# 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 "openttd.h"
    00014 #include "clear_map.h"
    00015 #include "landscape.h"
    00016 #include "tree_map.h"
    00017 #include "viewport_func.h"
    00018 #include "command_func.h"
    00019 #include "economy_func.h"
    00020 #include "town.h"
    00021 #include "variables.h"
    00022 #include "genworld.h"
    00023 #include "transparency.h"
    00024 #include "functions.h"
    00025 #include "company_func.h"
    00026 #include "sound_func.h"
    00027 #include "water_map.h"
    00028 #include "water.h"
    00029 #include "landscape_type.h"
    00030 #include "company_base.h"
    00031
    00032 #include "table/strings.h"
    00033 #include "table/sprites.h"
    00034 #include "table/tree_land.h"
    00035 #include "table/clear_land.h"
    00036
    00042 enum TreePlacer {
    00043   TP_NONE,
    00044   TP_ORIGINAL,
    00045   TP_IMPROVED,
    00046 };
    00047
    00049 enum ExtraTreePlacement {
    00050   ETP_NONE,
    00051   ETP_RAINFOREST,
    00052   ETP_ALL,
    00053 };
    00054
    00055
    00064 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
    00065 {
    00066   switch (GetTileType(tile)) {
    00067     case MP_WATER:
    00068       return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
    00069
    00070     case MP_CLEAR:
    00071       return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
    00072              (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
    00073
    00074     default: return false;
    00075   }
    00076 }
    00077
    00089 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
    00090 {
    00091   assert(treetype != TREE_INVALID);
    00092   assert(CanPlantTreesOnTile(tile, true));
    00093
    00094   TreeGround ground;
    00095   uint density = 3;
    00096
    00097   switch (GetTileType(tile)) {
    00098     case MP_WATER:
    00099       ground = TREE_GROUND_SHORE;
    00100       break;
    00101
    00102     case MP_CLEAR:
    00103       switch (GetClearGround(tile)) {
    00104         case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       density = GetClearDensity(tile); break;
    00105         case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;                                        break;
    00106         default:           ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
    00107       }
    00108       break;
    00109
    00110     default: NOT_REACHED();
    00111   }
    00112
    00113   MakeTree(tile, treetype, count, growth, ground, density);
    00114 }
    00115
    00127 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
    00128 {
    00129   switch (_settings_game.game_creation.landscape) {
    00130     case LT_TEMPERATE:
    00131       return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
    00132
    00133     case LT_ARCTIC:
    00134       return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
    00135
    00136     case LT_TROPIC:
    00137       switch (GetTropicZone(tile)) {
    00138         case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
    00139         case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
    00140         default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
    00141       }
    00142
    00143     default:
    00144       return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
    00145   }
    00146 }
    00147
    00157 static void PlaceTree(TileIndex tile, uint32 r)
    00158 {
    00159   TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
    00160
    00161   if (tree != TREE_INVALID) {
    00162     PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
    00163
    00164     /* Rerandomize ground, if neither snow nor shore */
    00165     TreeGround ground = GetTreeGround(tile);
    00166     if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_SHORE) {
    00167       SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
    00168     }
    00169
    00170     /* Set the counter to a random start value */
    00171     SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
    00172   }
    00173 }
    00174
    00184 static void DoPlaceMoreTrees(TileIndex tile)
    00185 {
    00186   uint i;
    00187
    00188   for (i = 0; i < 1000; i++) {
    00189     uint32 r = Random();
    00190     int x = GB(r, 0, 5) - 16;
    00191     int y = GB(r, 8, 5) - 16;
    00192     uint dist = abs(x) + abs(y);
    00193     TileIndex cur_tile = TileAddWrap(tile, x, y);
    00194
    00195     if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
    00196       PlaceTree(cur_tile, r);
    00197     }
    00198   }
    00199 }
    00200
    00206 static void PlaceMoreTrees()
    00207 {
    00208   uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
    00209   do {
    00210     DoPlaceMoreTrees(RandomTile());
    00211   } while (--i);
    00212 }
    00213
    00223 static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
