void OnTick_Trees() { /* Don't place trees if that's not allowed */ if (_settings_game.construction.extra_tree_placement == ETP_NONE) return; uint32 r; TileIndex tile; TreeType tree; /* place a tree at a random rainforest spot */ if (_settings_game.game_creation.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { PlantTreesOnTile(tile, tree, 0, 0); } /* byte underflow */ if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return; /* place a tree at a random spot */ r = Random(); tile = RandomTileSeed(r); if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { PlantTreesOnTile(tile, tree, 0, 0); } }
/** * 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); } }
void GenerateClearTile() { uint i, gi; TileIndex tile; /* add rough tiles */ i = ScaleByMapSize(GB(Random(), 0, 10) + 0x400); gi = ScaleByMapSize(GB(Random(), 0, 7) + 0x80); SetGeneratingWorldProgress(GWP_ROUGH_ROCKY, gi + i); do { IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY); tile = RandomTile(); if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) SetClearGroundDensity(tile, CLEAR_ROUGH, 3); } while (--i); /* add rocky tiles */ i = gi; do { uint32 r = Random(); tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY); if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) { uint j = GB(r, 16, 4) + 5; for (;;) { TileIndex tile_new; SetClearGroundDensity(tile, CLEAR_ROCKS, 3); do { if (--j == 0) goto get_out; tile_new = tile + TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2)); } while (!IsTileType(tile_new, MP_CLEAR) || IsClearGround(tile_new, CLEAR_DESERT)); tile = tile_new; } get_out:; } } while (--i); }