# tree_cmd.cpp

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    00001 /* $Id$ */
    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 "genworld.h"
    00021 #include "transparency.h"
    00022 #include "clear_func.h"
    00023 #include "company_func.h"
    00024 #include "sound_func.h"
    00025 #include "water_map.h"
    00026 #include "water.h"
    00027 #include "landscape_type.h"
    00028 #include "company_base.h"
    00029 #include "core/random_func.hpp"
    00030
    00031 #include "table/strings.h"
    00032 #include "table/sprites.h"
    00033 #include "table/tree_land.h"
    00034 #include "table/clear_land.h"
    00035
    00041 enum TreePlacer {
    00042   TP_NONE,
    00043   TP_ORIGINAL,
    00044   TP_IMPROVED,
    00045 };
    00046
    00048 enum ExtraTreePlacement {
    00049   ETP_NONE,
    00050   ETP_RAINFOREST,
    00051   ETP_ALL,
    00052 };
    00053
    00055 byte _trees_tick_ctr;
    00056
    00057 static const uint16 DEFAULT_TREE_STEPS = 1000;
    00058 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000;
    00059 static const uint16 EDITOR_TREE_DIV = 5;
    00060
    00069 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
    00070 {
    00071   switch (GetTileType(tile)) {
    00072     case MP_WATER:
    00073       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
    00074
    00075     case MP_CLEAR:
    00076       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
    00077              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
    00078
    00079     default: return false;
    00080   }
    00081 }
    00082
    00094 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
    00095 {
    00096   assert(treetype != TREE_INVALID);
    00097   assert(CanPlantTreesOnTile(tile, true));
    00098
    00099   TreeGround ground;
    00100   uint density = 3;
    00101
    00102   switch (GetTileType(tile)) {
    00103     case MP_WATER:
    00104       ground = TREE_GROUND_SHORE;
    00105       break;
    00106
    00107     case MP_CLEAR:
    00108       switch (GetClearGround(tile)) {
    00109         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
    00110         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
    00111         case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
    00112         default:           ground = TREE_GROUND_SNOW_DESERT; break;
    00113       }
    00114       if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
    00115       break;
    00116
    00117     default: NOT_REACHED();
    00118   }
    00119
    00120   MakeTree(tile, treetype, count, growth, ground, density);
    00121 }
    00122
    00134 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
    00135 {
    00136   switch (_settings_game.game_creation.landscape) {
    00137     case LT_TEMPERATE:
    00138       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
    00139
    00140     case LT_ARCTIC:
    00141       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
    00142
    00143     case LT_TROPIC:
    00144       switch (GetTropicZone(tile)) {
    00145         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
    00146         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
    00147         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
    00148       }
    00149
    00150     default:
    00151       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
    00152   }
    00153 }
    00154
    00164 static void PlaceTree(TileIndex tile, uint32 r)
    00165 {
    00166   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
    00167
    00168   if (tree != TREE_INVALID) {
    00169     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
    00170
    00171     /* Rerandomize ground, if neither snow nor shore */
    00172     TreeGround ground = GetTreeGround(tile);
    00173     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
    00174       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
    00175     }
    00176
    00177     /* Set the counter to a random start value */
    00178     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
    00179   }
    00180 }
    00181
    00188 static void PlaceTreeGroups(uint num_groups)
    00189 {
    00190   do {
    00191     TileIndex center_tile = RandomTile();
    00192
    00193     for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
    00194       uint32 r = Random();
    00195       int x = GB(r, 0, 5) - 16;
    00196       int y = GB(r, 8, 5) - 16;
    00197       uint dist = abs(x) + abs(y);
    00198       TileIndex cur_tile = TileAddWrap(center_tile, x, y);
    00199
    00200       IncreaseGeneratingWorldProgress(GWP_TREE);
    00201
    00202       if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
    00203         PlaceTree(cur_tile, r);
    00204       }
    00205     }
    00206
    00207   } while (--num_groups);
    00208 }
    00209
    00219 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
    00220 {
    00221   for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
    00222     uint32 r = Random();
    00223     int x = GB(r, 0, 5) - 16;
    00224     int y = GB(r, 8, 5) - 16;
    00225     TileIndex cur_tile = TileAddWrap(tile, x, y);
    00226     if (cur_tile == INVALID_TILE) continue;
    00227
    00228     /* Keep in range of the existing tree */
    00229     if (abs(x) + abs(y) > 16) continue;
    00230
    00231     /* Clear tile, no farm-tiles or rocks */
    00232     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
    00233
    00234     /* Not too much height difference */
    00235     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
    00236
    00237     /* Place one tree and quit */
    00238     PlaceTree(cur_tile, r);
    00239     break;
    00240   }
    00241 }
    00242
    00248 void PlaceTreesRandomly()
    00249 {
    00250   uint i, j, ht;
    00251
    00252   i = ScaleByMapSize(DEFAULT_TREE_STEPS);
    00253   if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
    00254   do {
    00255     uint32 r = Random();
    00256     TileIndex tile = RandomTileSeed(r);
    00257
    00258     IncreaseGeneratingWorldProgress(GWP_TREE);
    00259
    00260     if (CanPlantTreesOnTile(tile, true)) {
    00261       PlaceTree(tile, r);
    00262       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
    00263
    00264       /* Place a number of trees based on the tile height.
