# 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)) && TileHeight(tile) <= _settings_newgame.game_creation.tree_line_height;
    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
    00098   TreeGround ground;
    00099   uint density = 3;
    00100
    00101   switch (GetTileType(tile)) {
    00102     case MP_WATER:
    00103       ground = TREE_GROUND_SHORE;
    00104       break;
    00105
    00106     case MP_CLEAR:
    00107       switch (GetClearGround(tile)) {
    00108         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
    00109         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
    00110         case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
    00111         default:           ground = TREE_GROUND_SNOW_DESERT; break;
    00112       }
    00113       if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
    00114       break;
    00115
    00116     default: NOT_REACHED();
    00117   }
    00118
    00119   MakeTree(tile, treetype, count, growth, ground, density);
    00120 }
    00121
    00133 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
    00134 {
    00135   switch (_settings_game.game_creation.landscape) {
    00136     case LT_TEMPERATE:
    00137       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
    00138
    00139     case LT_ARCTIC:
    00140       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
    00141
    00142     case LT_TROPIC:
    00143       switch (GetTropicZone(tile)) {
    00144         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
    00145         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
    00146         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
    00147       }
    00148
    00149     default:
    00150       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
    00151   }
    00152 }
    00153
    00163 static void PlaceTree(TileIndex tile, uint32 r)
    00164 {
    00165   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
    00166
    00167   if (tree != TREE_INVALID) {
    00168     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
    00169
    00170     /* Rerandomize ground, if neither snow nor shore */
    00171     TreeGround ground = GetTreeGround(tile);
    00172     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
    00173       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
    00174     }
    00175
    00176     /* Set the counter to a random start value */
    00177     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
    00178   }
    00179 }
    00180
    00187 static void PlaceTreeGroups(uint num_groups)
    00188 {
    00189   do {
    00190     TileIndex center_tile = RandomTile();
    00191
    00192     for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
    00193       uint32 r = Random();
    00194       int x = GB(r, 0, 5) - 16;
    00195       int y = GB(r, 8, 5) - 16;
    00196       uint dist = abs(x) + abs(y);
    00197       TileIndex cur_tile = TileAddWrap(center_tile, x, y);
    00198
    00199       IncreaseGeneratingWorldProgress(GWP_TREE);
    00200
    00201       if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
    00202         PlaceTree(cur_tile, r);
    00203       }
    00204     }
    00205
    00206   } while (--num_groups);
    00207 }
    00208
    00218 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
    00219 {
    00220   for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
    00221     uint32 r = Random();
    00222     int x = GB(r, 0, 5) - 16;
    00223     int y = GB(r, 8, 5) - 16;
    00224     TileIndex cur_tile = TileAddWrap(tile, x, y);
    00225     if (cur_tile == INVALID_TILE) continue;
    00226
    00227     /* Keep in range of the existing tree */
    00228     if (abs(x) + abs(y) > 16) continue;
    00229
    00230     /* Clear tile, no farm-tiles or rocks */
    00231     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
    00232
    00233     /* Not too much height difference */
    00234     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
    00235
    00236     /* Place one tree and quit */
    00237     PlaceTree(cur_tile, r);
    00238     break;
    00239   }
    00240 }
    00241
    00247 void PlaceTreesRandomly()
    00248 {
    00249   uint i, j, ht;
    00250
    00251   i = ScaleByMapSize(DEFAULT_TREE_STEPS);
    00252   if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
    00253   do {
    00254     uint32 r = Random();
    00255     TileIndex tile = RandomTileSeed(r);
    00256
    00257     IncreaseGeneratingWorldProgress(GWP_TREE);
    00258
    00259     if (CanPlantTreesOnTile(tile, true)) {
    00260       PlaceTree(tile, r);
    00261       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
    00262
    00263       /* Place a number of trees based on the tile height.
    00264        *  This gives a cool effect of multiple trees close together.
