801 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			801 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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/** @file tree_cmd.cpp Handling of tree tiles. */
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#include "stdafx.h"
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#include "clear_map.h"
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#include "landscape.h"
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#include "tree_map.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "economy_func.h"
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#include "town.h"
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#include "genworld.h"
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#include "transparency.h"
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#include "functions.h"
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#include "company_func.h"
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#include "sound_func.h"
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#include "water_map.h"
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#include "water.h"
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#include "landscape_type.h"
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#include "company_base.h"
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#include "core/random_func.hpp"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "table/tree_land.h"
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#include "table/clear_land.h"
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/**
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 * List of tree placer algorithm.
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 *
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 * This enumeration defines all possible tree placer algorithm in the game.
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 */
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enum TreePlacer {
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	TP_NONE,     ///< No tree placer algorithm
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	TP_ORIGINAL, ///< The original algorithm
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	TP_IMPROVED, ///< A 'improved' algorithm
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};
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/** Where to place trees while in-game? */
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enum ExtraTreePlacement {
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	ETP_NONE,       ///< Place trees on no tiles
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	ETP_RAINFOREST, ///< Place trees only on rainforest tiles
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	ETP_ALL,        ///< Place trees on all tiles
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};
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/** Determines when to consider building more trees. */
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byte _trees_tick_ctr;
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static const uint16 DEFAULT_TREE_STEPS = 1000;             ///< Default number of attempts for placing trees.
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static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
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static const uint16 EDITOR_TREE_DIV = 5;                   ///< Game editor tree generation divisor factor.
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/**
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 * Tests if a tile can be converted to MP_TREES
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 * This is true for clear ground without farms or rocks.
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 *
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 * @param tile the tile of interest
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 * @param allow_desert Allow planting trees on CLEAR_DESERT?
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 * @return true if trees can be built.
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 */
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static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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	switch (GetTileType(tile)) {
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		case MP_WATER:
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			return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
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		case MP_CLEAR:
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			return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
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			       (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
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		default: return false;
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	}
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}
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/**
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 * Creates a tree tile
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 * Ground type and density is preserved.
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 *
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 * @pre the tile must be suitable for trees.
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 *
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 * @param tile where to plant the trees.
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 * @param treetype The type of the tree
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 * @param count the number of trees (minus 1)
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 * @param growth the growth status
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 */
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static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
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{
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	assert(treetype != TREE_INVALID);
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	assert(CanPlantTreesOnTile(tile, true));
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	TreeGround ground;
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	uint density = 3;
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	switch (GetTileType(tile)) {
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		case MP_WATER:
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			ground = TREE_GROUND_SHORE;
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			break;
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		case MP_CLEAR:
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			switch (GetClearGround(tile)) {
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				case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
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				case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
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				case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
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				default:           ground = TREE_GROUND_SNOW_DESERT; break;
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			}
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			if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
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			break;
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		default: NOT_REACHED();
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	}
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	MakeTree(tile, treetype, count, growth, ground, density);
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}
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/**
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 * Get a random TreeType for the given tile based on a given seed
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 *
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 * This function returns a random TreeType which can be placed on the given tile.
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 * The seed for randomness must be less or equal 256, use #GB on the value of Random()
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 * to get such a value.
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 *
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 * @param tile The tile to get a random TreeType from
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 * @param seed The seed for randomness, must be less or equal 256
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 * @return The random tree type
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 */
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static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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{
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	switch (_settings_game.game_creation.landscape) {
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		case LT_TEMPERATE:
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			return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
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		case LT_ARCTIC:
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			return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
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		case LT_TROPIC:
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			switch (GetTropicZone(tile)) {
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				case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
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				case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
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				default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
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			}
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		default:
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			return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
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	}
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}
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/**
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 * Make a random tree tile of the given tile
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 *
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 * Create a new tree-tile for the given tile. The second parameter is used for
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 * randomness like type and number of trees.
