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-rw-r--r--src/lang/english.txt8
-rw-r--r--src/tilehighlight_func.h1
-rw-r--r--src/tree_cmd.cpp47
-rw-r--r--src/tree_gui.cpp74
-rw-r--r--src/viewport.cpp27
-rw-r--r--src/widgets/tree_widget.h3
-rw-r--r--src/window_gui.h3
7 files changed, 153 insertions, 10 deletions
diff --git a/src/lang/english.txt b/src/lang/english.txt
index a735eace9..63f36588a 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -2542,13 +2542,19 @@ STR_OBJECT_BUILD_SIZE :{BLACK}Size: {G
STR_OBJECT_CLASS_LTHS :Lighthouses
STR_OBJECT_CLASS_TRNS :Transmitters
-# Tree planting window (last two for SE only)
+# Tree planting window (last eight for SE only)
STR_PLANT_TREE_CAPTION :{WHITE}Trees
STR_PLANT_TREE_TOOLTIP :{BLACK}Select tree type to plant. If the tile already has a tree, this will add more trees of mixed types independent of the selected type
STR_TREES_RANDOM_TYPE :{BLACK}Trees of random type
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Place trees of random type. Shift toggles building/showing cost estimate
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Random Trees
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Plant trees randomly throughout the landscape
+STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normal
+STR_TREES_MODE_NORMAL_TOOLTIP :{BLACK}Plant single trees by dragging over the landscape.
+STR_TREES_MODE_FOREST_SM_BUTTON :{BLACK}Grove
+STR_TREES_MODE_FOREST_SM_TOOLTIP :{BLACK}Plant small forests by dragging over the landscape.
+STR_TREES_MODE_FOREST_LG_BUTTON :{BLACK}Forest
+STR_TREES_MODE_FOREST_LG_TOOLTIP :{BLACK}Plant large forests by dragging over the landscape.
# Land generation window (SE)
STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Land Generation
diff --git a/src/tilehighlight_func.h b/src/tilehighlight_func.h
index a6e8a3815..c980931d7 100644
--- a/src/tilehighlight_func.h
+++ b/src/tilehighlight_func.h
@@ -22,6 +22,7 @@ void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowC
void ResetObjectToPlace();
void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method);
+void VpStartDragging(ViewportDragDropSelectionProcess process);
void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process);
void VpSetPresizeRange(TileIndex from, TileIndex to);
void VpSetPlaceSizingLimit(int limit);
diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp
index c40df4394..60eb781f5 100644
--- a/src/tree_cmd.cpp
+++ b/src/tree_cmd.cpp
@@ -291,6 +291,51 @@ void PlaceTreesRandomly()
}
/**
+ * Place some trees in a radius around a tile.
+ * The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
+ * the radius does define a square, the distribution inside the square will be roughly circular.
+ * @note This function the interactive RNG and must only be used in editor and map generation.
+ * @param tile Tile to place trees around.
+ * @param treetype Type of trees to place. Must be a valid tree type for the climate.
+ * @param radius Maximum distance (on each axis) from tile to place trees.
+ * @param count Maximum number of trees to place.
+ * @return Number of trees actually placed.
+ */
+uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count)
+{
+ assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
+ const bool allow_desert = treetype == TREE_CACTUS;
+ uint planted = 0;
+
+ for (; count > 0; count--) {
+ /* Simple quasi-normal distribution with range [-radius; radius) */
+ auto mkcoord = [&]() -> int32 {
+ const uint32 rand = InteractiveRandom();
+ const int32 dist = GB<int32>(rand, 0, 8) + GB<int32>(rand, 8, 8) + GB<int32>(rand, 16, 8) + GB<int32>(rand, 24, 8);
+ const int32 scu = dist * radius / 512;
+ return scu - radius;
+ };
+ const int32 xofs = mkcoord();
+ const int32 yofs = mkcoord();
+ const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
+ if (tile_to_plant != INVALID_TILE) {
+ if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
+ AddTreeCount(tile_to_plant, 1);
+ SetTreeGrowth(tile_to_plant, 0);
+ MarkTileDirtyByTile(tile_to_plant, 0);
+ planted++;
+ } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
+ PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
+ MarkTileDirtyByTile(tile_to_plant, 0);
+ planted++;
+ }
+ }
+ }
+
+ return planted;
+}
+
+/**
* Place new trees.
