tree_cmd.cpp

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00001 /* $Id: tree_cmd.cpp 24846 2012-12-23 21:09:09Z frosch $ */
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 "town.h"
00019 #include "genworld.h"
00020 #include "clear_func.h"
00021 #include "company_func.h"
00022 #include "sound_func.h"
00023 #include "water.h"
00024 #include "company_base.h"
00025 #include "core/random_func.hpp"
00026 #include "newgrf_generic.h"
00027 
00028 #include "table/strings.h"
00029 #include "table/tree_land.h"
00030 #include "table/clear_land.h"
00031 
00037 enum TreePlacer {
00038   TP_NONE,     
00039   TP_ORIGINAL, 
00040   TP_IMPROVED, 
00041 };
00042 
00044 enum ExtraTreePlacement {
00045   ETP_NONE,       
00046   ETP_RAINFOREST, 
00047   ETP_ALL,        
00048 };
00049 
00051 byte _trees_tick_ctr;
00052 
00053 static const uint16 DEFAULT_TREE_STEPS = 1000;             
00054 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; 
00055 static const uint16 EDITOR_TREE_DIV = 5;                   
00056 
00065 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
00066 {
00067   switch (GetTileType(tile)) {
00068     case MP_WATER:
00069       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
00070 
00071     case MP_CLEAR:
00072       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
00073              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
00074 
00075     default: return false;
00076   }
00077 }
00078 
00090 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
00091 {
00092   assert(treetype != TREE_INVALID);
00093   assert(CanPlantTreesOnTile(tile, true));
00094 
00095   TreeGround ground;
00096   uint density = 3;
00097 
00098   switch (GetTileType(tile)) {
00099     case MP_WATER:
00100       ground = TREE_GROUND_SHORE;
00101       break;
00102 
00103     case MP_CLEAR:
00104       switch (GetClearGround(tile)) {
00105         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
00106         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
00107         case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
00108         default:           ground = TREE_GROUND_SNOW_DESERT; break;
00109       }
00110       if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
00111       break;
00112 
00113     default: NOT_REACHED();
00114   }
00115 
00116   MakeTree(tile, treetype, count, growth, ground, density);
00117 }
00118 
00130 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
00131 {
00132   switch (_settings_game.game_creation.landscape) {
00133     case LT_TEMPERATE:
00134       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
00135 
00136     case LT_ARCTIC:
00137       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
00138 
00139     case LT_TROPIC:
00140       switch (GetTropicZone(tile)) {
00141         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
00142         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
00143         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
00144       }
00145 
00146     default:
00147       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
00148   }
00149 }
00150 
00160 static void PlaceTree(TileIndex tile, uint32 r)
00161 {
00162   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
00163 
00164   if (tree != TREE_INVALID) {
00165     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
00166 
00167     /* Rerandomize ground, if neither snow nor shore */
00168     TreeGround ground = GetTreeGround(tile);
00169     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
00170       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
00171     }
00172 
00173     /* Set the counter to a random start value */
00174     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
00175   }
00176 }
00177 
00184 static void PlaceTreeGroups(uint num_groups)
00185 {
00186   do {
00187     TileIndex center_tile = RandomTile();
00188 
00189     for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
00190       uint32 r = Random();
00191       int x = GB(r, 0, 5) - 16;
00192       int y = GB(r, 8, 5) - 16;
00193       uint dist = abs(x) + abs(y);
00194       TileIndex cur_tile = TileAddWrap(center_tile, x, y);
00195 
00196       IncreaseGeneratingWorldProgress(GWP_TREE);
00197 
00198       if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
00199         PlaceTree(cur_tile, r);
00200       }
00201     }
00202 
00203   } while (--num_groups);
00204 }
00205 
00215 static void PlaceTreeAtSameHeight(TileIndex tile, int height)
00216 {
00217   for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
00218     uint32 r = Random();
00219     int x = GB(r, 0, 5) - 16;
00220     int y = GB(r, 8, 5) - 16;
00221     TileIndex cur_tile = TileAddWrap(tile, x, y);
00222     if (cur_tile == INVALID_TILE) continue;
00223 
00224     /* Keep in range of the existing tree */
00225     if (abs(x) + abs(y) > 16) continue;
00226 
00227     /* Clear tile, no farm-tiles or rocks */
00228     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
00229 
00230     /* Not too much height difference */
00231     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
00232 
00233     /* Place one tree and quit */
00234     PlaceTree(cur_tile, r);
00235     break;
00236   }
00237 }
00238 
00244 void PlaceTreesRandomly()
00245 {
00246   int i, j, ht;
00247 
00248   i = ScaleByMapSize(DEFAULT_TREE_STEPS);
00249   if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
00250   do {
00251     uint32 r = Random();
00252     TileIndex tile = RandomTileSeed(r);
00253 
00254     IncreaseGeneratingWorldProgress(GWP_TREE);
00255 
00256     if (CanPlantTreesOnTile(tile, true)) {
00257       PlaceTree(tile, r);
00258       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
00259 
00260       /* Place a number of trees based on the tile height.
