tree_cmd.cpp

Go to the documentation of this file.
00001 /* $Id: tree_cmd.cpp 16744 2009-07-04 21:06:17Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "clear_map.h"
00008 #include "landscape.h"
00009 #include "tree_map.h"
00010 #include "viewport_func.h"
00011 #include "command_func.h"
00012 #include "economy_func.h"
00013 #include "town.h"
00014 #include "variables.h"
00015 #include "genworld.h"
00016 #include "transparency.h"
00017 #include "functions.h"
00018 #include "company_func.h"
00019 #include "sound_func.h"
00020 #include "water_map.h"
00021 #include "water.h"
00022 #include "landscape_type.h"
00023 #include "company_base.h"
00024 
00025 #include "table/strings.h"
00026 #include "table/sprites.h"
00027 #include "table/tree_land.h"
00028 
00034 enum TreePlacer {
00035   TP_NONE,     
00036   TP_ORIGINAL, 
00037   TP_IMPROVED, 
00038 };
00039 
00048 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
00049 {
00050   switch (GetTileType(tile)) {
00051     case MP_WATER:
00052       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
00053 
00054     case MP_CLEAR:
00055       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
00056              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
00057 
00058     default: return false;
00059   }
00060 }
00061 
00073 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
00074 {
00075   assert(treetype != TREE_INVALID);
00076   assert(CanPlantTreesOnTile(tile, true));
00077 
00078   TreeGround ground;
00079   uint density = 3;
00080 
00081   switch (GetTileType(tile)) {
00082     case MP_WATER:
00083       ground = TREE_GROUND_SHORE;
00084       break;
00085 
00086     case MP_CLEAR:
00087       switch (GetClearGround(tile)) {
00088         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       density = GetClearDensity(tile); break;
00089         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;                                        break;
00090         default:           ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
00091       }
00092       break;
00093 
00094     default: NOT_REACHED();
00095   }
00096 
00097   MakeTree(tile, treetype, count, growth, ground, density);
00098 }
00099 
00111 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
00112 {
00113   switch (_settings_game.game_creation.landscape) {
00114     case LT_TEMPERATE:
00115       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
00116 
00117     case LT_ARCTIC:
00118       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
00119 
00120     case LT_TROPIC:
00121       switch (GetTropicZone(tile)) {
00122         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
00123         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
00124         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
00125       }
00126 
00127     default:
00128       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
00129   }
00130 }
00131 
00141 static void PlaceTree(TileIndex tile, uint32 r)
00142 {
00143   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
00144 
00145   if (tree != TREE_INVALID) {
00146     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
00147 
00148     /* Rerandomize ground, if neither snow nor shore */
00149     TreeGround ground = GetTreeGround(tile);
00150     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_SHORE) {
00151       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
00152     }
00153 
00154     /* Set the counter to a random start value */
00155     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
00156   }
00157 }
00158 
00168 static void DoPlaceMoreTrees(TileIndex tile)
00169 {
00170   uint i;
00171 
00172   for (i = 0; i < 1000; i++) {
00173     uint32 r = Random();
00174     int x = GB(r, 0, 5) - 16;
00175     int y = GB(r, 8, 5) - 16;
00176     uint dist = abs(x) + abs(y);
00177     TileIndex cur_tile = TileAddWrap(tile, x, y);
00178 
00179     if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
00180       PlaceTree(cur_tile, r);
00181     }
00182   }
00183 }
00184 
00190 static void PlaceMoreTrees()
00191 {
00192   uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
00193   do {
00194     DoPlaceMoreTrees(RandomTile());
00195   } while (--i);
00196 }
00197 
00207 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
00208 {
00209   uint i;
00210 
00211   for (i = 0; i < 1000; i++) {
00212     uint32 r = Random();
00213     int x = GB(r, 0, 5) - 16;
00214     int y = GB(r, 8, 5) - 16;
00215     TileIndex cur_tile = TileAddWrap(tile, x, y);
00216     if (cur_tile == INVALID_TILE) continue;
00217 
00218     /* Keep in range of the existing tree */
00219     if (abs(x) + abs(y) > 16) continue;
00220 
00221     /* Clear tile, no farm-tiles or rocks */
00222     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
00223 
00224     /* Not too much height difference */
00225     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
00226 
00227     /* Place one tree and quit */
00228     PlaceTree(cur_tile, r);
00229     break;
00230   }
00231 }
00232 
00238 void PlaceTreesRandomly()
00239 {
00240   uint i, j, ht;
00241 
00242   i = ScaleByMapSize(1000);
00243   do {
00244     uint32 r = Random();
00245     TileIndex tile = RandomTileSeed(r);
00246 
00247     IncreaseGeneratingWorldProgress(GWP_TREE);
00248 
00249     if (CanPlantTreesOnTile(tile, true)) {
00250       PlaceTree(tile, r);
00251       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
00252 
00253       /* Place a number of trees based on the tile height.
