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/* $Id$ */
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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 "table/strings.h"
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#include "table/sprites.h"
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#include "table/tree_land.h"
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#include "functions.h"
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#include "map.h"
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#include "tile.h"
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#include "tree_map.h"
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#include "viewport.h"
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#include "command.h"
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#include "town.h"
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#include "sound.h"
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#include "variables.h"
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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#include "genworld.h"
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enum TreePlacer {
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TP_NONE,
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TP_ORIGINAL,
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TP_IMPROVED,
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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_NORMAL:
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return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
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case LT_HILLY:
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return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
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case LT_DESERT:
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switch (GetTropicZone(tile)) {
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case TROPICZONE_INVALID: 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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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_HILLY && GetTileZ(tile) > _opt.snow_line) {
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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), 0);
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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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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 = myabs(x) + myabs(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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static void PlaceMoreTrees(void)
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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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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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/**
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* Place a tree at the same height as an existing tree.
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* This gives cool effects to the map.
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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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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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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 (myabs(x) + myabs(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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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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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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void PlaceTreesRandomly(void)
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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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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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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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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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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_HILLY && ht > _opt.snow_line) {
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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_DESERT) {
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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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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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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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void GenerateTrees(void)
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{
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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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_CANDY) PlaceMoreTrees();
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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switch (_patches.tree_placer) {
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case TP_ORIGINAL: i = _opt.landscape == LT_HILLY ? 15 : 6; break;
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case TP_IMPROVED: i = _opt.landscape == LT_HILLY ? 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_DESERT) 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 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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int32 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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int32 cost;
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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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SET_EXPENSES_TYPE(EXPENSES_OTHER);
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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) intswap(ex, sx);
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if (ey < sy) intswap(ey, sy);
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cost = 0; // total cost
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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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if (!EnsureNoVehicle(tile)) continue;
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|
|
switch (GetTileType(tile)) {
|
|
|
|
case MP_TREES:
|
|
|
|
// no more space for trees?
|
|
|
|
if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 3) {
|
|
|
|
msg = STR_2803_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 += _price.build_trees * 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MP_CLEAR:
|
|
|
|
if (!IsTileOwner(tile, OWNER_NONE) ||
|
|
|
|
IsBridgeAbove(tile)) {
|
|
|
|
msg = STR_2804_SITE_UNSUITABLE;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (GetClearGround(tile)) {
|
|
|
|
case CLEAR_FIELDS: cost += _price.clear_3; break;
|
|
|
|
case CLEAR_ROCKS: cost += _price.clear_2; break;
|
|
|
|
default: break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flags & DC_EXEC) {
|
|
|
|
TreeType treetype;
|
|
|
|
uint growth;
|
|
|
|
|
|
|
|
if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) {
|
|
|
|
Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
|
|
|
|
if (t != NULL)
|
|
|
|
ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM);
|
|
|
|
}
|
|
|
|
|
|
|
|
treetype = (TreeType)p1;
|
|
|
|
if (treetype == TREE_INVALID) {
|
|
|
|
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
|
|
|
|
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
|
|
|
|
}
|
|
|
|
|
|
|
|
growth = _game_mode == GM_EDITOR ? 3 : 0;
|
|
|
|
switch (GetClearGround(tile)) {
|
|
|
|
case CLEAR_ROUGH: MakeTree(tile, treetype, 0, growth, TREE_GROUND_ROUGH, 0); break;
|
|
|
|
case CLEAR_SNOW: MakeTree(tile, treetype, 0, growth, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break;
|
|
|
|
default: MakeTree(tile, treetype, 0, growth, TREE_GROUND_GRASS, 0); break;
|
|
|
|
}
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
|
|
|
|
|
|
if (_game_mode == GM_EDITOR && IS_INT_INSIDE(treetype, TREE_RAINFOREST, TREE_CACTUS))
|
|
|
|
SetTropicZone(tile, TROPICZONE_RAINFOREST);
|
|
|
|
}
|
|
|
|
cost += _price.build_trees;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
msg = STR_2804_SITE_UNSUITABLE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cost == 0) {
|
|
|
|
return_cmd_error(msg);
|
|
|
|
} else {
|
|
|
|
return cost;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct TreeListEnt {
|
|
|
|
uint32 image;
|
|
|
|
byte x,y;
|
|
|
|
} TreeListEnt;
|
|
|
|
|
|
|
|
static void DrawTile_Trees(TileInfo *ti)
|
|
|
|
{
|
|
|
|
const uint32 *s;
|
|
|
|
const TreePos* d;
|
|
|
|
byte z;
|
|
|
|
|
|
|
|
switch (GetTreeGround(ti->tile)) {
|
|
|
|
case TREE_GROUND_GRASS: DrawClearLandTile(ti, 3); break;
|
|
|
|
case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
|
|
|
|
default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh]); break;
|
|
|
|
}
|
|
|
|
|
|
|
|
DrawClearLandFence(ti);
|
|
|
|
|
|
|
|
z = ti->z;
|
|
|
|
if (ti->tileh != SLOPE_FLAT) {
|
|
|
|
z += 4;
|
|
|
|
if (IsSteepSlope(ti->tileh)) z += 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
uint16 tmp = ti->x;
|
|
|
|
uint index;
|
|
|
|
|
|
|
|
tmp = ROR(tmp, 2);
|
|
|
|
tmp -= ti->y;
|
|
|
|
tmp = ROR(tmp, 3);
|
|
|
|
tmp -= ti->x;
|
|
|
|
tmp = ROR(tmp, 1);
|
|
|
|
tmp += ti->y;
|
|
|
|
|
|
|
|
d = _tree_layout_xy[GB(tmp, 4, 2)];
|
|
|
|
|
|
|
|
index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2);
|
|
|
|
|
|
|
|
/* different tree styles above one of the grounds */
|
|
|
|
