# tree_cmd.cpp

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    00001 /* $Id: tree_cmd.cpp 19646 2010-04-16 22:02:33Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "clear_map.h"
    00014 #include "landscape.h"
    00015 #include "tree_map.h"
    00016 #include "viewport_func.h"
    00017 #include "command_func.h"
    00018 #include "economy_func.h"
    00019 #include "town.h"
    00020 #include "variables.h"
    00021 #include "genworld.h"
    00022 #include "transparency.h"
    00023 #include "functions.h"
    00024 #include "company_func.h"
    00025 #include "sound_func.h"
    00026 #include "water_map.h"
    00027 #include "water.h"
    00028 #include "landscape_type.h"
    00029 #include "company_base.h"
    00030 #include "core/random_func.hpp"
    00031
    00032 #include "table/strings.h"
    00033 #include "table/sprites.h"
    00034 #include "table/tree_land.h"
    00035 #include "table/clear_land.h"
    00036
    00042 enum TreePlacer {
    00043   TP_NONE,
    00044   TP_ORIGINAL,
    00045   TP_IMPROVED,
    00046 };
    00047
    00049 enum ExtraTreePlacement {
    00050   ETP_NONE,
    00051   ETP_RAINFOREST,
    00052   ETP_ALL,
    00053 };
    00054
    00055
    00064 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
    00065 {
    00066   switch (GetTileType(tile)) {
    00067     case MP_WATER:
    00068       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
    00069
    00070     case MP_CLEAR:
    00071       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
    00072              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
    00073
    00074     default: return false;
    00075   }
    00076 }
    00077
    00089 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
    00090 {
    00091   assert(treetype != TREE_INVALID);
    00092   assert(CanPlantTreesOnTile(tile, true));
    00093
    00094   TreeGround ground;
    00095   uint density = 3;
    00096
    00097   switch (GetTileType(tile)) {
    00098     case MP_WATER:
    00099       ground = TREE_GROUND_SHORE;
    00100       break;
    00101
    00102     case MP_CLEAR:
    00103       switch (GetClearGround(tile)) {
    00104         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
    00105         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
    00106         case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
    00107         default:           ground = TREE_GROUND_SNOW_DESERT; break;
    00108       }
    00109       if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
    00110       break;
    00111
    00112     default: NOT_REACHED();
    00113   }
    00114
    00115   MakeTree(tile, treetype, count, growth, ground, density);
    00116 }
    00117
    00129 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
    00130 {
    00131   switch (_settings_game.game_creation.landscape) {
    00132     case LT_TEMPERATE:
    00133       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
    00134
    00135     case LT_ARCTIC:
    00136       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
    00137
    00138     case LT_TROPIC:
    00139       switch (GetTropicZone(tile)) {
    00140         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
    00141         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
    00142         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
    00143       }
    00144
    00145     default:
    00146       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
    00147   }
    00148 }
    00149
    00159 static void PlaceTree(TileIndex tile, uint32 r)
    00160 {
    00161   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
    00162
    00163   if (tree != TREE_INVALID) {
    00164     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
    00165
    00166     /* Rerandomize ground, if neither snow nor shore */
    00167     TreeGround ground = GetTreeGround(tile);
    00168     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
    00169       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
    00170     }
    00171
    00172     /* Set the counter to a random start value */
    00173     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
    00174   }
    00175 }
    00176
    00186 static void DoPlaceMoreTrees(TileIndex tile)
    00187 {
    00188   uint i;
    00189
    00190   for (i = 0; i < 1000; i++) {
    00191     uint32 r = Random();
    00192     int x = GB(r, 0, 5) - 16;
    00193     int y = GB(r, 8, 5) - 16;
    00194     uint dist = abs(x) + abs(y);
    00195     TileIndex cur_tile = TileAddWrap(tile, x, y);
    00196
    00197     if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
    00198       PlaceTree(cur_tile, r);
    00199     }
    00200   }
    00201 }
    00202
    00208 static void PlaceMoreTrees()
    00209 {
    00210   uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
    00211   do {
    00212     DoPlaceMoreTrees(RandomTile());
    00213   } while (--i);
    00214 }
    00215
    00225 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
    00226 {
    00227   uint i;
    00228
    00229   for (i = 0; i < 1000; i++) {
    00230     uint32 r = Random();
    00231     int x = GB(r, 0, 5) - 16;
    00232     int y = GB(r, 8, 5) - 16;
    00233     TileIndex cur_tile = TileAddWrap(tile, x, y);
    00234     if (cur_tile == INVALID_TILE) continue;
    00235
    00236     /* Keep in range of the existing tree */
    00237     if (abs(x) + abs(y) > 16) continue;
    00238
    00239     /* Clear tile, no farm-tiles or rocks */
    00240     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
    00241
    00242     /* Not too much height difference */
    00243     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
    00244
    00245     /* Place one tree and quit */
    00246     PlaceTree(cur_tile, r);
    00247     break;
    00248   }
    00249 }
    00250
    00256 void PlaceTreesRandomly()
    00257 {
    00258   uint i, j, ht;
    00259
    00260   i = ScaleByMapSize(1000);
    00261   do {
    00262     uint32 r = Random();
    00263     TileIndex tile = RandomTileSeed(r);
    00264
    00265     IncreaseGeneratingWorldProgress(GWP_TREE);
    00266
    00267     if (CanPlantTreesOnTile(tile, true)) {
    00268       PlaceTree(tile, r);
    00269       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
    00270
    00271       /* Place a number of trees based on the tile height.