    00224 {
    00225   uint i;
    00226
    00227   for (i = 0; i < 1000; i++) {
    00228     uint32 r = Random();
    00229     int x = GB(r, 0, 5) - 16;
    00230     int y = GB(r, 8, 5) - 16;
    00231     TileIndex cur_tile = TileAddWrap(tile, x, y);
    00232     if (cur_tile == INVALID_TILE) continue;
    00233
    00234     /* Keep in range of the existing tree */
    00235     if (abs(x) + abs(y) > 16) continue;
    00236
    00237     /* Clear tile, no farm-tiles or rocks */
    00238     if (!CanPlantTreesOnTile(cur_tile, true)) continue;
    00239
    00240     /* Not too much height difference */
    00241     if (Delta(GetTileZ(cur_tile), height) > 2) continue;
    00242
    00243     /* Place one tree and quit */
    00244     PlaceTree(cur_tile, r);
    00245     break;
    00246   }
    00247 }
    00248
    00254 void PlaceTreesRandomly()
    00255 {
    00256   uint i, j, ht;
    00257
    00258   i = ScaleByMapSize(1000);
    00259   do {
    00260     uint32 r = Random();
    00261     TileIndex tile = RandomTileSeed(r);
    00262
    00263     IncreaseGeneratingWorldProgress(GWP_TREE);
    00264
    00265     if (CanPlantTreesOnTile(tile, true)) {
    00266       PlaceTree(tile, r);
    00267       if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
    00268
    00269       /* Place a number of trees based on the tile height.
    00270        *  This gives a cool effect of multiple trees close together.
    00271        *  It is almost real life ;) */
    00272       ht = GetTileZ(tile);
    00273       /* The higher we get, the more trees we plant */
    00274       j = GetTileZ(tile) / TILE_HEIGHT * 2;
    00275       while (j--) {
    00276         /* Above snowline more trees! */
    00277         if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
    00278           PlaceTreeAtSameHeight(tile, ht);
    00279           PlaceTreeAtSameHeight(tile, ht);
    00280         };
    00281
    00282         PlaceTreeAtSameHeight(tile, ht);
    00283       }
    00284     }
    00285   } while (--i);
    00286
    00287   /* place extra trees at rainforest area */
    00288   if (_settings_game.game_creation.landscape == LT_TROPIC) {
    00289     i = ScaleByMapSize(15000);
    00290
    00291     do {
    00292       uint32 r = Random();
    00293       TileIndex tile = RandomTileSeed(r);
    00294
    00295       IncreaseGeneratingWorldProgress(GWP_TREE);
    00296
    00297       if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
    00298         PlaceTree(tile, r);
    00299       }
    00300     } while (--i);
    00301   }
    00302 }
    00303
    00310 void GenerateTrees()
    00311 {
    00312   uint i, total;
    00313
    00314   if (_settings_game.game_creation.tree_placer == TP_NONE) return;
    00315
    00316   if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
    00317
    00318   switch (_settings_game.game_creation.tree_placer) {
    00319     case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
    00320     case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
    00321     default: NOT_REACHED();
    00322   }
    00323
    00324   total = ScaleByMapSize(1000);
    00325   if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
    00326   total *= i;
    00327   SetGeneratingWorldProgress(GWP_TREE, total);
    00328
    00329   for (; i != 0; i--) {
    00330     PlaceTreesRandomly();
    00331   }
    00332 }
    00333
    00342 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00343 {
    00344   StringID msg = INVALID_STRING_ID;
    00345   CommandCost cost(EXPENSES_OTHER);
    00346   int ex;
    00347   int ey;
    00348   int sx, sy, x, y;
    00349
    00350   if (p2 >= MapSize()) return CMD_ERROR;
    00351   /* Check the tree type. It can be random or some valid value within the current climate */
    00352   if (p1 != UINT_MAX && p1 - _tree_base_by_landscape[_settings_game.game_creation.landscape] >= _tree_count_by_landscape[_settings_game.game_creation.landscape]) return CMD_ERROR;
    00353
    00354   /* make sure sx,sy are smaller than ex, ey */
    00355   ex = TileX(tile);
    00356   ey = TileY(tile);
    00357   sx = TileX(p2);
    00358   sy = TileY(p2);
    00359   if (ex < sx) Swap(ex, sx);
    00360   if (ey < sy) Swap(ey, sy);
    00361
    00362   for (x = sx; x <= ex; x++) {
    00363     for (y = sy; y <= ey; y++) {
    00364       TileIndex tile = TileXY(x, y);
    00365
    00366       switch (GetTileType(tile)) {
    00367         case MP_TREES:
    00368           /* no more space for trees? */
    00369           if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
    00370             msg = STR_ERROR_TREE_ALREADY_HERE;
    00371             continue;
    00372           }
    00373
    00374           if (flags & DC_EXEC) {
    00375             AddTreeCount(tile, 1);
    00376             MarkTileDirtyByTile(tile);
    00377           }