00261        *  This gives a cool effect of multiple trees close together.
00262        *  It is almost real life ;) */
00263       ht = GetTileZ(tile);
00264       /* The higher we get, the more trees we plant */
00265       j = GetTileZ(tile) * 2;
00266       /* Above snowline more trees! */
00267       if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
00268       while (j--) {
00269         PlaceTreeAtSameHeight(tile, ht);
00270       }
00271     }
00272   } while (--i);
00273 
00274   /* place extra trees at rainforest area */
00275   if (_settings_game.game_creation.landscape == LT_TROPIC) {
00276     i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
00277     if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
00278 
00279     do {
00280       uint32 r = Random();
00281       TileIndex tile = RandomTileSeed(r);
00282 
00283       IncreaseGeneratingWorldProgress(GWP_TREE);
00284 
00285       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
00286         PlaceTree(tile, r);
00287       }
00288     } while (--i);
00289   }
00290 }
00291 
00298 void GenerateTrees()
00299 {
00300   uint i, total;
00301 
00302   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
00303 
00304   switch (_settings_game.game_creation.tree_placer) {
00305     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
00306     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
00307     default: NOT_REACHED();
00308   }
00309 
00310   total = ScaleByMapSize(DEFAULT_TREE_STEPS);
00311   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
00312   total *= i;
00313   uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
00314   total += num_groups * DEFAULT_TREE_STEPS;
00315   SetGeneratingWorldProgress(GWP_TREE, total);
00316 
00317   if (num_groups != 0) PlaceTreeGroups(num_groups);
00318 
00319   for (; i != 0; i--) {
00320     PlaceTreesRandomly();
00321   }
00322 }
00323 
00333 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00334 {
00335   StringID msg = INVALID_STRING_ID;
00336   CommandCost cost(EXPENSES_OTHER);
00337   const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
00338 
00339   if (p2 >= MapSize()) return CMD_ERROR;
00340   /* Check the tree type within the current climate */
00341   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;
00342 
00343   Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : NULL;
00344   int limit = (c == NULL ? INT32_MAX : GB(c->tree_limit, 16, 16));
00345 
00346   TileArea ta(tile, p2);
00347   TILE_AREA_LOOP(tile, ta) {
00348     switch (GetTileType(tile)) {
00349       case MP_TREES:
00350         /* no more space for trees? */
00351         if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
00352           msg = STR_ERROR_TREE_ALREADY_HERE;
00353           continue;
00354         }
00355 
00356         /* Test tree limit. */
00357         if (--limit < 1) {
00358           msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
00359           break;
00360         }
00361 
00362         if (flags & DC_EXEC) {
00363           AddTreeCount(tile, 1);
00364           MarkTileDirtyByTile(tile);
00365           if (c != NULL) c->tree_limit -= 1 << 16;
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))) {
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         TreeType treetype = (TreeType)tree_to_plant;
00384         /* Be a bit picky about which trees go where. */
00385         if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
00386             /* No cacti outside the desert */
00387             (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
00388             /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
00389             (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
00390             /* And no subtropical trees in the desert/rain forest */
00391             (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
00392           msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
00393           continue;
00394         }
00395 
00396         /* Test tree limit. */
00397         if (--limit < 1) {
00398           msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
00399           break;
00400         }
00401 
00402         if (IsTileType(tile, MP_CLEAR)) {
00403           /* Remove fields or rocks. Note that the ground will get barrened */
00404           switch (GetRawClearGround(tile)) {
00405             case CLEAR_FIELDS:
00406             case CLEAR_ROCKS: {
