Update: Translations from eints
[openttd-github.git] / src / tree_cmd.cpp
blob1cf11de25d970aaf5059273f81697ab8237b1b3c
1 /*
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/>.
6 */
8 /** @file tree_cmd.cpp Handling of tree tiles. */
10 #include "stdafx.h"
11 #include "clear_map.h"
12 #include "landscape.h"
13 #include "tree_map.h"
14 #include "viewport_func.h"
15 #include "command_func.h"
16 #include "town.h"
17 #include "genworld.h"
18 #include "clear_func.h"
19 #include "company_func.h"
20 #include "sound_func.h"
21 #include "water.h"
22 #include "company_base.h"
23 #include "core/random_func.hpp"
24 #include "newgrf_generic.h"
25 #include "timer/timer_game_tick.h"
26 #include "tree_cmd.h"
27 #include "landscape_cmd.h"
29 #include "table/strings.h"
30 #include "table/tree_land.h"
31 #include "table/clear_land.h"
33 #include "safeguards.h"
35 /**
36 * List of tree placer algorithm.
38 * This enumeration defines all possible tree placer algorithm in the game.
40 enum TreePlacer {
41 TP_NONE, ///< No tree placer algorithm
42 TP_ORIGINAL, ///< The original algorithm
43 TP_IMPROVED, ///< A 'improved' algorithm
46 /** Where to place trees while in-game? */
47 enum ExtraTreePlacement {
48 ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones
49 ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
50 ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions
51 ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all
54 /** Determines when to consider building more trees. */
55 uint8_t _trees_tick_ctr;
57 static const uint16_t DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
58 static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
59 static const uint16_t EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor.
61 /**
62 * Tests if a tile can be converted to MP_TREES
63 * This is true for clear ground without farms or rocks.
65 * @param tile the tile of interest
66 * @param allow_desert Allow planting trees on CLEAR_DESERT?
67 * @return true if trees can be built.
69 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
71 switch (GetTileType(tile)) {
72 case MP_WATER:
73 return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
75 case MP_CLEAR:
76 return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
77 (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
79 default: return false;
83 /**
84 * Creates a tree tile
85 * Ground type and density is preserved.
87 * @pre the tile must be suitable for trees.
89 * @param tile where to plant the trees.
90 * @param treetype The type of the tree
91 * @param count the number of trees (minus 1)
92 * @param growth the growth status
94 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, TreeGrowthStage growth)
96 assert(treetype != TREE_INVALID);
97 assert(CanPlantTreesOnTile(tile, true));
99 TreeGround ground;
100 uint density = 3;
102 switch (GetTileType(tile)) {
103 case MP_WATER:
104 ground = TREE_GROUND_SHORE;
105 break;
107 case MP_CLEAR:
108 switch (GetClearGround(tile)) {
109 case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
110 case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
111 case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
112 default: ground = TREE_GROUND_SNOW_DESERT; break;
114 if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
115 break;
117 default: NOT_REACHED();
120 MakeTree(tile, treetype, count, growth, ground, density);
124 * Get a random TreeType for the given tile based on a given seed
126 * This function returns a random TreeType which can be placed on the given tile.
127 * The seed for randomness must be less or equal 256, use #GB on the value of Random()
128 * to get such a value.
130 * @param tile The tile to get a random TreeType from
131 * @param seed The seed for randomness, must be less or equal 256
132 * @return The random tree type
134 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
136 switch (_settings_game.game_creation.landscape) {
137 case LT_TEMPERATE:
138 return static_cast<TreeType>(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
140 case LT_ARCTIC:
141 return static_cast<TreeType>(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
143 case LT_TROPIC:
144 switch (GetTropicZone(tile)) {
145 case TROPICZONE_NORMAL: return static_cast<TreeType>(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
146 case TROPICZONE_DESERT: return static_cast<TreeType>((seed > 12) ? TREE_INVALID : TREE_CACTUS);
147 default: return static_cast<TreeType>(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
150 default:
151 return static_cast<TreeType>(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
156 * Make a random tree tile of the given tile
158 * Create a new tree-tile for the given tile. The second parameter is used for
159 * randomness like type and number of trees.