    00378           /* 2x as expensive to add more trees to an existing tile */
    00379           cost.AddCost(_price[PR_BUILD_TREES] * 2);
    00380           break;
    00381
    00382         case MP_WATER:
    00383           if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
    00384             msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
    00385             continue;
    00386           }
    00387         /* FALL THROUGH */
    00388         case MP_CLEAR:
    00389           if (IsBridgeAbove(tile)) {
    00390             msg = STR_ERROR_SITE_UNSUITABLE;
    00391             continue;
    00392           }
    00393
    00394           if (IsTileType(tile, MP_CLEAR)) {
    00395             /* Remove fields or rocks. Note that the ground will get barrened */
    00396             switch (GetClearGround(tile)) {
    00397               case CLEAR_FIELDS:
    00398               case CLEAR_ROCKS: {
    00399                 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00400                 if (CmdFailed(ret)) 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             TreeType treetype;
    00416
    00417             treetype = (TreeType)p1;
    00418             if (treetype == TREE_INVALID) {
    00419               treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
    00420               if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
    00421             }
    00422
    00423             /* Plant full grown trees in scenario editor */
    00424             PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
    00425             MarkTileDirtyByTile(tile);
    00426
    00427             /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
    00428             if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
    00429               SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00430           }
    00431           cost.AddCost(_price[PR_BUILD_TREES]);
    00432           break;
    00433
    00434         default:
    00435           msg = STR_ERROR_SITE_UNSUITABLE;
    00436           break;
    00437       }
    00438     }
    00439   }
    00440
    00441   if (cost.GetCost() == 0) {
    00442     return_cmd_error(msg);
    00443   } else {
    00444     return cost;
    00445   }
    00446 }
    00447
    00448 struct TreeListEnt {
    00449   SpriteID image;
    00450   SpriteID pal;
    00451   byte x, y;
    00452 };
    00453
    00454 static void DrawTile_Trees(TileInfo *ti)
    00455 {
    00456   switch (GetTreeGround(ti->tile)) {
    00457     case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
    00458     case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
    00459     case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
    00460     default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
    00461   }
    00462
    00463   DrawClearLandFence(ti);
    00464
    00465   /* Do not draw trees when the invisible trees setting is set */
    00466   if (IsInvisibilitySet(TO_TREES)) return;
    00467
    00468   uint tmp = CountBits(ti->tile + ti->x + ti->y);
    00469   uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
    00470
    00471   /* different tree styles above one of the grounds */
    00472   if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
    00473       GetTreeDensity(ti->tile) >= 2 &&
    00474       IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
    00475     index += 164 - (TREE_SUB_ARCTIC << 2);
    00476   }
    00477
    00478   assert(index < lengthof(_tree_layout_sprite));
    00479
    00480   const PalSpriteID *s = _tree_layout_sprite[index];
    00481   const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
    00482
    00483   /* combine trees into one sprite object */
    00484   StartSpriteCombine();
    00485
    00486   TreeListEnt te[4];
    00487
    00488   /* put the trees to draw in a list */
    00489   uint trees = GetTreeCount(ti->tile);
    00490
    00491   for (uint i = 0; i < trees; i++) {
    00492     SpriteID image = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
    00493     SpriteID pal = s[0].pal;
    00494
    00495     te[i].image = image;
    00496     te[i].pal   = pal;
    00497     te[i].x = d->x;
    00498     te[i].y = d->y;
    00499     s++;
    00500     d++;
    00501   }
    00502
    00503   /* draw them in a sorted way */
    00504   byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
    00505
    00506   for (; trees > 0; trees--) {
    00507     uint min = te[0].x + te[0].y;
    00508     uint mi = 0;
    00509
    00510     for (uint i = 1; i < trees; i++) {
    00511       if ((uint)(te[i].x + te[i].y) < min) {
    00512         min = te[i].x + te[i].y;
    00513         mi = i;
    00514       }
    00515     }
    00516
    00517     AddSortableSpriteToDraw(te[mi].image, 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);
    00518
    00519     /* replace the removed one with the last one */