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 *
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 * @param tile The tile to make a tree-tile from
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 * @param r The randomness value from a Random() value
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 */
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static void PlaceTree(TileIndex tile, uint32 r)
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{
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	TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
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	if (tree != TREE_INVALID) {
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		PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
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		/* Rerandomize ground, if neither snow nor shore */
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		TreeGround ground = GetTreeGround(tile);
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		if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
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			SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
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		}
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		/* Set the counter to a random start value */
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		SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
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	}
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}
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/**
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 * Creates a number of tree groups.
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 * The number of trees in each group depends on how many trees are actually placed around the given tile.
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 *
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 * @param num_groups Number of tree groups to place.
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 */
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static void PlaceTreeGroups(uint num_groups)
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{
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	do {
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		TileIndex center_tile = RandomTile();
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		for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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			uint32 r = Random();
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			int x = GB(r, 0, 5) - 16;
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			int y = GB(r, 8, 5) - 16;
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			uint dist = abs(x) + abs(y);
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			TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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			IncreaseGeneratingWorldProgress(GWP_TREE);
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			if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
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				PlaceTree(cur_tile, r);
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			}
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		}
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	} while (--num_groups);
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}
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/**
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 * Place a tree at the same height as an existing tree.
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 *
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 * Add a new tree around the given tile which is at the same
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 * height or at some offset (2 units) of it.
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 *
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 * @param tile The base tile to add a new tree somewhere around
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 * @param height The height (like the one from the tile)
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 */
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static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
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{
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	for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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		uint32 r = Random();
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		int x = GB(r, 0, 5) - 16;
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		int y = GB(r, 8, 5) - 16;
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		TileIndex cur_tile = TileAddWrap(tile, x, y);
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		if (cur_tile == INVALID_TILE) continue;
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		/* Keep in range of the existing tree */
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		if (abs(x) + abs(y) > 16) continue;
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		/* Clear tile, no farm-tiles or rocks */
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		if (!CanPlantTreesOnTile(cur_tile, true)) continue;
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		/* Not too much height difference */
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		if (Delta(GetTileZ(cur_tile), height) > 2) continue;
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		/* Place one tree and quit */
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		PlaceTree(cur_tile, r);
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		break;
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	}
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}
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/**
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 * Place some trees randomly
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 *
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 * This function just place some trees randomly on the map.
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 */
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void PlaceTreesRandomly()
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{
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	uint i, j, ht;
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	i = ScaleByMapSize(DEFAULT_TREE_STEPS);
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	if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
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	do {
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		uint32 r = Random();
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		TileIndex tile = RandomTileSeed(r);
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		IncreaseGeneratingWorldProgress(GWP_TREE);
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		if (CanPlantTreesOnTile(tile, true)) {
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			PlaceTree(tile, r);
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			if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
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			/* Place a number of trees based on the tile height.
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			 *  This gives a cool effect of multiple trees close together.
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			 *  It is almost real life ;) */
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			ht = GetTileZ(tile);
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			/* The higher we get, the more trees we plant */
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			j = GetTileZ(tile) / TILE_HEIGHT * 2;
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			/* Above snowline more trees! */
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			if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
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			while (j--) {
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				PlaceTreeAtSameHeight(tile, ht);
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			}
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		}
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	} while (--i);
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	/* place extra trees at rainforest area */
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	if (_settings_game.game_creation.landscape == LT_TROPIC) {
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		i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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		if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
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		do {
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			uint32 r = Random();
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			TileIndex tile = RandomTileSeed(r);
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			IncreaseGeneratingWorldProgress(GWP_TREE);
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			if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
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				PlaceTree(tile, r);
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			}
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		} while (--i);
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	}
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}
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/**
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 * Place new trees.
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 *
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 * This function takes care of the selected tree placer algorithm and
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 * place randomly the trees for a new game.
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 */
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void GenerateTrees()
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{
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	uint i, total;
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	if (_settings_game.game_creation.tree_placer == TP_NONE) return;
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	switch (_settings_game.game_creation.tree_placer) {
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		case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
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		case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
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		default: NOT_REACHED();
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	}
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	total = ScaleByMapSize(DEFAULT_TREE_STEPS);
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	if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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	total *= i;
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	uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
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	total += num_groups * DEFAULT_TREE_STEPS;
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	SetGeneratingWorldProgress(GWP_TREE, total);
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	if (num_groups != 0) PlaceTreeGroups(num_groups);
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	for (; i != 0; i--) {
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		PlaceTreesRandomly();
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	}
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}
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/**
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 * Plant a tree.
