2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <http://www.gnu.org/licenses/>.
8 /** @file tree_cmd.cpp Handling of tree tiles. */
11 #include "clear_map.h"
12 #include "landscape.h"
14 #include "viewport_func.h"
15 #include "command_func.h"
18 #include "clear_func.h"
19 #include "company_func.h"
20 #include "sound_func.h"
22 #include "company_base.h"
23 #include "core/random_func.hpp"
24 #include "newgrf_generic.h"
26 #include "table/strings.h"
27 #include "table/tree_land.h"
28 #include "table/clear_land.h"
30 #include "safeguards.h"
33 * List of tree placer algorithm.
35 * This enumeration defines all possible tree placer algorithm in the game.
38 TP_NONE
, ///< No tree placer algorithm
39 TP_ORIGINAL
, ///< The original algorithm
40 TP_IMPROVED
, ///< A 'improved' algorithm
43 /** Where to place trees while in-game? */
44 enum ExtraTreePlacement
{
45 ETP_NO_SPREAD
, ///< Grow trees on tiles that have them but don't spread to new ones
46 ETP_SPREAD_RAINFOREST
, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
47 ETP_SPREAD_ALL
, ///< Grow trees and spread them without restrictions
48 ETP_NO_GROWTH_NO_SPREAD
, ///< Don't grow trees and don't spread them at all
51 /** Determines when to consider building more trees. */
54 static const uint16 DEFAULT_TREE_STEPS
= 1000; ///< Default number of attempts for placing trees.
55 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS
= 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
56 static const uint16 EDITOR_TREE_DIV
= 5; ///< Game editor tree generation divisor factor.
59 * Tests if a tile can be converted to MP_TREES
60 * This is true for clear ground without farms or rocks.
62 * @param tile the tile of interest
63 * @param allow_desert Allow planting trees on CLEAR_DESERT?
64 * @return true if trees can be built.
66 static bool CanPlantTreesOnTile(TileIndex tile
, bool allow_desert
)
68 switch (GetTileType(tile
)) {
70 return !IsBridgeAbove(tile
) && IsCoast(tile
) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile
));
73 return !IsBridgeAbove(tile
) && !IsClearGround(tile
, CLEAR_FIELDS
) && GetRawClearGround(tile
) != CLEAR_ROCKS
&&
74 (allow_desert
|| !IsClearGround(tile
, CLEAR_DESERT
));
76 default: return false;
82 * Ground type and density is preserved.
84 * @pre the tile must be suitable for trees.
86 * @param tile where to plant the trees.
87 * @param treetype The type of the tree
88 * @param count the number of trees (minus 1)
89 * @param growth the growth status
91 static void PlantTreesOnTile(TileIndex tile
, TreeType treetype
, uint count
, uint growth
)
93 assert(treetype
!= TREE_INVALID
);
94 assert(CanPlantTreesOnTile(tile
, true));
99 switch (GetTileType(tile
)) {
101 ground
= TREE_GROUND_SHORE
;
105 switch (GetClearGround(tile
)) {
106 case CLEAR_GRASS
: ground
= TREE_GROUND_GRASS
; break;
107 case CLEAR_ROUGH
: ground
= TREE_GROUND_ROUGH
; break;
108 case CLEAR_SNOW
: ground
= GetRawClearGround(tile
) == CLEAR_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
; break;
109 default: ground
= TREE_GROUND_SNOW_DESERT
; break;
111 if (GetClearGround(tile
) != CLEAR_ROUGH
) density
= GetClearDensity(tile
);
114 default: NOT_REACHED();
117 MakeTree(tile
, treetype
, count
, growth
, ground
, density
);
121 * Get a random TreeType for the given tile based on a given seed
123 * This function returns a random TreeType which can be placed on the given tile.
124 * The seed for randomness must be less or equal 256, use #GB on the value of Random()
125 * to get such a value.