00407               CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00408               if (ret.Failed()) return ret;
00409               cost.AddCost(ret);
00410               break;
00411             }
00412 
00413             default: break;
00414           }
00415         }
00416 
00417         if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
00418           Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00419           if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
00420         }
00421 
00422         if (flags & DC_EXEC) {
00423           if (treetype == TREE_INVALID) {
00424             treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
00425             if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
00426           }
00427 
00428           /* Plant full grown trees in scenario editor */
00429           PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
00430           MarkTileDirtyByTile(tile);
00431           if (c != NULL) c->tree_limit -= 1 << 16;
00432 
00433           /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
00434           if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
00435             SetTropicZone(tile, TROPICZONE_RAINFOREST);
00436           }
00437         }
00438         cost.AddCost(_price[PR_BUILD_TREES]);
00439         break;
00440       }
00441 
00442       default:
00443         msg = STR_ERROR_SITE_UNSUITABLE;
00444         break;
00445     }
00446 
00447     /* Tree limit used up? No need to check more. */
00448     if (limit < 0) break;
00449   }
00450 
00451   if (cost.GetCost() == 0) {
00452     return_cmd_error(msg);
00453   } else {
00454     return cost;
00455   }
00456 }
00457 
00458 struct TreeListEnt : PalSpriteID {
00459   byte x, y;
00460 };
00461 
00462 static void DrawTile_Trees(TileInfo *ti)
00463 {
00464   switch (GetTreeGround(ti->tile)) {
00465     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
00466     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
00467     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
00468     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
00469   }
00470 
00471   /* Do not draw trees when the invisible trees setting is set */
00472   if (IsInvisibilitySet(TO_TREES)) return;
00473 
00474   uint tmp = CountBits(ti->tile + ti->x + ti->y);
00475   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
00476 
00477   /* different tree styles above one of the grounds */
00478   if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
00479       GetTreeDensity(ti->tile) >= 2 &&
00480       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
00481     index += 164 - (TREE_SUB_ARCTIC << 2);
00482   }
00483 
00484   assert(index < lengthof(_tree_layout_sprite));
00485 
00486   const PalSpriteID *s = _tree_layout_sprite[index];
00487   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
00488 
00489   /* combine trees into one sprite object */
00490   StartSpriteCombine();
00491 
00492   TreeListEnt te[4];
00493 
00494   /* put the trees to draw in a list */
00495   uint trees = GetTreeCount(ti->tile);
00496 
00497   for (uint i = 0; i < trees; i++) {
00498     SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
00499     PaletteID pal = s[0].pal;
00500 
00501     te[i].sprite = sprite;
00502     te[i].pal    = pal;
00503     te[i].x = d->x;
00504     te[i].y = d->y;
00505     s++;
00506     d++;
00507   }
00508 
00509   /* draw them in a sorted way */
00510   int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
00511 
00512   for (; trees > 0; trees--) {
00513     uint min = te[0].x + te[0].y;
00514     uint mi = 0;
00515 
00516     for (uint i = 1; i < trees; i++) {
00517       if ((uint)(te[i].x + te[i].y) < min) {
00518         min = te[i].x + te[i].y;
00519         mi = i;
00520       }
00521     }
00522 
00523     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);
00524 
00525     /* replace the removed one with the last one */
00526     te[mi] = te[trees - 1];
00527   }
00528 
00529   EndSpriteCombine();
00530 }
00531 
00532 
00533 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
00534 {
00535   int z;
00536   Slope tileh = GetTilePixelSlope(tile, &z);
00537 
00538   return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
00539 }
00540 
00541 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
00542 {
00543   return FOUNDATION_NONE;
00544 }
00545 
00546 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
00547 {
00548   uint num;
00549 
00550   if (Company::IsValidID(_current_company)) {
