(svn r11124) -Documentation: of tree_map.h and tree_cmd.cpp. Patch by Progman.

This commit is contained in:
rubidium 2007-09-17 16:56:15 +00:00
parent a451c6f4b9
commit c2dc4a4adb
2 changed files with 245 additions and 28 deletions

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@ -21,12 +21,28 @@
#include "variables.h"
#include "genworld.h"
/**
* List of tree placer algorithm.
*
* This enumeration defines all possible tree placer algorithm in the game.
*/
enum TreePlacer {
TP_NONE,
TP_ORIGINAL,
TP_IMPROVED,
TP_NONE, ///< No tree placer algorithm
TP_ORIGINAL, ///< The original algorithm
TP_IMPROVED, ///< A 'improved' algorithm
};
/**
* Get a random TreeType for the given tile based on a given seed
*
* This function returns a random TreeType which can be placed on the given tile.
* The seed for randomness must be less or equal 256, use #GB on the value of Random()
* to get such a value.
*
* @param tile The tile to get a random TreeType from
* @param seed The seed for randomness, must be less or equal 256
* @return The random tree type
*/
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
switch (_opt.landscape) {
@ -48,6 +64,15 @@ static TreeType GetRandomTreeType(TileIndex tile, uint seed)
}
}
/**
* Make a random tree tile of the given tile
*
* Create a new tree-tile for the given tile. The second parameter is used for
* randomness like type and number of trees.
*
* @param tile The tile to make a tree-tile from
* @param r The randomness value from a Random() value
*/
static void PlaceTree(TileIndex tile, uint32 r)
{
TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
@ -66,6 +91,15 @@ static void PlaceTree(TileIndex tile, uint32 r)
}
}
/**
* Place some amount of trees around a given tile.
*
* This function adds some trees around a given tile. As this function use
* the Random() call it depends on the random how many trees are actually placed
* around the given tile.
*
* @param tile The center of the trees to add
*/
static void DoPlaceMoreTrees(TileIndex tile)
{
uint i;
@ -87,6 +121,11 @@ static void DoPlaceMoreTrees(TileIndex tile)
}
}
/**
* Place more trees on the map.
*
* This function add more trees to the map.
*/
static void PlaceMoreTrees()
{
uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25);
@ -97,7 +136,12 @@ static void PlaceMoreTrees()
/**
* Place a tree at the same height as an existing tree.
* This gives cool effects to the map.
*
* Add a new tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
* @param height The height (like the one from the tile)
*/
void PlaceTreeAtSameHeight(TileIndex tile, uint height)
{
@ -127,6 +171,11 @@ void PlaceTreeAtSameHeight(TileIndex tile, uint height)
}
}
/**
* Place some trees randomly
*
* This function just place some trees randomly on the map.
*/
void PlaceTreesRandomly()
{
uint i, j, ht;
@ -183,6 +232,12 @@ void PlaceTreesRandomly()
}
}
/**
* Place new trees.
*
* This function takes care of the selected tree placer algorithm and
* place randomly the trees for a new game.
*/
void GenerateTrees()
{
uint i, total;

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@ -7,54 +7,123 @@
#include "macros.h"
/**
* List of tree types along all landscape types.
*
* This enumeration contains a list of the different tree types along
* all landscape types. The values for the enumerations may be used for
* offsets from the grfs files. These points to the start of
* the tree list for a landscape. See the TREE_COUNT_* enumerations
* for the amount of different trees for a specific landscape.
*
* @note TREE_INVALID may be 0xFF according to the coding style, not -1 (Progman)
*/
enum TreeType {
TREE_INVALID = -1,
TREE_TEMPERATE = 0,
TREE_SUB_ARCTIC = 12,
TREE_RAINFOREST = 20,
TREE_CACTUS = 27,
TREE_SUB_TROPICAL = 28,
TREE_TOYLAND = 32
TREE_INVALID = -1, ///< An invalid tree
TREE_TEMPERATE = 0x00, ///< temperate tree
TREE_SUB_ARCTIC = 0x0C, ///< tree on a sub_arctic landscape
TREE_RAINFOREST = 0x14, ///< tree on the 'green part' on a sub-tropical map
TREE_CACTUS = 0x1B, ///< a catus for the 'desert part' on a sub-tropical map
TREE_SUB_TROPICAL = 0x1C, ///< tree on a sub-tropical map, non-rainforest, non-desert
TREE_TOYLAND = 0x20, ///< tree on a toyland map
};
/**
* Counts the number of treetypes for each landscape.