00254        *  This gives a cool effect of multiple trees close together.
00255        *  It is almost real life ;) */
00256       ht = GetTileZ(tile);
00257       /* The higher we get, the more trees we plant */
00258       j = GetTileZ(tile) / TILE_HEIGHT * 2;
00259       while (j--) {
00260         /* Above snowline more trees! */
00261         if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
00262           PlaceTreeAtSameHeight(tile, ht);
00263           PlaceTreeAtSameHeight(tile, ht);
00264         };
00265 
00266         PlaceTreeAtSameHeight(tile, ht);
00267       }
00268     }
00269   } while (--i);
00270 
00271   /* place extra trees at rainforest area */
00272   if (_settings_game.game_creation.landscape == LT_TROPIC) {
00273     i = ScaleByMapSize(15000);
00274 
00275     do {
00276       uint32 r = Random();
00277       TileIndex tile = RandomTileSeed(r);
00278 
00279       IncreaseGeneratingWorldProgress(GWP_TREE);
00280 
00281       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
00282         PlaceTree(tile, r);
00283       }
00284     } while (--i);
00285   }
00286 }
00287 
00294 void GenerateTrees()
00295 {
00296   uint i, total;
00297 
00298   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
00299 
00300   if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
00301 
00302   switch (_settings_game.game_creation.tree_placer) {
00303     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
00304     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
00305     default: NOT_REACHED(); return;
00306   }
00307 
00308   total = ScaleByMapSize(1000);
00309   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
00310   total *= i;
00311   SetGeneratingWorldProgress(GWP_TREE, total);
00312 
00313   for (; i != 0; i--) {
00314     PlaceTreesRandomly();
00315   }
00316 }
00317 
00324 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00325 {
00326   StringID msg = INVALID_STRING_ID;
00327   CommandCost cost(EXPENSES_OTHER);
00328   int ex;
00329   int ey;
00330   int sx, sy, x, y;
00331 
00332   if (p2 >= MapSize()) return CMD_ERROR;
00333   /* Check the tree type. It can be random or some valid value within the current climate */
00334   if (p1 != UINT_MAX && p1 - _tree_base_by_landscape[_settings_game.game_creation.landscape] >= _tree_count_by_landscape[_settings_game.game_creation.landscape]) return CMD_ERROR;
00335 
00336   /* make sure sx,sy are smaller than ex, ey */
00337   ex = TileX(tile);
00338   ey = TileY(tile);
00339   sx = TileX(p2);
00340   sy = TileY(p2);
00341   if (ex < sx) Swap(ex, sx);
00342   if (ey < sy) Swap(ey, sy);
00343 
00344   for (x = sx; x <= ex; x++) {
00345     for (y = sy; y <= ey; y++) {
00346       TileIndex tile = TileXY(x, y);
00347 
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_2803_TREE_ALREADY_HERE;
00353             continue;
00354           }
00355 
00356           if (flags & DC_EXEC) {
00357             AddTreeCount(tile, 1);
00358             MarkTileDirtyByTile(tile);
00359           }
00360           /* 2x as expensive to add more trees to an existing tile */
00361           cost.AddCost(_price.build_trees * 2);
00362           break;
00363 
00364         case MP_WATER:
00365           if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
00366             msg = STR_3807_CAN_T_BUILD_ON_WATER;
00367             continue;
00368           }
00369         /* FALL THROUGH */
00370         case MP_CLEAR:
00371           if (IsBridgeAbove(tile)) {
00372             msg = STR_2804_SITE_UNSUITABLE;
00373             continue;
00374           }
00375 
00376           if (IsTileType(tile, MP_CLEAR)) {
00377             /* Remove fields or rocks. Note that the ground will get barrened */
00378             switch (GetClearGround(tile)) {
00379               case CLEAR_FIELDS:
00380               case CLEAR_ROCKS: {
00381                 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00382                 if (CmdFailed(ret)) return ret;
00383                 cost.AddCost(ret);
00384                 break;
00385               }
00386 
00387               default: break;
00388             }
00389           }
00390 