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 * @param tile start tile of area-drag of tree plantation
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 * @param flags type of operation
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 * @param p1 tree type, TREE_INVALID means random.
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 * @param p2 end tile of area-drag
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 * @param text unused
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 * @return the cost of this operation or an error
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 */
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CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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	StringID msg = INVALID_STRING_ID;
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	CommandCost cost(EXPENSES_OTHER);
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	const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
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	if (p2 >= MapSize()) return CMD_ERROR;
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	/* Check the tree type within the current climate */
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	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;
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	TileArea ta(tile, p2);
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	TILE_AREA_LOOP(tile, ta) {
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		switch (GetTileType(tile)) {
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			case MP_TREES:
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				/* no more space for trees? */
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				if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
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					msg = STR_ERROR_TREE_ALREADY_HERE;
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					continue;
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				}
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				if (flags & DC_EXEC) {
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					AddTreeCount(tile, 1);
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					MarkTileDirtyByTile(tile);
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				}
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				/* 2x as expensive to add more trees to an existing tile */
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				cost.AddCost(_price[PR_BUILD_TREES] * 2);
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				break;
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			case MP_WATER:
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				if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
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					msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
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					continue;
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				}
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				/* FALL THROUGH */
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			case MP_CLEAR: {
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				if (IsBridgeAbove(tile)) {
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					msg = STR_ERROR_SITE_UNSUITABLE;
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					continue;
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				}
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				TreeType treetype = (TreeType)tree_to_plant;
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				/* Be a bit picky about which trees go where. */
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				if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
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						/* No cacti outside the desert */
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						(treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
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						/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
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						(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
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						/* And no subtropical trees in the desert/rain forest */
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						(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
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					msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
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					continue;
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				}
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				if (IsTileType(tile, MP_CLEAR)) {
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					/* Remove fields or rocks. Note that the ground will get barrened */
