mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
801 lines
24 KiB
C++
801 lines
24 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file tree_cmd.cpp Handling of tree tiles. */
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#include "stdafx.h"
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#include "clear_map.h"
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#include "landscape.h"
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#include "tree_map.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "economy_func.h"
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#include "town.h"
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#include "genworld.h"
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#include "transparency.h"
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#include "clear_func.h"
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#include "company_func.h"
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#include "sound_func.h"
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#include "water_map.h"
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#include "water.h"
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#include "landscape_type.h"
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#include "company_base.h"
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#include "core/random_func.hpp"
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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 "table/clear_land.h"
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/**
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* List of tree placer algorithm.
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*
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* This enumeration defines all possible tree placer algorithm in the game.
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*/
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enum TreePlacer {
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TP_NONE, ///< No tree placer algorithm
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TP_ORIGINAL, ///< The original algorithm
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TP_IMPROVED, ///< A 'improved' algorithm
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};
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/** Where to place trees while in-game? */
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enum ExtraTreePlacement {
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ETP_NONE, ///< Place trees on no tiles
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ETP_RAINFOREST, ///< Place trees only on rainforest tiles
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ETP_ALL, ///< Place trees on all tiles
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};
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/** Determines when to consider building more trees. */
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byte _trees_tick_ctr;
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static const uint16 DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
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static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
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static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor.
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/**
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* Tests if a tile can be converted to MP_TREES
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* This is true for clear ground without farms or rocks.
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*
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* @param tile the tile of interest
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* @param allow_desert Allow planting trees on CLEAR_DESERT?
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* @return true if trees can be built.
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*/
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static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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switch (GetTileType(tile)) {
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case MP_WATER:
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return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
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case MP_CLEAR:
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return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
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(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
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default: return false;
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}
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}
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/**
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* Creates a tree tile
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* Ground type and density is preserved.
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*
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* @pre the tile must be suitable for trees.
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*
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* @param tile where to plant the trees.
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* @param treetype The type of the tree
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* @param count the number of trees (minus 1)
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* @param growth the growth status
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*/
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static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
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{
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assert(treetype != TREE_INVALID);
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assert(CanPlantTreesOnTile(tile, true));
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TreeGround ground;
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uint density = 3;
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switch (GetTileType(tile)) {
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case MP_WATER:
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ground = TREE_GROUND_SHORE;
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break;
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case MP_CLEAR:
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switch (GetClearGround(tile)) {
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case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
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case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
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case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
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default: ground = TREE_GROUND_SNOW_DESERT; break;
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}
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if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
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break;
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default: NOT_REACHED();
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}
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MakeTree(tile, treetype, count, growth, ground, density);
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}
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/**
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* Get a random TreeType for the given tile based on a given seed
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*
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* This function returns a random TreeType which can be placed on the given tile.
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* The seed for randomness must be less or equal 256, use #GB on the value of Random()
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* to get such a value.
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*
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* @param tile The tile to get a random TreeType from
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* @param seed The seed for randomness, must be less or equal 256
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* @return The random tree type
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*/
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static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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{
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switch (_settings_game.game_creation.landscape) {
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case LT_TEMPERATE:
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return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
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case LT_ARCTIC:
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return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
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case LT_TROPIC:
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switch (GetTropicZone(tile)) {
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case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
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case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
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default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
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}
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default:
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return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
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}
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}
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/**
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* Make a random tree tile of the given tile
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*
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* Create a new tree-tile for the given tile. The second parameter is used for
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* randomness like type and number of trees.
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*
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* @param tile The tile to make a tree-tile from
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* @param r The randomness value from a Random() value
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*/
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static void PlaceTree(TileIndex tile, uint32 r)
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{
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TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
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if (tree != TREE_INVALID) {
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PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
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/* Rerandomize ground, if neither snow nor shore */
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TreeGround ground = GetTreeGround(tile);
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if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
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SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
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}
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/* Set the counter to a random start value */
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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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* Creates a number of tree groups.
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* The number of trees in each group depends on how many trees are actually placed around the given tile.
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*
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* @param num_groups Number of tree groups to place.
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*/
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static void PlaceTreeGroups(uint num_groups)
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{
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do {
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TileIndex center_tile = RandomTile();
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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uint32 r = Random();
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int x = GB(r, 0, 5) - 16;
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int y = GB(r, 8, 5) - 16;
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uint dist = abs(x) + abs(y);
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TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
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PlaceTree(cur_tile, r);
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}
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}
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} while (--num_groups);
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}
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/**
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* Place a tree at the same height as an existing tree.
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*
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* Add a new tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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* @param height The height (like the one from the tile)
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*/
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static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
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{
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for (uint i = 0; i < DEFAULT_TREE_STEPS; 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 = TileAddWrap(tile, x, y);
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if (cur_tile == INVALID_TILE) continue;
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/* Keep in range of the existing tree */
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if (abs(x) + abs(y) > 16) continue;
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/* Clear tile, no farm-tiles or rocks */
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if (!CanPlantTreesOnTile(cur_tile, true)) continue;
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/* Not too much height difference */
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if (Delta(GetTileZ(cur_tile), height) > 2) continue;
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/* Place one tree and quit */
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PlaceTree(cur_tile, r);
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break;
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}
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}
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/**
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* Place some trees randomly
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*
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* This function just place some trees randomly on the map.
