tree_cmd.cpp

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00001 /* $Id: tree_cmd.cpp 19646 2010-04-16 22:02:33Z 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   const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
00349 
00350   if (p2 >= MapSize()) return CMD_ERROR;
00351   /* Check the tree type within the current climate */
00352   if (tree_to_plant != TREE_INVALID && !IsInsideBS(tree_to_plant, _tree_base_by_landscape[_settings_game.game_creation.landscape], _tree_count_by_landscape[_settings_game.game_creation.landscape])) return CMD_ERROR;
00353 
00354   TileArea ta(tile, p2);
00355   TILE_AREA_LOOP(tile, ta) {
00356     switch (GetTileType(tile)) {
00357       case MP_TREES:
00358         /* no more space for trees? */
00359         if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
00360           msg = STR_ERROR_TREE_ALREADY_HERE;
00361           continue;
00362         }
00363 
00364         if (flags & DC_EXEC) {
00365           AddTreeCount(tile, 1);
00366           MarkTileDirtyByTile(tile);
00367         }
00368         /* 2x as expensive to add more trees to an existing tile */
00369         cost.AddCost(_price[PR_BUILD_TREES] * 2);
00370         break;
00371 
00372       case MP_WATER:
00373         if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
00374           msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
00375           continue;
00376         }
00377       /* FALL THROUGH */
00378       case MP_CLEAR: {
00379         if (IsBridgeAbove(tile)) {
00380           msg = STR_ERROR_SITE_UNSUITABLE;
00381           continue;
00382         }
00383 
00384         TreeType treetype = (TreeType)tree_to_plant;
00385         /* Be a bit picky about which trees go where. */
00386         if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
00387             /* No cacti outside the desert */
00388             (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
00389             /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
00390             (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
00391             /* And no subtropical trees in the desert/rain forest */
00392             (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
00393           msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
00394           continue;
00395         }
00396 
00397         if (IsTileType(tile, MP_CLEAR)) {
00398           /* Remove fields or rocks. Note that the ground will get barrened */
00399           switch (GetRawClearGround(tile)) {
00400             case CLEAR_FIELDS:
00401             case CLEAR_ROCKS: {
00402               CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00403               if (ret.Failed()) return ret;
00404               cost.AddCost(ret);
00405               break;
00406             }
00407 
00408             default: break;
00409           }
00410         }
00411 
00412         if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
00413           Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00414           if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
00415         }
00416 
00417         if (flags & DC_EXEC) {
00418           if (treetype == TREE_INVALID) {
00419             treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
00420             if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
00421           }
00422 
00423           /* Plant full grown trees in scenario editor */
00424           PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
00425           MarkTileDirtyByTile(tile);
00426 
00427           /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
00428           if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
00429             SetTropicZone(tile, TROPICZONE_RAINFOREST);
00430           }
00431         }
00432         cost.AddCost(_price[PR_BUILD_TREES]);
00433       } break;
00434 
00435       default:
00436         msg = STR_ERROR_SITE_UNSUITABLE;
00437         break;
00438     }
00439   }
00440 
00441   if (cost.GetCost() == 0) {
00442     return_cmd_error(msg);
00443   } else {
00444     return cost;
00445   }
00446 }
00447 
00448 struct TreeListEnt : PalSpriteID {
00449   byte x, y;
00450 };
00451 
00452 static void DrawTile_Trees(TileInfo *ti)
00453 {
00454   switch (GetTreeGround(ti->tile)) {
00455     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
00456     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
00457     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
00458     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
00459   }
00460 
00461   DrawClearLandFence(ti);
00462 
00463   /* Do not draw trees when the invisible trees setting is set */
00464   if (IsInvisibilitySet(TO_TREES)) return;
00465 
00466   uint tmp = CountBits(ti->tile + ti->x + ti->y);
00467   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
00468 
00469   /* different tree styles above one of the grounds */
00470   if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
00471       GetTreeDensity(ti->tile) >= 2 &&
00472       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
00473     index += 164 - (TREE_SUB_ARCTIC << 2);
00474   }
00475 
00476   assert(index < lengthof(_tree_layout_sprite));
00477 
00478   const PalSpriteID *s = _tree_layout_sprite[index];
00479   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