    00520     te[mi] = te[trees - 1];
    00521   }
    00522
    00523   EndSpriteCombine();
    00524 }
    00525
    00526
    00527 static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
    00528 {
    00529   uint z;
    00530   Slope tileh = GetTileSlope(tile, &z);
    00531
    00532   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
    00533 }
    00534
    00535 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
    00536 {
    00537   return FOUNDATION_NONE;
    00538 }
    00539
    00540 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
    00541 {
    00542   uint num;
    00543
    00544   if (Company::IsValidID(_current_company)) {
    00545     Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    00546     if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
    00547   }
    00548
    00549   num = GetTreeCount(tile);
    00550   if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
    00551
    00552   if (flags & DC_EXEC) DoClearSquare(tile);
    00553
    00554   return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
    00555 }
    00556
    00557 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
    00558 {
    00559   TreeType tt = GetTreeType(tile);
    00560
    00561   if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
    00562     td->str = STR_LAI_TREE_NAME_RAINFOREST;
    00563   } else {
    00564     td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
    00565   }
    00566
    00567   td->owner[0] = GetTileOwner(tile);
    00568 }
    00569
    00570 static void TileLoopTreesDesert(TileIndex tile)
    00571 {
    00572   switch (GetTropicZone(tile)) {
    00573     case TROPICZONE_DESERT:
    00574       if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
    00575         SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
    00576         MarkTileDirtyByTile(tile);
    00577       }
    00578       break;
    00579
    00580     case TROPICZONE_RAINFOREST: {
    00581       static const SoundFx forest_sounds[] = {
    00582         SND_42_LOON_BIRD,
    00583         SND_43_LION,
    00584         SND_44_MONKEYS,
    00585         SND_48_DISTANT_BIRD
    00586       };
    00587       uint32 r = Random();
    00588
    00589       if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
    00590       break;
    00591     }
    00592
    00593     default: break;
    00594   }
    00595 }
    00596
    00597 static void TileLoopTreesAlps(TileIndex tile)
    00598 {
    00599   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
    00600
    00601   if (k < 0) {
    00602     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
    00603     SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
    00604   } else {
    00605     uint density = min((uint)k / TILE_HEIGHT, 3);
    00606
    00607     if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
    00608         GetTreeDensity(tile) != density) {
    00609       SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
    00610     } else {
    00611       if (GetTreeDensity(tile) == 3) {
    00612         uint32 r = Random();
    00613         if (Chance16I(1, 200, r)) {
    00614           SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
    00615         }
    00616       }
    00617       return;
    00618     }
    00619   }
    00620   MarkTileDirtyByTile(tile);
    00621 }
    00622
    00623 static void TileLoop_Trees(TileIndex tile)
    00624 {
    00625   if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
    00626     TileLoop_Water(tile);
    00627   } else {
    00628     switch (_settings_game.game_creation.landscape) {
    00629       case LT_TROPIC: TileLoopTreesDesert(tile); break;
    00630       case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
    00631     }
    00632   }
    00633
    00634   TileLoopClearHelper(tile);
    00635
    00636   uint treeCounter = GetTreeCounter(tile);
    00637
    00638   /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
    00639   if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
    00640     uint density = GetTreeDensity(tile);
    00641     if (density < 3) {
    00642       SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
    00643       MarkTileDirtyByTile(tile);
    00644     }
    00645   }
    00646   if (GetTreeCounter(tile) < 15) {
    00647     AddTreeCounter(tile, 1);
    00648     return;
    00649   }
    00650   SetTreeCounter(tile, 0);
    00651
    00652   switch (GetTreeGrowth(tile)) {
    00653     case 3: // regular sized tree
    00654       if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00655           GetTreeType(tile) != TREE_CACTUS &&
    00656           GetTropicZone(tile) == TROPICZONE_DESERT) {
    00657         AddTreeGrowth(tile, 1);
    00658       } else {
    00659         switch (GB(Random(), 0, 3)) {
    00660           case 0: // start destructing
    00661             AddTreeGrowth(tile, 1);