00391           if (_game_mode != GM_EDITOR && IsValidCompanyID(_current_company)) {
00392             Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00393             if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
00394           }
00395 
00396           if (flags & DC_EXEC) {
00397             TreeType treetype;
00398 
00399             treetype = (TreeType)p1;
00400             if (treetype == TREE_INVALID) {
00401               treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
00402               if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
00403             }
00404 
00405             /* Plant full grown trees in scenario editor */
00406             PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
00407             MarkTileDirtyByTile(tile);
00408 
00409             /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
00410             if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
00411               SetTropicZone(tile, TROPICZONE_RAINFOREST);
00412           }
00413           cost.AddCost(_price.build_trees);
00414           break;
00415 
00416         default:
00417           msg = STR_2804_SITE_UNSUITABLE;
00418           break;
00419       }
00420     }
00421   }
00422 
00423   if (cost.GetCost() == 0) {
00424     return_cmd_error(msg);
00425   } else {
00426     return cost;
00427   }
00428 }
00429 
00430 struct TreeListEnt {
00431   SpriteID image;
00432   SpriteID pal;
00433   byte x, y;
00434 };
00435 
00436 static void DrawTile_Trees(TileInfo *ti)
00437 {
00438   switch (GetTreeGround(ti->tile)) {
00439     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
00440     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
00441     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
00442     default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
00443   }
00444 
00445   DrawClearLandFence(ti);
00446 
00447   /* Do not draw trees when the invisible trees setting is set */
00448   if (IsInvisibilitySet(TO_TREES)) return;
00449 
00450   uint16 tmp = ti->x;
00451 
00452   tmp = ROR(tmp, 2);
00453   tmp -= ti->y;
00454   tmp = ROR(tmp, 3);
00455   tmp -= ti->x;
00456   tmp = ROR(tmp, 1);
00457   tmp += ti->y;
00458 
00459   uint index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2);
00460 
00461   /* different tree styles above one of the grounds */
00462   if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
00463       GetTreeDensity(ti->tile) >= 2 &&
00464       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
00465     index += 164 - (TREE_SUB_ARCTIC << 2);
00466   }
00467 
00468   assert(index < lengthof(_tree_layout_sprite));
00469 
00470   const PalSpriteID *s = _tree_layout_sprite[index];
00471   const TreePos *d = _tree_layout_xy[GB(tmp, 4, 2)];
00472 
00473   /* combine trees into one sprite object */
00474   StartSpriteCombine();
00475 
00476   TreeListEnt te[4];
00477 
00478   /* put the trees to draw in a list */
00479   uint trees = GetTreeCount(ti->tile);
00480 
00481   for (uint i = 0; i < trees; i++) {
00482     SpriteID image = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
00483     SpriteID pal = s[0].pal;
00484 
00485     te[i].image = image;
00486     te[i].pal   = pal;
00487     te[i].x = d->x;
00488     te[i].y = d->y;
00489     s++;
00490     d++;
00491   }
00492 
00493   /* draw them in a sorted way */
00494   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
00495 
00496   for (; trees > 0; trees--) {
00497     uint min = te[0].x + te[0].y;
00498     uint mi = 0;
00499 
00500     for (uint i = 1; i < trees; i++) {
00501       if ((uint)(te[i].x + te[i].y) < min) {
00502         min = te[i].x + te[i].y;
00503         mi = i;
00504       }
00505     }
00506 
00507     AddSortableSpriteToDraw(te[mi].image, te[mi].pal, ti->x + te[mi].x, ti->y + te[mi].y, 16 - te[mi].x, 16 - te[mi].y, 0x30, z, IsTransparencySet(TO_TREES), -te[mi].x, -te[mi].y);
00508 
00509     /* replace the removed one with the last one */
00510     te[mi] = te[trees - 1];
00511   }
00512 
00513   EndSpriteCombine();
00514 }
00515 
00516 
00517 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
00518 {
00519   uint z;