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					switch (GetRawClearGround(tile)) {
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						case CLEAR_FIELDS:
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						case CLEAR_ROCKS: {
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							CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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							if (ret.Failed()) return ret;
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							cost.AddCost(ret);
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							break;
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						}
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						default: break;
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					}
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				}
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 | 
						|
				if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
 | 
						|
					Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
 | 
						|
					if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
 | 
						|
				}
 | 
						|
 | 
						|
				if (flags & DC_EXEC) {
 | 
						|
					if (treetype == TREE_INVALID) {
 | 
						|
						treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
 | 
						|
						if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
 | 
						|
					}
 | 
						|
 | 
						|
					/* Plant full grown trees in scenario editor */
 | 
						|
					PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
 | 
						|
					MarkTileDirtyByTile(tile);
 | 
						|
 | 
						|
					/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
 | 
						|
					if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
 | 
						|
						SetTropicZone(tile, TROPICZONE_RAINFOREST);
 | 
						|
					}
 | 
						|
				}
 | 
						|
				cost.AddCost(_price[PR_BUILD_TREES]);
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			default:
 | 
						|
				msg = STR_ERROR_SITE_UNSUITABLE;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (cost.GetCost() == 0) {
 | 
						|
		return_cmd_error(msg);
 | 
						|
	} else {
 | 
						|
		return cost;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
struct TreeListEnt : PalSpriteID {
 | 
						|
	byte x, y;
 | 
						|
};
 | 
						|
 | 
						|
static void DrawTile_Trees(TileInfo *ti)
 | 
						|
{
 | 
						|
	switch (GetTreeGround(ti->tile)) {
 | 
						|
		case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
 | 
						|
		case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
 | 
						|
		case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
 | 
						|
		default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
 | 
						|
	}
 | 
						|
 | 
						|
	DrawClearLandFence(ti);
 | 
						|
 | 
						|
	/* Do not draw trees when the invisible trees setting is set */
 | 
						|
	if (IsInvisibilitySet(TO_TREES)) return;
 | 
						|
 | 
						|
	uint tmp = CountBits(ti->tile + ti->x + ti->y);
 | 
						|
	uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
 | 
						|
 | 
						|
	/* different tree styles above one of the grounds */
 | 
						|
	if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
 | 
						|
			GetTreeDensity(ti->tile) >= 2 &&
 | 
						|
			IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
 | 
						|
		index += 164 - (TREE_SUB_ARCTIC << 2);
 | 
						|
	}
 | 
						|
 | 
						|
	assert(index < lengthof(_tree_layout_sprite));
 | 
						|
 | 
						|
	const PalSpriteID *s = _tree_layout_sprite[index];
 | 
						|
	const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
 | 
						|
 | 
						|
	/* combine trees into one sprite object */
 | 
						|
	StartSpriteCombine();
 | 
						|
 | 
						|
	TreeListEnt te[4];
 | 
						|
 | 
						|
	/* put the trees to draw in a list */
 | 
						|
	uint trees = GetTreeCount(ti->tile);
 | 
						|
 | 
						|
	for (uint i = 0; i < trees; i++) {
 | 
						|
		SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
 | 
						|
		PaletteID pal = s[0].pal;
 | 
						|
 | 
						|
		te[i].sprite = sprite;
 | 
						|
		te[i].pal    = pal;
 | 
						|
		te[i].x = d->x;
 | 
						|
		te[i].y = d->y;
 | 
						|
		s++;
 | 
						|
		d++;
 | 
						|
	}
 | 
						|
 | 
						|
	/* draw them in a sorted way */
 | 
						|
	byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
 | 
						|
 | 
						|
	for (; trees > 0; trees--) {
 | 
						|
		uint min = te[0].x + te[0].y;
 | 
						|
		uint mi = 0;
 | 
						|
 | 
						|
		for (uint i = 1; i < trees; i++) {
 | 
						|
			if ((uint)(te[i].x + te[i].y) < min) {
 | 
						|
				min = te[i].x + te[i].y;
 | 
						|
				mi = i;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		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);
 | 
						|
 | 
						|
		/* replace the removed one with the last one */
 | 
						|
		te[mi] = te[trees - 1];
 | 
						|
	}
 | 
						|
 | 
						|
	EndSpriteCombine();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