161 * @param tile The tile to make a tree-tile from
162 * @param r The randomness value from a Random() value
164 static void PlaceTree(TileIndex tile, uint32_t r)
166 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
168 if (tree != TREE_INVALID) {
169 PlantTreesOnTile(tile, tree, GB(r, 22, 2), static_cast<TreeGrowthStage>(std::min<uint8_t>(GB(r, 16, 3), 6)));
170 MarkTileDirtyByTile(tile);
172 /* Rerandomize ground, if neither snow nor shore */
173 TreeGround ground = GetTreeGround(tile);
174 if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
175 SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
181 * Creates a number of tree groups.
182 * The number of trees in each group depends on how many trees are actually placed around the given tile.
184 * @param num_groups Number of tree groups to place.
186 static void PlaceTreeGroups(uint num_groups)
188 do {
189 TileIndex center_tile = RandomTile();
191 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
192 uint32_t r = Random();
193 int x = GB(r, 0, 5) - 16;
194 int y = GB(r, 8, 5) - 16;
195 uint dist = abs(x) + abs(y);
196 TileIndex cur_tile = TileAddWrap(center_tile, x, y);
198 IncreaseGeneratingWorldProgress(GWP_TREE);
200 if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
201 PlaceTree(cur_tile, r);
205 } while (--num_groups);
209 * Place a tree at the same height as an existing tree.
211 * Add a new tree around the given tile which is at the same
212 * height or at some offset (2 units) of it.
214 * @param tile The base tile to add a new tree somewhere around
215 * @param height The height (like the one from the tile)
217 static void PlaceTreeAtSameHeight(TileIndex tile, int height)
219 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
220 uint32_t r = Random();
221 int x = GB(r, 0, 5) - 16;
222 int y = GB(r, 8, 5) - 16;
223 TileIndex cur_tile = TileAddWrap(tile, x, y);
224 if (cur_tile == INVALID_TILE) continue;
226 /* Keep in range of the existing tree */
227 if (abs(x) + abs(y) > 16) continue;
229 /* Clear tile, no farm-tiles or rocks */
230 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
232 /* Not too much height difference */
233 if (Delta(GetTileZ(cur_tile), height) > 2) continue;
235 /* Place one tree and quit */
236 PlaceTree(cur_tile, r);
237 break;
242 * Place some trees randomly
244 * This function just place some trees randomly on the map.
246 void PlaceTreesRandomly()
248 int i, j, ht;
250 i = Map::ScaleBySize(DEFAULT_TREE_STEPS);
251 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
252 do {
253 uint32_t r = Random();
254 TileIndex tile = RandomTileSeed(r);
256 IncreaseGeneratingWorldProgress(GWP_TREE);
258 if (CanPlantTreesOnTile(tile, true)) {
259 PlaceTree(tile, r);
260 if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
262 /* Place a number of trees based on the tile height.
263 * This gives a cool effect of multiple trees close together.
264 * It is almost real life ;) */
265 ht = GetTileZ(tile);
266 /* The higher we get, the more trees we plant */
267 j = GetTileZ(tile) * 2;
268 /* Above snowline more trees! */
269 if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
270 while (j--) {
271 PlaceTreeAtSameHeight(tile, ht);
274 } while (--i);
276 /* place extra trees at rainforest area */
277 if (_settings_game.game_creation.landscape == LT_TROPIC) {
278 i = Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
279 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
281 do {
282 uint32_t r = Random();
283 TileIndex tile = RandomTileSeed(r);
285 IncreaseGeneratingWorldProgress(GWP_TREE);
287 if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
288 PlaceTree(tile, r);
290 } while (--i);
295 * Place some trees in a radius around a tile.
296 * The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
297 * the radius does define a square, the distribution inside the square will be roughly circular.
298 * @note This function the interactive RNG and must only be used in editor and map generation.
299 * @param tile Tile to place trees around.
300 * @param treetype Type of trees to place. Must be a valid tree type for the climate.