    00265        *  This gives a cool effect of multiple trees close together.
    00266        *  It is almost real life ;) */
    00267       ht = GetTileZ(tile);
    00268       /* The higher we get, the more trees we plant */
    00269       j = GetTileZ(tile) / TILE_HEIGHT * 2;
    00270       /* Above snowline more trees! */
    00271       if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
    00272       while (j--) {
    00273         PlaceTreeAtSameHeight(tile, ht);
    00274       }
    00275     }
    00276   } while (--i);
    00277
    00278   /* place extra trees at rainforest area */
    00279   if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00280     i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
    00281     if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
    00282
    00283     do {
    00284       uint32 r = Random();
    00285       TileIndex tile = RandomTileSeed(r);
    00286
    00287       IncreaseGeneratingWorldProgress(GWP_TREE);
    00288
    00289       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
    00290         PlaceTree(tile, r);
    00291       }
    00292     } while (--i);
    00293   }
    00294 }
    00295
    00302 void GenerateTrees()
    00303 {
    00304   uint i, total;
    00305
    00306   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
    00307
    00308   switch (_settings_game.game_creation.tree_placer) {
    00309     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
    00310     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
    00311     default: NOT_REACHED();
    00312   }
    00313
    00314   total = ScaleByMapSize(DEFAULT_TREE_STEPS);
    00315   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
    00316   total *= i;
    00317   uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
    00318   total += num_groups * DEFAULT_TREE_STEPS;
    00319   SetGeneratingWorldProgress(GWP_TREE, total);
    00320
    00321   if (num_groups != 0) PlaceTreeGroups(num_groups);
    00322
    00323   for (; i != 0; i--) {
    00324     PlaceTreesRandomly();
    00325   }
    00326 }
    00327
    00337 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00338 {
    00339   StringID msg = INVALID_STRING_ID;
    00340   CommandCost cost(EXPENSES_OTHER);
    00341   const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
    00342
    00343   if (p2 >= MapSize()) return CMD_ERROR;
    00344   /* Check the tree type within the current climate */
    00345   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;
    00346
    00347   TileArea ta(tile, p2);
    00348   TILE_AREA_LOOP(tile, ta) {
    00349     switch (GetTileType(tile)) {
    00350       case MP_TREES:
    00351         /* no more space for trees? */
    00352         if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
    00353           msg = STR_ERROR_TREE_ALREADY_HERE;
    00354           continue;
    00355         }
    00356
    00357         if (flags & DC_EXEC) {
    00358           AddTreeCount(tile, 1);
    00359           MarkTileDirtyByTile(tile);
    00360         }
    00361         /* 2x as expensive to add more trees to an existing tile */
    00362         cost.AddCost(_price[PR_BUILD_TREES] * 2);
    00363         break;
    00364
    00365       case MP_WATER:
    00366         if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
    00367           msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
    00368           continue;
    00369         }
    00370         /* FALL THROUGH */
    00371       case MP_CLEAR: {
    00372         if (IsBridgeAbove(tile)) {
    00373           msg = STR_ERROR_SITE_UNSUITABLE;
    00374           continue;
    00375         }
    00376
    00377         TreeType treetype = (TreeType)tree_to_plant;
    00378         /* Be a bit picky about which trees go where. */
    00379         if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
    00380             /* No cacti outside the desert */
    00381             (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
    00382             /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
    00383             (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
    00384             /* And no subtropical trees in the desert/rain forest */
    00385             (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
    00386           msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
    00387           continue;
    00388         }
    00389
    00390         if (IsTileType(tile, MP_CLEAR)) {
    00391           /* Remove fields or rocks. Note that the ground will get barrened */
    00392           switch (GetRawClearGround(tile)) {
    00393             case CLEAR_FIELDS:
    00394             case CLEAR_ROCKS: {
    00395               CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00396               if (ret.Failed()) return ret;
