forked from mirror/OpenTTD
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
This commit is contained in:
83
tree_cmd.c
83
tree_cmd.c
@@ -15,6 +15,13 @@
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#include "town.h"
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#include "sound.h"
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#include "variables.h"
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#include "genworld.h"
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enum TreePlacer {
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TP_NONE,
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TP_ORIGINAL,
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TP_IMPROVED,
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};
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static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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{
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@@ -83,18 +90,70 @@ static void PlaceMoreTrees(void)
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} while (--i);
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}
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void PlaceTreesRandomly(void)
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/**
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* Place a tree at the same height as an existing tree.
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* This gives cool effects to the map.
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*/
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void PlaceTreeAtSameHeight(TileIndex tile, uint height)
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{
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uint i;
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for (i = 0; i < 1000; i++) {
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uint32 r = Random();
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int x = GB(r, 0, 5) - 16;
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int y = GB(r, 8, 5) - 16;
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TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
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/* Keep in range of the existing tree */
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if (myabs(x) + myabs(y) > 16) continue;
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/* Clear tile, no farm-tiles or rocks */
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if (!IsTileType(cur_tile, MP_CLEAR) ||
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IsClearGround(cur_tile, CLEAR_FIELDS) ||
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IsClearGround(cur_tile, CLEAR_ROCKS))
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continue;
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/* Not too much height difference */
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if (myabs(GetTileZ(cur_tile) - height) > 2) continue;
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/* Place one tree and quit */
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PlaceTree(cur_tile, r);
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break;
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}
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}
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void PlaceTreesRandomly(void)
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{
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uint i, j, ht;
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i = ScaleByMapSize(1000);
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do {
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uint32 r = Random();
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TileIndex tile = RandomTileSeed(r);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (IsTileType(tile, MP_CLEAR) &&
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!IsClearGround(tile, CLEAR_FIELDS) &&
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!IsClearGround(tile, CLEAR_ROCKS)) {
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PlaceTree(tile, r);
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if (_patches.tree_placer != TP_IMPROVED) continue;
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/* Place a number of trees based on the tile height.
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* This gives a cool effect of multiple trees close together.
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* It is almost real life ;) */
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ht = GetTileZ(tile);
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/* The higher we get, the more trees we plant */
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j = GetTileZ(tile) / TILE_HEIGHT * 2;
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while (j--) {
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/* Above snowline more trees! */
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if (_opt.landscape == LT_HILLY && ht > _opt.snow_line) {
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PlaceTreeAtSameHeight(tile, ht);
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PlaceTreeAtSameHeight(tile, ht);
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};
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PlaceTreeAtSameHeight(tile, ht);
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}
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}
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} while (--i);
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@@ -105,7 +164,10 @@ void PlaceTreesRandomly(void)
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do {
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uint32 r = Random();
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TileIndex tile = RandomTileSeed(r);
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if (IsTileType(tile, MP_CLEAR) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) {
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_FIELDS) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) {
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PlaceTree(tile, r);
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}
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} while (--i);
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@@ -114,11 +176,24 @@ void PlaceTreesRandomly(void)
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void GenerateTrees(void)
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{
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uint i;
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uint i, total;
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if (_patches.tree_placer == TP_NONE) return;
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if (_opt.landscape != LT_CANDY) PlaceMoreTrees();
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for (i = _opt.landscape == LT_HILLY ? 15 : 6; i != 0; i--) {
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switch (_patches.tree_placer) {
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case TP_ORIGINAL: i = _opt.landscape == LT_HILLY ? 15 : 6; break;
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case TP_IMPROVED: i = _opt.landscape == LT_HILLY ? 4 : 2; break;
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default: NOT_REACHED(); return;
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}
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total = ScaleByMapSize(1000);
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if (_opt.landscape == LT_DESERT) total += ScaleByMapSize(15000);
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total *= i;
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SetGeneratingWorldProgress(GWP_TREE, total);
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for (; i != 0; i--) {
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PlaceTreesRandomly();
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}
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}
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