301 * @param radius Maximum distance (on each axis) from tile to place trees.
302 * @param count Maximum number of trees to place.
303 * @param set_zone Whether to create a rainforest zone when placing rainforest trees.
304 * @return Number of trees actually placed.
306 uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
308 assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
309 assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
310 const bool allow_desert = treetype == TREE_CACTUS;
311 uint planted = 0;
313 for (; count > 0; count--) {
314 /* Simple quasi-normal distribution with range [-radius; radius) */
315 auto mkcoord = [&]() -> int32_t {
316 const uint32_t rand = InteractiveRandom();
317 const int32_t dist = GB<int32_t>(rand, 0, 8) + GB<int32_t>(rand, 8, 8) + GB<int32_t>(rand, 16, 8) + GB<int32_t>(rand, 24, 8);
318 const int32_t scu = dist * radius / 512;
319 return scu - radius;
321 const int32_t xofs = mkcoord();
322 const int32_t yofs = mkcoord();
323 const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
324 if (tile_to_plant != INVALID_TILE) {
325 if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
326 AddTreeCount(tile_to_plant, 1);
327 SetTreeGrowth(tile_to_plant, TreeGrowthStage::Growing1);
328 MarkTileDirtyByTile(tile_to_plant, 0);
329 planted++;
330 } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
331 PlantTreesOnTile(tile_to_plant, treetype, 0, TreeGrowthStage::Grown);
332 MarkTileDirtyByTile(tile_to_plant, 0);
333 planted++;
338 if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
339 for (TileIndex t : TileArea(tile).Expand(radius)) {
340 if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
344 return planted;
348 * Place new trees.
350 * This function takes care of the selected tree placer algorithm and
351 * place randomly the trees for a new game.
353 void GenerateTrees()
355 uint i, total;
357 if (_settings_game.game_creation.tree_placer == TP_NONE) return;
359 switch (_settings_game.game_creation.tree_placer) {
360 case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
361 case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
362 default: NOT_REACHED();
365 total = Map::ScaleBySize(DEFAULT_TREE_STEPS);
366 if (_settings_game.game_creation.landscape == LT_TROPIC) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
367 total *= i;
368 uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
369 total += num_groups * DEFAULT_TREE_STEPS;
370 SetGeneratingWorldProgress(GWP_TREE, total);
372 if (num_groups != 0) PlaceTreeGroups(num_groups);
374 for (; i != 0; i--) {
375 PlaceTreesRandomly();
380 * Plant a tree.
381 * @param flags type of operation
382 * @param tile end tile of area-drag
383 * @param start_tile start tile of area-drag of tree plantation
384 * @param tree_to_plant tree type, TREE_INVALID means random.
385 * @param diagonal Whether to use the Orthogonal (false) or Diagonal (true) iterator.
386 * @return the cost of this operation or an error
388 CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
390 StringID msg = INVALID_STRING_ID;
391 CommandCost cost(EXPENSES_OTHER);
393 if (start_tile >= Map::Size()) return CMD_ERROR;
394 /* Check the tree type within the current climate */
395 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;
397 Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
398 int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
400 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
401 for (; *iter != INVALID_TILE; ++(*iter)) {
402 TileIndex current_tile = *iter;
403 switch (GetTileType(current_tile)) {
404 case MP_TREES:
405 /* no more space for trees? */
406 if (GetTreeCount(current_tile) == 4) {
407 msg = STR_ERROR_TREE_ALREADY_HERE;
408 continue;
411 /* Test tree limit. */
412 if (--limit < 1) {
413 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
414 break;
417 if (flags & DC_EXEC) {
418 AddTreeCount(current_tile, 1);
419 MarkTileDirtyByTile(current_tile);
420 if (c != nullptr) c->tree_limit -= 1 << 16;
422 /* 2x as expensive to add more trees to an existing tile */
423 cost.AddCost(_price[PR_BUILD_TREES] * 2);
424 break;
426 case MP_WATER:
427 if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
428 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
429 continue;
431 [[fallthrough]];
433 case MP_CLEAR: {
434 if (IsBridgeAbove(current_tile)) {