127 * @param tile The tile to get a random TreeType from
128 * @param seed The seed for randomness, must be less or equal 256
129 * @return The random tree type
131 static TreeType
GetRandomTreeType(TileIndex tile
, uint seed
)
133 switch (_settings_game
.game_creation
.landscape
) {
135 return (TreeType
)(seed
* TREE_COUNT_TEMPERATE
/ 256 + TREE_TEMPERATE
);
138 return (TreeType
)(seed
* TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
);
141 switch (GetTropicZone(tile
)) {
142 case TROPICZONE_NORMAL
: return (TreeType
)(seed
* TREE_COUNT_SUB_TROPICAL
/ 256 + TREE_SUB_TROPICAL
);
143 case TROPICZONE_DESERT
: return (TreeType
)((seed
> 12) ? TREE_INVALID
: TREE_CACTUS
);
144 default: return (TreeType
)(seed
* TREE_COUNT_RAINFOREST
/ 256 + TREE_RAINFOREST
);
148 return (TreeType
)(seed
* TREE_COUNT_TOYLAND
/ 256 + TREE_TOYLAND
);
153 * Make a random tree tile of the given tile
155 * Create a new tree-tile for the given tile. The second parameter is used for
156 * randomness like type and number of trees.
158 * @param tile The tile to make a tree-tile from
159 * @param r The randomness value from a Random() value
161 static void PlaceTree(TileIndex tile
, uint32 r
)
163 TreeType tree
= GetRandomTreeType(tile
, GB(r
, 24, 8));
165 if (tree
!= TREE_INVALID
) {
166 PlantTreesOnTile(tile
, tree
, GB(r
, 22, 2), std::min
<byte
>(GB(r
, 16, 3), 6));
168 /* Rerandomize ground, if neither snow nor shore */
169 TreeGround ground
= GetTreeGround(tile
);
170 if (ground
!= TREE_GROUND_SNOW_DESERT
&& ground
!= TREE_GROUND_ROUGH_SNOW
&& ground
!= TREE_GROUND_SHORE
) {
171 SetTreeGroundDensity(tile
, (TreeGround
)GB(r
, 28, 1), 3);
174 /* Set the counter to a random start value */
175 SetTreeCounter(tile
, (TreeGround
)GB(r
, 24, 4));
180 * Creates a number of tree groups.
181 * The number of trees in each group depends on how many trees are actually placed around the given tile.
183 * @param num_groups Number of tree groups to place.
185 static void PlaceTreeGroups(uint num_groups
)
188 TileIndex center_tile
= RandomTile();
190 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
192 int x
= GB(r
, 0, 5) - 16;
193 int y
= GB(r
, 8, 5) - 16;
194 uint dist
= abs(x
) + abs(y
);
195 TileIndex cur_tile
= TileAddWrap(center_tile
, x
, y
);
197 IncreaseGeneratingWorldProgress(GWP_TREE
);
199 if (cur_tile
!= INVALID_TILE
&& dist
<= 13 && CanPlantTreesOnTile(cur_tile
, true)) {
200 PlaceTree(cur_tile
, r
);
204 } while (--num_groups
);
208 * Place a tree at the same height as an existing tree.
210 * Add a new tree around the given tile which is at the same
211 * height or at some offset (2 units) of it.
213 * @param tile The base tile to add a new tree somewhere around
214 * @param height The height (like the one from the tile)
216 static void PlaceTreeAtSameHeight(TileIndex tile
, int height
)
218 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
220 int x
= GB(r
, 0, 5) - 16;
221 int y
= GB(r
, 8, 5) - 16;
222 TileIndex cur_tile
= TileAddWrap(tile
, x
, y
);
223 if (cur_tile
== INVALID_TILE
) continue;
225 /* Keep in range of the existing tree */
226 if (abs(x
) + abs(y
) > 16) continue;
228 /* Clear tile, no farm-tiles or rocks */
229 if (!CanPlantTreesOnTile(cur_tile
, true)) continue;
231 /* Not too much height difference */
232 if (Delta(GetTileZ(cur_tile
), height
) > 2) continue;
234 /* Place one tree and quit */
235 PlaceTree(cur_tile
, r
);
241 * Place some trees randomly
243 * This function just place some trees randomly on the map.
