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
00053 
00054     case MP_CLEAR:
00055       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
00056              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
00057 
00058     default: return false;
00059   }
00060 }
00061 
00073 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
00074 {
00075   assert(treetype != TREE_INVALID);
00076   assert(CanPlantTreesOnTile(tile, true));
00077 
00078   TreeGround ground;
00079   uint density = 3;
00080 
00081   switch (GetTileType(tile)) {
00082     case MP_WATER:
00083       ground = TREE_GROUND_SHORE;
00084       break;
00085 
00086     case MP_CLEAR:
00087       switch (GetClearGround(tile)) {
00088         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       density = GetClearDensity(tile); break;
00089         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;                                        break;
00090         default:           ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
00091       }
00092       break;
00093 
00094     default: NOT_REACHED();
00095   }
00096 
00097   MakeTree(tile, treetype, count, growth, ground, density);
00098 }
00099 
00111 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
00112 {
00113   switch (_settings_game.game_creation.landscape) {
00114     case LT_TEMPERATE:
00115       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
00116 
00117     case LT_ARCTIC:
00118       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
00119 
00120     case LT_TROPIC:
00121       switch (GetTropicZone(tile)) {
00122         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
00123         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
00124         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
00125       }
00126 
00127     default:
00128       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
00129   }
00130 }
00131 
00141 static void PlaceTree(TileIndex tile, uint32 r)
00142 {
00143   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
00144 
00145   if (tree != TREE_INVALID) {
00146     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
00147 
00148     /* Rerandomize ground, if neither snow nor shore */
00149     TreeGround ground = GetTreeGround(tile);
00150     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_SHORE) {
00151       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
00152     }
00153 
00154     /* Set the counter to a random start value */
00155     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
00156   }
00157 }
00158 
00168 static void DoPlaceMoreTrees(TileIndex tile)
00169 {
00170   uint i;
00171 
00172   for (i = 0; i < 1000; i++) {
00173     uint32 r = Random();
00174     int x = GB(r, 0, 5) - 16;
00175     int y = GB(r, 8, 5) - 16;
00176     uint dist = abs(x) + abs(y);
00177     TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
00178 
00179     if (dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
00180       PlaceTree(cur_tile, r);
00181     }
00182   }
00183 }
00184 
00190 static void PlaceMoreTrees()
00191 {
00192   uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
00193   do {
00194     DoPlaceMoreTrees(RandomTile());
00195   } while (--i);
00196 }
00197 
00207 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
00208 {
00209   uint i;
00210 
00211   for (i = 0; i < 1000; i++) {
00212     uint32 r = Random();
00213     int x = GB(r, 0, 5) - 16;
00214     int y = GB(r, 8, 5) - 16;
00215     TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
00216 
00217     /* Keep in range of the existing tree */
00218     if (abs(x) + abs(y) > 16) continue;
00219 
00220     /* Clear tile, no farm-tiles or rocks */
00221     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
00222 
00223     /* Not too much height difference */
00224     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
00225 
00226     /* Place one tree and quit */
00227     PlaceTree(cur_tile, r);
00228     break;
00229   }
00230 }
00231 
00237 void PlaceTreesRandomly()
00238 {
00239   uint i, j, ht;
00240 
00241   i = ScaleByMapSize(1000);
00242   do {
00243     uint32 r = Random();
00244     TileIndex tile = RandomTileSeed(r);
00245 
00246     IncreaseGeneratingWorldProgress(GWP_TREE);
00247 
00248     if (CanPlantTreesOnTile(tile, true)) {
00249       PlaceTree(tile, r);
00250       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
00251 
00252       /* Place a number of trees based on the tile height.
00253        *  This gives a cool effect of multiple trees close together.
