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"
25 #include "date_func.h"
27 #include "table/strings.h"
28 #include "table/tree_land.h"
29 #include "table/clear_land.h"
31 #include "safeguards.h"
34 * List of tree placer algorithm.
36 * This enumeration defines all possible tree placer algorithm in the game.
39 TP_NONE
, ///< No tree placer algorithm
40 TP_ORIGINAL
, ///< The original algorithm
41 TP_IMPROVED
, ///< A 'improved' algorithm
44 /** Where to place trees while in-game? */
45 enum ExtraTreePlacement
{
46 ETP_NO_SPREAD
, ///< Grow trees on tiles that have them but don't spread to new ones
47 ETP_SPREAD_RAINFOREST
, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
48 ETP_SPREAD_ALL
, ///< Grow trees and spread them without restrictions
49 ETP_NO_GROWTH_NO_SPREAD
, ///< Don't grow trees and don't spread them at all
52 /** Determines when to consider building more trees. */
55 static const uint16 DEFAULT_TREE_STEPS
= 1000; ///< Default number of attempts for placing trees.
56 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS
= 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
57 static const uint16 EDITOR_TREE_DIV
= 5; ///< Game editor tree generation divisor factor.
60 * Tests if a tile can be converted to MP_TREES
61 * This is true for clear ground without farms or rocks.
63 * @param tile the tile of interest
64 * @param allow_desert Allow planting trees on CLEAR_DESERT?
65 * @return true if trees can be built.
67 static bool CanPlantTreesOnTile(TileIndex tile
, bool allow_desert
)
69 switch (GetTileType(tile
)) {
71 return !IsBridgeAbove(tile
) && IsCoast(tile
) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile
));
74 return !IsBridgeAbove(tile
) && !IsClearGround(tile
, CLEAR_FIELDS
) && GetRawClearGround(tile
) != CLEAR_ROCKS
&&
75 (allow_desert
|| !IsClearGround(tile
, CLEAR_DESERT
));
77 default: return false;
83 * Ground type and density is preserved.
85 * @pre the tile must be suitable for trees.
87 * @param tile where to plant the trees.
88 * @param treetype The type of the tree
89 * @param count the number of trees (minus 1)
90 * @param growth the growth status
92 static void PlantTreesOnTile(TileIndex tile
, TreeType treetype
, uint count
, uint growth
)
94 assert(treetype
!= TREE_INVALID
);
95 assert(CanPlantTreesOnTile(tile
, true));
100 switch (GetTileType(tile
)) {
102 ground
= TREE_GROUND_SHORE
;
106 switch (GetClearGround(tile
)) {
107 case CLEAR_GRASS
: ground
= TREE_GROUND_GRASS
; break;
108 case CLEAR_ROUGH
: ground
= TREE_GROUND_ROUGH
; break;
109 case CLEAR_SNOW
: ground
= GetRawClearGround(tile
) == CLEAR_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
; break;
110 default: ground
= TREE_GROUND_SNOW_DESERT
; break;
112 if (GetClearGround(tile
) != CLEAR_ROUGH
) density
= GetClearDensity(tile
);
115 default: NOT_REACHED();
118 MakeTree(tile
, treetype
, count
, growth
, ground
, density
);
122 * Get a random TreeType for the given tile based on a given seed
124 * This function returns a random TreeType which can be placed on the given tile.
125 * The seed for randomness must be less or equal 256, use #GB on the value of Random()
126 * to get such a value.
128 * @param tile The tile to get a random TreeType from
129 * @param seed The seed for randomness, must be less or equal 256
130 * @return The random tree type
132 static TreeType
GetRandomTreeType(TileIndex tile
, uint seed
)
134 switch (_settings_game
.game_creation
.landscape
) {
136 return (TreeType
)(seed
* TREE_COUNT_TEMPERATE
/ 256 + TREE_TEMPERATE
);
139 return (TreeType
)(seed
* TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
);
142 switch (GetTropicZone(tile
)) {
143 case TROPICZONE_NORMAL
: return (TreeType
)(seed
* TREE_COUNT_SUB_TROPICAL
/ 256 + TREE_SUB_TROPICAL
);
144 case TROPICZONE_DESERT
: return (TreeType
)((seed
> 12) ? TREE_INVALID
: TREE_CACTUS
);
145 default: return (TreeType
)(seed
* TREE_COUNT_RAINFOREST
/ 256 + TREE_RAINFOREST
);
149 return (TreeType
)(seed
* TREE_COUNT_TOYLAND
/ 256 + TREE_TOYLAND
);
154 * Make a random tree tile of the given tile
156 * Create a new tree-tile for the given tile. The second parameter is used for
157 * randomness like type and number of trees.