245 void PlaceTreesRandomly()
249 i
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
250 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
253 TileIndex tile
= RandomTileSeed(r
);
255 IncreaseGeneratingWorldProgress(GWP_TREE
);
257 if (CanPlantTreesOnTile(tile
, true)) {
259 if (_settings_game
.game_creation
.tree_placer
!= TP_IMPROVED
) continue;
261 /* Place a number of trees based on the tile height.
262 * This gives a cool effect of multiple trees close together.
263 * It is almost real life ;) */
265 /* The higher we get, the more trees we plant */
266 j
= GetTileZ(tile
) * 2;
267 /* Above snowline more trees! */
268 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
&& ht
> GetSnowLine()) j
*= 3;
270 PlaceTreeAtSameHeight(tile
, ht
);
275 /* place extra trees at rainforest area */
276 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
277 i
= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
278 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
282 TileIndex tile
= RandomTileSeed(r
);
284 IncreaseGeneratingWorldProgress(GWP_TREE
);
286 if (GetTropicZone(tile
) == TROPICZONE_RAINFOREST
&& CanPlantTreesOnTile(tile
, false)) {
294 * Place some trees in a radius around a tile.
295 * The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
296 * the radius does define a square, the distribution inside the square will be roughly circular.
297 * @note This function the interactive RNG and must only be used in editor and map generation.
298 * @param tile Tile to place trees around.
299 * @param treetype Type of trees to place. Must be a valid tree type for the climate.
300 * @param radius Maximum distance (on each axis) from tile to place trees.
301 * @param count Maximum number of trees to place.
302 * @return Number of trees actually placed.
304 uint
PlaceTreeGroupAroundTile(TileIndex tile
, TreeType treetype
, uint radius
, uint count
)
306 assert(treetype
< TREE_TOYLAND
+ TREE_COUNT_TOYLAND
);
307 const bool allow_desert
= treetype
== TREE_CACTUS
;
310 for (; count
> 0; count
--) {
311 /* Simple quasi-normal distribution with range [-radius; radius) */
312 auto mkcoord
= [&]() -> int32
{
313 const uint32 rand
= InteractiveRandom();
314 const int32 dist
= GB
<int32
>(rand
, 0, 8) + GB
<int32
>(rand
, 8, 8) + GB
<int32
>(rand
, 16, 8) + GB
<int32
>(rand
, 24, 8);
315 const int32 scu
= dist
* radius
/ 512;
318 const int32 xofs
= mkcoord();
319 const int32 yofs
= mkcoord();
320 const TileIndex tile_to_plant
= TileAddWrap(tile
, xofs
, yofs
);
321 if (tile_to_plant
!= INVALID_TILE
) {
322 if (IsTileType(tile_to_plant
, MP_TREES
) && GetTreeCount(tile_to_plant
) < 4) {
323 AddTreeCount(tile_to_plant
, 1);
324 SetTreeGrowth(tile_to_plant
, 0);
325 MarkTileDirtyByTile(tile_to_plant
, 0);
327 } else if (CanPlantTreesOnTile(tile_to_plant
, allow_desert
)) {
328 PlantTreesOnTile(tile_to_plant
, treetype
, 0, 3);
329 MarkTileDirtyByTile(tile_to_plant
, 0);
341 * This function takes care of the selected tree placer algorithm and
342 * place randomly the trees for a new game.
348 if (_settings_game
.game_creation
.tree_placer
== TP_NONE
) return;
350 switch (_settings_game
.game_creation
.tree_placer
) {
351 case TP_ORIGINAL
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 15 : 6; break;
352 case TP_IMPROVED
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 4 : 2; break;
353 default: NOT_REACHED();
356 total
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
357 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) total
+= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
359 uint num_groups
= (_settings_game
.game_creation
.landscape
!= LT_TOYLAND
) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
360 total
+= num_groups
* DEFAULT_TREE_STEPS
;
361 SetGeneratingWorldProgress(GWP_TREE
, total
);
363 if (num_groups
!= 0) PlaceTreeGroups(num_groups
);
365 for (; i
!= 0; i
--) {
366 PlaceTreesRandomly();
372 * @param tile end tile of area-drag
373 * @param flags type of operation
374 * @param p1 tree type, TREE_INVALID means random.
