/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file tree_cmd.cpp Handling of tree tiles. */ #include "stdafx.h" #include "clear_map.h" #include "landscape.h" #include "tree_map.h" #include "layer_func.h" #include "viewport_func.h" #include "command_func.h" #include "town.h" #include "genworld.h" #include "clear_func.h" #include "company_func.h" #include "sound_func.h" #include "water.h" #include "company_base.h" #include "core/random_func.hpp" #include "newgrf_generic.h" #include "date_func.h" #include "tree_cmd.h" #include "landscape_cmd.h" #include "table/strings.h" #include "table/tree_land.h" #include "table/clear_land.h" #include "safeguards.h" /** * List of tree placer algorithm. * * This enumeration defines all possible tree placer algorithm in the game. */ enum TreePlacer { TP_NONE, ///< No tree placer algorithm TP_ORIGINAL, ///< The original algorithm TP_IMPROVED, ///< A 'improved' algorithm }; /** Where to place trees while in-game? */ enum ExtraTreePlacement { ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all }; /** Determines when to consider building more trees. */ byte _trees_tick_ctr; static const uint16 DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees. static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic. static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor. /** * Tests if a tile can be converted to MP_TREES * This is true for clear ground without farms or rocks. * * @param tile the tile of interest * @param allow_desert Allow planting trees on CLEAR_DESERT? * @return true if trees can be built. */ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert) { switch (GetTileType(tile)) { case MP_WATER: return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile)); case MP_CLEAR: return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS && (allow_desert || !IsClearGround(tile, CLEAR_DESERT)) && !IsUnderground(tile); default: return false; } } /** * Creates a tree tile * Ground type and density is preserved. * * @pre the tile must be suitable for trees. * * @param tile where to plant the trees. * @param treetype The type of the tree * @param count the number of trees (minus 1) * @param growth the growth status */ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth) { assert(treetype != TREE_INVALID); assert(CanPlantTreesOnTile(tile, true)); TreeGround ground; uint density = 3; switch (GetTileType(tile)) { case MP_WATER: ground = TREE_GROUND_SHORE; break; case MP_CLEAR: switch (GetClearGround(tile)) { case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break; case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break; case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break; default: ground = TREE_GROUND_SNOW_DESERT; break; } if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile); break; default: NOT_REACHED(); } MakeTree(tile, treetype, count, growth, ground, density); } /** * 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 (_settings_game.game_creation.landscape) { case LT_TEMPERATE: return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE); case LT_ARCTIC: return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC); case LT_TROPIC: switch (GetTropicZone(tile)) { case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL); case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS); default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST); } default: return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND); } } /** * 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)); if (tree != TREE_INVALID) { PlantTreesOnTile(tile, tree, GB(r, 22, 2), std::min(GB(r, 16, 3), 6)); MarkTileDirtyByTile(tile); /* Rerandomize ground, if neither snow nor shore */ TreeGround ground = GetTreeGround(tile); if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) { SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3); } /* Set the counter to a random start value */ SetTreeCounter(tile, (TreeGround)GB(r, 24, 4)); } } /** * Creates a number of tree groups. * The number of trees in each group depends on how many trees are actually placed around the given tile. * * @param num_groups Number of tree groups to place. */ static void PlaceTreeGroups(uint num_groups) { do { TileIndex center_tile = RandomTile(); for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) { uint32 r = Random(); int x = GB(r, 0, 5) - 16; int y = GB(r, 8, 5) - 16; uint dist = abs(x) + abs(y); TileIndex cur_tile = TileAddWrap(center_tile, x, y); IncreaseGeneratingWorldProgress(GWP_TREE); if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) { PlaceTree(cur_tile, r); } } } while (--num_groups); } /** * Place a tree at the same height as an existing tree. * * 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) */ static void PlaceTreeAtSameHeight(TileIndex tile, int height) { for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) { uint32 r = Random(); int x = GB(r, 0, 5) - 16; int y = GB(r, 8, 5) - 16; TileIndex cur_tile = TileAddWrap(tile, x, y); if (cur_tile == INVALID_TILE) continue; /* Keep in range of the existing tree */ if (abs(x) + abs(y) > 16) continue; /* Clear tile, no farm-tiles or rocks */ if (!CanPlantTreesOnTile(cur_tile, true)) continue; /* Not too much height difference */ if (Delta(GetTileZ(cur_tile), height) > 2) continue; /* Place one tree and quit */ PlaceTree(cur_tile, r); break; } } /** * Place some trees randomly * * This function just place some trees randomly on the map. */ void PlaceTreesRandomly() { int 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) * 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); } } /** * 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. * @param set_zone Whether to create a rainforest zone when placing rainforest trees. * @return Number of trees actually placed. */ uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone) { 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(rand, 0, 8) + GB(rand, 8, 8) + GB(rand, 16, 8) + GB(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++; } } } if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) { for (TileIndex t : TileArea(tile).Expand(radius)) { if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST); } } return planted; } /** * 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; if (_settings_game.game_creation.tree_placer == TP_NONE) return; switch (_settings_game.game_creation.tree_placer) { case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break; case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break; default: NOT_REACHED(); } total = ScaleByMapSize(DEFAULT_TREE_STEPS); if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS); total *= i; uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0; total += num_groups * DEFAULT_TREE_STEPS; SetGeneratingWorldProgress(GWP_TREE, total); if (num_groups != 0) PlaceTreeGroups(num_groups); for (; i != 0; i--) { PlaceTreesRandomly(); } } /** * Plant a tree. * @param flags type of operation * @param tile end tile of area-drag * @param start_tile start tile of area-drag of tree plantation * @param tree_to_plant tree type, TREE_INVALID means random. * @return the cost of this operation or an error */ CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, byte tree_to_plant) { StringID msg = INVALID_STRING_ID; CommandCost cost(EXPENSES_OTHER); if (start_tile >= MapSize()) return CMD_ERROR; /* tree only top layer */ if (IsUnderground(start_tile)) return CMD_ERROR; /* Check the tree type within the current climate */ if (tree_to_plant != TREE_INVALID && !IsInsideBS(tree_to_plant, _tree_base_by_landscape[_settings_game.game_creation.landscape], _tree_count_by_landscape[_settings_game.game_creation.landscape])) return CMD_ERROR; Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr; int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16)); TileArea ta(tile, start_tile); for (TileIndex current_tile : ta) { switch (GetTileType(current_tile)) { case MP_TREES: /* no more space for trees? */ if (GetTreeCount(current_tile) == 4) { msg = STR_ERROR_TREE_ALREADY_HERE; continue; } /* Test tree limit. */ if (--limit < 1) { msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED; break; } if (flags & DC_EXEC) { AddTreeCount(current_tile, 1); MarkTileDirtyByTile(current_tile); if (c != nullptr) c->tree_limit -= 1 << 16; } /* 2x as expensive to add more trees to an existing tile */ cost.AddCost(_price[PR_BUILD_TREES] * 2); break; case MP_WATER: if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) { msg = STR_ERROR_CAN_T_BUILD_ON_WATER; continue; } FALLTHROUGH; case MP_CLEAR: { if (IsBridgeAbove(current_tile)) { msg = STR_ERROR_SITE_UNSUITABLE; continue; } TreeType treetype = (TreeType)tree_to_plant; /* Be a bit picky about which trees go where. */ if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && ( /* No cacti outside the desert */ (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) || /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */ (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) || /* And no subtropical trees in the desert/rain forest */ (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) { msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE; continue; } /* Test tree limit. */ if (--limit < 1) { msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED; break; } if (IsTileType(current_tile, MP_CLEAR)) { /* Remove fields or rocks. Note that the ground will get barrened */ switch (GetRawClearGround(current_tile)) { case CLEAR_FIELDS: case CLEAR_ROCKS: { CommandCost ret = Command::Do(flags, current_tile); if (ret.Failed()) return ret; cost.AddCost(ret); break; } default: break; } } if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) { Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority); if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags); } if (flags & DC_EXEC) { if (treetype == TREE_INVALID) { treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8)); if (treetype == TREE_INVALID) treetype = TREE_CACTUS; } /* Plant full grown trees in