    00272        *  This gives a cool effect of multiple trees close together.
    00273        *  It is almost real life ;) */
    00274       ht = GetTileZ(tile);
    00275       /* The higher we get, the more trees we plant */
    00276       j = GetTileZ(tile) / TILE_HEIGHT * 2;
    00277       while (j--) {
    00278         /* Above snowline more trees! */
    00279         if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
    00280           PlaceTreeAtSameHeight(tile, ht);
    00281           PlaceTreeAtSameHeight(tile, ht);
    00282         };
    00283
    00284         PlaceTreeAtSameHeight(tile, ht);
    00285       }
    00286     }
    00287   } while (--i);
    00288
    00289   /* place extra trees at rainforest area */
    00290   if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00291     i = ScaleByMapSize(15000);
    00292
    00293     do {
    00294       uint32 r = Random();
    00295       TileIndex tile = RandomTileSeed(r);
    00296
    00297       IncreaseGeneratingWorldProgress(GWP_TREE);
    00298
    00299       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
    00300         PlaceTree(tile, r);
    00301       }
    00302     } while (--i);
    00303   }
    00304 }
    00305
    00312 void GenerateTrees()
    00313 {
    00314   uint i, total;
    00315
    00316   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
    00317
    00318   if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
    00319
    00320   switch (_settings_game.game_creation.tree_placer) {
    00321     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
    00322     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
    00323     default: NOT_REACHED();
    00324   }
    00325
    00326   total = ScaleByMapSize(1000);
    00327   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
    00328   total *= i;
    00329   SetGeneratingWorldProgress(GWP_TREE, total);
    00330
    00331   for (; i != 0; i--) {
    00332     PlaceTreesRandomly();
    00333   }
    00334 }
    00335
    00344 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00345 {
    00346   StringID msg = INVALID_STRING_ID;
    00347   CommandCost cost(EXPENSES_OTHER);
    00348   const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
    00349
    00350   if (p2 >= MapSize()) return CMD_ERROR;
    00351   /* Check the tree type within the current climate */
    00352   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;
    00353
    00354   TileArea ta(tile, p2);
    00355   TILE_AREA_LOOP(tile, ta) {
    00356     switch (GetTileType(tile)) {
    00357       case MP_TREES:
    00358         /* no more space for trees? */
    00359         if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
    00360           msg = STR_ERROR_TREE_ALREADY_HERE;
    00361           continue;
    00362         }
    00363
    00364         if (flags & DC_EXEC) {
    00365           AddTreeCount(tile, 1);
    00366           MarkTileDirtyByTile(tile);
    00367         }
    00368         /* 2x as expensive to add more trees to an existing tile */
    00369         cost.AddCost(_price[PR_BUILD_TREES] * 2);
    00370         break;
    00371
    00372       case MP_WATER:
    00373         if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
    00374           msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
    00375           continue;
    00376         }
    00377       /* FALL THROUGH */
    00378       case MP_CLEAR: {
    00379         if (IsBridgeAbove(tile)) {
    00380           msg = STR_ERROR_SITE_UNSUITABLE;
    00381           continue;
    00382         }
    00383
    00384         TreeType treetype = (TreeType)tree_to_plant;
    00385         /* Be a bit picky about which trees go where. */
    00386         if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
    00387             /* No cacti outside the desert */
    00388             (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
    00389             /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
    00390             (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
    00391             /* And no subtropical trees in the desert/rain forest */
    00392             (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
    00393           msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
    00394           continue;
    00395         }
    00396
    00397         if (IsTileType(tile, MP_CLEAR)) {
    00398           /* Remove fields or rocks. Note that the ground will get barrened */
    00399           switch (GetRawClearGround(tile)) {
    00400             case CLEAR_FIELDS:
    00401             case CLEAR_ROCKS: {
    00402               CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00403               if (ret.Failed()) return ret;
    00404               cost.AddCost(ret);
    00405               break;