00254        *  It is almost real life ;) */
00255       ht = GetTileZ(tile);
00256       /* The higher we get, the more trees we plant */
00257       j = GetTileZ(tile) / TILE_HEIGHT * 2;
00258       while (j--) {
00259         /* Above snowline more trees! */
00260         if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
00261           PlaceTreeAtSameHeight(tile, ht);
00262           PlaceTreeAtSameHeight(tile, ht);
00263         };
00264 
00265         PlaceTreeAtSameHeight(tile, ht);
00266       }
00267     }
00268   } while (--i);
00269 
00270   /* place extra trees at rainforest area */
00271   if (_settings_game.game_creation.landscape == LT_TROPIC) {
00272     i = ScaleByMapSize(15000);
00273 
00274     do {
00275       uint32 r = Random();
00276       TileIndex tile = RandomTileSeed(r);
00277 
00278       IncreaseGeneratingWorldProgress(GWP_TREE);
00279 
00280       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
00281         PlaceTree(tile, r);
00282       }
00283     } while (--i);
00284   }
00285 }
00286 
00293 void GenerateTrees()
00294 {
00295   uint i, total;
00296 
00297   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
00298 
00299   if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
00300 
00301   switch (_settings_game.game_creation.tree_placer) {
00302     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
00303     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
00304     default: NOT_REACHED(); return;
00305   }
00306 
00307   total = ScaleByMapSize(1000);
00308   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
00309   total *= i;
00310   SetGeneratingWorldProgress(GWP_TREE, total);
00311 
00312   for (; i != 0; i--) {
00313     PlaceTreesRandomly();
00314   }
00315 }
00316 
00323 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00324 {
00325   StringID msg = INVALID_STRING_ID;
00326   CommandCost cost(EXPENSES_OTHER);
00327   int ex;
00328   int ey;
00329   int sx, sy, x, y;
00330 
00331   if (p2 >= MapSize()) return CMD_ERROR;
00332   /* Check the tree type. It can be random or some valid value within the current climate */
00333   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;
00334 
00335   // make sure sx,sy are smaller than ex,ey
00336   ex = TileX(tile);
00337   ey = TileY(tile);
00338   sx = TileX(p2);
00339   sy = TileY(p2);
00340   if (ex < sx) Swap(ex, sx);
00341   if (ey < sy) Swap(ey, sy);
00342 
00343   for (x = sx; x <= ex; x++) {
00344     for (y = sy; y <= ey; y++) {
00345       TileIndex tile = TileXY(x, y);
00346 
00347       switch (GetTileType(tile)) {
00348         case MP_TREES:
00349           /* no more space for trees? */
00350           if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
00351             msg = STR_2803_TREE_ALREADY_HERE;
00352             continue;
00353           }
00354 
00355           if (flags & DC_EXEC) {
00356             AddTreeCount(tile, 1);
00357             MarkTileDirtyByTile(tile);
00358           }
00359           /* 2x as expensive to add more trees to an existing tile */
00360           cost.AddCost(_price.build_trees * 2);
00361           break;
00362 
00363         case MP_WATER:
00364           if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
00365             msg = STR_3807_CAN_T_BUILD_ON_WATER;
00366             continue;
00367           }
00368         /* FALL THROUGH */
00369         case MP_CLEAR:
00370           if (IsBridgeAbove(tile)) {
00371             msg = STR_2804_SITE_UNSUITABLE;
00372             continue;
00373           }
00374 
00375           if (IsTileType(tile, MP_CLEAR)) {
00376             /* Remove fields or rocks. Note that the ground will get barrened */
00377             switch (GetClearGround(tile)) {
00378               case CLEAR_FIELDS:
00379               case CLEAR_ROCKS: {
00380                 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00381                 if (CmdFailed(ret)) return ret;
00382                 cost.AddCost(ret);
00383                 break;
00384               }
00385 
00386               default: break;
00387             }
00388           }
00389 
00390           if (_game_mode != GM_EDITOR && IsValidCompanyID(_current_company)) {
00391             Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00392             if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
00393           }
00394 
00395           if (flags & DC_EXEC) {
00396             TreeType treetype;
00397 
00398             treetype = (TreeType)p1;
00399             if (treetype == TREE_INVALID) {
00400               treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
00401               if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
00402             }
00403 
00404             /* Plant full grown trees in scenario editor */
00405             PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
00406             MarkTileDirtyByTile(tile);
00407 
00408             /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
00409             if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
00410               SetTropicZone(tile, TROPICZONE_RAINFOREST);
00411           }
00412           cost.AddCost(_price.build_trees);
00413           break;
00414 
00415         default:
00416           msg = STR_2804_SITE_UNSUITABLE;
00417           break;
00418       }
00419     }
00420   }
00421 
00422   if (cost.GetCost() == 0) {
00423     return_cmd_error(msg);
00424   } else {
00425     return cost;
00426   }
00427 }
00428 
00429 struct TreeListEnt {
00430   SpriteID image;
00431   SpriteID pal;
00432   byte x, y;
00433 };
00434 
00435 static void DrawTile_Trees(TileInfo *ti)
00436 {
00437   switch (GetTreeGround(ti->tile)) {
00438     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
00439     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
00440     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
00441     default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
00442   }
00443 
00444   DrawClearLandFence(ti);
00445 
00446   /* Do not draw trees when the invisible trees setting is set */
00447   if (IsInvisibilitySet(TO_TREES)) return;
00448 
00449   uint16 tmp = ti->x;
00450 
00451   tmp = ROR(tmp, 2);
00452   tmp -= ti->y;
00453   tmp = ROR(tmp, 3);
00454   tmp -= ti->x;
00455   tmp = ROR(tmp, 1);
00456   tmp += ti->y;
00457 
00458   uint index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2);
00459 
00460   /* different tree styles above one of the grounds */
00461   if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
00462       GetTreeDensity(ti->tile) >= 2 &&
00463       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
00464     index += 164 - (TREE_SUB_ARCTIC << 2);
00465   }
00466 
00467   assert(index < lengthof(_tree_layout_sprite));
00468 
00469   const PalSpriteID *s = _tree_layout_sprite[index];
00470   const TreePos *d = _tree_layout_xy[GB(tmp, 4, 2)];
00471 
00472   /* combine trees into one sprite object */
00473   StartSpriteCombine();
00474 
00475   TreeListEnt te[4];
00476 
00477   /* put the trees to draw in a list */
00478   uint trees = GetTreeCount(ti->tile);
00479 
00480   for (uint i = 0; i < trees; i++) {
00481     SpriteID image = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
00482     SpriteID pal = s[0].pal;
00483 
00484     te[i].image = image;
00485     te[i].pal   = pal;
00486     te[i].x = d->x;
00487     te[i].y = d->y;
00488     s++;
00489     d++;
00490   }
00491 
00492   /* draw them in a sorted way */
00493   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
00494 
00495   for (; trees > 0; trees--) {
00496     uint min = te[0].x + te[0].y;
00497     uint mi = 0;
00498 
00499     for (uint i = 1; i < trees; i++) {
00500       if ((uint)(te[i].x + te[i].y) < min) {
00501         min = te[i].x + te[i].y;
00502         mi = i;
00503       }
00504     }
00505 
00506     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);
00507 
00508     /* replace the removed one with the last one */
00509     te[mi] = te[trees - 1];
00510   }
00511 
00512   EndSpriteCombine();
00513 }
00514 
00515 
00516 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
00517 {
00518   uint z;
00519   Slope tileh = GetTileSlope(tile, &z);
00520 
00521   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
00522 }
00523 
00524 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
00525 {
00526   return FOUNDATION_NONE;
00527 }
00528 
00529 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
00530 {
00531   uint num;
00532 
00533   if (IsValidCompanyID(_current_company)) {
00534     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00535     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
00536   }
00537 
00538   num = GetTreeCount(tile);
00539   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
00540 
00541   if (flags & DC_EXEC) DoClearSquare(tile);
00542 
00543   return CommandCost(EXPENSES_CONSTRUCTION, num * _price.remove_trees);
00544 }
00545 
00546 static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac)
00547 {
00548   /* not used */
00549 }
00550 
00551 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
00552 {
00553   TreeType tt = GetTreeType(tile);
00554 
00555   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
00556     td->str = STR_280F_RAINFOREST;
00557   } else {
00558     td->str = tt == TREE_CACTUS ? STR_2810_CACTUS_PLANTS : STR_280E_TREES;
00559   }
00560 
00561   td->owner[0] = GetTileOwner(tile);
00562 }
00563 
00564 static void AnimateTile_Trees(TileIndex tile)
00565 {
00566   /* not used */
00567 }
00568 
00569 static void TileLoopTreesDesert(TileIndex tile)
00570 {
00571   switch (GetTropicZone(tile)) {
00572     case TROPICZONE_DESERT:
00573       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
00574         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
00575         MarkTileDirtyByTile(tile);
00576       }
00577       break;
00578 
00579     case TROPICZONE_RAINFOREST: {
00580       static const SoundFx forest_sounds[] = {
00581         SND_42_LOON_BIRD,
00582         SND_43_LION,
00583         SND_44_MONKEYS,
00584         SND_48_DISTANT_BIRD
00585       };
00586       uint32 r = Random();
00587 
00588       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
00589       break;
00590     }
00591 
00592     default: break;
00593   }
00594 }
00595 
00596 static void TileLoopTreesAlps(TileIndex tile)
00597 {
00598   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
00599 
00600   if (k < 0) {