    00397               cost.AddCost(ret);
    00398               break;
    00399             }
    00400
    00401             default: break;
    00402           }
    00403         }
    00404
    00405         if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
    00406           Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00407           if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
    00408         }
    00409
    00410         if (flags & DC_EXEC) {
    00411           if (treetype == TREE_INVALID) {
    00412             treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
    00413             if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
    00414           }
    00415
    00416           /* Plant full grown trees in scenario editor */
    00417           PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
    00418           MarkTileDirtyByTile(tile);
    00419
    00420           /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
    00421           if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
    00422             SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00423           }
    00424         }
    00425         cost.AddCost(_price[PR_BUILD_TREES]);
    00426         break;
    00427       }
    00428
    00429       default:
    00430         msg = STR_ERROR_SITE_UNSUITABLE;
    00431         break;
    00432     }
    00433   }
    00434
    00435   if (cost.GetCost() == 0) {
    00436     return_cmd_error(msg);
    00437   } else {
    00438     return cost;
    00439   }
    00440 }
    00441
    00442 struct TreeListEnt : PalSpriteID {
    00443   byte x, y;
    00444 };
    00445
    00446 static void DrawTile_Trees(TileInfo *ti)
    00447 {
    00448   switch (GetTreeGround(ti->tile)) {
    00449     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
    00450     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
    00451     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
    00452     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
    00453   }
    00454
    00455   DrawClearLandFence(ti);
    00456
    00457   /* Do not draw trees when the invisible trees setting is set */
    00458   if (IsInvisibilitySet(TO_TREES)) return;
    00459
    00460   uint tmp = CountBits(ti->tile + ti->x + ti->y);
    00461   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
    00462
    00463   /* different tree styles above one of the grounds */
    00464   if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
    00465       GetTreeDensity(ti->tile) >= 2 &&
    00466       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
    00467     index += 164 - (TREE_SUB_ARCTIC << 2);
    00468   }
    00469
    00470   assert(index < lengthof(_tree_layout_sprite));
    00471
    00472   const PalSpriteID *s = _tree_layout_sprite[index];
    00473   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
    00474
    00475   /* combine trees into one sprite object */
    00476   StartSpriteCombine();
    00477
    00478   TreeListEnt te[4];
    00479
    00480   /* put the trees to draw in a list */
    00481   uint trees = GetTreeCount(ti->tile);
    00482
    00483   for (uint i = 0; i < trees; i++) {
    00484     SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
    00485     PaletteID pal = s[0].pal;
    00486
    00487     te[i].sprite = sprite;
    00488     te[i].pal    = pal;
    00489     te[i].x = d->x;
    00490     te[i].y = d->y;
    00491     s++;
    00492     d++;
    00493   }
    00494
    00495   /* draw them in a sorted way */
    00496   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
    00497
    00498   for (; trees > 0; trees--) {
    00499     uint min = te[0].x + te[0].y;
    00500     uint mi = 0;
    00501
    00502     for (uint i = 1; i < trees; i++) {
    00503       if ((uint)(te[i].x + te[i].y) < min) {
    00504         min = te[i].x + te[i].y;
    00505         mi = i;
    00506       }
    00507     }
    00508
    00509     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);
    00510
    00511     /* replace the removed one with the last one */
    00512     te[mi] = te[trees - 1];
    00513   }
    00514
    00515   EndSpriteCombine();
    00516 }
    00517
    00518
    00519 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
    00520 {
    00521   uint z;
    00522   Slope tileh = GetTileSlope(tile, &z);
    00523
    00524   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
    00525 }
    00526
    00527 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
    00528 {
    00529   return FOUNDATION_NONE;
    00530 }
    00531
    00532 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
    00533 {
    00534   uint num;
    00535
    00536   if (Company::IsValidID(_current_company)) {
    00537     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00538     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