    00265        *  It is almost real life ;) */
    00266       ht = GetTileZ(tile);
    00267       /* The higher we get, the more trees we plant */
    00268       j = GetTileZ(tile) / TILE_HEIGHT * 2;
    00269       /* Above snowline more trees! */
    00270       if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
    00271       while (j--) {
    00272         PlaceTreeAtSameHeight(tile, ht);
    00273       }
    00274     }
    00275   } while (--i);
    00276
    00277   /* place extra trees at rainforest area */
    00278   if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00279     i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
    00280     if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
    00281
    00282     do {
    00283       uint32 r = Random();
    00284       TileIndex tile = RandomTileSeed(r);
    00285
    00286       IncreaseGeneratingWorldProgress(GWP_TREE);
    00287
    00288       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
    00289         PlaceTree(tile, r);
    00290       }
    00291     } while (--i);
    00292   }
    00293 }
    00294
    00301 void GenerateTrees()
    00302 {
    00303   uint i, total;
    00304
    00305   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
    00306
    00307   switch (_settings_game.game_creation.tree_placer) {
    00308     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
    00309     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
    00310     default: NOT_REACHED();
    00311   }
    00312
    00313   total = ScaleByMapSize(DEFAULT_TREE_STEPS);
    00314   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
    00315   total *= i;
    00316   uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
    00317   total += num_groups * DEFAULT_TREE_STEPS;
    00318   SetGeneratingWorldProgress(GWP_TREE, total);
    00319
    00320   if (num_groups != 0) PlaceTreeGroups(num_groups);
    00321
    00322   for (; i != 0; i--) {
    00323     PlaceTreesRandomly();
    00324   }
    00325 }
    00326
    00336 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00337 {
    00338   StringID msg = INVALID_STRING_ID;
    00339   CommandCost cost(EXPENSES_OTHER);
    00340   const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
    00341
    00342   if (p2 >= MapSize()) return CMD_ERROR;
    00343   /* Check the tree type within the current climate */
    00344   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;
    00345
    00346   TileArea ta(tile, p2);
    00347   TILE_AREA_LOOP(tile, ta) {
    00348     switch (GetTileType(tile)) {
    00349       case MP_TREES:
    00350         /* no more space for trees? */
    00351         if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
    00352           msg = STR_ERROR_TREE_ALREADY_HERE;
    00353           continue;
    00354         }
    00355
    00356         if (flags & DC_EXEC) {
    00357           AddTreeCount(tile, 1);
    00358           MarkTileDirtyByTile(tile);
    00359         }
    00360         /* 2x as expensive to add more trees to an existing tile */
    00361         cost.AddCost(_price[PR_BUILD_TREES] * 2);
    00362         break;
    00363
    00364       case MP_WATER:
    00365         if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
    00366           msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
    00367           continue;
    00368         }
    00369         /* FALL THROUGH */
    00370       case MP_CLEAR: {
    00371         if (IsBridgeAbove(tile)) {
    00372           msg = STR_ERROR_SITE_UNSUITABLE;
    00373           continue;
    00374         }
    00375
    00376         TreeType treetype = (TreeType)tree_to_plant;
    00377         /* Be a bit picky about which trees go where. */
    00378         if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
    00379             /* No cacti outside the desert */
    00380             (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
    00381             /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
    00382             (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
    00383             /* And no subtropical trees in the desert/rain forest */
    00384             (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
    00385           msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
    00386           continue;
    00387         }
    00388
    00389         if (TileHeight(tile) >= _settings_game.construction.ingame_tree_line_height) {
    00390           msg = STR_ERROR_TREE_ABOVE_TREE_LINE;
    00391           continue;
    00392         }
    00393
    00394         if (IsTileType(tile, MP_CLEAR)) {
    00395           /* Remove fields or rocks. Note that the ground will get barrened */
    00396           switch (GetRawClearGround(tile)) {
    00397             case CLEAR_FIELDS:
    00398             case CLEAR_ROCKS: {
    00399               CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00400               if (ret.Failed()) return ret;
