/** Convert to or from snowy tiles. */ static void TileLoopClearAlps(TileIndex tile) { int k = GetTileZ(tile) - GetSnowLine() + 1; if (k < 0) { /* Below the snow line, do nothing if no snow. */ if (!IsSnowTile(tile)) return; } else { /* At or above the snow line, make snow tile if needed. */ if (!IsSnowTile(tile)) { MakeSnow(tile); MarkTileDirtyByTile(tile); return; } } /* Update snow density. */ uint current_density = GetClearDensity(tile); uint req_density = (k < 0) ? 0u : min((uint)k, 3); if (current_density < req_density) { AddClearDensity(tile, 1); } else if (current_density > req_density) { AddClearDensity(tile, -1); } else { /* Density at the required level. */ if (k >= 0) return; ClearSnow(tile); } MarkTileDirtyByTile(tile); }
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); }
/** * Place some trees randomly * * This function just place some trees randomly on the map. */ void PlaceTreesRandomly() { uint i, j, ht; i = ScaleByMapSize(DEFAULT_TREE_STEPS); if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV; do { uint32 r = Random(); TileIndex tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GWP_TREE); if (CanPlantTreesOnTile(tile, true)) { PlaceTree(tile, r); if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue; /* Place a number of trees based on the tile height. * This gives a cool effect of multiple trees close together. * It is almost real life ;) */ ht = GetTileZ(tile); /* The higher we get, the more trees we plant */ j = GetTileZ(tile) / TILE_HEIGHT * 2; /* Above snowline more trees! */ if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3; while (j--) { PlaceTreeAtSameHeight(tile, ht); } } } while (--i); /* place extra trees at rainforest area */ if (_settings_game.game_creation.landscape == LT_TROPIC) { i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS); if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV; do { uint32 r = Random(); TileIndex tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GWP_TREE); if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) { PlaceTree(tile, r); } } while (--i); } }
/* static */ uint32 ScriptTown::GetCargoGoal(TownID town_id, ScriptCargo::TownEffect towneffect_id) { if (!IsValidTown(town_id)) return -1; if (!ScriptCargo::IsValidTownEffect(towneffect_id)) return -1; const Town *t = ::Town::Get(town_id); switch (t->goal[towneffect_id]) { case TOWN_GROWTH_WINTER: if (TileHeight(t->xy) >= GetSnowLine() && t->cache.population > 90) return 1; return 0; case TOWN_GROWTH_DESERT: if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->cache.population > 60) return 1; return 0; default: return t->goal[towneffect_id]; } }