    00539   }
    00540
    00541   num = GetTreeCount(tile);
    00542   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
    00543
    00544   if (flags & DC_EXEC) DoClearSquare(tile);
    00545
    00546   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
    00547 }
    00548
    00549 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
    00550 {
    00551   TreeType tt = GetTreeType(tile);
    00552
    00553   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
    00554     td->str = STR_LAI_TREE_NAME_RAINFOREST;
    00555   } else {
    00556     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
    00557   }
    00558
    00559   td->owner[0] = GetTileOwner(tile);
    00560 }
    00561
    00562 static void TileLoopTreesDesert(TileIndex tile)
    00563 {
    00564   switch (GetTropicZone(tile)) {
    00565     case TROPICZONE_DESERT:
    00566       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
    00567         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
    00568         MarkTileDirtyByTile(tile);
    00569       }
    00570       break;
    00571
    00572     case TROPICZONE_RAINFOREST: {
    00573       static const SoundFx forest_sounds[] = {
    00574         SND_42_LOON_BIRD,
    00575         SND_43_LION,
    00576         SND_44_MONKEYS,
    00577         SND_48_DISTANT_BIRD
    00578       };
    00579       uint32 r = Random();
    00580
    00581       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
    00582       break;
    00583     }
    00584
    00585     default: break;
    00586   }
    00587 }
    00588
    00589 static void TileLoopTreesAlps(TileIndex tile)
    00590 {
    00591   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
    00592
    00593   if (k < 0) {
    00594     switch (GetTreeGround(tile)) {
    00595       case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
    00596       case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
    00597       default: return;
    00598     }
    00599   } else {
    00600     uint density = min((uint)k / TILE_HEIGHT, 3);
    00601
    00602     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
    00603       TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
    00604       SetTreeGroundDensity(tile, tg, density);
    00605     } else if (GetTreeDensity(tile) != density) {
    00606       SetTreeGroundDensity(tile, GetTreeGround(tile), density);
    00607     } else {
    00608       if (GetTreeDensity(tile) == 3) {
    00609         uint32 r = Random();
    00610         if (Chance16I(1, 200, r)) {
    00611           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
    00612         }
    00613       }
    00614       return;
    00615     }
    00616   }
    00617   MarkTileDirtyByTile(tile);
    00618 }
    00619
    00620 static void TileLoop_Trees(TileIndex tile)
    00621 {
    00622   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
    00623     TileLoop_Water(tile);
    00624   } else {
    00625     switch (_settings_game.game_creation.landscape) {
    00626       case LT_TROPIC: TileLoopTreesDesert(tile); break;
    00627       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
    00628     }
    00629   }
    00630
    00631   TileLoopClearHelper(tile);
    00632
    00633   uint treeCounter = GetTreeCounter(tile);
    00634
    00635   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
    00636   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
    00637     uint density = GetTreeDensity(tile);
    00638     if (density < 3) {
    00639       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
    00640       MarkTileDirtyByTile(tile);
    00641     }
    00642   }
    00643   if (GetTreeCounter(tile) < 15) {
    00644     AddTreeCounter(tile, 1);
    00645     return;
    00646   }
    00647   SetTreeCounter(tile, 0);
    00648
    00649   switch (GetTreeGrowth(tile)) {
    00650     case 3: // regular sized tree
    00651       if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00652           GetTreeType(tile) != TREE_CACTUS &&
    00653           GetTropicZone(tile) == TROPICZONE_DESERT) {
    00654         AddTreeGrowth(tile, 1);
    00655       } else {
    00656         switch (GB(Random(), 0, 3)) {
    00657           case 0: // start destructing
    00658             AddTreeGrowth(tile, 1);
    00659             break;
    00660
    00661           case 1: // add a tree
    00662             if (GetTreeCount(tile) < 4) {
    00663               AddTreeCount(tile, 1);
    00664               SetTreeGrowth(tile, 0);
    00665               break;
    00666             }
    00667             /* FALL THROUGH */
    00668
    00669           case 2: { // add a neighbouring tree
    00670             /* Don't plant extra trees if that's not allowed. */
    00671             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