scenario editor */ PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0); MarkTileDirtyByTile(current_tile); if (c != nullptr) c->tree_limit -= 1 << 16; /* When planting rainforest-trees, set tropiczone to rainforest in editor. */ if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) { SetTropicZone(current_tile, TROPICZONE_RAINFOREST); } } cost.AddCost(_price[PR_BUILD_TREES]); break; } default: msg = STR_ERROR_SITE_UNSUITABLE; break; } /* Tree limit used up? No need to check more. */ if (limit < 0) break; } if (cost.GetCost() == 0) { return_cmd_error(msg); } else { return cost; } } struct TreeListEnt : PalSpriteID { byte x, y; }; static void DrawTile_Trees(TileInfo *ti) { switch (GetTreeGround(ti->tile)) { case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break; case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break; case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break; default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break; } /* Do not draw trees when the invisible trees setting is set */ if (IsInvisibilitySet(TO_TREES)) return; uint tmp = CountBits(static_cast(ti->tile + ti->x + ti->y)); uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2); /* different tree styles above one of the grounds */ if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) && GetTreeDensity(ti->tile) >= 2 && IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) { index += 164 - (TREE_SUB_ARCTIC << 2); } assert(index < lengthof(_tree_layout_sprite)); const PalSpriteID *s = _tree_layout_sprite[index]; const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)]; /* combine trees into one sprite object */ StartSpriteCombine(); TreeListEnt te[4]; /* put the trees to draw in a list */ uint trees = GetTreeCount(ti->tile); for (uint i = 0; i < trees; i++) { SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3); PaletteID pal = s[0].pal; te[i].sprite = sprite; te[i].pal = pal; te[i].x = d->x; te[i].y = d->y; s++; d++; } /* draw them in a sorted way */ int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2; for (; trees > 0; trees--) { uint min = te[0].x + te[0].y; uint mi = 0; for (uint i = 1; i < trees; i++) { if ((uint)(te[i].x + te[i].y) < min) { min = te[i].x + te[i].y; mi = i; } } AddSortableSpriteToDraw(te[mi].sprite, te[mi].pal, ti->x + te[mi].x, ti->y + te[mi].y, 16 - te[mi].x, 16 - te[mi].y, 0x30, z, IsTransparencySet(TO_TREES), -te[mi].x, -te[mi].y); /* replace the removed one with the last one */ te[mi] = te[trees - 1]; } EndSpriteCombine(); } static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y) { int z; Slope tileh = GetTilePixelSlope(tile, &z); return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh); } static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh) { return FOUNDATION_NONE; } static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags) { uint num; if (Company::IsValidID(_current_company)) { Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags); } num = GetTreeCount(tile); if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4; if (flags & DC_EXEC) DoClearSquare(tile); return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]); } static void GetTileDesc_Trees(TileIndex tile, TileDesc *td) { TreeType tt = GetTreeType(tile); if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) { td->str = STR_LAI_TREE_NAME_RAINFOREST; } else { td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES; } td->owner[0] = GetTileOwner(tile); } static void TileLoopTreesDesert(TileIndex tile) { switch (GetTropicZone(tile)) { case TROPICZONE_DESERT: if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) { SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3); MarkTileDirtyByTile(tile); } break; case TROPICZONE_RAINFOREST: { static const SoundFx forest_sounds[] = { SND_42_RAINFOREST_1, SND_43_RAINFOREST_2, SND_44_RAINFOREST_3, SND_48_RAINFOREST_4 }; uint32 r = Random(); if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile); break; } default: break; } } static void TileLoopTreesAlps(TileIndex tile) { int k = GetTileZ(tile) - GetSnowLine() + 1; if (k < 0) { switch (GetTreeGround(tile)) { case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break; case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break; default: return; } } else { uint density = std::min(k, 3); if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) { TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; SetTreeGroundDensity(tile, tg, density); } else if (GetTreeDensity(tile) != density) { SetTreeGroundDensity(tile, GetTreeGround(tile), density); } else { if (GetTreeDensity(tile) == 3) { uint32 r = Random(); if (Chance16I(1, 200, r) && _settings_client.sound.ambient) { SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile); } } return; } } MarkTileDirtyByTile(tile); } static bool CanPlantExtraTrees(TileIndex tile) { return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ? (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) : _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL); } static