    00662             break;
    00663
    00664           case 1: // add a tree
    00665             if (GetTreeCount(tile) < 4) {
    00666               AddTreeCount(tile, 1);
    00667               SetTreeGrowth(tile, 0);
    00668               break;
    00669             }
    00670             /* FALL THROUGH */
    00671
    00672           case 2: { // add a neighbouring tree
    00673             /* Don't plant extra trees if that's not allowed. */
    00674             if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
    00675                 _settings_game.construction.extra_tree_placement == ETP_NONE :
    00676                 _settings_game.construction.extra_tree_placement != ETP_ALL) {
    00677               break;
    00678             }
    00679
    00680             TreeType treetype = GetTreeType(tile);
    00681
    00682             tile += TileOffsByDir((Direction)(Random() & 7));
    00683
    00684             /* Cacti don't spread */
    00685             if (!CanPlantTreesOnTile(tile, false)) return;
    00686
    00687             /* Don't plant trees, if ground was freshly cleared */
    00688             if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
    00689
    00690             PlantTreesOnTile(tile, treetype, 0, 0);
    00691
    00692             break;
    00693           }
    00694
    00695           default:
    00696             return;
    00697         }
    00698       }
    00699       break;
    00700
    00701     case 6: // final stage of tree destruction
    00702       if (GetTreeCount(tile) > 1) {
    00703         /* more than one tree, delete it */
    00704         AddTreeCount(tile, -1);
    00705         SetTreeGrowth(tile, 3);
    00706       } else {
    00707         /* just one tree, change type into MP_CLEAR */
    00708         switch (GetTreeGround(tile)) {
    00709           case TREE_GROUND_SHORE: MakeShore(tile); break;
    00710           case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
    00711           case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
    00712           default: // snow or desert
    00713             MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
    00714             break;
    00715         }
    00716       }
    00717       break;
    00718
    00719     default:
    00720       AddTreeGrowth(tile, 1);
    00721       break;
    00722   }
    00723
    00724   MarkTileDirtyByTile(tile);
    00725 }
    00726
    00727 void OnTick_Trees()
    00728 {
    00729   /* Don't place trees if that's not allowed */
    00730   if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
    00731
    00732   uint32 r;
    00733   TileIndex tile;
    00734   TreeType tree;
    00735
    00736   /* place a tree at a random rainforest spot */
    00737   if (_settings_game.game_creation.landscape == LT_TROPIC &&
    00738       (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
    00739       CanPlantTreesOnTile(tile, false) &&
    00740       (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00741     PlantTreesOnTile(tile, tree, 0, 0);
    00742   }
    00743
    00744   /* byte underflow */
    00745   if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
    00746
    00747   /* place a tree at a random spot */
    00748   r = Random();
    00749   tile = RandomTileSeed(r);
    00750   if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
    00751     PlantTreesOnTile(tile, tree, 0, 0);
    00752   }
    00753 }
    00754
    00755 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00756 {
    00757   return 0;
    00758 }
    00759
    00760 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
    00761 {
    00762   /* not used */
    00763 }
    00764
    00765 void InitializeTrees()
    00766 {
    00767   _trees_tick_ctr = 0;
    00768 }
    00769
    00770 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    00771 {
    00772   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00773 }
    00774
    00775
    00776 extern const TileTypeProcs _tile_type_trees_procs = {
    00777   DrawTile_Trees,           // draw_tile_proc
    00778   GetSlopeZ_Trees,          // get_slope_z_proc
    00779   ClearTile_Trees,          // clear_tile_proc
    00780   NULL,                     // add_accepted_cargo_proc
    00781   GetTileDesc_Trees,        // get_tile_desc_proc
    00782   GetTileTrackStatus_Trees, // get_tile_track_status_proc
    00783   NULL,                     // click_tile_proc
    00784   NULL,                     // animate_tile_proc
    00785   TileLoop_Trees,           // tile_loop_clear
    00786   ChangeTileOwner_Trees,    // change_tile_owner_clear
    00787   NULL,                     // add_produced_cargo_proc
    00788   NULL,                     // vehicle_enter_tile_proc
    00789   GetFoundation_Trees,      // get_foundation_proc
    00790   TerraformTile_Trees,      // terraform_tile_proc
    00791 };