Files
OpenTTD/src/tree_cmd.cpp
T
rubidium 4fada121bd (svn r19646) [1.0] -Backport from trunk:
- Change: Log the _date and _date_fract in the desync log for saved games (r19638)
- Fix: Do not allow building cacti outside of the desert or rain forest trees outside of the rain forest area. This to prevent people from thinking planting rain forest trees makes the rain forest bigger and thus adds more place to build a lumber mill [FS#3728] (r19644, r19635, r19634)
- Fix: Industry generation failed for large maps and lots of industry types (r19643)
- Fix: Desync when taking over companies (r19636)
- Fix: Chat message caused glitch when rejoining a network game [FS#3757] (r19629)
2010-04-16 22:02:33 +00:00

807 lines
23 KiB
C++

/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file tree_cmd.cpp Handling of tree tiles. */
#include "stdafx.h"
#include "clear_map.h"
#include "landscape.h"
#include "tree_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "economy_func.h"
#include "town.h"
#include "variables.h"
#include "genworld.h"
#include "transparency.h"
#include "functions.h"
#include "company_func.h"
#include "sound_func.h"
#include "water_map.h"
#include "water.h"
#include "landscape_type.h"
#include "company_base.h"
#include "core/random_func.hpp"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/tree_land.h"
#include "table/clear_land.h"
/**
* List of tree placer algorithm.
*
* This enumeration defines all possible tree placer algorithm in the game.
*/
enum TreePlacer {
TP_NONE, ///< No tree placer algorithm
TP_ORIGINAL, ///< The original algorithm
TP_IMPROVED, ///< A 'improved' algorithm
};
/** Where to place trees while in-game? */
enum ExtraTreePlacement {
ETP_NONE, ///< Place trees on no tiles
ETP_RAINFOREST, ///< Place trees only on rainforest tiles
ETP_ALL, ///< Place trees on all tiles
};
/**
* Tests if a tile can be converted to MP_TREES
* This is true for clear ground without farms or rocks.
*
* @param tile the tile of interest
* @param allow_desert Allow planting trees on CLEAR_DESERT?
* @return true if trees can be built.
*/
static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
{
switch (GetTileType(tile)) {
case MP_WATER:
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
case MP_CLEAR:
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
default: return false;
}
}
/**
* Creates a tree tile
* Ground type and density is preserved.
*
* @pre the tile must be suitable for trees.
*
* @param tile where to plant the trees.
* @param treetype The type of the tree
* @param count the number of trees (minus 1)
* @param growth the growth status
*/
static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
{
assert(treetype != TREE_INVALID);
assert(CanPlantTreesOnTile(tile, true));
TreeGround ground;
uint density = 3;
switch (GetTileType(tile)) {
case MP_WATER:
ground = TREE_GROUND_SHORE;
break;
case MP_CLEAR:
switch (GetClearGround(tile)) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
}
if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
break;
default: NOT_REACHED();
}
MakeTree(tile, treetype, count, growth, ground, density);
}
/**
* Get a random TreeType for the given tile based on a given seed
*
* This function returns a random TreeType which can be placed on the given tile.
* The seed for randomness must be less or equal 256, use #GB on the value of Random()
* to get such a value.
*
* @param tile The tile to get a random TreeType from
* @param seed The seed for randomness, must be less or equal 256
* @return The random tree type
*/
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
switch (_settings_game.game_creation.landscape) {
case LT_TEMPERATE:
return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
case LT_ARCTIC:
return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
case LT_TROPIC:
switch (GetTropicZone(tile)) {
case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
}
default:
return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
}
}
/**
* Make a random tree tile of the given tile
*
* Create a new tree-tile for the given tile. The second parameter is used for
* randomness like type and number of trees.
*
* @param tile The tile to make a tree-tile from
* @param r The randomness value from a Random() value
*/
static void PlaceTree(TileIndex tile, uint32 r)
{
TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
if (tree != TREE_INVALID) {
PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
/* Rerandomize ground, if neither snow nor shore */
TreeGround ground = GetTreeGround(tile);
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
}
/* Set the counter to a random start value */
SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
}
}
/**
* Place some amount of trees around a given tile.
*
* This function adds some trees around a given tile. As this function use
* the Random() call it depends on the random how many trees are actually placed
* around the given tile.