    00401               cost.AddCost(ret);
    00402               break;
    00403             }
    00404
    00405             default: break;
    00406           }
    00407         }
    00408
    00409         if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
    00410           Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00411           if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
    00412         }
    00413
    00414         if (flags & DC_EXEC) {
    00415           if (treetype == TREE_INVALID) {
    00416             treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
    00417             if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
    00418           }
    00419
    00420           /* Plant full grown trees in scenario editor */
    00421           PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
    00422           MarkTileDirtyByTile(tile);
    00423
    00424           /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
    00425           if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
    00426             SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00427           }
    00428         }
    00429         cost.AddCost(_price[PR_BUILD_TREES]);
    00430         break;
    00431       }
    00432
    00433       default:
    00434         msg = STR_ERROR_SITE_UNSUITABLE;
    00435         break;
    00436     }
    00437   }
    00438
    00439   if (cost.GetCost() == 0) {
    00440     return_cmd_error(msg);
    00441   } else {
    00442     return cost;
    00443   }
    00444 }
    00445
    00446 struct TreeListEnt : PalSpriteID {
    00447   byte x, y;
    00448 };
    00449
    00450 static void DrawTile_Trees(TileInfo *ti)
    00451 {
    00452   switch (GetTreeGround(ti->tile)) {
    00453     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
    00454     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
    00455     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
    00456     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
    00457   }
    00458
    00459   DrawClearLandFence(ti);
    00460
    00461   /* Do not draw trees when the invisible trees setting is set */
    00462   if (IsInvisibilitySet(TO_TREES)) return;
    00463
    00464   uint tmp = CountBits(ti->tile + ti->x + ti->y);
    00465   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
    00466
    00467   /* different tree styles above one of the grounds */
    00468   if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
    00469       GetTreeDensity(ti->tile) >= 2 &&
    00470       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
    00471     index += 164 - (TREE_SUB_ARCTIC << 2);
    00472   }
    00473
    00474   assert(index < lengthof(_tree_layout_sprite));
    00475
    00476   const PalSpriteID *s = _tree_layout_sprite[index];
    00477   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
    00478
    00479   /* combine trees into one sprite object */
    00480   StartSpriteCombine();
    00481
    00482   TreeListEnt te[4];
    00483
    00484   /* put the trees to draw in a list */
    00485   uint trees = GetTreeCount(ti->tile);
    00486
    00487   for (uint i = 0; i < trees; i++) {
    00488     SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
    00489     PaletteID pal = s[0].pal;
    00490
    00491     te[i].sprite = sprite;
    00492     te[i].pal    = pal;
    00493     te[i].x = d->x;
    00494     te[i].y = d->y;
    00495     s++;
    00496     d++;
    00497   }
    00498
    00499   /* draw them in a sorted way */
    00500   int z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
    00501
    00502   for (; trees > 0; trees--) {
    00503     uint min = te[0].x + te[0].y;
    00504     uint mi = 0;
    00505
    00506     for (uint i = 1; i < trees; i++) {
    00507       if ((uint)(te[i].x + te[i].y) < min) {
    00508         min = te[i].x + te[i].y;
    00509         mi = i;
    00510       }
    00511     }
    00512
    00513     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);
    00514
    00515     /* replace the removed one with the last one */
    00516     te[mi] = te[trees - 1];
    00517   }
    00518
    00519   EndSpriteCombine();
    00520 }
    00521
    00522
    00523 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
    00524 {
    00525   uint z;
    00526   Slope tileh = GetTileSlope(tile, &z);
    00527
    00528   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
    00529 }
    00530
    00531 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
    00532 {
    00533   return FOUNDATION_NONE;
    00534 }
    00535
    00536 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
    00537 {
    00538   uint num;
    00539
    00540   if (Company::IsValidID(_current_company)) {
    00541     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00542     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
    00543   }
    00544
    00545   num = GetTreeCount(tile);
    00546   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