00601     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
00602     SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
00603   } else {
00604     uint density = min((uint)k / TILE_HEIGHT, 3);
00605 
00606     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
00607         GetTreeDensity(tile) != density) {
00608       SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
00609     } else {
00610       if (GetTreeDensity(tile) == 3) {
00611         uint32 r = Random();
00612         if (Chance16I(1, 200, r)) {
00613           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
00614         }
00615       }
00616       return;
00617     }
00618   }
00619   MarkTileDirtyByTile(tile);
00620 }
00621 
00622 static void TileLoop_Trees(TileIndex tile)
00623 {
00624   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
00625     TileLoop_Water(tile);
00626   } else {
00627     switch (_settings_game.game_creation.landscape) {
00628       case LT_TROPIC: TileLoopTreesDesert(tile); break;
00629       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
00630     }
00631   }
00632 
00633   TileLoopClearHelper(tile);
00634 
00635   uint treeCounter = GetTreeCounter(tile);
00636 
00637   /* Handle growth of grass at every 8th processings, like it's done for grass */
00638   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
00639     uint density = GetTreeDensity(tile);
00640     if (density < 3) {
00641       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
00642       MarkTileDirtyByTile(tile);
00643     }
00644   }
00645   if (GetTreeCounter(tile) < 15) {
00646     AddTreeCounter(tile, 1);
00647     return;
00648   }
00649   SetTreeCounter(tile, 0);
00650 
00651   switch (GetTreeGrowth(tile)) {
00652     case 3: /* regular sized tree */
00653       if (_settings_game.game_creation.landscape == LT_TROPIC &&
00654           GetTreeType(tile) != TREE_CACTUS &&
00655           GetTropicZone(tile) == TROPICZONE_DESERT) {
00656         AddTreeGrowth(tile, 1);
00657       } else {
00658         switch (GB(Random(), 0, 3)) {
00659           case 0: /* start destructing */
00660             AddTreeGrowth(tile, 1);
00661             break;
00662 
00663           case 1: /* add a tree */
00664             if (GetTreeCount(tile) < 4) {
00665               AddTreeCount(tile, 1);
00666               SetTreeGrowth(tile, 0);
00667               break;
00668             }
00669             /* FALL THROUGH */
00670 
00671           case 2: { /* add a neighbouring tree */
00672             TreeType treetype = GetTreeType(tile);
00673 
00674             tile += TileOffsByDir((Direction)(Random() & 7));
00675 
00676             /* Cacti don't spread */
00677             if (!CanPlantTreesOnTile(tile, false)) return;
00678 
00679             /* Don't plant trees, if ground was freshly cleared */
00680             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
00681 
00682             PlantTreesOnTile(tile, treetype, 0, 0);
00683 
00684             break;
00685           }
00686 
00687           default:
00688             return;
00689         }
00690       }
00691       break;
00692 
00693     case 6: /* final stage of tree destruction */
00694       if (GetTreeCount(tile) > 1) {
00695         /* more than one tree, delete it */
00696         AddTreeCount(tile, -1);
00697         SetTreeGrowth(tile, 3);
00698       } else {
00699         /* just one tree, change type into MP_CLEAR */
00700         switch (GetTreeGround(tile)) {
00701           case TREE_GROUND_SHORE: MakeShore(tile); break;
00702           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
00703           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
00704           default: // snow or desert
00705             MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
00706             break;
00707         }
00708       }
00709       break;
00710 
00711     default:
00712       AddTreeGrowth(tile, 1);
00713       break;
00714   }
00715 
00716   MarkTileDirtyByTile(tile);
00717 }
00718 
00719 void OnTick_Trees()
00720 {
00721   uint32 r;
00722   TileIndex tile;
00723   TreeType tree;
00724 
00725   /* place a tree at a random rainforest spot */
00726   if (_settings_game.game_creation.landscape == LT_TROPIC &&
00727       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
00728       CanPlantTreesOnTile(tile, false) &&
00729       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00730     PlantTreesOnTile(tile, tree, 0, 0);
00731   }
00732 
00733   /* byte underflow */
00734   if (--_trees_tick_ctr != 0) return;
00735 
00736   /* place a tree at a random spot */
00737   r = Random();
00738   tile = TILE_MASK(r);
00739   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00740     PlantTreesOnTile(tile, tree, 0, 0);
00741   }
00742 }
00743 
00744 static bool ClickTile_Trees(TileIndex tile)
00745 {
00746   /* not used */
00747   return false;
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, Owner old_owner, Owner new_owner)
00756 {
00757   /* not used */
00758 }
00759 
00760 void InitializeTrees()
00761 {
00762   _trees_tick_ctr = 0;
00763 }
00764 
00765 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag 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 Mon Feb 16 23:12:12 2009 for openttd by  doxygen 1.5.6