    00406             }
    00407
    00408             default: break;
    00409           }
    00410         }
    00411
    00412         if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
    00413           Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00414           if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
    00415         }
    00416
    00417         if (flags & DC_EXEC) {
    00418           if (treetype == TREE_INVALID) {
    00419             treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
    00420             if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
    00421           }
    00422
    00423           /* Plant full grown trees in scenario editor */
    00424           PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
    00425           MarkTileDirtyByTile(tile);
    00426
    00427           /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
    00428           if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
    00429             SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00430           }
    00431         }
    00432         cost.AddCost(_price[PR_BUILD_TREES]);
    00433       } break;
    00434
    00435       default:
    00436         msg = STR_ERROR_SITE_UNSUITABLE;
    00437         break;
    00438     }
    00439   }
    00440
    00441   if (cost.GetCost() == 0) {
    00442     return_cmd_error(msg);
    00443   } else {
    00444     return cost;
    00445   }
    00446 }
    00447
    00448 struct TreeListEnt : PalSpriteID {
    00449   byte x, y;
    00450 };
    00451
    00452 static void DrawTile_Trees(TileInfo *ti)
    00453 {
    00454   switch (GetTreeGround(ti->tile)) {
    00455     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
    00456     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
    00457     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
    00458     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
    00459   }
    00460
    00461   DrawClearLandFence(ti);
    00462
    00463   /* Do not draw trees when the invisible trees setting is set */
    00464   if (IsInvisibilitySet(TO_TREES)) return;
    00465
    00466   uint tmp = CountBits(ti->tile + ti->x + ti->y);
    00467   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
    00468
    00469   /* different tree styles above one of the grounds */
    00470   if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
    00471       GetTreeDensity(ti->tile) >= 2 &&
    00472       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
    00473     index += 164 - (TREE_SUB_ARCTIC << 2);
    00474   }
    00475
    00476   assert(index < lengthof(_tree_layout_sprite));
    00477
    00478   const PalSpriteID *s = _tree_layout_sprite[index];
    00479   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
    00480
    00481   /* combine trees into one sprite object */
    00482   StartSpriteCombine();
    00483
    00484   TreeListEnt te[4];
    00485
    00486   /* put the trees to draw in a list */
    00487   uint trees = GetTreeCount(ti->tile);
    00488
    00489   for (uint i = 0; i < trees; i++) {
    00490     SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
    00491     PaletteID pal = s[0].pal;
    00492
    00493     te[i].sprite = sprite;
    00494     te[i].pal    = pal;
    00495     te[i].x = d->x;
    00496     te[i].y = d->y;
    00497     s++;
    00498     d++;
    00499   }
    00500
    00501   /* draw them in a sorted way */
    00502   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
    00503
    00504   for (; trees > 0; trees--) {
    00505     uint min = te[0].x + te[0].y;
    00506     uint mi = 0;
    00507
    00508     for (uint i = 1; i < trees; i++) {
    00509       if ((uint)(te[i].x + te[i].y) < min) {
    00510         min = te[i].x + te[i].y;
    00511         mi = i;
    00512       }
    00513     }
    00514
    00515     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);
    00516
    00517     /* replace the removed one with the last one */
    00518     te[mi] = te[trees - 1];
    00519   }
    00520
    00521   EndSpriteCombine();
    00522 }
    00523
    00524
    00525 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
    00526 {
    00527   uint z;
    00528   Slope tileh = GetTileSlope(tile, &z);
    00529
    00530   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
    00531 }
    00532
    00533 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
    00534 {
    00535   return FOUNDATION_NONE;
    00536 }
    00537
    00538 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
    00539 {
    00540   uint num;
    00541
    00542   if (Company::IsValidID(_current_company)) {
    00543     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00544     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
    00545   }
    00546