435 msg = STR_ERROR_SITE_UNSUITABLE;
436 continue;
439 TreeType treetype = (TreeType)tree_to_plant;
440 /* Be a bit picky about which trees go where. */
441 if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
442 /* No cacti outside the desert */
443 (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
444 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
445 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
446 /* And no subtropical trees in the desert/rain forest */
447 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
448 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
449 continue;
452 /* Test tree limit. */
453 if (--limit < 1) {
454 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
455 break;
458 if (IsTileType(current_tile, MP_CLEAR)) {
459 /* Remove fields or rocks. Note that the ground will get barrened */
460 switch (GetRawClearGround(current_tile)) {
461 case CLEAR_FIELDS:
462 case CLEAR_ROCKS: {
463 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
464 if (ret.Failed()) return ret;
465 cost.AddCost(ret);
466 break;
469 default: break;
473 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
474 Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority);
475 if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
478 if (flags & DC_EXEC) {
479 if (treetype == TREE_INVALID) {
480 treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
481 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
484 /* Plant full grown trees in scenario editor */
485 PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? TreeGrowthStage::Grown : TreeGrowthStage::Growing1);
486 MarkTileDirtyByTile(current_tile);
487 if (c != nullptr) c->tree_limit -= 1 << 16;
489 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
490 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
491 SetTropicZone(current_tile, TROPICZONE_RAINFOREST);
494 cost.AddCost(_price[PR_BUILD_TREES]);
495 break;
498 default:
499 msg = STR_ERROR_SITE_UNSUITABLE;
500 break;
503 /* Tree limit used up? No need to check more. */
504 if (limit < 0) break;
507 if (cost.GetCost() == 0) {
508 return_cmd_error(msg);
509 } else {
510 return cost;
514 struct TreeListEnt : PalSpriteID {
515 uint8_t x, y;
518 static void DrawTile_Trees(TileInfo *ti)
520 switch (GetTreeGround(ti->tile)) {
521 case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
522 case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
523 case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
524 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
527 /* Do not draw trees when the invisible trees setting is set */
528 if (IsInvisibilitySet(TO_TREES)) return;
530 uint tmp = CountBits(ti->tile.base() + ti->x + ti->y);
531 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
533 /* different tree styles above one of the grounds */
534 if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
535 GetTreeDensity(ti->tile) >= 2 &&
536 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
537 index += 164 - (TREE_SUB_ARCTIC << 2);
540 assert(index < lengthof(_tree_layout_sprite));
542 const PalSpriteID *s = _tree_layout_sprite[index];
543 const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
545 /* combine trees into one sprite object */
546 StartSpriteCombine();
548 TreeListEnt te[4];
550 /* put the trees to draw in a list */
551 uint trees = GetTreeCount(ti->tile);
553 for (uint i = 0; i < trees; i++) {
554 SpriteID sprite = s[0].sprite + (i == trees - 1 ? static_cast<uint>(GetTreeGrowth(ti->tile)) : 3);
555 PaletteID pal = s[0].pal;
557 te[i].sprite = sprite;
558 te[i].pal = pal;
559 te[i].x = d->x;
560 te[i].y = d->y;
561 s++;
562 d++;
565 /* draw them in a sorted way */
566 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
568 for (; trees > 0; trees--) {
569 uint min = te[0].x + te[0].y;
570 uint mi = 0;
572 for (uint i = 1; i < trees; i++) {
573 if ((uint)(te[i].x + te[i].y) < min) {
574 min = te[i].x + te[i].y;
575 mi = i;
579 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);
581 /* replace the removed one with the last one */
582 te[mi] = te[trees - 1];
585 EndSpriteCombine();
589 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, bool)
591 auto [tileh, z] = GetTilePixelSlope(tile);
593 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
596 static Foundation GetFoundation_Trees(TileIndex, Slope)