*
* This list contains the counts of different treetypes for each landscape. This list contains
* 5 entries instead of 4 (as there are only 4 landscape types) as the sub tropic landscape
* got two types of area, one for normal trees and one only for cacti.
*/
enum {
TREE_COUNT_TEMPERATE = TREE_SUB_ARCTIC - TREE_TEMPERATE,
TREE_COUNT_SUB_ARCTIC = TREE_RAINFOREST - TREE_SUB_ARCTIC,
TREE_COUNT_RAINFOREST = TREE_CACTUS - TREE_RAINFOREST,
TREE_COUNT_SUB_TROPICAL = TREE_SUB_TROPICAL - TREE_CACTUS,
TREE_COUNT_TOYLAND = 9
TREE_COUNT_TEMPERATE = TREE_SUB_ARCTIC - TREE_TEMPERATE, ///< number of treetypes on a temperate map
TREE_COUNT_SUB_ARCTIC = TREE_RAINFOREST - TREE_SUB_ARCTIC, ///< number of treetypes on a sub arctic map
TREE_COUNT_RAINFOREST = TREE_CACTUS - TREE_RAINFOREST, ///< number of treetypes for the 'green part' of a sub tropic map
TREE_COUNT_SUB_TROPICAL = TREE_SUB_TROPICAL - TREE_CACTUS, ///< number of treetypes for the 'desert part' of a sub tropic map
TREE_COUNT_TOYLAND = 9 ///< number of treetypes on a toyland map
};
/* ground type, m2 bits 4...5
* valid densities (bits 6...7) in comments after the enum */
/**
* Enumeration for ground types of tiles with trees.
*
* This enumeration defines the ground types for tiles with trees on it.
*/
enum TreeGround {
TREE_GROUND_GRASS = 0, ///< 0
TREE_GROUND_ROUGH = 1, ///< 0
TREE_GROUND_SNOW_DESERT = 2 ///< 0-3 for snow, 3 for desert
TREE_GROUND_GRASS = 0, ///< normal grass
TREE_GROUND_ROUGH = 1, ///< some rough tile
TREE_GROUND_SNOW_DESERT = 2 ///< a desert or snow tile, depend on landscape
};
/**
* Returns the treetype of a tile.
*
* This function returns the treetype of a given tile. As there are more
* possible treetypes for a tile in a game as the enumeration #TreeType defines
* this function may be return a value which isn't catch by an entry of the
* enumeration #TreeType. But there is no problem known about it.
*
* @param t The tile to get the treetype from
* @return The treetype of the given tile with trees
* @pre Tile t must be of type MP_TREES
*/
static inline TreeType GetTreeType(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return (TreeType)_m[t].m3;
}
/**
* Returns the groundtype for tree tiles.
*
* This function returns the groundtype of a tile with trees.
*
* @param t The tile to get the groundtype from
* @return The groundtype of the tile
* @pre Tile must be of type MP_TREES
*/
static inline TreeGround GetTreeGround(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return (TreeGround)GB(_m[t].m2, 4, 2);
}
/**
* Returns the 'density' of a tile with trees.
*
* This function returns the density of a tile which got trees. Note
* that this value doesn't count the number of trees on a tile, use
* #GetTreeCount instead. This function instead returns some kind of
* groundtype of the tile. As the map-array is finite in size and
* the informations about the trees must be saved somehow other
* informations about a tile must be saved somewhere encoded in the
* tile. So this function returns the density of a tile for sub arctic
* and sub tropical games. This means for sub arctic the type of snowline
* (0 to 3 for all 4 types of snowtiles) and for sub tropical the value
* 3 for a desert (and 0 for non-desert). The functionname is not read as
* "get the tree density of a tile" but "get the density of a tile which got trees".
