
So when you want invisible trees, just select the option of the same name in the Patch Options and toggle transparency of trees. More to come on the saga of Invisibility. So stay tuned.
754 lines
20 KiB
C++
754 lines
20 KiB
C++
/* $Id$ */
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/** @file tree_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "bridge_map.h"
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#include "clear_map.h"
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#include "tile_cmd.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 "variables.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 "player_func.h"
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#include "sound_func.h"
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#include "settings_type.h"
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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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/**
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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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/**
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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 (_opt.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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MakeTree(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6), TREE_GROUND_GRASS, 0);
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/* above snowline? */
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if (_opt.landscape == LT_ARCTIC && GetTileZ(tile) > GetSnowLine()) {
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SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
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SetTreeCounter(tile, (TreeGround)GB(r, 24, 3));
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} else {
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SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
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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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/**
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* Place some amount of trees around a given tile.
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*
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* This function adds some trees around a given tile. As this function use
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* the Random() call it depends on the random how many trees are actually placed
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* around the given tile.
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*
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* @param tile The center of the trees to add
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*/
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static void DoPlaceMoreTrees(TileIndex tile)
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{
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uint i;
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for (i = 0; i < 1000; 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 = TILE_MASK(tile + TileDiffXY(x, y));
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if (dist <= 13 &&
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IsTileType(cur_tile, MP_CLEAR) &&
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!IsBridgeAbove(cur_tile) &&
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!IsClearGround(cur_tile, CLEAR_FIELDS) &&
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!IsClearGround(cur_tile, CLEAR_ROCKS)) {
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PlaceTree(cur_tile, r);
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}
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}
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}
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/**
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* Place more trees on the map.
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*
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* This function add more trees to the map.
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*/
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static void PlaceMoreTrees()
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{
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uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
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do {
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DoPlaceMoreTrees(RandomTile());
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} while (--i);
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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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void PlaceTreeAtSameHeight(TileIndex tile, uint height)
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{
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uint i;
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for (i = 0; i < 1000; 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 = TILE_MASK(tile + TileDiffXY(x, y));
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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 (!IsTileType(cur_tile, MP_CLEAR) ||
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IsClearGround(cur_tile, CLEAR_FIELDS) ||
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IsClearGround(cur_tile, CLEAR_ROCKS))
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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(1000);
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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 (IsTileType(tile, MP_CLEAR) &&
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!IsBridgeAbove(tile) &&
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!IsClearGround(tile, CLEAR_FIELDS) &&
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!IsClearGround(tile, CLEAR_ROCKS)) {
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PlaceTree(tile, r);
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if (_patches.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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while (j--) {
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/* Above snowline more trees! */
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if (_opt.landscape == LT_ARCTIC && ht > GetSnowLine()) {
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PlaceTreeAtSameHeight(tile, ht);
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PlaceTreeAtSameHeight(tile, ht);
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};
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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 (_opt.landscape == LT_TROPIC) {
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i = ScaleByMapSize(15000);
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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 (IsTileType(tile, MP_CLEAR) &&
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!IsBridgeAbove(tile) &&
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!IsClearGround(tile, CLEAR_FIELDS) &&
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GetTropicZone(tile) == TROPICZONE_RAINFOREST) {
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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 (_patches.tree_placer == TP_NONE) return;
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if (_opt.landscape != LT_TOYLAND) PlaceMoreTrees();
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switch (_patches.tree_placer) {
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case TP_ORIGINAL: i = _opt.landscape == LT_ARCTIC ? 15 : 6; break;
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case TP_IMPROVED: i = _opt.landscape == LT_ARCTIC ? 4 : 2; break;
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default: NOT_REACHED(); return;
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}
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total = ScaleByMapSize(1000);
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if (_opt.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
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total *= i;
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SetGeneratingWorldProgress(GWP_TREE, total);
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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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/** 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, -1 means random.