159 * @param tile The tile to make a tree-tile from
160 * @param r The randomness value from a Random() value
162 static void PlaceTree(TileIndex tile
, uint32 r
)
164 TreeType tree
= GetRandomTreeType(tile
, GB(r
, 24, 8));
166 if (tree
!= TREE_INVALID
) {
167 PlantTreesOnTile(tile
, tree
, GB(r
, 22, 2), std::min
<byte
>(GB(r
, 16, 3), 6));
168 MarkTileDirtyByTile(tile
);
170 /* Rerandomize ground, if neither snow nor shore */
171 TreeGround ground
= GetTreeGround(tile
);
172 if (ground
!= TREE_GROUND_SNOW_DESERT
&& ground
!= TREE_GROUND_ROUGH_SNOW
&& ground
!= TREE_GROUND_SHORE
) {
173 SetTreeGroundDensity(tile
, (TreeGround
)GB(r
, 28, 1), 3);
176 /* Set the counter to a random start value */
177 SetTreeCounter(tile
, (TreeGround
)GB(r
, 24, 4));
182 * Creates a number of tree groups.
183 * The number of trees in each group depends on how many trees are actually placed around the given tile.
185 * @param num_groups Number of tree groups to place.
187 static void PlaceTreeGroups(uint num_groups
)
190 TileIndex center_tile
= RandomTile();
192 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
194 int x
= GB(r
, 0, 5) - 16;
195 int y
= GB(r
, 8, 5) - 16;
196 uint dist
= abs(x
) + abs(y
);
197 TileIndex cur_tile
= TileAddWrap(center_tile
, x
, y
);
199 IncreaseGeneratingWorldProgress(GWP_TREE
);
201 if (cur_tile
!= INVALID_TILE
&& dist
<= 13 && CanPlantTreesOnTile(cur_tile
, true)) {
202 PlaceTree(cur_tile
, r
);
206 } while (--num_groups
);
210 * Place a tree at the same height as an existing tree.
212 * Add a new tree around the given tile which is at the same
213 * height or at some offset (2 units) of it.
215 * @param tile The base tile to add a new tree somewhere around
216 * @param height The height (like the one from the tile)
218 static void PlaceTreeAtSameHeight(TileIndex tile
, int height
)
220 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
222 int x
= GB(r
, 0, 5) - 16;
223 int y
= GB(r
, 8, 5) - 16;
224 TileIndex cur_tile
= TileAddWrap(tile
, x
, y
);
225 if (cur_tile
== INVALID_TILE
) continue;
227 /* Keep in range of the existing tree */
228 if (abs(x
) + abs(y
) > 16) continue;
230 /* Clear tile, no farm-tiles or rocks */
231 if (!CanPlantTreesOnTile(cur_tile
, true)) continue;
233 /* Not too much height difference */
234 if (Delta(GetTileZ(cur_tile
), height
) > 2) continue;
236 /* Place one tree and quit */
237 PlaceTree(cur_tile
, r
);
243 * Place some trees randomly
245 * This function just place some trees randomly on the map.
247 void PlaceTreesRandomly()
251 i
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
252 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
255 TileIndex tile
= RandomTileSeed(r
);
257 IncreaseGeneratingWorldProgress(GWP_TREE
);
259 if (CanPlantTreesOnTile(tile
, true)) {
261 if (_settings_game
.game_creation
.tree_placer
!= TP_IMPROVED
) continue;
263 /* Place a number of trees based on the tile height.
264 * This gives a cool effect of multiple trees close together.