*
* @param t The tile to get the 'density'
* @pre Tile must be of type MP_TREES
* @see GetTreeCount
*/
static inline uint GetTreeDensity(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return GB(_m[t].m2, 6, 2);
}
/**
* Set the density and ground type of a tile with trees.
*
* This functions saves the ground type and the density which belongs to it
* for a given tile.
*
* @param t The tile to set the density and ground type
* @param g The ground type to save
* @param d The density to save with
* @pre Tile must be of type MP_TREES
*/
static inline void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
@ -62,64 +131,157 @@ static inline void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d)
SB(_m[t].m2, 6, 2, d);
}
/**
* Returns the number of trees on a tile.
*
* This function returns the number of trees of a tile (1-4).
* The tile must be contains at least one tree or be more specific: it must be
* of type MP_TREES.
*
* @param t The index to get the number of trees
* @return The number of trees (1-4)
* @pre Tile must be of type MP_TREES
*/
static inline uint GetTreeCount(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return GB(_m[t].m5, 6, 2);
}
/**
* Add a amount to the tree-count value of a tile with trees.
*
* This function add a value to the tree-count value of a tile. This
* value may be negative to reduce the tree-counter. If the resulting
* value reach 0 it doesn't get converted to a "normal" tile.
*
* @param t The tile to change the tree amount
* @param c The value to add (or reduce) on the tree-count value
* @pre Tile must be of type MP_TREES
*/
static inline void AddTreeCount(TileIndex t, int c)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
_m[t].m5 += c << 6;
}
/**
* Sets the tree amount of a tile.
*
* This function directly sets the amount of trees of a tile.
*
* @param t The tile to set the amount of trees
* @param c The number of trees
* @pre Tile must be of type MP_TREES
*/
static inline void SetTreeCount(TileIndex t, uint c)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
SB(_m[t].m5, 6, 2, c);
}
/**
* Returns the tree growth status.
*
* This function returns the tree growth status of a tile with trees.
*
* @param t The tile to get the tree growth status
* @return The tree growth status
* @pre Tile must be of type MP_TREES
*/
static inline uint GetTreeGrowth(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return GB(_m[t].m5, 0, 3);
}
/**
* Add a value to the tree growth status.
*
* This function adds a value to the tree grow status of a tile.
*
* @param t The tile to add the value on
* @param a The value to add on the tree growth status
* @pre Tile must be of type MP_TREES
*/
static inline void AddTreeGrowth(TileIndex t, int a)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
_m[t].m5 += a;
}
/**
* Sets the tree growth status of a tile.
*
* This function sets the tree growth status of a tile directly with
* the given value.
*
* @param t The tile to change the tree growth status
* @param g The new value
* @pre Tile must be of type MP_TREES
*/
static inline void SetTreeGrowth(TileIndex t, uint g)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
SB(_m[t].m5, 0, 3, g);
}
/**
* Get the tick counter of a tree tile.
*
* Returns the saved tick counter of a given tile.
*
* @param t The tile to get the counter value from
* @pre Tile must be of type MP_TREES
*/
static inline uint GetTreeCounter(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return GB(_m[t].m2, 0, 4);
}
/**
* Add a value on the tick counter of a tree-tile
*
* This function adds a value on the tick counter of a tree-tile.
*
* @param t The tile to add the value on
* @param a The value to add on the tick counter
* @pre Tile must be of type MP_TREES
*/
static inline void AddTreeCounter(TileIndex t, int a)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
_m[t].m2 += a;
}
/**
* Set the tick counter for a tree-tile
*
* This function sets directly the tick counter for a tree-tile.
*
* @param t The tile to set the tick counter
* @param c The new tick counter value
* @pre Tile must be of type MP_TREES
*/
static inline void SetTreeCounter(TileIndex t, uint c)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
SB(_m[t].m2, 0, 4, c);
}
/**
* Make a tree-tile.
*
* This functions change the tile to a tile with trees and all informations which belongs to it.
*
* @param t The tile to make a tree-tile from
* @param type The type of the tree
* @param set the number of trees
* @param growth the growth status
* @param ground the ground type
* @param density the density (not the number of trees)
*/
static inline void MakeTree(TileIndex t, TreeType type, uint count, uint growth, TreeGround ground, uint density)
{
SetTileType(t, MP_TREES);