    00547   num = GetTreeCount(tile);
    00548   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
    00549
    00550   if (flags & DC_EXEC) DoClearSquare(tile);
    00551
    00552   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
    00553 }
    00554
    00555 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
    00556 {
    00557   TreeType tt = GetTreeType(tile);
    00558
    00559   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
    00560     td->str = STR_LAI_TREE_NAME_RAINFOREST;
    00561   } else {
    00562     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
    00563   }
    00564
    00565   td->owner[0] = GetTileOwner(tile);
    00566 }
    00567
    00568 static void TileLoopTreesDesert(TileIndex tile)
    00569 {
    00570   switch (GetTropicZone(tile)) {
    00571     case TROPICZONE_DESERT:
    00572       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
    00573         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
    00574         MarkTileDirtyByTile(tile);
    00575       }
    00576       break;
    00577
    00578     case TROPICZONE_RAINFOREST: {
    00579       static const SoundFx forest_sounds[] = {
    00580         SND_42_LOON_BIRD,
    00581         SND_43_LION,
    00582         SND_44_MONKEYS,
    00583         SND_48_DISTANT_BIRD
    00584       };
    00585       uint32 r = Random();
    00586
    00587       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
    00588       break;
    00589     }
    00590
    00591     default: break;
    00592   }
    00593 }
    00594
    00595 static void TileLoopTreesAlps(TileIndex tile)
    00596 {
    00597   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
    00598
    00599   if (k < 0) {
    00600     switch (GetTreeGround(tile)) {
    00601       case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
    00602       case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
    00603       default: return;
    00604     }
    00605   } else {
    00606     uint density = min((uint)k / TILE_HEIGHT, 3);
    00607
    00608     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
    00609       TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
    00610       SetTreeGroundDensity(tile, tg, density);
    00611     } else if (GetTreeDensity(tile) != density) {
    00612       SetTreeGroundDensity(tile, GetTreeGround(tile), density);
    00613     } else {
    00614       if (GetTreeDensity(tile) == 3) {
    00615         uint32 r = Random();
    00616         if (Chance16I(1, 200, r)) {
    00617           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
    00618         }
    00619       }
    00620       return;
    00621     }
    00622   }
    00623   MarkTileDirtyByTile(tile);
    00624 }
    00625
    00626 static void TileLoop_Trees(TileIndex tile)
    00627 {
    00628   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
    00629     TileLoop_Water(tile);
    00630   } else {
    00631     switch (_settings_game.game_creation.landscape) {
    00632       case LT_TROPIC: TileLoopTreesDesert(tile); break;
    00633       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
    00634     }
    00635   }
    00636
    00637   TileLoopClearHelper(tile);
    00638
    00639   uint treeCounter = GetTreeCounter(tile);
    00640
    00641   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
    00642   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
    00643     uint density = GetTreeDensity(tile);
    00644     if (density < 3) {
    00645       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
    00646       MarkTileDirtyByTile(tile);
    00647     }
    00648   }
    00649   if (GetTreeCounter(tile) < 15) {
    00650     AddTreeCounter(tile, 1);
    00651     return;
    00652   }
    00653   SetTreeCounter(tile, 0);
    00654
    00655   switch (GetTreeGrowth(tile)) {
    00656     case 3: // regular sized tree
    00657       if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00658           GetTreeType(tile) != TREE_CACTUS &&
    00659           GetTropicZone(tile) == TROPICZONE_DESERT) {
    00660         AddTreeGrowth(tile, 1);
    00661       } else {
    00662         switch (GB(Random(), 0, 3)) {
    00663           case 0: // start destructing
    00664             AddTreeGrowth(tile, 1);
    00665             break;
    00666
    00667           case 1: // add a tree
    00668             if (GetTreeCount(tile) < 4) {
    00669               AddTreeCount(tile, 1);
    00670               SetTreeGrowth(tile, 0);
    00671               break;
    00672             }
    00673             /* FALL THROUGH */
    00674
    00675           case 2: { // add a neighbouring tree
    00676             /* Don't plant extra trees if that's not allowed. */
    00677             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