265 * It is almost real life ;) */
267 /* The higher we get, the more trees we plant */
268 j
= GetTileZ(tile
) * 2;
269 /* Above snowline more trees! */
270 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
&& ht
> GetSnowLine()) j
*= 3;
272 PlaceTreeAtSameHeight(tile
, ht
);
277 /* place extra trees at rainforest area */
278 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
279 i
= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
280 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
284 TileIndex tile
= RandomTileSeed(r
);
286 IncreaseGeneratingWorldProgress(GWP_TREE
);
288 if (GetTropicZone(tile
) == TROPICZONE_RAINFOREST
&& CanPlantTreesOnTile(tile
, false)) {
296 * Place some trees in a radius around a tile.
297 * The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
298 * the radius does define a square, the distribution inside the square will be roughly circular.
299 * @note This function the interactive RNG and must only be used in editor and map generation.
300 * @param tile Tile to place trees around.
301 * @param treetype Type of trees to place. Must be a valid tree type for the climate.
302 * @param radius Maximum distance (on each axis) from tile to place trees.
303 * @param count Maximum number of trees to place.
304 * @return Number of trees actually placed.
306 uint
PlaceTreeGroupAroundTile(TileIndex tile
, TreeType treetype
, uint radius
, uint count
)
308 assert(treetype
< TREE_TOYLAND
+ TREE_COUNT_TOYLAND
);
309 const bool allow_desert
= treetype
== TREE_CACTUS
;
312 for (; count
> 0; count
--) {
313 /* Simple quasi-normal distribution with range [-radius; radius) */
314 auto mkcoord
= [&]() -> int32
{
315 const uint32 rand
= InteractiveRandom();
316 const int32 dist
= GB
<int32
>(rand
, 0, 8) + GB
<int32
>(rand
, 8, 8) + GB
<int32
>(rand
, 16, 8) + GB
<int32
>(rand
, 24, 8);
317 const int32 scu
= dist
* radius
/ 512;
320 const int32 xofs
= mkcoord();
321 const int32 yofs
= mkcoord();
322 const TileIndex tile_to_plant
= TileAddWrap(tile
, xofs
, yofs
);
323 if (tile_to_plant
!= INVALID_TILE
) {
324 if (IsTileType(tile_to_plant
, MP_TREES
) && GetTreeCount(tile_to_plant
) < 4) {
325 AddTreeCount(tile_to_plant
, 1);
326 SetTreeGrowth(tile_to_plant
, 0);
327 MarkTileDirtyByTile(tile_to_plant
, 0);
329 } else if (CanPlantTreesOnTile(tile_to_plant
, allow_desert
)) {
330 PlantTreesOnTile(tile_to_plant
, treetype
, 0, 3);
331 MarkTileDirtyByTile(tile_to_plant
, 0);
343 * This function takes care of the selected tree placer algorithm and
344 * place randomly the trees for a new game.
350 if (_settings_game
.game_creation
.tree_placer
== TP_NONE
) return;
352 switch (_settings_game
.game_creation
.tree_placer
) {
353 case TP_ORIGINAL
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 15 : 6; break;
354 case TP_IMPROVED
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 4 : 2; break;
355 default: NOT_REACHED();
358 total
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
359 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) total
+= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
361 uint num_groups
= (_settings_game
.game_creation
.landscape
!= LT_TOYLAND
) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
362 total
+= num_groups
* DEFAULT_TREE_STEPS
;
363 SetGeneratingWorldProgress(GWP_TREE
, total
);
365 if (num_groups
!= 0) PlaceTreeGroups(num_groups
);
367 for (; i
!= 0; i
--) {
368 PlaceTreesRandomly();
374 * @param tile end tile of area-drag
375 * @param flags type of operation
376 * @param p1 tree type, TREE_INVALID means random.
377 * @param p2 start tile of area-drag of tree plantation
379 * @return the cost of this operation or an error
381 CommandCost
CmdPlantTree(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const std::string
&text
)
383 StringID msg
= INVALID_STRING_ID
;
384 CommandCost
cost(EXPENSES_OTHER
);
385 const byte tree_to_plant
= GB(p1
, 0, 8); // We cannot use Extract as min and max are climate specific.