375 * @param p2 start tile of area-drag of tree plantation
377 * @return the cost of this operation or an error
379 CommandCost
CmdPlantTree(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
381 StringID msg
= INVALID_STRING_ID
;
382 CommandCost
cost(EXPENSES_OTHER
);
383 const byte tree_to_plant
= GB(p1
, 0, 8); // We cannot use Extract as min and max are climate specific.
385 if (p2
>= MapSize()) return CMD_ERROR
;
386 /* Check the tree type within the current climate */
387 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
;
389 Company
*c
= (_game_mode
!= GM_EDITOR
) ? Company::GetIfValid(_current_company
) : nullptr;
390 int limit
= (c
== nullptr ? INT32_MAX
: GB(c
->tree_limit
, 16, 16));
392 TileArea
ta(tile
, p2
);
393 TILE_AREA_LOOP(tile
, ta
) {
394 switch (GetTileType(tile
)) {
396 /* no more space for trees? */
397 if (GetTreeCount(tile
) == 4) {
398 msg
= STR_ERROR_TREE_ALREADY_HERE
;
402 /* Test tree limit. */
404 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
408 if (flags
& DC_EXEC
) {
409 AddTreeCount(tile
, 1);
410 MarkTileDirtyByTile(tile
);
411 if (c
!= nullptr) c
->tree_limit
-= 1 << 16;
413 /* 2x as expensive to add more trees to an existing tile */
414 cost
.AddCost(_price
[PR_BUILD_TREES
] * 2);
418 if (!IsCoast(tile
) || IsSlopeWithOneCornerRaised(GetTileSlope(tile
))) {
419 msg
= STR_ERROR_CAN_T_BUILD_ON_WATER
;
425 if (IsBridgeAbove(tile
)) {
426 msg
= STR_ERROR_SITE_UNSUITABLE
;
430 TreeType treetype
= (TreeType
)tree_to_plant
;
431 /* Be a bit picky about which trees go where. */
432 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& treetype
!= TREE_INVALID
&& (
433 /* No cacti outside the desert */
434 (treetype
== TREE_CACTUS
&& GetTropicZone(tile
) != TROPICZONE_DESERT
) ||
435 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
436 (IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
) && GetTropicZone(tile
) != TROPICZONE_RAINFOREST
&& _game_mode
!= GM_EDITOR
) ||
437 /* And no subtropical trees in the desert/rain forest */
438 (IsInsideMM(treetype
, TREE_SUB_TROPICAL
, TREE_TOYLAND
) && GetTropicZone(tile
) != TROPICZONE_NORMAL
))) {
439 msg
= STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE
;
443 /* Test tree limit. */
445 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
449 if (IsTileType(tile
, MP_CLEAR
)) {
450 /* Remove fields or rocks. Note that the ground will get barrened */
451 switch (GetRawClearGround(tile
)) {
454 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
455 if (ret
.Failed()) return ret
;
464 if (_game_mode
!= GM_EDITOR
&& Company::IsValidID(_current_company
)) {
465 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
466 if (t
!= nullptr) ChangeTownRating(t
, RATING_TREE_UP_STEP
, RATING_TREE_MAXIMUM
, flags
);
469 if (flags
& DC_EXEC
) {
470 if (treetype
== TREE_INVALID
) {
471 treetype
= GetRandomTreeType(tile
, GB(Random(), 24, 8));
472 if (treetype
== TREE_INVALID
) treetype
= TREE_CACTUS
;
475 /* Plant full grown trees in scenario editor */
476 PlantTreesOnTile(tile
, treetype
, 0, _game_mode
== GM_EDITOR
? 3 : 0);
477 MarkTileDirtyByTile(tile
);
478 if (c
!= nullptr) c
->tree_limit
-= 1 << 16;
480 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
481 if (_game_mode
== GM_EDITOR
&& IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
)) {
482 SetTropicZone(tile
, TROPICZONE_RAINFOREST