*
* This function takes care of the selected tree placer algorithm and
@@ -349,7 +394,7 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
switch (GetTileType(tile)) {
case MP_TREES:
/* no more space for trees? */
- if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
+ if (GetTreeCount(tile) == 4) {
msg = STR_ERROR_TREE_ALREADY_HERE;
continue;
}
diff --git a/src/tree_gui.cpp b/src/tree_gui.cpp
index 58edf563b..ee94c35af 100644
--- a/src/tree_gui.cpp
+++ b/src/tree_gui.cpp
@@ -14,6 +14,7 @@
#include "company_func.h"
#include "company_base.h"
#include "command_func.h"
+#include "core/random_func.hpp"
#include "sound_func.h"
#include "strings_func.h"
#include "zoom_func.h"
@@ -28,6 +29,7 @@
#include "safeguards.h"
void PlaceTreesRandomly();
+uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count);
/** Tree Sprites with their palettes */
const PalSpriteID tree_sprites[] = {
@@ -79,7 +81,14 @@ class BuildTreesWindow : public Window
/** Visual Y offset of tree root from the bottom of the tree type buttons */
static const int BUTTON_BOTTOM_OFFSET = 7;
+ enum PlantingMode {
+ PM_NORMAL,
+ PM_FOREST_SM,
+ PM_FOREST_LG,
+ };
+
int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
+ PlantingMode mode; ///< Current mode for planting
/**
* Update the GUI and enable/disable planting to reflect selected options.
@@ -106,15 +115,35 @@ class BuildTreesWindow : public Window
this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
}
+ switch (this->mode) {
+ case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
+ case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
+ case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
+ default: NOT_REACHED();
+ }
+
this->SetDirty();
}
+ void DoPlantForest(TileIndex tile)
+ {
+ TreeType treetype = (TreeType)this->tree_to_plant;
+ if (this->tree_to_plant == TREE_INVALID) {
+ treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
+ }
+ const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
+ const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
+ PlaceTreeGroupAroundTile(tile, treetype, radius, count);
+ }
+
public:
- BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1)
+ BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
{
this->InitNested(window_number);
ResetObjectToPlace();
+ this->LowerWidget(WID_BT_MODE_NORMAL);
+
/* Show scenario editor tools in editor */
auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
if (_game_mode != GM_EDITOR) {
@@ -156,6 +185,23 @@ public:
MarkWholeScreenDirty();
break;
+ case WID_BT_MODE_NORMAL:
+ this->mode = PM_NORMAL;
+ this->UpdateMode();
+ break;
+
+ case WID_BT_MODE_FOREST_SM:
+ assert(_game_mode == GM_EDITOR);
+ this->mode = PM_FOREST_SM;
+ this->UpdateMode();
+ break;
+
+ case WID_BT_MODE_FOREST_LG:
+ assert(_game_mode == GM_EDITOR);
+ this->mode = PM_FOREST_LG;
+ this->UpdateMode();
+ break;
+
default:
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
@@ -168,17 +214,31 @@ public:
void OnPlaceObject(Point pt, TileIndex tile) override
{
- VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
+ if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
+ VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
+ } else {
+ VpStartDragging(DDSP_PLANT_TREES);
+ }
}
void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) override
{
- VpSelectTilesWithMethod(pt.x, pt.y, select_method);
+ if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
+ VpSelectTilesWithMethod(pt.x, pt.y, select_method);
+ } else {
+ TileIndex tile = TileVirtXY(pt.x, pt.y);
+
+ if (this->mode == PM_NORMAL) {
+ DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
+ } else {
+ this->DoPlantForest(tile);
+ }
+ }
}
void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
{