00551     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00552     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
00553   }
00554 
00555   num = GetTreeCount(tile);
00556   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
00557 
00558   if (flags & DC_EXEC) DoClearSquare(tile);
00559 
00560   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
00561 }
00562 
00563 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
00564 {
00565   TreeType tt = GetTreeType(tile);
00566 
00567   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
00568     td->str = STR_LAI_TREE_NAME_RAINFOREST;
00569   } else {
00570     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
00571   }
00572 
00573   td->owner[0] = GetTileOwner(tile);
00574 }
00575 
00576 static void TileLoopTreesDesert(TileIndex tile)
00577 {
00578   switch (GetTropicZone(tile)) {
00579     case TROPICZONE_DESERT:
00580       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
00581         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
00582         MarkTileDirtyByTile(tile);
00583       }
00584       break;
00585 
00586     case TROPICZONE_RAINFOREST: {
00587       static const SoundFx forest_sounds[] = {
00588         SND_42_LOON_BIRD,
00589         SND_43_LION,
00590         SND_44_MONKEYS,
00591         SND_48_DISTANT_BIRD
00592       };
00593       uint32 r = Random();
00594 
00595       if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
00596       break;
00597     }
00598 
00599     default: break;
00600   }
00601 }
00602 
00603 static void TileLoopTreesAlps(TileIndex tile)
00604 {
00605   int k = GetTileZ(tile) - GetSnowLine() + 1;
00606 
00607   if (k < 0) {
00608     switch (GetTreeGround(tile)) {
00609       case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
00610       case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
00611       default: return;
00612     }
00613   } else {
00614     uint density = min<uint>(k, 3);
00615 
00616     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
00617       TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
00618       SetTreeGroundDensity(tile, tg, density);
00619     } else if (GetTreeDensity(tile) != density) {
00620       SetTreeGroundDensity(tile, GetTreeGround(tile), density);
00621     } else {
00622       if (GetTreeDensity(tile) == 3) {
00623         uint32 r = Random();
00624         if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
00625           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
00626         }
00627       }
00628       return;
00629     }
00630   }
00631   MarkTileDirtyByTile(tile);
00632 }
00633 
00634 static void TileLoop_Trees(TileIndex tile)
00635 {
00636   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
00637     TileLoop_Water(tile);
00638   } else {
00639     switch (_settings_game.game_creation.landscape) {
00640       case LT_TROPIC: TileLoopTreesDesert(tile); break;
00641       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
00642     }
00643   }
00644 
00645   AmbientSoundEffect(tile);
00646 
00647   uint treeCounter = GetTreeCounter(tile);
00648 
00649   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
00650   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
00651     uint density = GetTreeDensity(tile);
00652     if (density < 3) {
00653       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
00654       MarkTileDirtyByTile(tile);
00655     }
00656   }
00657   if (GetTreeCounter(tile) < 15) {
00658     AddTreeCounter(tile, 1);
00659     return;
00660   }
00661   SetTreeCounter(tile, 0);
00662 
00663   switch (GetTreeGrowth(tile)) {
00664     case 3: // regular sized tree
00665       if (_settings_game.game_creation.landscape == LT_TROPIC &&
00666           GetTreeType(tile) != TREE_CACTUS &&
00667           GetTropicZone(tile) == TROPICZONE_DESERT) {
00668         AddTreeGrowth(tile, 1);
00669       } else {
00670         switch (GB(Random(), 0, 3)) {
00671           case 0: // start destructing
00672             AddTreeGrowth(tile, 1);
00673             break;
00674 
00675           case 1: // add a tree
00676             if (GetTreeCount(tile) < 4) {
00677               AddTreeCount(tile, 1);
00678               SetTreeGrowth(tile, 0);
00679               break;
00680             }
00681             /* FALL THROUGH */
00682 
00683           case 2: { // add a neighbouring tree
00684             /* Don't plant extra trees if that's not allowed. */
00685             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