);
485 cost
.AddCost(_price
[PR_BUILD_TREES
]);
490 msg
= STR_ERROR_SITE_UNSUITABLE
;
494 /* Tree limit used up? No need to check more. */
495 if (limit
< 0) break;
498 if (cost
.GetCost() == 0) {
499 return_cmd_error(msg
);
505 struct TreeListEnt
: PalSpriteID
{
509 static void DrawTile_Trees(TileInfo
*ti
)
511 switch (GetTreeGround(ti
->tile
)) {
512 case TREE_GROUND_SHORE
: DrawShoreTile(ti
->tileh
); break;
513 case TREE_GROUND_GRASS
: DrawClearLandTile(ti
, GetTreeDensity(ti
->tile
)); break;
514 case TREE_GROUND_ROUGH
: DrawHillyLandTile(ti
); break;
515 default: DrawGroundSprite(_clear_land_sprites_snow_desert
[GetTreeDensity(ti
->tile
)] + SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
); break;
518 /* Do not draw trees when the invisible trees setting is set */
519 if (IsInvisibilitySet(TO_TREES
)) return;
521 uint tmp
= CountBits(ti
->tile
+ ti
->x
+ ti
->y
);
522 uint index
= GB(tmp
, 0, 2) + (GetTreeType(ti
->tile
) << 2);
524 /* different tree styles above one of the grounds */
525 if ((GetTreeGround(ti
->tile
) == TREE_GROUND_SNOW_DESERT
|| GetTreeGround(ti
->tile
) == TREE_GROUND_ROUGH_SNOW
) &&
526 GetTreeDensity(ti
->tile
) >= 2 &&
527 IsInsideMM(index
, TREE_SUB_ARCTIC
<< 2, TREE_RAINFOREST
<< 2)) {
528 index
+= 164 - (TREE_SUB_ARCTIC
<< 2);
531 assert(index
< lengthof(_tree_layout_sprite
));
533 const PalSpriteID
*s
= _tree_layout_sprite
[index
];
534 const TreePos
*d
= _tree_layout_xy
[GB(tmp
, 2, 2)];
536 /* combine trees into one sprite object */
537 StartSpriteCombine();
541 /* put the trees to draw in a list */
542 uint trees
= GetTreeCount(ti
->tile
);
544 for (uint i
= 0; i
< trees
; i
++) {
545 SpriteID sprite
= s
[0].sprite
+ (i
== trees
- 1 ? GetTreeGrowth(ti
->tile
) : 3);
546 PaletteID pal
= s
[0].pal
;
548 te
[i
].sprite
= sprite
;
556 /* draw them in a sorted way */
557 int z
= ti
->z
+ GetSlopeMaxPixelZ(ti
->tileh
) / 2;
559 for (; trees
> 0; trees
--) {
560 uint min
= te
[0].x
+ te
[0].y
;
563 for (uint i
= 1; i
< trees
; i
++) {
564 if ((uint
)(te
[i
].x
+ te
[i
].y
) < min
) {
565 min
= te
[i
].x
+ te
[i
].y
;
570 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
);
572 /* replace the removed one with the last one */
573 te
[mi
] = te
[trees
- 1];
580 static int GetSlopePixelZ_Trees(TileIndex tile
, uint x
, uint y
)
583 Slope tileh
= GetTilePixelSlope(tile
, &z
);
585 return z
+ GetPartialPixelZ(x
& 0xF, y
& 0xF, tileh
);
588 static Foundation
GetFoundation_Trees(TileIndex tile
, Slope tileh
)
590 return FOUNDATION_NONE
;
593 static CommandCost
ClearTile_Trees(TileIndex tile
, DoCommandFlag flags
)
597 if (Company::IsValidID(_current_company
)) {
598 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
599 if (t
!= nullptr) ChangeTownRating(t
, RATING_TREE_DOWN_STEP
, RATING_TREE_MINIMUM
, flags
);
602 num
= GetTreeCount(tile
);
603 if (IsInsideMM(GetTreeType(tile
), TREE_RAINFOREST
, TREE_CACTUS
)) num
*= 4;
605 if (flags
& DC_EXEC
) DoClearSquare(tile
);
607 return CommandCost(EXPENSES_CONSTRUCTION
, num
* _price
[PR_CLEAR_TREES
]);
610 static void GetTileDesc_Trees(TileIndex tile
, TileDesc
*td
)
612 TreeType tt
= GetTreeType(tile
);
614 if (IsInsideMM(tt
, TREE_RAINFOREST
, TREE_CACTUS
)) {
615 td
->str
= STR_LAI_TREE_NAME_RAINFOREST
;
617 td
->str
= tt
== TREE_CACTUS
? STR_LAI_TREE_NAME_CACTUS_PLANTS
: STR_LAI_TREE_NAME_TREES
;