387 if (p2
>= MapSize()) return CMD_ERROR
;
388 /* Check the tree type within the current climate */
389 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
;
391 Company
*c
= (_game_mode
!= GM_EDITOR
) ? Company::GetIfValid(_current_company
) : nullptr;
392 int limit
= (c
== nullptr ? INT32_MAX
: GB(c
->tree_limit
, 16, 16));
394 TileArea
ta(tile
, p2
);
395 for (TileIndex current_tile
: ta
) {
396 switch (GetTileType(current_tile
)) {
398 /* no more space for trees? */
399 if (GetTreeCount(current_tile
) == 4) {
400 msg
= STR_ERROR_TREE_ALREADY_HERE
;
404 /* Test tree limit. */
406 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
410 if (flags
& DC_EXEC
) {
411 AddTreeCount(current_tile
, 1);
412 MarkTileDirtyByTile(current_tile
);
413 if (c
!= nullptr) c
->tree_limit
-= 1 << 16;
415 /* 2x as expensive to add more trees to an existing tile */
416 cost
.AddCost(_price
[PR_BUILD_TREES
] * 2);
420 if (!IsCoast(current_tile
) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile
))) {
421 msg
= STR_ERROR_CAN_T_BUILD_ON_WATER
;
427 if (IsBridgeAbove(current_tile
)) {
428 msg
= STR_ERROR_SITE_UNSUITABLE
;
432 TreeType treetype
= (TreeType
)tree_to_plant
;
433 /* Be a bit picky about which trees go where. */
434 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& treetype
!= TREE_INVALID
&& (
435 /* No cacti outside the desert */
436 (treetype
== TREE_CACTUS
&& GetTropicZone(current_tile
) != TROPICZONE_DESERT
) ||
437 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
438 (IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
) && GetTropicZone(current_tile
) != TROPICZONE_RAINFOREST
&& _game_mode
!= GM_EDITOR
) ||
439 /* And no subtropical trees in the desert/rain forest */
440 (IsInsideMM(treetype
, TREE_SUB_TROPICAL
, TREE_TOYLAND
) && GetTropicZone(current_tile
) != TROPICZONE_NORMAL
))) {
441 msg
= STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE
;
445 /* Test tree limit. */
447 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
451 if (IsTileType(current_tile
, MP_CLEAR
)) {
452 /* Remove fields or rocks. Note that the ground will get barrened */
453 switch (GetRawClearGround(current_tile
)) {
456 CommandCost ret
= DoCommand(current_tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
457 if (ret
.Failed()) return ret
;
466 if (_game_mode
!= GM_EDITOR
&& Company::IsValidID(_current_company
)) {
467 Town
*t
= ClosestTownFromTile(current_tile
, _settings_game
.economy
.dist_local_authority
);
468 if (t
!= nullptr) ChangeTownRating(t
, RATING_TREE_UP_STEP
, RATING_TREE_MAXIMUM
, flags
);
471 if (flags
& DC_EXEC
) {
472 if (treetype
== TREE_INVALID
) {
473 treetype
= GetRandomTreeType(current_tile
, GB(Random(), 24, 8));
474 if (treetype
== TREE_INVALID
) treetype
= TREE_CACTUS
;
477 /* Plant full grown trees in scenario editor */
478 PlantTreesOnTile(current_tile
, treetype
, 0, _game_mode
== GM_EDITOR
? 3 : 0);
479 MarkTileDirtyByTile(current_tile
);
480 if (c
!= nullptr) c
->tree_limit
-= 1 << 16;
482 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
483 if (_game_mode
== GM_EDITOR
&& IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
)) {
484 SetTropicZone(current_tile
, TROPICZONE_RAINFOREST
);
487 cost
.AddCost(_price
[PR_BUILD_TREES
]);
492 msg
= STR_ERROR_SITE_UNSUITABLE
;
496 /* Tree limit used up? No need to check more. */
497 if (limit
< 0) break;
500 if (cost
.GetCost() == 0) {
501 return_cmd_error(msg
);
507 struct TreeListEnt
: PalSpriteID
{
511 static void DrawTile_Trees(TileInfo
*ti
)
513 switch (GetTreeGround(ti
->tile
)) {
514 case TREE_GROUND_SHORE
: DrawShoreTile(ti
->tileh
); break;
515 case TREE_GROUND_GRASS
: DrawClearLandTile(ti
, GetTreeDensity(ti
->tile
)); break;
516 case TREE_GROUND_ROUGH
: DrawHillyLandTile(ti
); break;