00686                 _settings_game.construction.extra_tree_placement == ETP_NONE :
00687                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
00688               break;
00689             }
00690 
00691             TreeType treetype = GetTreeType(tile);
00692 
00693             tile += TileOffsByDir((Direction)(Random() & 7));
00694 
00695             /* Cacti don't spread */
00696             if (!CanPlantTreesOnTile(tile, false)) return;
00697 
00698             /* Don't plant trees, if ground was freshly cleared */
00699             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
00700 
00701             PlantTreesOnTile(tile, treetype, 0, 0);
00702 
00703             break;
00704           }
00705 
00706           default:
00707             return;
00708         }
00709       }
00710       break;
00711 
00712     case 6: // final stage of tree destruction
00713       if (GetTreeCount(tile) > 1) {
00714         /* more than one tree, delete it */
00715         AddTreeCount(tile, -1);
00716         SetTreeGrowth(tile, 3);
00717       } else {
00718         /* just one tree, change type into MP_CLEAR */
00719         switch (GetTreeGround(tile)) {
00720           case TREE_GROUND_SHORE: MakeShore(tile); break;
00721           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
00722           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
00723           case TREE_GROUND_ROUGH_SNOW: {
00724             uint density = GetTreeDensity(tile);
00725             MakeClear(tile, CLEAR_ROUGH, 3);
00726             MakeSnow(tile, density);
00727             break;
00728           }
00729           default: // snow or desert
00730             if (_settings_game.game_creation.landscape == LT_TROPIC) {
00731               MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
00732             } else {
00733               uint density = GetTreeDensity(tile);
00734               MakeClear(tile, CLEAR_GRASS, 3);
00735               MakeSnow(tile, density);
00736             }
00737             break;
00738         }
00739       }
00740       break;
00741 
00742     default:
00743       AddTreeGrowth(tile, 1);
00744       break;
00745   }
00746 
00747   MarkTileDirtyByTile(tile);
00748 }
00749 
00750 void OnTick_Trees()
00751 {
00752   /* Don't place trees if that's not allowed */
00753   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
00754 
00755   uint32 r;
00756   TileIndex tile;
00757   TreeType tree;
00758 
00759   /* place a tree at a random rainforest spot */
00760   if (_settings_game.game_creation.landscape == LT_TROPIC &&
00761       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
00762       CanPlantTreesOnTile(tile, false) &&
00763       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00764     PlantTreesOnTile(tile, tree, 0, 0);
00765   }
00766 
00767   /* byte underflow */
00768   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
00769 
00770   /* place a tree at a random spot */
00771   r = Random();
00772   tile = RandomTileSeed(r);
00773   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00774     PlantTreesOnTile(tile, tree, 0, 0);
00775   }
00776 }
00777 
00778 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00779 {
00780   return 0;
00781 }
00782 
00783 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
00784 {
00785   /* not used */
00786 }
00787 
00788 void InitializeTrees()
00789 {
00790   _trees_tick_ctr = 0;
00791 }
00792 
00793 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
00794 {
00795   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00796 }
00797 
00798 
00799 extern const TileTypeProcs _tile_type_trees_procs = {
00800   DrawTile_Trees,           // draw_tile_proc
00801   GetSlopePixelZ_Trees,     // get_slope_z_proc
00802   ClearTile_Trees,          // clear_tile_proc
00803   NULL,                     // add_accepted_cargo_proc
00804   GetTileDesc_Trees,        // get_tile_desc_proc
00805   GetTileTrackStatus_Trees, // get_tile_track_status_proc
00806   NULL,                     // click_tile_proc
00807   NULL,                     // animate_tile_proc
00808   TileLoop_Trees,           // tile_loop_proc
00809   ChangeTileOwner_Trees,    // change_tile_owner_proc
00810   NULL,                     // add_produced_cargo_proc
00811   NULL,                     // vehicle_enter_tile_proc
00812   GetFoundation_Trees,      // get_foundation_proc
00813   TerraformTile_Trees,      // terraform_tile_proc
00814 };