diff options
author | truelight <truelight@openttd.org> | 2006-08-19 10:00:30 +0000 |
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committer | truelight <truelight@openttd.org> | 2006-08-19 10:00:30 +0000 |
commit | 10b842bddcbe6cdcf7111736bec985cdc13e528f (patch) | |
tree | cd9ad6758b68622254b2545359b5d87f88f7074b /tree_cmd.c | |
parent | 83d56d6d798a28169f00a4c67323a407037c0b0a (diff) | |
download | openttd-10b842bddcbe6cdcf7111736bec985cdc13e528f.tar.xz |
(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
Diffstat (limited to 'tree_cmd.c')
-rw-r--r-- | tree_cmd.c | 83 |
1 files changed, 79 insertions, 4 deletions
diff --git a/tree_cmd.c b/tree_cmd.c index 99b2de384..6366df469 100644 --- a/tree_cmd.c +++ b/tree_cmd.c @@ -15,6 +15,13 @@ #include "town.h" #include "sound.h" #include "variables.h" +#include "genworld.h" + +enum TreePlacer { + TP_NONE, + TP_ORIGINAL, + TP_IMPROVED, +}; static TreeType GetRandomTreeType(TileIndex tile, uint seed) { @@ -83,18 +90,70 @@ static void PlaceMoreTrees(void) } while (--i); } -void PlaceTreesRandomly(void) +/** + * Place a tree at the same height as an existing tree. + * This gives cool effects to the map. + */ +void PlaceTreeAtSameHeight(TileIndex tile, uint height) { uint i; + for (i = 0; i < 1000; i++) { + uint32 r = Random(); + int x = GB(r, 0, 5) - 16; + int y = GB(r, 8, 5) - 16; + TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y)); + + /* Keep in range of the existing tree */ + if (myabs(x) + myabs(y) > 16) continue; + + /* Clear tile, no farm-tiles or rocks */ + if (!IsTileType(cur_tile, MP_CLEAR) || + IsClearGround(cur_tile, CLEAR_FIELDS) || + IsClearGround(cur_tile, CLEAR_ROCKS)) + continue; + + /* Not too much height difference */ + if (myabs(GetTileZ(cur_tile) - height) > 2) continue; + + /* Place one tree and quit */ + PlaceTree(cur_tile, r); + break; + } +} + +void PlaceTreesRandomly(void) +{ + uint i, j, ht; + i = ScaleByMapSize(1000); do { uint32 r = Random(); TileIndex tile = RandomTileSeed(r); + + IncreaseGeneratingWorldProgress(GWP_TREE); + if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS)) { PlaceTree(tile, r); + if (_patches.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; + while (j--) { + /* Above snowline more trees! */ + if (_opt.landscape == LT_HILLY && ht > _opt.snow_line) { + PlaceTreeAtSameHeight(tile, ht); + PlaceTreeAtSameHeight(tile, ht); + }; + + PlaceTreeAtSameHeight(tile, ht); + } } } while (--i); @@ -105,7 +164,10 @@ void PlaceTreesRandomly(void) do { uint32 r = Random(); TileIndex tile = RandomTileSeed(r); - if (IsTileType(tile, MP_CLEAR) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) { + + IncreaseGeneratingWorldProgress(GWP_TREE); + + if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_FIELDS) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) { PlaceTree(tile, r); } } while (--i); @@ -114,11 +176,24 @@ void PlaceTreesRandomly(void) void GenerateTrees(void) { - uint i; + uint i, total; + + if (_patches.tree_placer == TP_NONE) return; if (_opt.landscape != LT_CANDY) PlaceMoreTrees(); - for (i = _opt.landscape == LT_HILLY ? 15 : 6; i != 0; i--) { + switch (_patches.tree_placer) { + case TP_ORIGINAL: i = _opt.landscape == LT_HILLY ? 15 : 6; break; + case TP_IMPROVED: i = _opt.landscape == LT_HILLY ? 4 : 2; break; + default: NOT_REACHED(); return; + } + + total = ScaleByMapSize(1000); + if (_opt.landscape == LT_DESERT) total += ScaleByMapSize(15000); + total *= i; + SetGeneratingWorldProgress(GWP_TREE, total); + + for (; i != 0; i--) { PlaceTreesRandomly(); } } |