517 default: DrawGroundSprite(_clear_land_sprites_snow_desert
[GetTreeDensity(ti
->tile
)] + SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
); break;
520 /* Do not draw trees when the invisible trees setting is set */
521 if (IsInvisibilitySet(TO_TREES
)) return;
523 uint tmp
= CountBits(ti
->tile
+ ti
->x
+ ti
->y
);
524 uint index
= GB(tmp
, 0, 2) + (GetTreeType(ti
->tile
) << 2);
526 /* different tree styles above one of the grounds */
527 if ((GetTreeGround(ti
->tile
) == TREE_GROUND_SNOW_DESERT
|| GetTreeGround(ti
->tile
) == TREE_GROUND_ROUGH_SNOW
) &&
528 GetTreeDensity(ti
->tile
) >= 2 &&
529 IsInsideMM(index
, TREE_SUB_ARCTIC
<< 2, TREE_RAINFOREST
<< 2)) {
530 index
+= 164 - (TREE_SUB_ARCTIC
<< 2);
533 assert(index
< lengthof(_tree_layout_sprite
));
535 const PalSpriteID
*s
= _tree_layout_sprite
[index
];
536 const TreePos
*d
= _tree_layout_xy
[GB(tmp
, 2, 2)];
538 /* combine trees into one sprite object */
539 StartSpriteCombine();
543 /* put the trees to draw in a list */
544 uint trees
= GetTreeCount(ti
->tile
);
546 for (uint i
= 0; i
< trees
; i
++) {
547 SpriteID sprite
= s
[0].sprite
+ (i
== trees
- 1 ? GetTreeGrowth(ti
->tile
) : 3);
548 PaletteID pal
= s
[0].pal
;
550 te
[i
].sprite
= sprite
;
558 /* draw them in a sorted way */
559 int z
= ti
->z
+ GetSlopeMaxPixelZ(ti
->tileh
) / 2;
561 for (; trees
> 0; trees
--) {
562 uint min
= te
[0].x
+ te
[0].y
;
565 for (uint i
= 1; i
< trees
; i
++) {
566 if ((uint
)(te
[i
].x
+ te
[i
].y
) < min
) {
567 min
= te
[i
].x
+ te
[i
].y
;
572 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
);
574 /* replace the removed one with the last one */
575 te
[mi
] = te
[trees
- 1];
582 static int GetSlopePixelZ_Trees(TileIndex tile
, uint x
, uint y
)
585 Slope tileh
= GetTilePixelSlope(tile
, &z
);
587 return z
+ GetPartialPixelZ(x
& 0xF, y
& 0xF, tileh
);
590 static Foundation
GetFoundation_Trees(TileIndex tile
, Slope tileh
)
592 return FOUNDATION_NONE
;
595 static CommandCost
ClearTile_Trees(TileIndex tile
, DoCommandFlag flags
)
599 if (Company::IsValidID(_current_company
)) {
600 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
601 if (t
!= nullptr) ChangeTownRating(t
, RATING_TREE_DOWN_STEP
, RATING_TREE_MINIMUM
, flags
);
604 num
= GetTreeCount(tile
);
605 if (IsInsideMM(GetTreeType(tile
), TREE_RAINFOREST
, TREE_CACTUS
)) num
*= 4;
607 if (flags
& DC_EXEC
) DoClearSquare(tile
);
609 return CommandCost(EXPENSES_CONSTRUCTION
, num
* _price
[PR_CLEAR_TREES
]);
612 static void GetTileDesc_Trees(TileIndex tile
, TileDesc
*td
)
614 TreeType tt
= GetTreeType(tile
);
616 if (IsInsideMM(tt
, TREE_RAINFOREST
, TREE_CACTUS
)) {
617 td
->str
= STR_LAI_TREE_NAME_RAINFOREST
;
619 td
->str
= tt
== TREE_CACTUS
? STR_LAI_TREE_NAME_CACTUS_PLANTS
: STR_LAI_TREE_NAME_TREES
;
622 td
->owner
[0] = GetTileOwner(tile
);
625 static void TileLoopTreesDesert(TileIndex tile
)
627 switch (GetTropicZone(tile
)) {
628 case TROPICZONE_DESERT
:
629 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
) {
630 SetTreeGroundDensity(tile
, TREE_GROUND_SNOW_DESERT
, 3);
631 MarkTileDirtyByTile(tile
);
635 case TROPICZONE_RAINFOREST
: {
636 static const SoundFx forest_sounds
[] = {
644 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) SndPlayTileFx(forest_sounds
[GB(r
, 16, 2)], tile
);
652 static void TileLoopTreesAlps(TileIndex tile
)
654 int k
= GetTileZ(tile
) - GetSnowLine() + 1;
657 switch (GetTreeGround(tile
)) {
658 case TREE_GROUND_SNOW_DESERT
: SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, 3); break;
659 case TREE_GROUND_ROUGH_SNOW
: SetTreeGroundDensity(tile
, TREE_GROUND_ROUGH
, 3); break;
663 uint density
= std::min
<uint
>(k
, 3);
665 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
&& GetTreeGround(tile
) != TREE_GROUND_ROUGH_SNOW
) {
666 TreeGround tg
= GetTreeGround(tile