00480 
00481   /* combine trees into one sprite object */
00482   StartSpriteCombine();
00483 
00484   TreeListEnt te[4];
00485 
00486   /* put the trees to draw in a list */
00487   uint trees = GetTreeCount(ti->tile);
00488 
00489   for (uint i = 0; i < trees; i++) {
00490     SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
00491     PaletteID pal = s[0].pal;
00492 
00493     te[i].sprite = sprite;
00494     te[i].pal    = pal;
00495     te[i].x = d->x;
00496     te[i].y = d->y;
00497     s++;
00498     d++;
00499   }
00500 
00501   /* draw them in a sorted way */
00502   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
00503 
00504   for (; trees > 0; trees--) {
00505     uint min = te[0].x + te[0].y;
00506     uint mi = 0;
00507 
00508     for (uint i = 1; i < trees; i++) {
00509       if ((uint)(te[i].x + te[i].y) < min) {
00510         min = te[i].x + te[i].y;
00511         mi = i;
00512       }
00513     }
00514 
00515     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);
00516 
00517     /* replace the removed one with the last one */
00518     te[mi] = te[trees - 1];
00519   }
00520 
00521   EndSpriteCombine();
00522 }
00523 
00524 
00525 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
00526 {
00527   uint z;
00528   Slope tileh = GetTileSlope(tile, &z);
00529 
00530   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
00531 }
00532 
00533 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
00534 {
00535   return FOUNDATION_NONE;
00536 }
00537 
00538 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
00539 {
00540   uint num;
00541 
00542   if (Company::IsValidID(_current_company)) {
00543     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00544     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
00545   }
00546 
00547   num = GetTreeCount(tile);
00548   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
00549 
00550   if (flags & DC_EXEC) DoClearSquare(tile);
00551 
00552   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
00553 }
00554 
00555 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
00556 {
00557   TreeType tt = GetTreeType(tile);
00558 
00559   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
00560     td->str = STR_LAI_TREE_NAME_RAINFOREST;
00561   } else {
00562     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
00563   }
00564 
00565   td->owner[0] = GetTileOwner(tile);
00566 }
00567 
00568 static void TileLoopTreesDesert(TileIndex tile)
00569 {
00570   switch (GetTropicZone(tile)) {
00571     case TROPICZONE_DESERT:
00572       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
00573         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
00574         MarkTileDirtyByTile(tile);
00575       }
00576       break;
00577 
00578     case TROPICZONE_RAINFOREST: {
00579       static const SoundFx forest_sounds[] = {
00580         SND_42_LOON_BIRD,
00581         SND_43_LION,
00582         SND_44_MONKEYS,
00583         SND_48_DISTANT_BIRD
00584       };
00585       uint32 r = Random();
00586 
00587       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
00588       break;
00589     }
00590 
00591     default: break;
00592   }
00593 }
00594 
00595 static void TileLoopTreesAlps(TileIndex tile)
00596 {
00597   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
00598 
00599   if (k < 0) {
00600     switch (GetTreeGround(tile)) {
00601       case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
00602       case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
00603       default: return;
00604     }
00605   } else {
00606     uint density = min((uint)k / TILE_HEIGHT, 3);
00607 
00608     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
00609       TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
00610       SetTreeGroundDensity(tile, tg, density);
00611     } else if (GetTreeDensity(tile) != density) {
00612       SetTreeGroundDensity(tile, GetTreeGround(tile), density);
00613     } else {
00614       if (GetTreeDensity(tile) == 3) {
00615         uint32 r = Random();
00616         if (Chance16I(1, 200, r)) {
00617           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
00618         }
00619       }
00620       return;
00621     }
00622   }
00623   MarkTileDirtyByTile(tile);
00624 }
00625 
00626 static void TileLoop_Trees(TileIndex tile)
00627 {
00628   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
00629     TileLoop_Water(tile);
00630   } else {
00631     switch (_settings_game.game_creation.landscape) {
00632       case LT_TROPIC: TileLoopTreesDesert(tile); break;
00633       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
00634     }
00635   }
00636 
00637   TileLoopClearHelper(tile);
00638 
00639   uint treeCounter = GetTreeCounter(tile);
00640 
00641   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
00642   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
00643     uint density = GetTreeDensity(tile);
00644     if (density < 3) {
00645       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
00646       MarkTileDirtyByTile(tile);
00647     }
00648   }
00649   if (GetTreeCounter(tile) < 15) {
00650     AddTreeCounter(tile, 1);
00651     return;
00652   }
00653   SetTreeCounter(tile, 0);
00654 
00655   switch (GetTreeGrowth(tile)) {
00656     case 3: // regular sized tree
00657       if (_settings_game.game_creation.landscape == LT_TROPIC &&