620 td
->owner
[0] = GetTileOwner(tile
);
623 static void TileLoopTreesDesert(TileIndex tile
)
625 switch (GetTropicZone(tile
)) {
626 case TROPICZONE_DESERT
:
627 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
) {
628 SetTreeGroundDensity(tile
, TREE_GROUND_SNOW_DESERT
, 3);
629 MarkTileDirtyByTile(tile
);
633 case TROPICZONE_RAINFOREST
: {
634 static const SoundFx forest_sounds
[] = {
642 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) SndPlayTileFx(forest_sounds
[GB(r
, 16, 2)], tile
);
650 static void TileLoopTreesAlps(TileIndex tile
)
652 int k
= GetTileZ(tile
) - GetSnowLine() + 1;
655 switch (GetTreeGround(tile
)) {
656 case TREE_GROUND_SNOW_DESERT
: SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, 3); break;
657 case TREE_GROUND_ROUGH_SNOW
: SetTreeGroundDensity(tile
, TREE_GROUND_ROUGH
, 3); break;
661 uint density
= std::min
<uint
>(k
, 3);
663 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
&& GetTreeGround(tile
) != TREE_GROUND_ROUGH_SNOW
) {
664 TreeGround tg
= GetTreeGround(tile
) == TREE_GROUND_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
;
665 SetTreeGroundDensity(tile
, tg
, density
);
666 } else if (GetTreeDensity(tile
) != density
) {
667 SetTreeGroundDensity(tile
, GetTreeGround(tile
), density
);
669 if (GetTreeDensity(tile
) == 3) {
671 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) {
672 SndPlayTileFx((r
& 0x80000000) ? SND_39_HEAVY_WIND
: SND_34_WIND
, tile
);
678 MarkTileDirtyByTile(tile
);
681 static bool CanPlantExtraTrees(TileIndex tile
)
683 return ((_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) ?
684 (_settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_ALL
|| _settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_RAINFOREST
) :
685 _settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_ALL
);
688 static void TileLoop_Trees(TileIndex tile
)
690 if (GetTreeGround(tile
) == TREE_GROUND_SHORE
) {
691 TileLoop_Water(tile
);
693 switch (_settings_game
.game_creation
.landscape
) {
694 case LT_TROPIC
: TileLoopTreesDesert(tile
); break;
695 case LT_ARCTIC
: TileLoopTreesAlps(tile
); break;
699 AmbientSoundEffect(tile
);
701 uint treeCounter
= GetTreeCounter(tile
);
703 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
704 if ((treeCounter
& 7) == 7 && GetTreeGround(tile
) == TREE_GROUND_GRASS
) {
705 uint density
= GetTreeDensity(tile
);
707 SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, density
+ 1);
708 MarkTileDirtyByTile(tile
);
712 if (_settings_game
.construction
.extra_tree_placement
== ETP_NO_GROWTH_NO_SPREAD
) return;
714 if (GetTreeCounter(tile
) < 15) {
715 AddTreeCounter(tile
, 1);
718 SetTreeCounter(tile
, 0);
720 switch (GetTreeGrowth(tile
)) {
721 case 3: // regular sized tree
722 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
723 GetTreeType(tile
) != TREE_CACTUS
&&
724 GetTropicZone(tile
) == TROPICZONE_DESERT
) {
725 AddTreeGrowth(tile
, 1);
727 switch (GB(Random(), 0, 3)) {
728 case 0: // start destructing
729 AddTreeGrowth(tile
, 1);
732 case 1: // add a tree
733 if (GetTreeCount(tile
) < 4 && CanPlantExtraTrees(tile
)) {
734 AddTreeCount(tile
, 1);
735 SetTreeGrowth(tile
, 0);
740 case 2: { // add a neighbouring tree
741 if (!CanPlantExtraTrees(tile
)) break;
743 TreeType treetype
= GetTreeType(tile
);
745 tile
+= TileOffsByDir((Direction
)(Random() & 7));