 | 
						|
{
 | 
						|
	uint z;
 | 
						|
	Slope tileh = GetTileSlope(tile, &z);
 | 
						|
 | 
						|
	return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
 | 
						|
}
 | 
						|
 | 
						|
static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
 | 
						|
{
 | 
						|
	return FOUNDATION_NONE;
 | 
						|
}
 | 
						|
 | 
						|
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
 | 
						|
{
 | 
						|
	uint num;
 | 
						|
 | 
						|
	if (Company::IsValidID(_current_company)) {
 | 
						|
		Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
 | 
						|
		if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
 | 
						|
	}
 | 
						|
 | 
						|
	num = GetTreeCount(tile);
 | 
						|
	if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) DoClearSquare(tile);
 | 
						|
 | 
						|
	return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
 | 
						|
}
 | 
						|
 | 
						|
static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
 | 
						|
{
 | 
						|
	TreeType tt = GetTreeType(tile);
 | 
						|
 | 
						|
	if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
 | 
						|
		td->str = STR_LAI_TREE_NAME_RAINFOREST;
 | 
						|
	} else {
 | 
						|
		td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
 | 
						|
	}
 | 
						|
 | 
						|
	td->owner[0] = GetTileOwner(tile);
 | 
						|
}
 | 
						|
 | 
						|
static void TileLoopTreesDesert(TileIndex tile)
 | 
						|
{
 | 
						|
	switch (GetTropicZone(tile)) {
 | 
						|
		case TROPICZONE_DESERT:
 | 
						|
			if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
 | 
						|
				SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
 | 
						|
				MarkTileDirtyByTile(tile);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case TROPICZONE_RAINFOREST: {
 | 
						|
			static const SoundFx forest_sounds[] = {
 | 
						|
				SND_42_LOON_BIRD,
 | 
						|
				SND_43_LION,
 | 
						|
				SND_44_MONKEYS,
 | 
						|
				SND_48_DISTANT_BIRD
 | 
						|
			};
 | 
						|
			uint32 r = Random();
 | 
						|
 | 
						|
			if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		default: break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void TileLoopTreesAlps(TileIndex tile)
 | 
						|
{
 | 
						|
	int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
 | 
						|
 | 
						|
	if (k < 0) {
 | 
						|
		switch (GetTreeGround(tile)) {
 | 
						|
			case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
 | 
						|
			case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
 | 
						|
			default: return;
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		uint density = min((uint)k / TILE_HEIGHT, 3);
 | 
						|
 | 
						|
		if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
 | 
						|
			TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
 | 
						|
			SetTreeGroundDensity(tile, tg, density);
 | 
						|
		} else if (GetTreeDensity(tile) != density) {
 | 
						|
			SetTreeGroundDensity(tile, GetTreeGround(tile), density);
 | 
						|
		} else {
 | 
						|
			if (GetTreeDensity(tile) == 3) {
 | 
						|
				uint32 r = Random();
 | 
						|
				if (Chance16I(1, 200, r)) {
 | 
						|
					SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	MarkTileDirtyByTile(tile);
 | 
						|
}
 | 
						|
 | 
						|
static void TileLoop_Trees(TileIndex tile)
 | 
						|
{
 | 
						|
	if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
 | 
						|
		TileLoop_Water(tile);
 | 
						|
	} else {
 | 
						|
		switch (_settings_game.game_creation.landscape) {
 | 
						|
			case LT_TROPIC: TileLoopTreesDesert(tile); break;
 | 
						|
			case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	TileLoopClearHelper(tile);
 | 
						|
 | 
						|
	uint treeCounter = GetTreeCounter(tile);
 | 
						|
 | 
						|
	/* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
 | 
						|
	if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
 | 
						|
		uint density = GetTreeDensity(tile);
 | 
						|
		if (density < 3) {
 | 
						|
			SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (GetTreeCounter(tile) < 15) {
 | 
						|
		AddTreeCounter(tile, 1);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	SetTreeCounter(tile, 0);
 | 
						|
 | 
						|
	switch (GetTreeGrowth(tile)) {
 | 
						|
		case 3: // regular sized tree
 | 
						|
			if (_settings_game.game_creation.landscape == LT_TROPIC &&
 | 
						|
					GetTreeType(tile) != TREE_CACTUS &&
 | 
						|
					GetTropicZone(tile) == TROPICZONE_DESERT) {
 | 
						|
				AddTreeGrowth(tile, 1);
 | 
						|
			} else {
 | 
						|
				switch (GB(Random(), 0, 3)) {
 | 
						|
					case 0: // start destructing
 | 
						|
						AddTreeGrowth(tile, 1);
 | 
						|
						break;
 | 
						|
 | 
						|
					case 1: // add a tree
 | 
						|
						if (GetTreeCount(tile) < 4) {
 | 
						|
							AddTreeCount(tile, 1);
 | 
						|
							SetTreeGrowth(tile, 0);
 | 
						|
							break;
 | 
						|
						}
 | 