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* @param p2 end tile of area-drag
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*/
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CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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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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int ex;
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int ey;
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int sx, sy, x, y;
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if (p2 >= MapSize()) return CMD_ERROR;
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/* Check the tree type. It can be random or some valid value within the current climate */
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if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_opt.landscape] >= _tree_count_by_landscape[_opt.landscape]) return CMD_ERROR;
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// make sure sx,sy are smaller than ex,ey
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ex = TileX(tile);
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ey = TileY(tile);
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sx = TileX(p2);
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sy = TileY(p2);
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if (ex < sx) Swap(ex, sx);
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if (ey < sy) Swap(ey, sy);
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for (x = sx; x <= ex; x++) {
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for (y = sy; y <= ey; y++) {
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TileIndex tile = TileXY(x, y);
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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) == 3) {
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msg = STR_2803_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.build_trees * 2);
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break;
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case MP_WATER:
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msg = STR_3807_CAN_T_BUILD_ON_WATER;
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continue;
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break;
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case MP_CLEAR:
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if (!IsTileOwner(tile, OWNER_NONE) ||
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IsBridgeAbove(tile)) {
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msg = STR_2804_SITE_UNSUITABLE;
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continue;
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}
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switch (GetClearGround(tile)) {
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case CLEAR_FIELDS: cost.AddCost(_price.clear_fields); break;
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case CLEAR_ROCKS: cost.AddCost(_price.clear_rocks); break;
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default: break;
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}
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if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) {
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Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
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if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM);
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}
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if (flags & DC_EXEC) {
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TreeType treetype;
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uint growth;
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treetype = (TreeType)p1;
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if (treetype == TREE_INVALID) {
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treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
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if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
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}
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growth = _game_mode == GM_EDITOR ? 3 : 0;
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switch (GetClearGround(tile)) {
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case CLEAR_ROUGH: MakeTree(tile, treetype, 0, growth, TREE_GROUND_ROUGH, 3); break;
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case CLEAR_SNOW:
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case CLEAR_DESERT: MakeTree(tile, treetype, 0, growth, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
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default: MakeTree(tile, treetype, 0, growth, TREE_GROUND_GRASS, GetClearDensity(tile)); break;
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}
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MarkTileDirtyByTile(tile);
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if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
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SetTropicZone(tile, TROPICZONE_RAINFOREST);
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}
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cost.AddCost(_price.build_trees);
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break;
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default:
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msg = STR_2804_SITE_UNSUITABLE;
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break;
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}
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}
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}
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if (cost.GetCost() == 0) {
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return_cmd_error(msg);
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} else {
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return cost;
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}
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}
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struct TreeListEnt {
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SpriteID image;
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SpriteID pal;
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byte x, y;
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};
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static void DrawTile_Trees(TileInfo *ti)
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{
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const PalSpriteID *s;
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const TreePos* d;
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byte z;
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switch (GetTreeGround(ti->tile)) {
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case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
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case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
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default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
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}
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DrawClearLandFence(ti);
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z = ti->z;
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if (ti->tileh != SLOPE_FLAT) {
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z += 4;
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if (IsSteepSlope(ti->tileh)) z += 4;
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}
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{
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uint16 tmp = ti->x;
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uint index;
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tmp = ROR(tmp, 2);
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tmp -= ti->y;
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tmp = ROR(tmp, 3);
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tmp -= ti->x;
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tmp = ROR(tmp, 1);
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tmp += ti->y;
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d = _tree_layout_xy[GB(tmp, 4, 2)];
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index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2);
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/* different tree styles above one of the grounds */
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if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
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GetTreeDensity(ti->tile) >= 2 &&
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IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
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index += 164 - (TREE_SUB_ARCTIC << 2);
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}
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assert(index < lengthof(_tree_layout_sprite));
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s = _tree_layout_sprite[index];
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}
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StartSpriteCombine();
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/* Do not draw trees when the invisible trees patch and transparency tree are set */