747 /* Cacti don't spread */
748 if (!CanPlantTreesOnTile(tile
, false)) return;
750 /* Don't plant trees, if ground was freshly cleared */
751 if (IsTileType(tile
, MP_CLEAR
) && GetClearGround(tile
) == CLEAR_GRASS
&& GetClearDensity(tile
) != 3) return;
753 PlantTreesOnTile(tile
, treetype
, 0, 0);
764 case 6: // final stage of tree destruction
765 if (!CanPlantExtraTrees(tile
)) {
766 /* if trees can't spread just plant a new one to prevent deforestation */
767 SetTreeGrowth(tile
, 0);
768 } else if (GetTreeCount(tile
) > 1) {
769 /* more than one tree, delete it */
770 AddTreeCount(tile
, -1);
771 SetTreeGrowth(tile
, 3);
773 /* just one tree, change type into MP_CLEAR */
774 switch (GetTreeGround(tile
)) {
775 case TREE_GROUND_SHORE
: MakeShore(tile
); break;
776 case TREE_GROUND_GRASS
: MakeClear(tile
, CLEAR_GRASS
, GetTreeDensity(tile
)); break;
777 case TREE_GROUND_ROUGH
: MakeClear(tile
, CLEAR_ROUGH
, 3); break;
778 case TREE_GROUND_ROUGH_SNOW
: {
779 uint density
= GetTreeDensity(tile
);
780 MakeClear(tile
, CLEAR_ROUGH
, 3);
781 MakeSnow(tile
, density
);
784 default: // snow or desert
785 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
786 MakeClear(tile
, CLEAR_DESERT
, GetTreeDensity(tile
));
788 uint density
= GetTreeDensity(tile
);
789 MakeClear(tile
, CLEAR_GRASS
, 3);
790 MakeSnow(tile
, density
);
798 AddTreeGrowth(tile
, 1);
802 MarkTileDirtyByTile(tile
);
807 /* Don't spread trees if that's not allowed */
808 if (_settings_game
.construction
.extra_tree_placement
== ETP_NO_SPREAD
|| _settings_game
.construction
.extra_tree_placement
== ETP_NO_GROWTH_NO_SPREAD
) return;
814 /* place a tree at a random rainforest spot */
815 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
816 (r
= Random(), tile
= RandomTileSeed(r
), GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) &&
817 CanPlantTreesOnTile(tile
, false) &&
818 (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
819 PlantTreesOnTile(tile
, tree
, 0, 0);
823 if (--_trees_tick_ctr
!= 0 || _settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_RAINFOREST
) return;
825 /* place a tree at a random spot */
827 tile
= RandomTileSeed(r
);
828 if (CanPlantTreesOnTile(tile
, false) && (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
829 PlantTreesOnTile(tile
, tree
, 0, 0);
833 static TrackStatus
GetTileTrackStatus_Trees(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
838 static void ChangeTileOwner_Trees(TileIndex tile
, Owner old_owner
, Owner new_owner
)
843 void InitializeTrees()
848 static CommandCost
TerraformTile_Trees(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
850 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
854 extern const TileTypeProcs _tile_type_trees_procs
= {
855 DrawTile_Trees
, // draw_tile_proc
856 GetSlopePixelZ_Trees
, // get_slope_z_proc
857 ClearTile_Trees
, // clear_tile_proc
858 nullptr, // add_accepted_cargo_proc
859 GetTileDesc_Trees
, // get_tile_desc_proc
860 GetTileTrackStatus_Trees
, // get_tile_track_status_proc
861 nullptr, // click_tile_proc
862 nullptr, // animate_tile_proc
863 TileLoop_Trees
, // tile_loop_proc
864 ChangeTileOwner_Trees
, // change_tile_owner_proc
865 nullptr, // add_produced_cargo_proc
866 nullptr, // vehicle_enter_tile_proc
867 GetFoundation_Trees
, // get_foundation_proc
868 TerraformTile_Trees
, // terraform_tile_proc