Esempio n. 1
0
/** 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 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);
}