if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
|
|
|
|
GetTreeDensity(ti->tile) >= 2 &&
|
|
|
|
IS_INT_INSIDE(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
|
|
|
|
index += 164 - (TREE_SUB_ARCTIC << 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(index < lengthof(_tree_layout_sprite));
|
|
|
|
s = _tree_layout_sprite[index];
|
|
|
|
}
|
|
|
|
|
|
|
|
StartSpriteCombine();
|
|
|
|
|
|
|
|
if (!(_display_opt & DO_TRANS_BUILDINGS) || !_patches.invisible_trees) {
|
|
|
|
TreeListEnt te[4];
|
|
|
|
uint i;
|
|
|
|
|
|
|
|
/* put the trees to draw in a list */
|
|
|
|
i = GetTreeCount(ti->tile) + 1;
|
|
|
|
do {
|
|
|
|
uint32 image = s[0] + (--i == 0 ? GetTreeGrowth(ti->tile) : 3);
|
|
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
|
|
te[i].image = image;
|
|
|
|
te[i].x = d->x;
|
|
|
|
te[i].y = d->y;
|
|
|
|
s++;
|
|
|
|
d++;
|
|
|
|
} while (i);
|
|
|
|
|
|
|
|
/* draw them in a sorted way */
|
|
|
|
for (;;) {
|
|
|
|
byte min = 0xFF;
|
|
|
|
TreeListEnt *tep = NULL;
|
|
|
|
|
|
|
|
i = GetTreeCount(ti->tile) + 1;
|
|
|
|
do {
|
|
|
|
if (te[--i].image != 0 && te[i].x + te[i].y < min) {
|
|
|
|
min = te[i].x + te[i].y;
|
|
|
|
tep = &te[i];
|
|
|
|
}
|
|
|
|
} while (i);
|
|
|
|
|
|
|
|
if (tep == NULL) break;
|
|
|
|
|
|
|
|
AddSortableSpriteToDraw(tep->image, ti->x + tep->x, ti->y + tep->y, 5, 5, 0x10, z);
|
|
|
|
tep->image = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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 Slope GetSlopeTileh_Trees(TileIndex tile, Slope tileh)
|
|
|
|
{
|
|
|
|
return tileh;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int32 ClearTile_Trees(TileIndex tile, byte flags)
|
|
|
|
{
|
|
|
|
uint num;
|
|
|
|
|
|
|
|
if ((flags & DC_EXEC) && IsValidPlayer(_current_player)) {
|
|
|
|
Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
|
|
|
|
if (t != NULL)
|
|
|
|
ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM);
|
|
|
|
}
|
|
|
|
|
|
|
|
num = GetTreeCount(tile) + 1;
|
|
|
|
if (IS_INT_INSIDE(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
|
|
|
|
|
|
|
|
if (flags & DC_EXEC) DoClearSquare(tile);
|
|
|
|
|
|
|
|
return num * _price.remove_trees;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac)
|
|
|
|
{
|
|
|
|
/* not used */
|
|
|
|
}
|
|
|
|
|
|
|
|
static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
|
|
|
|
{
|
|
|
|
TreeType tt = GetTreeType(tile);
|
|
|
|
|
|
|
|
if (IS_INT_INSIDE(tt, TREE_RAINFOREST, TREE_CACTUS)) {
|
|
|
|
td->str = STR_280F_RAINFOREST;
|
|
|
|
} else if (tt == TREE_CACTUS) {
|
|
|
|
td->str = STR_2810_CACTUS_PLANTS;
|
|
|
|
} else {
|
|
|
|
td->str = 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) - _opt.snow_line + TILE_HEIGHT;
|
|
|
|
|
|
|
|
if (k < 0) {
|
|
|
|
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
|
|
|
|
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 0);
|
|
|
|
} 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_DESERT: TileLoopTreesDesert(tile); break;
|
|
|
|
case LT_HILLY: TileLoopTreesAlps(tile); break;
|
|
|
|
}
|
|
|
|
|
|
|
|
TileLoopClearHelper(tile);
|
|
|
|
|
|
|
|
if (GetTreeCounter(tile) < 15) {
|
|
|
|
AddTreeCounter(tile, 1);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SetTreeCounter(tile, 0);
|
|
|
|
|
|
|
|
switch (GetTreeGrowth(tile)) {
|
|
|
|
case 3: /* regular sized tree */
|
|
|
|
if (_opt.landscape == LT_DESERT &&
|
|
|
|
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(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, 0);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CLEAR_ROUGH: MakeTree(tile, treetype, 0, 0, TREE_GROUND_ROUGH, 0); break;
|
|
|
|
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, 3); break;
|
|
|
|
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
|
|
|
|
default: MakeClear(tile, CLEAR_SNOW, GetTreeDensity(tile)); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
AddTreeGrowth(tile, 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
|
|
}
|
|
|
|
|
|
|
|
void OnTick_Trees(void)
|
|
|
|
{
|
|
|
|
uint32 r;
|
|
|
|
TileIndex tile;
|
|
|
|
ClearGround ct;
|
|
|
|
TreeType tree;
|
|
|
|
|
|
|
|
/* place a tree at a random rainforest spot */
|
|
|
|
if (_opt.landscape == LT_DESERT &&
|
|
|
|
(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, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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, 0); break;
|
|
|
|
case CLEAR_ROUGH: MakeTree(tile, tree, 0, 0, TREE_GROUND_ROUGH, 0); 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)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ChangeTileOwner_Trees(TileIndex tile, PlayerID old_player, PlayerID new_player)
|
|
|
|
{
|
|
|
|
/* not used */
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitializeTrees(void)
|
|
|
|
{
|
|
|
|
_trees_tick_ctr = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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 */
|
|
|
|
GetSlopeTileh_Trees, /* get_slope_tileh_proc */
|
|
|
|
};
|