    00547
    00548   if (flags & DC_EXEC) DoClearSquare(tile);
    00549
    00550   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
    00551 }
    00552
    00553 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
    00554 {
    00555   TreeType tt = GetTreeType(tile);
    00556
    00557   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
    00558     td->str = STR_LAI_TREE_NAME_RAINFOREST;
    00559   } else {
    00560     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
    00561   }
    00562
    00563   td->owner[0] = GetTileOwner(tile);
    00564 }
    00565
    00566 static void TileLoopTreesDesert(TileIndex tile)
    00567 {
    00568   switch (GetTropicZone(tile)) {
    00569     case TROPICZONE_DESERT:
    00570       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
    00571         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
    00572         MarkTileDirtyByTile(tile);
    00573       }
    00574       break;
    00575
    00576     case TROPICZONE_RAINFOREST: {
    00577       static const SoundFx forest_sounds[] = {
    00578         SND_42_LOON_BIRD,
    00579         SND_43_LION,
    00580         SND_44_MONKEYS,
    00581         SND_48_DISTANT_BIRD
    00582       };
    00583       uint32 r = Random();
    00584
    00585       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
    00586       break;
    00587     }
    00588
    00589     default: break;
    00590   }
    00591 }
    00592
    00593 static void TileLoopTreesAlps(TileIndex tile)
    00594 {
    00595   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
    00596
    00597   if (k < 0) {
    00598     switch (GetTreeGround(tile)) {
    00599       case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
    00600       case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
    00601       default: return;
    00602     }
    00603   } else {
    00604     uint density = min((uint)k / TILE_HEIGHT, 3);
    00605
    00606     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
    00607       TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
    00608       SetTreeGroundDensity(tile, tg, density);
    00609     } else if (GetTreeDensity(tile) != density) {
    00610       SetTreeGroundDensity(tile, GetTreeGround(tile), density);
    00611     } else {
    00612       if (GetTreeDensity(tile) == 3) {
    00613         uint32 r = Random();
    00614         if (Chance16I(1, 200, r)) {
    00615           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
    00616         }
    00617       }
    00618       return;
    00619     }
    00620   }
    00621   MarkTileDirtyByTile(tile);
    00622 }
    00623
    00624 static void TileLoop_Trees(TileIndex tile)
    00625 {
    00626   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
    00627     TileLoop_Water(tile);
    00628   } else {
    00629     switch (_settings_game.game_creation.landscape) {
    00630       case LT_TROPIC: TileLoopTreesDesert(tile); break;
    00631       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
    00632     }
    00633   }
    00634
    00635   TileLoopClearHelper(tile);
    00636
    00637   uint treeCounter = GetTreeCounter(tile);
    00638
    00639   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
    00640   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
    00641     uint density = GetTreeDensity(tile);
    00642     if (density < 3) {
    00643       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
    00644       MarkTileDirtyByTile(tile);
    00645     }
    00646   }
    00647   if (GetTreeCounter(tile) < 15) {
    00648     if (_settings_game.construction.tree_growth_rate > 0) {
    00649       /* Nature randomness */
    00650       uint8 grow_slowing_values[3] = { 5, 20, 120 }; // slow, very slow, extremely slow
    00651       uint16 prob = 0x10000 / grow_slowing_values[_settings_game.construction.tree_growth_rate - 1];
    00652       if (GB(Random(), 0, 16) < prob) AddTreeCounter(tile, 1);
    00653     } else {
    00654       AddTreeCounter(tile, 1);
    00655     }
    00656     return;
    00657   }
    00658   SetTreeCounter(tile, 0);
    00659
    00660   switch (GetTreeGrowth(tile)) {
    00661     case 3: // regular sized tree
    00662       if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00663           GetTreeType(tile) != TREE_CACTUS &&
    00664           GetTropicZone(tile) == TROPICZONE_DESERT) {
    00665         AddTreeGrowth(tile, 1);
    00666       } else {
    00667         switch (GB(Random(), 0, 3)) {
    00668           case 0: // start destructing
    00669             AddTreeGrowth(tile, 1);
    00670             break;
    00671
    00672           case 1: // add a tree
    00673             if (GetTreeCount(tile) < 4) {
    00674               AddTreeCount(tile, 1);
    00675               SetTreeGrowth(tile, 0);
    00676               break;
    00677             }
    00678             /* FALL THROUGH */
    00679
    00680           case 2: { // add a neighbouring tree