00520   Slope tileh = GetTileSlope(tile, &z);
00521 
00522   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
00523 }
00524 
00525 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
00526 {
00527   return FOUNDATION_NONE;
00528 }
00529 
00530 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
00531 {
00532   uint num;
00533 
00534   if (IsValidCompanyID(_current_company)) {
00535     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
00536     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
00537   }
00538 
00539   num = GetTreeCount(tile);
00540   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
00541 
00542   if (flags & DC_EXEC) DoClearSquare(tile);
00543 
00544   return CommandCost(EXPENSES_CONSTRUCTION, num * _price.remove_trees);
00545 }
00546 
00547 static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac)
00548 {
00549   /* not used */
00550 }
00551 
00552 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
00553 {
00554   TreeType tt = GetTreeType(tile);
00555 
00556   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
00557     td->str = STR_280F_RAINFOREST;
00558   } else {
00559     td->str = tt == TREE_CACTUS ? STR_2810_CACTUS_PLANTS : STR_280E_TREES;
00560   }
00561 
00562   td->owner[0] = GetTileOwner(tile);
00563 }
00564 
00565 static void TileLoopTreesDesert(TileIndex tile)
00566 {
00567   switch (GetTropicZone(tile)) {
00568     case TROPICZONE_DESERT:
00569       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
00570         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
00571         MarkTileDirtyByTile(tile);
00572       }
00573       break;
00574 
00575     case TROPICZONE_RAINFOREST: {
00576       static const SoundFx forest_sounds[] = {
00577         SND_42_LOON_BIRD,
00578         SND_43_LION,
00579         SND_44_MONKEYS,
00580         SND_48_DISTANT_BIRD
00581       };
00582       uint32 r = Random();
00583 
00584       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
00585       break;
00586     }
00587 
00588     default: break;
00589   }
00590 }
00591 
00592 static void TileLoopTreesAlps(TileIndex tile)
00593 {
00594   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
00595 
00596   if (k < 0) {
00597     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
00598     SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
00599   } else {
00600     uint density = min((uint)k / TILE_HEIGHT, 3);
00601 
00602     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
00603         GetTreeDensity(tile) != density) {
00604       SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
00605     } else {
00606       if (GetTreeDensity(tile) == 3) {
00607         uint32 r = Random();
00608         if (Chance16I(1, 200, r)) {
00609           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
00610         }
00611       }
00612       return;
00613     }
00614   }
00615   MarkTileDirtyByTile(tile);
00616 }
00617 
00618 static void TileLoop_Trees(TileIndex tile)
00619 {
00620   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
00621     TileLoop_Water(tile);
00622   } else {
00623     switch (_settings_game.game_creation.landscape) {
00624       case LT_TROPIC: TileLoopTreesDesert(tile); break;
00625       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
00626     }
00627   }
00628 
00629   TileLoopClearHelper(tile);
00630 
00631   uint treeCounter = GetTreeCounter(tile);
00632 
00633   /* Handle growth of grass at every 8th processings, like it's done for grass */
00634   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
00635     uint density = GetTreeDensity(tile);
00636     if (density < 3) {
00637       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
00638       MarkTileDirtyByTile(tile);
00639     }
00640   }
00641   if (GetTreeCounter(tile) < 15) {
00642     AddTreeCounter(tile, 1);
00643     return;
00644   }
00645   SetTreeCounter(tile, 0);
00646 
00647   switch (GetTreeGrowth(tile)) {
00648     case 3: // regular sized tree
00649       if (_settings_game.game_creation.landscape == LT_TROPIC &&
00650           GetTreeType(tile) != TREE_CACTUS &&
00651           GetTropicZone(tile) == TROPICZONE_DESERT) {
00652         AddTreeGrowth(tile, 1);