) == TREE_GROUND_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
;
667 SetTreeGroundDensity(tile
, tg
, density
);
668 } else if (GetTreeDensity(tile
) != density
) {
669 SetTreeGroundDensity(tile
, GetTreeGround(tile
), density
);
671 if (GetTreeDensity(tile
) == 3) {
673 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) {
674 SndPlayTileFx((r
& 0x80000000) ? SND_39_ARCTIC_SNOW_2
: SND_34_ARCTIC_SNOW_1
, tile
);
680 MarkTileDirtyByTile(tile
);
683 static bool CanPlantExtraTrees(TileIndex tile
)
685 return ((_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) ?
686 (_settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_ALL
|| _settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_RAINFOREST
) :
687 _settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_ALL
);
690 static void TileLoop_Trees(TileIndex tile
)
692 if (GetTreeGround(tile
) == TREE_GROUND_SHORE
) {
693 TileLoop_Water(tile
);
695 switch (_settings_game
.game_creation
.landscape
) {
696 case LT_TROPIC
: TileLoopTreesDesert(tile
); break;
697 case LT_ARCTIC
: TileLoopTreesAlps(tile
); break;
701 AmbientSoundEffect(tile
);
703 uint treeCounter
= GetTreeCounter(tile
);
705 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
706 if ((treeCounter
& 7) == 7 && GetTreeGround(tile
) == TREE_GROUND_GRASS
) {
707 uint density
= GetTreeDensity(tile
);
709 SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, density
+ 1);
710 MarkTileDirtyByTile(tile
);
714 if (_settings_game
.construction
.extra_tree_placement
== ETP_NO_GROWTH_NO_SPREAD
) return;
716 if (GetTreeCounter(tile
) < 15) {
717 AddTreeCounter(tile
, 1);
720 SetTreeCounter(tile
, 0);
722 switch (GetTreeGrowth(tile
)) {
723 case 3: // regular sized tree
724 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
725 GetTreeType(tile
) != TREE_CACTUS
&&
726 GetTropicZone(tile
) == TROPICZONE_DESERT
) {
727 AddTreeGrowth(tile
, 1);
729 switch (GB(Random(), 0, 3)) {
730 case 0: // start destructing
731 AddTreeGrowth(tile
, 1);
734 case 1: // add a tree
735 if (GetTreeCount(tile
) < 4 && CanPlantExtraTrees(tile
)) {
736 AddTreeCount(tile
, 1);
737 SetTreeGrowth(tile
, 0);
742 case 2: { // add a neighbouring tree
743 if (!CanPlantExtraTrees(tile
)) break;
745 TreeType treetype
= GetTreeType(tile
);
747 tile
+= TileOffsByDir((Direction
)(Random() & 7));
749 /* Cacti don't spread */
750 if (!CanPlantTreesOnTile(tile
, false)) return;
752 /* Don't plant trees, if ground was freshly cleared */
753 if (IsTileType(tile
, MP_CLEAR
) && GetClearGround(tile
) == CLEAR_GRASS
&& GetClearDensity(tile
) != 3) return;
755 PlantTreesOnTile(tile
, treetype
, 0, 0);
766 case 6: // final stage of tree destruction
767 if (!CanPlantExtraTrees(tile
)) {
768 /* if trees can't spread just plant a new one to prevent deforestation */
769 SetTreeGrowth(tile
, 0);
770 } else if (GetTreeCount(tile
) > 1) {
771 /* more than one tree, delete it */
772 AddTreeCount(tile
, -1);
773 SetTreeGrowth(tile
, 3);
775 /* just one tree, change type into MP_CLEAR */
776 switch (GetTreeGround(tile
)) {
777 case TREE_GROUND_SHORE
: MakeShore(tile
); break;
778 case TREE_GROUND_GRASS
: MakeClear(tile
, CLEAR_GRASS
, GetTreeDensity(tile
)); break;
779 case TREE_GROUND_ROUGH
: MakeClear(tile
, CLEAR_ROUGH
, 3); break;
780 case TREE_GROUND_ROUGH_SNOW
: {
781 uint density
= GetTreeDensity(tile
);
782 MakeClear(tile
, CLEAR_ROUGH
, 3);
783 MakeSnow(tile
, density
);
786 default: // snow or desert
787 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
788 MakeClear(tile
, CLEAR_DESERT
, GetTreeDensity(tile
));
790 uint density
= GetTreeDensity(tile
);
791 MakeClear(tile
, CLEAR_GRASS
, 3);
792 MakeSnow(tile
, density
);
800 AddTreeGrowth(tile
, 1);
804 MarkTileDirtyByTile(tile
);
808 * Decrement the tree tick counter.