*
* @param tile The center of the trees to add
*/
static void DoPlaceMoreTrees(TileIndex tile)
{
uint i;
for (i = 0; i < 1000; i++) {
uint32 r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
uint dist = abs(x) + abs(y);
TileIndex cur_tile = TileAddWrap(tile, x, y);
if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
PlaceTree(cur_tile, r);
}
}
}
/**
* Place more trees on the map.
*
* This function add more trees to the map.
*/
static void PlaceMoreTrees()
{
uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
do {
DoPlaceMoreTrees(RandomTile());
} while (--i);
}
/**
* Place a tree at the same height as an existing tree.
*
* Add a new tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
* @param height The height (like the one from the tile)
*/
static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
{
uint i;
for (i = 0; i < 1000; i++) {
uint32 r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
TileIndex cur_tile = TileAddWrap(tile, x, y);
if (cur_tile == INVALID_TILE) continue;
/* Keep in range of the existing tree */
if (abs(x) + abs(y) > 16) continue;
/* Clear tile, no farm-tiles or rocks */
if (!CanPlantTreesOnTile(cur_tile, true)) continue;
/* Not too much height difference */
if (Delta(GetTileZ(cur_tile), height) > 2) continue;
/* Place one tree and quit */
PlaceTree(cur_tile, r);
break;
}
}
/**
* Place some trees randomly
*
* This function just place some trees randomly on the map.
*/
void PlaceTreesRandomly()
{
uint i, j, ht;
i = ScaleByMapSize(1000);
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (CanPlantTreesOnTile(tile, true)) {
PlaceTree(tile, r);
if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
/* Place a number of trees based on the tile height.
* This gives a cool effect of multiple trees close together.
* It is almost real life ;) */
ht = GetTileZ(tile);
/* The higher we get, the more trees we plant */
j = GetTileZ(tile) / TILE_HEIGHT * 2;
while (j--) {
/* Above snowline more trees! */
if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
PlaceTreeAtSameHeight(tile, ht);
PlaceTreeAtSameHeight(tile, ht);
};
PlaceTreeAtSameHeight(tile, ht);
}
}
} while (--i);
/* place extra trees at rainforest area */
if (_settings_game.game_creation.landscape == LT_TROPIC) {
i = ScaleByMapSize(15000);
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
PlaceTree(tile, r);
}
} while (--i);
}
}
/**
* Place new trees.
*
* This function takes care of the selected tree placer algorithm and
* place randomly the trees for a new game.
*/
void GenerateTrees()
{
uint i, total;
if (_settings_game.game_creation.tree_placer == TP_NONE) return;
if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
switch (_settings_game.game_creation.tree_placer) {
case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
default: NOT_REACHED();
}
total = ScaleByMapSize(1000);
if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
total *= i;
SetGeneratingWorldProgress(GWP_TREE, total);
for (; i != 0; i--) {
PlaceTreesRandomly();
}
}
/** Plant a tree.
* @param tile start tile of area-drag of tree plantation
* @param flags type of operation
* @param p1 tree type, TREE_INVALID means random.
* @param p2 end tile of area-drag
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
StringID msg = INVALID_STRING_ID;
CommandCost cost(EXPENSES_OTHER);
const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
if (p2 >= MapSize()) return CMD_ERROR;
/* Check the tree type within the current climate */
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;
TileArea ta(tile, p2);
TILE_AREA_LOOP(tile, ta) {
switch (GetTileType(tile)) {
case MP_TREES:
/* no more space for trees? */
if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
msg = STR_ERROR_TREE_ALREADY_HERE;
continue;
}
if (flags & DC_EXEC) {
AddTreeCount(tile, 1);
MarkTileDirtyByTile(tile);
}
/* 2x as expensive to add more trees to an existing tile */
cost.AddCost(_price[PR_BUILD_TREES] * 2);
break;
case MP_WATER:
if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
continue;
}
/* FALL THROUGH */
case MP_CLEAR: {
if (IsBridgeAbove(tile)) {
msg = STR_ERROR_SITE_UNSUITABLE;
continue;
}
TreeType treetype = (TreeType)tree_to_plant;
/* Be a bit picky about which trees go where. */
if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
/* No cacti outside the desert */
(treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
/* And no subtropical trees in the desert/rain forest */
(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
continue;
}
if (IsTileType(tile, MP_CLEAR)) {
/* Remove fields or rocks. Note that the ground will get barrened */
switch (GetRawClearGround(tile)) {
case CLEAR_FIELDS:
case CLEAR_ROCKS: {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
break;
}
default: break;
}
}
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)] + _tileh_to_sprite[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
};