00658           GetTreeType(tile) != TREE_CACTUS &&
00659           GetTropicZone(tile) == TROPICZONE_DESERT) {
00660         AddTreeGrowth(tile, 1);
00661       } else {
00662         switch (GB(Random(), 0, 3)) {
00663           case 0: // start destructing
00664             AddTreeGrowth(tile, 1);
00665             break;
00666 
00667           case 1: // add a tree
00668             if (GetTreeCount(tile) < 4) {
00669               AddTreeCount(tile, 1);
00670               SetTreeGrowth(tile, 0);
00671               break;
00672             }
00673             /* FALL THROUGH */
00674 
00675           case 2: { // add a neighbouring tree
00676             /* Don't plant extra trees if that's not allowed. */
00677             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
00678                 _settings_game.construction.extra_tree_placement == ETP_NONE :
00679                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
00680               break;
00681             }
00682 
00683             TreeType treetype = GetTreeType(tile);
00684 
00685             tile += TileOffsByDir((Direction)(Random() & 7));
00686 
00687             /* Cacti don't spread */
00688             if (!CanPlantTreesOnTile(tile, false)) return;
00689 
00690             /* Don't plant trees, if ground was freshly cleared */
00691             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
00692 
00693             PlantTreesOnTile(tile, treetype, 0, 0);
00694 
00695             break;
00696           }
00697 
00698           default:
00699             return;
00700         }
00701       }
00702       break;
00703 
00704     case 6: // final stage of tree destruction
00705       if (GetTreeCount(tile) > 1) {
00706         /* more than one tree, delete it */
00707         AddTreeCount(tile, -1);
00708         SetTreeGrowth(tile, 3);
00709       } else {
00710         /* just one tree, change type into MP_CLEAR */
00711         switch (GetTreeGround(tile)) {
00712           case TREE_GROUND_SHORE: MakeShore(tile); break;
00713           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
00714           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
00715           case TREE_GROUND_ROUGH_SNOW: {
00716             uint density = GetTreeDensity(tile);
00717             MakeClear(tile, CLEAR_ROUGH, 3);
00718             MakeSnow(tile, density);
00719             break;
00720           }
00721           default: // snow or desert
00722             if (_settings_game.game_creation.landscape == LT_TROPIC) {
00723               MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
00724             } else {
00725               uint density = GetTreeDensity(tile);
00726               MakeClear(tile, CLEAR_GRASS, 3);
00727               MakeSnow(tile, density);
00728             }
00729             break;
00730         }
00731       }
00732       break;
00733 
00734     default:
00735       AddTreeGrowth(tile, 1);
00736       break;
00737   }
00738 
00739   MarkTileDirtyByTile(tile);
00740 }
00741 
00742 void OnTick_Trees()
00743 {
00744   /* Don't place trees if that's not allowed */
00745   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
00746 
00747   uint32 r;
00748   TileIndex tile;
00749   TreeType tree;
00750 
00751   /* place a tree at a random rainforest spot */
00752   if (_settings_game.game_creation.landscape == LT_TROPIC &&
00753       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
00754       CanPlantTreesOnTile(tile, false) &&
00755       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00756     PlantTreesOnTile(tile, tree, 0, 0);
00757   }
00758 
00759   /* byte underflow */
00760   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
00761 
00762   /* place a tree at a random spot */
00763   r = Random();
00764   tile = RandomTileSeed(r);
00765   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00766     PlantTreesOnTile(tile, tree, 0, 0);
00767   }
00768 }
00769 
00770 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00771 {
00772   return 0;
00773 }
00774 
00775 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
00776 {
00777   /* not used */
00778 }
00779 
00780 void InitializeTrees()
00781 {
00782   _trees_tick_ctr = 0;
00783 }
00784 
00785 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
00786 {
00787   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00788 }
00789 
00790 
00791 extern const TileTypeProcs _tile_type_trees_procs = {
00792   DrawTile_Trees,           // draw_tile_proc
00793   GetSlopeZ_Trees,          // get_slope_z_proc
00794   ClearTile_Trees,          // clear_tile_proc
00795   NULL,                     // add_accepted_cargo_proc
00796   GetTileDesc_Trees,        // get_tile_desc_proc
00797   GetTileTrackStatus_Trees, // get_tile_track_status_proc
00798   NULL,                     // click_tile_proc
00799   NULL,                     // animate_tile_proc
00800   TileLoop_Trees,           // tile_loop_clear
00801   ChangeTileOwner_Trees,    // change_tile_owner_clear
00802   NULL,                     // add_produced_cargo_proc
00803   NULL,                     // vehicle_enter_tile_proc
00804   GetFoundation_Trees,      // get_foundation_proc
00805   TerraformTile_Trees,      // terraform_tile_proc
00806 };

Generated on Sun Nov 14 14:41:59 2010 for OpenTTD by  doxygen 1.6.1