809 * The interval is scaled by map size to allow for the same density regardless of size.
810 * Adjustment for map sizes below the standard 256 * 256 are handled earlier.
811 * @return true if the counter was decremented past zero
813 bool DecrementTreeCounter()
815 /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
816 static_assert(2 * (MAX_MAP_SIZE_BITS
- MIN_MAP_SIZE_BITS
) - 4 <= std::numeric_limits
<byte
>::digits
);
819 byte old_trees_tick_ctr
= _trees_tick_ctr
;
820 _trees_tick_ctr
-= ScaleByMapSize(1);
821 return old_trees_tick_ctr
<= _trees_tick_ctr
;
826 /* Don't spread trees if that's not allowed */
827 if (_settings_game
.construction
.extra_tree_placement
== ETP_NO_SPREAD
|| _settings_game
.construction
.extra_tree_placement
== ETP_NO_GROWTH_NO_SPREAD
) return;
833 /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
834 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
835 * inversely proportional to map size, so that is handled to create a mask. */
836 int skip
= ScaleByMapSize(16);
837 if (skip
< 16 && (_tick_counter
& (16 / skip
- 1)) != 0) return;
839 /* place a tree at a random rainforest spot */
840 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
841 for (uint c
= ScaleByMapSize(1); c
> 0; c
--) {
842 if ((r
= Random(), tile
= RandomTileSeed(r
), GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) &&
843 CanPlantTreesOnTile(tile
, false) &&
844 (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
845 PlantTreesOnTile(tile
, tree
, 0, 0);
850 if (!DecrementTreeCounter() || _settings_game
.construction
.extra_tree_placement
== ETP_SPREAD_RAINFOREST
) return;
852 /* place a tree at a random spot */
854 tile
= RandomTileSeed(r
);
855 if (CanPlantTreesOnTile(tile
, false) && (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
856 PlantTreesOnTile(tile
, tree
, 0, 0);
860 static TrackStatus
GetTileTrackStatus_Trees(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
865 static void ChangeTileOwner_Trees(TileIndex tile
, Owner old_owner
, Owner new_owner
)
870 void InitializeTrees()
875 static CommandCost
TerraformTile_Trees(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
877 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
881 extern const TileTypeProcs _tile_type_trees_procs
= {
882 DrawTile_Trees
, // draw_tile_proc
883 GetSlopePixelZ_Trees
, // get_slope_z_proc
884 ClearTile_Trees
, // clear_tile_proc
885 nullptr, // add_accepted_cargo_proc
886 GetTileDesc_Trees
, // get_tile_desc_proc
887 GetTileTrackStatus_Trees
, // get_tile_track_status_proc
888 nullptr, // click_tile_proc
889 nullptr, // animate_tile_proc
890 TileLoop_Trees
, // tile_loop_proc
891 ChangeTileOwner_Trees
, // change_tile_owner_proc
892 nullptr, // add_produced_cargo_proc
893 nullptr, // vehicle_enter_tile_proc
894 GetFoundation_Trees
, // get_foundation_proc
895 TerraformTile_Trees
, // terraform_tile_proc