    00681             /* Don't plant extra trees if that's not allowed. */
    00682             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
    00683                 _settings_game.construction.extra_tree_placement == ETP_NONE :
    00684                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
    00685               break;
    00686             }
    00687
    00688             TreeType treetype = GetTreeType(tile);
    00689
    00690             tile += TileOffsByDir((Direction)(Random() & 7));
    00691
    00692             /* Cacti don't spread */
    00693             if (!CanPlantTreesOnTile(tile, false)) return;
    00694
    00695             /* Don't plant trees, if ground was freshly cleared */
    00696             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
    00697
    00698             PlantTreesOnTile(tile, treetype, 0, 0);
    00699
    00700             break;
    00701           }
    00702
    00703           default:
    00704             return;
    00705         }
    00706       }
    00707       break;
    00708
    00709     case 6: // final stage of tree destruction
    00710       if (GetTreeCount(tile) > 1) {
    00711         /* more than one tree, delete it */
    00712         AddTreeCount(tile, -1);
    00713         SetTreeGrowth(tile, 3);
    00714       } else {
    00715         /* just one tree, change type into MP_CLEAR */
    00716         switch (GetTreeGround(tile)) {
    00717           case TREE_GROUND_SHORE: MakeShore(tile); break;
    00718           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
    00719           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
    00720           case TREE_GROUND_ROUGH_SNOW: {
    00721             uint density = GetTreeDensity(tile);
    00722             MakeClear(tile, CLEAR_ROUGH, 3);
    00723             MakeSnow(tile, density);
    00724             break;
    00725           }
    00726           default: // snow or desert
    00727             if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00728               MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
    00729             } else {
    00730               uint density = GetTreeDensity(tile);
    00731               MakeClear(tile, CLEAR_GRASS, 3);
    00732               MakeSnow(tile, density);
    00733             }
    00734             break;
    00735         }
    00736       }
    00737       break;
    00738
    00739     default:
    00740       AddTreeGrowth(tile, 1);
    00741       break;
    00742   }
    00743
    00744   MarkTileDirtyByTile(tile);
    00745 }
    00746
    00747 void OnTick_Trees()
    00748 {
    00749   /* Don't place trees if that's not allowed */
    00750   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
    00751
    00752   uint32 r;
    00753   TileIndex tile;
    00754   TreeType tree;
    00755
    00756   /* place a tree at a random rainforest spot */
    00757   if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00758       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
    00759       CanPlantTreesOnTile(tile, false) &&
    00760       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00761     PlantTreesOnTile(tile, tree, 0, 0);
    00762   }
    00763
    00764   /* byte underflow */
    00765   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
    00766
    00767   /* place a tree at a random spot */
    00768   r = Random();
    00769   tile = RandomTileSeed(r);
    00770   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00771     PlantTreesOnTile(tile, tree, 0, 0);
    00772   }
    00773 }
    00774
    00775 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00776 {
    00777   return 0;
    00778 }
    00779
    00780 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
    00781 {
    00782   /* not used */
    00783 }
    00784
    00785 void InitializeTrees()
    00786 {
    00787   _trees_tick_ctr = 0;
    00788 }
    00789
    00790 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    00791 {
    00792   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00793 }
    00794
    00795
    00796 extern const TileTypeProcs _tile_type_trees_procs = {
    00797   DrawTile_Trees,           // draw_tile_proc
    00798   GetSlopeZ_Trees,          // get_slope_z_proc
    00799   ClearTile_Trees,          // clear_tile_proc
    00800   NULL,                     // add_accepted_cargo_proc
    00801   GetTileDesc_Trees,        // get_tile_desc_proc
    00802   GetTileTrackStatus_Trees, // get_tile_track_status_proc
    00803   NULL,                     // click_tile_proc
    00804   NULL,                     // animate_tile_proc
    00805   TileLoop_Trees,           // tile_loop_clear
    00806   ChangeTileOwner_Trees,    // change_tile_owner_clear
    00807   NULL,                     // add_produced_cargo_proc
    00808   NULL,                     // vehicle_enter_tile_proc
    00809   GetFoundation_Trees,      // get_foundation_proc
    00810   TerraformTile_Trees,      // terraform_tile_proc
    00811 };