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*/
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void PlaceTreesRandomly()
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{
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uint i, j, ht;
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i = ScaleByMapSize(DEFAULT_TREE_STEPS);
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if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
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do {
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uint32 r = Random();
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TileIndex tile = RandomTileSeed(r);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (CanPlantTreesOnTile(tile, true)) {
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PlaceTree(tile, r);
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if (_settings_game.game_creation.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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/* Above snowline more trees! */
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if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
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while (j--) {
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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 (_settings_game.game_creation.landscape == LT_TROPIC) {
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i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
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do {
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uint32 r = Random();
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TileIndex tile = RandomTileSeed(r);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
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PlaceTree(tile, r);
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}
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} while (--i);
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}
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}
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/**
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* Place new trees.
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*
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* This function takes care of the selected tree placer algorithm and
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* place randomly the trees for a new game.
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*/
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void GenerateTrees()
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{
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uint i, total;
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if (_settings_game.game_creation.tree_placer == TP_NONE) return;
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switch (_settings_game.game_creation.tree_placer) {
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case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
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case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
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default: NOT_REACHED();
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}
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total = ScaleByMapSize(DEFAULT_TREE_STEPS);
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if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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total *= i;
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uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
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total += num_groups * DEFAULT_TREE_STEPS;
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SetGeneratingWorldProgress(GWP_TREE, total);
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if (num_groups != 0) PlaceTreeGroups(num_groups);
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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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/**
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* Plant a tree.
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* @param tile start tile of area-drag of tree plantation
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* @param flags type of operation
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* @param p1 tree type, TREE_INVALID means random.
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* @param p2 end tile of area-drag
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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StringID msg = INVALID_STRING_ID;
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CommandCost cost(EXPENSES_OTHER);
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const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
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if (p2 >= MapSize()) return CMD_ERROR;
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/* Check the tree type within the current climate */
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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;
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TileArea ta(tile, p2);
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TILE_AREA_LOOP(tile, ta) {
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switch (GetTileType(tile)) {
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case MP_TREES:
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/* no more space for trees? */
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if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
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msg = STR_ERROR_TREE_ALREADY_HERE;
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continue;
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}
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if (flags & DC_EXEC) {
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AddTreeCount(tile, 1);
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MarkTileDirtyByTile(tile);
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}
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/* 2x as expensive to add more trees to an existing tile */
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cost.AddCost(_price[PR_BUILD_TREES] * 2);
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break;
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case MP_WATER:
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if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
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msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
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continue;
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}
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/* FALL THROUGH */
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case MP_CLEAR: {
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if (IsBridgeAbove(tile)) {
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msg = STR_ERROR_SITE_UNSUITABLE;
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continue;
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}
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TreeType treetype = (TreeType)tree_to_plant;
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/* Be a bit picky about which trees go where. */
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if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
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/* No cacti outside the desert */
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(treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
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/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
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(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
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/* And no subtropical trees in the desert/rain forest */
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(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
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msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
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continue;
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}
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if (IsTileType(tile, MP_CLEAR)) {
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/* Remove fields or rocks. Note that the ground will get barrened */
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switch (GetRawClearGround(tile)) {
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case CLEAR_FIELDS:
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case CLEAR_ROCKS: {
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CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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cost.AddCost(ret);
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break;
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}
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default: break;
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}
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}
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if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
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Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
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if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
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}
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if (flags & DC_EXEC) {
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if (treetype == TREE_INVALID) {
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treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
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if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
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}
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/* Plant full grown trees in scenario editor */
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PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
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MarkTileDirtyByTile(tile);
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/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
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if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
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SetTropicZone(tile, TROPICZONE_RAINFOREST);
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}
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}
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cost.AddCost(_price[PR_BUILD_TREES]);
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break;
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}
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default:
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msg = STR_ERROR_SITE_UNSUITABLE;
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break;
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}
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}
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if (cost.GetCost() == 0) {
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return_cmd_error(msg);
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} else {
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return cost;
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}
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}
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struct TreeListEnt : PalSpriteID {
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byte x, y;
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};
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static void DrawTile_Trees(TileInfo *ti)
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{
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switch (GetTreeGround(ti->tile)) {
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case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
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case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
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case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
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default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
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}
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DrawClearLandFence(ti);
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/* Do not draw trees when the invisible trees setting is set */
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if (IsInvisibilitySet(TO_TREES)) return;
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uint tmp = CountBits(ti->tile + ti->x + ti->y);
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uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
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/* different tree styles above one of the grounds */
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if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
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GetTreeDensity(ti->tile) >= 2 &&
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IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
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index += 164 - (TREE_SUB_ARCTIC << 2);
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}
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assert(index < lengthof(_tree_layout_sprite));
|
|
|
|
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
|
|
};
|