    00672                 _settings_game.construction.extra_tree_placement == ETP_NONE :
    00673                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
    00674               break;
    00675             }
    00676
    00677             TreeType treetype = GetTreeType(tile);
    00678
    00679             tile += TileOffsByDir((Direction)(Random() & 7));
    00680
    00681             /* Cacti don't spread */
    00682             if (!CanPlantTreesOnTile(tile, false)) return;
    00683
    00684             /* Don't plant trees, if ground was freshly cleared */
    00685             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
    00686
    00687             PlantTreesOnTile(tile, treetype, 0, 0);
    00688
    00689             break;
    00690           }
    00691
    00692           default:
    00693             return;
    00694         }
    00695       }
    00696       break;
    00697
    00698     case 6: // final stage of tree destruction
    00699       if (GetTreeCount(tile) > 1) {
    00700         /* more than one tree, delete it */
    00701         AddTreeCount(tile, -1);
    00702         SetTreeGrowth(tile, 3);
    00703       } else {
    00704         /* just one tree, change type into MP_CLEAR */
    00705         switch (GetTreeGround(tile)) {
    00706           case TREE_GROUND_SHORE: MakeShore(tile); break;
    00707           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
    00708           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
    00709           case TREE_GROUND_ROUGH_SNOW: {
    00710             uint density = GetTreeDensity(tile);
    00711             MakeClear(tile, CLEAR_ROUGH, 3);
    00712             MakeSnow(tile, density);
    00713             break;
    00714           }
    00715           default: // snow or desert
    00716             if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00717               MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
    00718             } else {
    00719               uint density = GetTreeDensity(tile);
    00720               MakeClear(tile, CLEAR_GRASS, 3);
    00721               MakeSnow(tile, density);
    00722             }
    00723             break;
    00724         }
    00725       }
    00726       break;
    00727
    00728     default:
    00729       AddTreeGrowth(tile, 1);
    00730       break;
    00731   }
    00732
    00733   MarkTileDirtyByTile(tile);
    00734 }
    00735
    00736 void OnTick_Trees()
    00737 {
    00738   /* Don't place trees if that's not allowed */
    00739   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
    00740
    00741   uint32 r;
    00742   TileIndex tile;
    00743   TreeType tree;
    00744
    00745   /* place a tree at a random rainforest spot */
    00746   if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00747       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
    00748       CanPlantTreesOnTile(tile, false) &&
    00749       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00750     PlantTreesOnTile(tile, tree, 0, 0);
    00751   }
    00752
    00753   /* byte underflow */
    00754   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
    00755
    00756   /* place a tree at a random spot */
    00757   r = Random();
    00758   tile = RandomTileSeed(r);
    00759   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00760     PlantTreesOnTile(tile, tree, 0, 0);
    00761   }
    00762 }
    00763
    00764 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00765 {
    00766   return 0;
    00767 }
    00768
    00769 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
    00770 {
    00771   /* not used */
    00772 }
    00773
    00774 void InitializeTrees()
    00775 {
    00776   _trees_tick_ctr = 0;
    00777 }
    00778
    00779 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    00780 {
    00781   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00782 }
    00783
    00784
    00785 extern const TileTypeProcs _tile_type_trees_procs = {
    00786   DrawTile_Trees,           // draw_tile_proc
    00787   GetSlopeZ_Trees,          // get_slope_z_proc
    00788   ClearTile_Trees,          // clear_tile_proc
    00789   NULL,                     // add_accepted_cargo_proc
    00790   GetTileDesc_Trees,        // get_tile_desc_proc
    00791   GetTileTrackStatus_Trees, // get_tile_track_status_proc
    00792   NULL,                     // click_tile_proc
    00793   NULL,                     // animate_tile_proc
    00794   TileLoop_Trees,           // tile_loop_clear
    00795   ChangeTileOwner_Trees,    // change_tile_owner_clear
    00796   NULL,                     // add_produced_cargo_proc
    00797   NULL,                     // vehicle_enter_tile_proc
    00798   GetFoundation_Trees,      // get_foundation_proc
    00799   TerraformTile_Trees,      // terraform_tile_proc
    00800 };