    00678                 _settings_game.construction.extra_tree_placement == ETP_NONE :
    00679                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
    00680               break;
    00681             }
    00682
    00683             TreeType treetype = GetTreeType(tile);
    00684
    00685             tile += TileOffsByDir((Direction)(Random() & 7));
    00686
    00687             /* Cacti don't spread */
    00688             if (!CanPlantTreesOnTile(tile, false)) return;
    00689
    00690             /* Don't plant trees, if ground was freshly cleared */
    00691             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
    00692
    00693             PlantTreesOnTile(tile, treetype, 0, 0);
    00694
    00695             break;
    00696           }
    00697
    00698           default:
    00699             return;
    00700         }
    00701       }
    00702       break;
    00703
    00704     case 6: // final stage of tree destruction
    00705       if (GetTreeCount(tile) > 1) {
    00706         /* more than one tree, delete it */
    00707         AddTreeCount(tile, -1);
    00708         SetTreeGrowth(tile, 3);
    00709       } else {
    00710         /* just one tree, change type into MP_CLEAR */
    00711         switch (GetTreeGround(tile)) {
    00712           case TREE_GROUND_SHORE: MakeShore(tile); break;
    00713           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
    00714           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
    00715           case TREE_GROUND_ROUGH_SNOW: {
    00716             uint density = GetTreeDensity(tile);
    00717             MakeClear(tile, CLEAR_ROUGH, 3);
    00718             MakeSnow(tile, density);
    00719             break;
    00720           }
    00721           default: // snow or desert
    00722             if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00723               MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
    00724             } else {
    00725               uint density = GetTreeDensity(tile);
    00726               MakeClear(tile, CLEAR_GRASS, 3);
    00727               MakeSnow(tile, density);
    00728             }
    00729             break;
    00730         }
    00731       }
    00732       break;
    00733
    00734     default:
    00735       AddTreeGrowth(tile, 1);
    00736       break;
    00737   }
    00738
    00739   MarkTileDirtyByTile(tile);
    00740 }
    00741
    00742 void OnTick_Trees()
    00743 {
    00744   /* Don't place trees if that's not allowed */
    00745   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
    00746
    00747   uint32 r;
    00748   TileIndex tile;
    00749   TreeType tree;
    00750
    00751   /* place a tree at a random rainforest spot */
    00752   if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00753       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
    00754       CanPlantTreesOnTile(tile, false) &&
    00755       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00756     PlantTreesOnTile(tile, tree, 0, 0);
    00757   }
    00758
    00759   /* byte underflow */
    00760   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
    00761
    00762   /* place a tree at a random spot */
    00763   r = Random();
    00764   tile = RandomTileSeed(r);
    00765   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00766     PlantTreesOnTile(tile, tree, 0, 0);
    00767   }
    00768 }
    00769
    00770 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00771 {
    00772   return 0;
    00773 }
    00774
    00775 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
    00776 {
    00777   /* not used */
    00778 }
    00779
    00780 void InitializeTrees()
    00781 {
    00782   _trees_tick_ctr = 0;
    00783 }
    00784
    00785 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    00786 {
    00787   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00788 }
    00789
    00790
    00791 extern const TileTypeProcs _tile_type_trees_procs = {
    00792   DrawTile_Trees,           // draw_tile_proc
    00793   GetSlopeZ_Trees,          // get_slope_z_proc
    00794   ClearTile_Trees,          // clear_tile_proc
    00795   NULL,                     // add_accepted_cargo_proc
    00796   GetTileDesc_Trees,        // get_tile_desc_proc
    00797   GetTileTrackStatus_Trees, // get_tile_track_status_proc
    00798   NULL,                     // click_tile_proc
    00799   NULL,                     // animate_tile_proc
    00800   TileLoop_Trees,           // tile_loop_clear
    00801   ChangeTileOwner_Trees,    // change_tile_owner_clear
    00802   NULL,                     // add_produced_cargo_proc
    00803   NULL,                     // vehicle_enter_tile_proc
    00804   GetFoundation_Trees,      // get_foundation_proc
    00805   TerraformTile_Trees,      // terraform_tile_proc
    00806 };