- if (pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
+ if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
}
}
@@ -241,6 +301,12 @@ static const NWidgetPart _nested_build_trees_widgets[] = {
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
NWidget(NWID_VERTICAL),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
+ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
+ NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
+ NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP),
+ NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP),
+ EndContainer(),
+ NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
EndContainer(),
EndContainer(),
diff --git a/src/viewport.cpp b/src/viewport.cpp
index e9e8d34da..7c5fd93b3 100644
--- a/src/viewport.cpp
+++ b/src/viewport.cpp
@@ -2674,6 +2674,18 @@ void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDrag
_special_mouse_mode = WSM_SIZING;
}
+/** Drag over the map while holding the left mouse down. */
+void VpStartDragging(ViewportDragDropSelectionProcess process)
+{
+ _thd.select_method = VPM_X_AND_Y;
+ _thd.select_proc = process;
+ _thd.selstart.x = 0;
+ _thd.selstart.y = 0;
+ _thd.next_drawstyle = HT_RECT;
+
+ _special_mouse_mode = WSM_DRAGGING;
+}
+
void VpSetPlaceSizingLimit(int limit)
{
_thd.sizelimit = limit;
@@ -3283,7 +3295,7 @@ calc_heightdiff_single_direction:;
*/
EventState VpHandlePlaceSizingDrag()
{
- if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
+ if (_special_mouse_mode != WSM_SIZING && _special_mouse_mode != WSM_DRAGGING) return ES_NOT_HANDLED;
/* stop drag mode if the window has been closed */
Window *w = _thd.GetCallbackWnd();
@@ -3294,13 +3306,22 @@ EventState VpHandlePlaceSizingDrag()
/* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
if (_left_button_down) {
+ if (_special_mouse_mode == WSM_DRAGGING) {
+ /* Only register a drag event when the mouse moved. */
+ if (_thd.new_pos.x == _thd.selstart.x && _thd.new_pos.y == _thd.selstart.y) return ES_HANDLED;
+ _thd.selstart.x = _thd.new_pos.x;
+ _thd.selstart.y = _thd.new_pos.y;
+ }
+
w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
return ES_HANDLED;
}
- /* mouse button released..
- * keep the selected tool, but reset it to the original mode. */
+ /* Mouse button released. */
_special_mouse_mode = WSM_NONE;
+ if (_special_mouse_mode == WSM_DRAGGING) return ES_HANDLED;
+
+ /* Keep the selected tool, but reset it to the original mode. */
HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
_thd.place_mode = HT_RECT | others;
diff --git a/src/widgets/tree_widget.h b/src/widgets/tree_widget.h
index 7474667a8..2cfc38ad4 100644
--- a/src/widgets/tree_widget.h
+++ b/src/widgets/tree_widget.h
@@ -14,6 +14,9 @@
enum BuildTreesWidgets {
WID_BT_TYPE_RANDOM, ///< Button to build random type of tree.
WID_BT_SE_PANE, ///< Selection pane to show/hide scenario editor tools.
+ WID_BT_MODE_NORMAL, ///< Select normal/rectangle planting mode.
+ WID_BT_MODE_FOREST_SM, ///< Select small forest planting mode.
+ WID_BT_MODE_FOREST_LG, ///< Select large forest planting mode.
WID_BT_MANY_RANDOM, ///< Button to build many random trees.
WID_BT_TYPE_BUTTON_FIRST, ///< First tree type selection button. (This must be last in the enum.)
};
diff --git a/src/window_gui.h b/src/window_gui.h
index b389db5a6..b03f5bbca 100644
--- a/src/window_gui.h
+++ b/src/window_gui.h
@@ -903,9 +903,10 @@ extern bool _mouse_hovering;
/** Mouse modes. */
enum SpecialMouseMode {
WSM_NONE, ///< No special mouse mode.
- WSM_DRAGDROP, ///< Dragging an object.
+ WSM_DRAGDROP, ///< Drag&drop an object.
WSM_SIZING, ///< Sizing mode.
WSM_PRESIZE, ///< Presizing mode (docks, tunnels).
+ WSM_DRAGGING, ///< Dragging mode (trees).
};
extern SpecialMouseMode _special_mouse_mode;