						|
						/* FALL THROUGH */
 | 
						|
 | 
						|
					case 2: { // add a neighbouring tree
 | 
						|
						/* Don't plant extra trees if that's not allowed. */
 | 
						|
						if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
 | 
						|
								_settings_game.construction.extra_tree_placement == ETP_NONE :
 | 
						|
								_settings_game.construction.extra_tree_placement != ETP_ALL) {
 | 
						|
							break;
 | 
						|
						}
 | 
						|
 | 
						|
						TreeType treetype = GetTreeType(tile);
 | 
						|
 | 
						|
						tile += TileOffsByDir((Direction)(Random() & 7));
 | 
						|
 | 
						|
						/* Cacti don't spread */
 | 
						|
						if (!CanPlantTreesOnTile(tile, false)) return;
 | 
						|
 | 
						|
						/* Don't plant trees, if ground was freshly cleared */
 | 
						|
						if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
 | 
						|
 | 
						|
						PlantTreesOnTile(tile, treetype, 0, 0);
 | 
						|
 | 
						|
						break;
 | 
						|
					}
 | 
						|
 | 
						|
					default:
 | 
						|
						return;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case 6: // final stage of tree destruction
 | 
						|
			if (GetTreeCount(tile) > 1) {
 | 
						|
				/* more than one tree, delete it */
 | 
						|
				AddTreeCount(tile, -1);
 | 
						|
				SetTreeGrowth(tile, 3);
 | 
						|
			} else {
 | 
						|
				/* just one tree, change type into MP_CLEAR */
 | 
						|
				switch (GetTreeGround(tile)) {
 | 
						|
					case TREE_GROUND_SHORE: MakeShore(tile); break;
 | 
						|
					case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
 | 
						|
					case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
 | 
						|
					case TREE_GROUND_ROUGH_SNOW: {
 | 
						|
						uint density = GetTreeDensity(tile);
 | 
						|
						MakeClear(tile, CLEAR_ROUGH, 3);
 | 
						|
						MakeSnow(tile, density);
 | 
						|
						break;
 | 
						|
					}
 | 
						|
					default: // snow or desert
 | 
						|
						if (_settings_game.game_creation.landscape == LT_TROPIC) {
 | 
						|
							MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
 | 
						|
						} else {
 | 
						|
							uint density = GetTreeDensity(tile);
 | 
						|
							MakeClear(tile, CLEAR_GRASS, 3);
 | 
						|
							MakeSnow(tile, density);
 | 
						|
						}
 | 
						|
						break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		default:
 | 
						|
			AddTreeGrowth(tile, 1);
 | 
						|
			break;
 | 
						|
	}
 | 
						|
 | 
						|
	MarkTileDirtyByTile(tile);
 | 
						|
}
 | 
						|
 | 
						|
void OnTick_Trees()
 | 
						|
{
 | 
						|
	/* Don't place trees if that's not allowed */
 | 
						|
	if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
 | 
						|
 | 
						|
	uint32 r;
 | 
						|
	TileIndex tile;
 | 
						|
	TreeType tree;
 | 
						|
 | 
						|
	/* place a tree at a random rainforest spot */
 | 
						|
	if (_settings_game.game_creation.landscape == LT_TROPIC &&
 | 
						|
			(r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
 | 
						|
			CanPlantTreesOnTile(tile, false) &&
 | 
						|
			(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
 | 
						|
		PlantTreesOnTile(tile, tree, 0, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	/* byte underflow */
 | 
						|
	if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
 | 
						|
 | 
						|
	/* place a tree at a random spot */
 | 
						|
	r = Random();
 | 
						|
	tile = RandomTileSeed(r);
 | 
						|
	if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
 | 
						|
		PlantTreesOnTile(tile, tree, 0, 0);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
 | 
						|
{
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
 | 
						|
{
 | 
						|
	/* not used */
 | 
						|
}
 | 
						|
 | 
						|
void InitializeTrees()
 | 
						|
{
 | 
						|
	_trees_tick_ctr = 0;
 | 
						|
}
 | 
						|
 | 
						|
static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
 | 
						|
{
 | 
						|
	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
extern const TileTypeProcs _tile_type_trees_procs = {
 | 
						|
	DrawTile_Trees,           // draw_tile_proc
 | 
						|
	GetSlopeZ_Trees,          // get_slope_z_proc
 | 
						|
	ClearTile_Trees,          // clear_tile_proc
 | 
						|
	NULL,                     // add_accepted_cargo_proc
 | 
						|
	GetTileDesc_Trees,        // get_tile_desc_proc
 | 
						|
	GetTileTrackStatus_Trees, // get_tile_track_status_proc
 | 
						|
	NULL,                     // click_tile_proc
 | 
						|
	NULL,                     // animate_tile_proc
 | 
						|
	TileLoop_Trees,           // tile_loop_clear
 | 
						|
	ChangeTileOwner_Trees,    // change_tile_owner_clear
 | 
						|
	NULL,                     // add_produced_cargo_proc
 | 
						|
	NULL,                     // vehicle_enter_tile_proc
 | 
						|
	GetFoundation_Trees,      // get_foundation_proc
 | 
						|
	TerraformTile_Trees,      // terraform_tile_proc
 | 
						|
};
 |