00653       } else {
00654         switch (GB(Random(), 0, 3)) {
00655           case 0: // start destructing
00656             AddTreeGrowth(tile, 1);
00657             break;
00658 
00659           case 1: // add a tree
00660             if (GetTreeCount(tile) < 4) {
00661               AddTreeCount(tile, 1);
00662               SetTreeGrowth(tile, 0);
00663               break;
00664             }
00665             /* FALL THROUGH */
00666 
00667           case 2: { // add a neighbouring tree
00668             TreeType treetype = GetTreeType(tile);
00669 
00670             tile += TileOffsByDir((Direction)(Random() & 7));
00671 
00672             /* Cacti don't spread */
00673             if (!CanPlantTreesOnTile(tile, false)) return;
00674 
00675             /* Don't plant trees, if ground was freshly cleared */
00676             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
00677 
00678             PlantTreesOnTile(tile, treetype, 0, 0);
00679 
00680             break;
00681           }
00682 
00683           default:
00684             return;
00685         }
00686       }
00687       break;
00688 
00689     case 6: // final stage of tree destruction
00690       if (GetTreeCount(tile) > 1) {
00691         /* more than one tree, delete it */
00692         AddTreeCount(tile, -1);
00693         SetTreeGrowth(tile, 3);
00694       } else {
00695         /* just one tree, change type into MP_CLEAR */
00696         switch (GetTreeGround(tile)) {
00697           case TREE_GROUND_SHORE: MakeShore(tile); break;
00698           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
00699           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
00700           default: // snow or desert
00701             MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
00702             break;
00703         }
00704       }
00705       break;
00706 
00707     default:
00708       AddTreeGrowth(tile, 1);
00709       break;
00710   }
00711 
00712   MarkTileDirtyByTile(tile);
00713 }
00714 
00715 void OnTick_Trees()
00716 {
00717   uint32 r;
00718   TileIndex tile;
00719   TreeType tree;
00720 
00721   /* place a tree at a random rainforest spot */
00722   if (_settings_game.game_creation.landscape == LT_TROPIC &&
00723       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
00724       CanPlantTreesOnTile(tile, false) &&
00725       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00726     PlantTreesOnTile(tile, tree, 0, 0);
00727   }
00728 
00729   /* byte underflow */
00730   if (--_trees_tick_ctr != 0) return;
00731 
00732   /* place a tree at a random spot */
00733   r = Random();
00734   tile = RandomTileSeed(r);
00735   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
00736     PlantTreesOnTile(tile, tree, 0, 0);
00737   }
00738 }
00739 
00740 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00741 {
00742   return 0;
00743 }
00744 
00745 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
00746 {
00747   /* not used */
00748 }
00749 
00750 void InitializeTrees()
00751 {
00752   _trees_tick_ctr = 0;
00753 }
00754 
00755 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
00756 {
00757   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00758 }
00759 
00760 
00761 extern const TileTypeProcs _tile_type_trees_procs = {
00762   DrawTile_Trees,           // draw_tile_proc
00763   GetSlopeZ_Trees,          // get_slope_z_proc
00764   ClearTile_Trees,          // clear_tile_proc
00765   GetAcceptedCargo_Trees,   // get_accepted_cargo_proc
00766   GetTileDesc_Trees,        // get_tile_desc_proc
00767   GetTileTrackStatus_Trees, // get_tile_track_status_proc
00768   NULL,                     // click_tile_proc
00769   NULL,                     // animate_tile_proc
00770   TileLoop_Trees,           // tile_loop_clear
00771   ChangeTileOwner_Trees,    // change_tile_owner_clear
00772   NULL,                     // get_produced_cargo_proc
00773   NULL,                     // vehicle_enter_tile_proc
00774   GetFoundation_Trees,      // get_foundation_proc
00775   TerraformTile_Trees,      // terraform_tile_proc
00776 };

Generated on Fri Jul 31 22:33:19 2009 for OpenTTD by  doxygen 1.5.6