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if (!(IsTransparencySet(TO_TREES) && _patches.invisible_trees)) {
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TreeListEnt te[4];
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uint i;
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/* put the trees to draw in a list */
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i = GetTreeCount(ti->tile) + 1;
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do {
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SpriteID image = s[0].sprite + (--i == 0 ? GetTreeGrowth(ti->tile) : 3);
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SpriteID pal = s[0].pal;
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te[i].image = image;
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te[i].pal = pal;
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te[i].x = d->x;
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te[i].y = d->y;
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s++;
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d++;
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} while (i);
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/* draw them in a sorted way */
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for (;;) {
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byte min = 0xFF;
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TreeListEnt *tep = NULL;
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i = GetTreeCount(ti->tile) + 1;
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do {
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if (te[--i].image != 0 && te[i].x + te[i].y < min) {
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min = te[i].x + te[i].y;
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tep = &te[i];
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}
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} while (i);
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if (tep == NULL) break;
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AddSortableSpriteToDraw(tep->image, tep->pal, ti->x + tep->x, ti->y + tep->y, 16 - tep->x, 16 - tep->y, 0x30, z, IsTransparencySet(TO_TREES), -tep->x, -tep->y);
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tep->image = 0;
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}
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}
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EndSpriteCombine();
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}
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static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
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{
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uint z;
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Slope tileh = GetTileSlope(tile, &z);
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return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
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}
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static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
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{
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return FOUNDATION_NONE;
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}
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static CommandCost ClearTile_Trees(TileIndex tile, byte flags)
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{
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uint num;
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if (IsValidPlayer(_current_player)) {
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Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
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if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM);
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}
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num = GetTreeCount(tile) + 1;
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if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
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if (flags & DC_EXEC) DoClearSquare(tile);
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return CommandCost(EXPENSES_CONSTRUCTION, num * _price.remove_trees);
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}
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static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac)
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{
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/* not used */
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}
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static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
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{
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TreeType tt = GetTreeType(tile);
|
|
|
|
if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
|
|
td->str = STR_280F_RAINFOREST;
|
|
} else {
|
|
td->str = tt == TREE_CACTUS ? STR_2810_CACTUS_PLANTS : STR_280E_TREES;
|
|
}
|
|
|
|
td->owner = GetTileOwner(tile);
|
|
}
|
|
|
|
static void AnimateTile_Trees(TileIndex tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
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) {
|
|
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
|
|
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
|
|
} else {
|
|
uint density = min((uint)k / TILE_HEIGHT, 3);
|
|
|
|
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
|
|
GetTreeDensity(tile) != density) {
|
|
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 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)
|
|
{
|
|
switch (_opt.landscape) {
|
|
case LT_TROPIC: TileLoopTreesDesert(tile); break;
|
|
case LT_ARCTIC: TileLoopTreesAlps(tile); break;
|
|
}
|
|
|
|
TileLoopClearHelper(tile);
|
|
|
|
uint treeCounter = GetTreeCounter(tile);
|
|
|
|
/* Handle growth of grass at every 8th processings, like it's done for grass */
|
|
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 (_opt.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) < 3) {
|
|
AddTreeCount(tile, 1);
|
|
SetTreeGrowth(tile, 0);
|
|
break;
|
|
}
|
|
/* FALL THROUGH */
|
|
|
|
case 2: { /* add a neighbouring tree */
|
|
TreeType treetype = GetTreeType(tile);
|
|
|
|
tile += TileOffsByDir((Direction)(Random() & 7));
|
|
|
|
if (!IsTileType(tile, MP_CLEAR) || IsBridgeAbove(tile)) return;
|
|
|
|
switch (GetClearGround(tile)) {
|
|
case CLEAR_GRASS:
|
|
if (GetClearDensity(tile) != 3) return;
|
|
MakeTree(tile, treetype, 0, 0, TREE_GROUND_GRASS, 3);
|
|
break;
|
|
|
|
case CLEAR_ROUGH: MakeTree(tile, treetype, 0, 0, TREE_GROUND_ROUGH, 3); break;
|
|
case CLEAR_DESERT: return; // Cacti don't spread
|
|
case CLEAR_SNOW: MakeTree(tile, treetype, 0, 0, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
|
|
default: return;
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 6: /* final stage of tree destruction */
|
|
if (GetTreeCount(tile) > 0) {
|
|
/* 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_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
|
|
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
|
|
default: // snow or desert
|
|
MakeClear(tile, _opt.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
AddTreeGrowth(tile, 1);
|
|
break;
|
|
}
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
|
|
void OnTick_Trees()
|
|
{
|
|
uint32 r;
|
|
TileIndex tile;
|
|
ClearGround ct;
|
|
TreeType tree;
|
|
|
|
/* place a tree at a random rainforest spot */
|
|
if (_opt.landscape == LT_TROPIC &&
|
|
(r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
|
|
IsTileType(tile, MP_CLEAR) &&
|
|
!IsBridgeAbove(tile) &&
|
|
(ct = GetClearGround(tile), ct == CLEAR_GRASS || ct == CLEAR_ROUGH) &&
|
|
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
|
|
MakeTree(tile, tree, 0, 0, ct == CLEAR_ROUGH ? TREE_GROUND_ROUGH : TREE_GROUND_GRASS, GetClearDensity(tile));
|
|
}
|
|
|
|
/* byte underflow */
|
|
if (--_trees_tick_ctr != 0) return;
|
|
|
|
/* place a tree at a random spot */
|
|
r = Random();
|
|
tile = TILE_MASK(r);
|
|
if (IsTileType(tile, MP_CLEAR) &&
|
|
!IsBridgeAbove(tile) &&
|
|
(ct = GetClearGround(tile), ct == CLEAR_GRASS || ct == CLEAR_ROUGH || ct == CLEAR_SNOW) &&
|
|
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
|
|
switch (ct) {
|
|
case CLEAR_GRASS: MakeTree(tile, tree, 0, 0, TREE_GROUND_GRASS, GetClearDensity(tile)); break;
|
|
case CLEAR_ROUGH: MakeTree(tile, tree, 0, 0, TREE_GROUND_ROUGH, 3); break;
|
|
default: MakeTree(tile, tree, 0, 0, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ClickTile_Trees(TileIndex tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
static uint32 GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_Trees(TileIndex tile, PlayerID old_player, PlayerID new_player)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
void InitializeTrees()
|
|
{
|
|
_trees_tick_ctr = 0;
|
|
}
|
|
|
|
static CommandCost TerraformTile_Trees(TileIndex tile, uint32 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 */
|
|
GetAcceptedCargo_Trees, /* get_accepted_cargo_proc */
|
|
GetTileDesc_Trees, /* get_tile_desc_proc */
|
|
GetTileTrackStatus_Trees, /* get_tile_track_status_proc */
|
|
ClickTile_Trees, /* click_tile_proc */
|
|
AnimateTile_Trees, /* animate_tile_proc */
|
|
TileLoop_Trees, /* tile_loop_clear */
|
|
ChangeTileOwner_Trees, /* change_tile_owner_clear */
|
|
NULL, /* get_produced_cargo_proc */
|
|
NULL, /* vehicle_enter_tile_proc */
|
|
GetFoundation_Trees, /* get_foundation_proc */
|
|
TerraformTile_Trees, /* terraform_tile_proc */
|
|
};
|