598 return FOUNDATION_NONE;
601 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
603 uint num;
605 if (Company::IsValidID(_current_company)) {
606 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
607 if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
610 num = GetTreeCount(tile);
611 if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
613 if (flags & DC_EXEC) DoClearSquare(tile);
615 return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
618 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
620 TreeType tt = GetTreeType(tile);
622 if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
623 td->str = STR_LAI_TREE_NAME_RAINFOREST;
624 } else {
625 td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
628 td->owner[0] = GetTileOwner(tile);
631 static void TileLoopTreesDesert(TileIndex tile)
633 switch (GetTropicZone(tile)) {
634 case TROPICZONE_DESERT:
635 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
636 SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
637 MarkTileDirtyByTile(tile);
639 break;
641 case TROPICZONE_RAINFOREST: {
642 static const SoundFx forest_sounds[] = {
643 SND_42_RAINFOREST_1,
644 SND_43_RAINFOREST_2,
645 SND_44_RAINFOREST_3,
646 SND_48_RAINFOREST_4
648 uint32_t r = Random();
650 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
651 break;
654 default: break;
658 static void TileLoopTreesAlps(TileIndex tile)
660 int k = GetTileZ(tile) - GetSnowLine() + 1;
662 if (k < 0) {
663 switch (GetTreeGround(tile)) {
664 case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
665 case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
666 default: return;
668 } else {
669 uint density = std::min<uint>(k, 3);
671 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
672 TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
673 SetTreeGroundDensity(tile, tg, density);
674 } else if (GetTreeDensity(tile) != density) {
675 SetTreeGroundDensity(tile, GetTreeGround(tile), density);
676 } else {
677 if (GetTreeDensity(tile) == 3) {
678 uint32_t r = Random();
679 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
680 SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
683 return;
686 MarkTileDirtyByTile(tile);
689 static bool CanPlantExtraTrees(TileIndex tile)
691 return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
692 (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
693 _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
696 static void TileLoop_Trees(TileIndex tile)
698 if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
699 TileLoop_Water(tile);
700 } else {
701 switch (_settings_game.game_creation.landscape) {
702 case LT_TROPIC: TileLoopTreesDesert(tile); break;
703 case LT_ARCTIC: TileLoopTreesAlps(tile); break;
707 AmbientSoundEffect(tile);
709 /* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits.
710 * Also, we use a simple hash to spread the updates evenly over the map.
711 * 11 and 9 are just some co-prime numbers for better spread.
713 uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8);
715 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
716 if ((cycle & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
717 uint density = GetTreeDensity(tile);
718 if (density < 3) {
719 SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
720 MarkTileDirtyByTile(tile);
724 if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
726 static const uint32_t TREE_UPDATE_FREQUENCY = 16; // How many tile updates happen for one tree update
727 if (cycle % TREE_UPDATE_FREQUENCY != TREE_UPDATE_FREQUENCY - 1) return;
729 switch (GetTreeGrowth(tile)) {
730 case TreeGrowthStage::Grown: // regular sized tree
731 if (_settings_game.game_creation.landscape == LT_TROPIC &&
732 GetTreeType(tile) != TREE_CACTUS &&
733 GetTropicZone(tile) == TROPICZONE_DESERT) {
734 AddTreeGrowth(tile, 1);
735 } else {
736 switch (GB(Random(), 0, 3)) {
737 case 0: // start destructing
738 AddTreeGrowth(tile, 1);
739 break;
741 case 1: // add a tree
742 if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
743 AddTreeCount(tile, 1);
744 SetTreeGrowth(tile, TreeGrowthStage::Growing1);
745 break;
747 [[fallthrough]];
749 case 2: { // add a neighbouring tree
750 if (!CanPlantExtraTrees(tile)) break;
752 TreeType treetype = GetTreeType(tile);