void TileLoop_Trees(TileIndex tile) { if (GetTreeGround(tile) == TREE_GROUND_SHORE) { TileLoop_Water(tile); } else { switch (_settings_game.game_creation.landscape) { case LT_TROPIC: TileLoopTreesDesert(tile); break; case LT_ARCTIC: TileLoopTreesAlps(tile); break; } } AmbientSoundEffect(tile); uint treeCounter = GetTreeCounter(tile); /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */ if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) { uint density = GetTreeDensity(tile); if (density < 3) { SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1); MarkTileDirtyByTile(tile); } } if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return; if (GetTreeCounter(tile) < 15) { AddTreeCounter(tile, 1); return; } SetTreeCounter(tile, 0); switch (GetTreeGrowth(tile)) { case 3: // regular sized tree if (_settings_game.game_creation.landscape == LT_TROPIC && GetTreeType(tile) != TREE_CACTUS && GetTropicZone(tile) == TROPICZONE_DESERT) { AddTreeGrowth(tile, 1); } else { switch (GB(Random(), 0, 3)) { case 0: // start destructing AddTreeGrowth(tile, 1); break; case 1: // add a tree if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) { AddTreeCount(tile, 1); SetTreeGrowth(tile, 0); break; } FALLTHROUGH; case 2: { // add a neighbouring tree if (!CanPlantExtraTrees(tile)) break; TreeType treetype = GetTreeType(tile); tile += TileOffsByDir((Direction)(Random() & 7)); /* Cacti don't spread */ if (!CanPlantTreesOnTile(tile, false)) return; /* Don't plant trees, if ground was freshly cleared */ if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return; PlantTreesOnTile(tile, treetype, 0, 0); break; } default: return; } } break; case 6: // final stage of tree destruction if (!CanPlantExtraTrees(tile)) { /* if trees can't spread just plant a new one to prevent deforestation */ SetTreeGrowth(tile, 0); } else if (GetTreeCount(tile) > 1) { /* more than one tree, delete it */ AddTreeCount(tile, -1); SetTreeGrowth(tile, 3); } else { /* just one tree, change type into MP_CLEAR */ switch (GetTreeGround(tile)) { case TREE_GROUND_SHORE: MakeShore(tile); break; case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break; case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break; case TREE_GROUND_ROUGH_SNOW: { uint density = GetTreeDensity(tile); MakeClear(tile, CLEAR_ROUGH, 3); MakeSnow(tile, density); break; } default: // snow or desert if (_settings_game.game_creation.landscape == LT_TROPIC) { MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile)); } else { uint density = GetTreeDensity(tile); MakeClear(tile, CLEAR_GRASS, 3); MakeSnow(tile, density); } break; } } break; default: AddTreeGrowth(tile, 1); break; } MarkTileDirtyByTile(tile); } /** * Decrement the tree tick counter. * The interval is scaled by map size to allow for the same density regardless of size. * Adjustment for map sizes below the standard 256 * 256 are handled earlier. * @return true if the counter was decremented past zero */ bool DecrementTreeCounter() { /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */ static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits::digits); /* byte underflow */ byte old_trees_tick_ctr = _trees_tick_ctr; _trees_tick_ctr -= ScaleByMapSize(1); return old_trees_tick_ctr <= _trees_tick_ctr; } void OnTick_Trees() { /* Don't spread trees if that's not allowed */ if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return; uint32 r; TileIndex tile; TreeType tree; /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so * this is the maximum number of ticks that are skipped. Number of ticks to skip is * inversely proportional to map size, so that is handled to create a mask. */ int skip = ScaleByMapSize(16); if (skip < 16 && (_tick_counter & (16 / skip - 1)) != 0) return; /* place a tree at a random rainforest spot */ if (_settings_game.game_creation.landscape == LT_TROPIC) { for (uint c = ScaleByMapSize(1); c > 0; c--) { if ((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); } } } if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) 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); } } static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { return 0; } static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner) { /* not used */ } void InitializeTrees() { _trees_tick_ctr = 0; } static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new) { return Command::Do(flags, tile); } extern const TileTypeProcs _tile_type_trees_procs = { DrawTile_Trees, // draw_tile_proc GetSlopePixelZ_Trees, // get_slope_z_proc ClearTile_Trees, // clear_tile_proc nullptr, // add_accepted_cargo_proc GetTileDesc_Trees, // get_tile_desc_proc GetTileTrackStatus_Trees, // get_tile_track_status_proc nullptr, // click_tile_proc nullptr, // animate_tile_proc TileLoop_Trees, // tile_loop_proc ChangeTileOwner_Trees, // change_tile_owner_proc nullptr, // add_produced_cargo_proc nullptr, // vehicle_enter_tile_proc GetFoundation_Trees, // get_foundation_proc TerraformTile_Trees, // terraform_tile_proc };