754 tile += TileOffsByDir(static_cast<Direction>(Random() % DIR_END));
756 /* Cacti don't spread */
757 if (!CanPlantTreesOnTile(tile, false)) return;
759 /* Don't plant trees, if ground was freshly cleared */
760 if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
762 PlantTreesOnTile(tile, treetype, 0, TreeGrowthStage::Growing1);
764 break;
767 default:
768 return;
771 break;
773 case TreeGrowthStage::Dead: // final stage of tree destruction
774 if (!CanPlantExtraTrees(tile)) {
775 /* if trees can't spread just plant a new one to prevent deforestation */
776 SetTreeGrowth(tile, TreeGrowthStage::Growing1);
777 } else if (GetTreeCount(tile) > 1) {
778 /* more than one tree, delete it */
779 AddTreeCount(tile, -1);
780 SetTreeGrowth(tile, TreeGrowthStage::Grown);
781 } else {
782 /* just one tree, change type into MP_CLEAR */
783 switch (GetTreeGround(tile)) {
784 case TREE_GROUND_SHORE: MakeShore(tile); break;
785 case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
786 case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
787 case TREE_GROUND_ROUGH_SNOW: {
788 uint density = GetTreeDensity(tile);
789 MakeClear(tile, CLEAR_ROUGH, 3);
790 MakeSnow(tile, density);
791 break;
793 default: // snow or desert
794 if (_settings_game.game_creation.landscape == LT_TROPIC) {
795 MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
796 } else {
797 uint density = GetTreeDensity(tile);
798 MakeClear(tile, CLEAR_GRASS, 3);
799 MakeSnow(tile, density);
801 break;
804 break;
806 default:
807 AddTreeGrowth(tile, 1);
808 break;
811 MarkTileDirtyByTile(tile);
815 * Decrement the tree tick counter.
816 * The interval is scaled by map size to allow for the same density regardless of size.
817 * Adjustment for map sizes below the standard 256 * 256 are handled earlier.
818 * @return true if the counter was decremented past zero
820 bool DecrementTreeCounter()
822 /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
823 static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<uint8_t>::digits);
825 /* byte underflow */
826 uint8_t old_trees_tick_ctr = _trees_tick_ctr;
827 _trees_tick_ctr -= Map::ScaleBySize(1);
828 return old_trees_tick_ctr <= _trees_tick_ctr;
831 void OnTick_Trees()
833 /* Don't spread trees if that's not allowed */
834 if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
836 uint32_t r;
837 TileIndex tile;
838 TreeType tree;
840 /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
841 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
842 * inversely proportional to map size, so that is handled to create a mask. */
843 int skip = Map::ScaleBySize(16);
844 if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return;
846 /* place a tree at a random rainforest spot */
847 if (_settings_game.game_creation.landscape == LT_TROPIC) {
848 for (uint c = Map::ScaleBySize(1); c > 0; c--) {
849 if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
850 CanPlantTreesOnTile(tile, false) &&
851 (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
852 PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
857 if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
859 /* place a tree at a random spot */
860 r = Random();
861 tile = RandomTileSeed(r);
862 if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
863 PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
867 static TrackStatus GetTileTrackStatus_Trees(TileIndex, TransportType, uint, DiagDirection)
869 return 0;
872 static void ChangeTileOwner_Trees(TileIndex, Owner, Owner)
874 /* not used */
877 void InitializeTrees()
879 _trees_tick_ctr = 0;
882 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int, Slope)
884 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
888 extern const TileTypeProcs _tile_type_trees_procs = {
889 DrawTile_Trees, // draw_tile_proc
890 GetSlopePixelZ_Trees, // get_slope_z_proc
891 ClearTile_Trees, // clear_tile_proc
892 nullptr, // add_accepted_cargo_proc
893 GetTileDesc_Trees, // get_tile_desc_proc
894 GetTileTrackStatus_Trees, // get_tile_track_status_proc
895 nullptr, // click_tile_proc
896 nullptr, // animate_tile_proc
897 TileLoop_Trees, // tile_loop_proc
898 ChangeTileOwner_Trees, // change_tile_owner_proc
899 nullptr, // add_produced_cargo_proc
900 nullptr, // vehicle_enter_tile_proc
901 GetFoundation_Trees, // get_foundation_proc
902 TerraformTile_Trees, // terraform_tile_proc