4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or mod/// ify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * 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.
7 * 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/>.
10 /** @file tree_cmd.cpp Handling of tree tiles. */
13 #include "clear_map.h"
14 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
20 #include "clear_func.h"
21 #include "company_func.h"
22 #include "sound_func.h"
24 #include "company_base.h"
25 #include "core/random_func.hpp"
26 #include "newgrf_generic.h"
28 #include "table/strings.h"
29 #include "table/tree_land.h"
30 #include "table/clear_land.h"
32 #include "safeguards.h"
35 * List of tree placer algorithm.
37 * This enumeration defines all possible tree placer algorithm in the game.
40 TP_NONE
, ///< No tree placer algorithm
41 TP_ORIGINAL
, ///< The original algorithm
42 TP_IMPROVED
, ///< A 'improved' algorithm
45 /** Where to place trees while in-game? */
46 enum ExtraTreePlacement
{
47 ETP_NONE
, ///< Place trees on no tiles
48 ETP_RAINFOREST
, ///< Place trees only on rainforest tiles
49 ETP_ALL
, ///< Place trees on all tiles
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 bool is_above_tree_line
= GetTileZ(tile
) >= _settings_game
.game_creation
.tree_line_height
;
76 return !is_above_tree_line
&& !IsBridgeAbove(tile
) && !IsClearGround(tile
, CLEAR_FIELDS
) && GetRawClearGround(tile
) != CLEAR_ROCKS
&&
77 (allow_desert
|| !IsClearGround(tile
, CLEAR_DESERT
));
80 default: return false;
86 * Ground type and density is preserved.
88 * @pre the tile must be suitable for trees.
90 * @param tile where to plant the trees.
91 * @param treetype The type of the tree
92 * @param count the number of trees (minus 1)
93 * @param growth the growth status
95 static void PlantTreesOnTile(TileIndex tile
, TreeType treetype
, uint count
, uint growth
)
97 assert(treetype
!= TREE_INVALID
);
98 assert(CanPlantTreesOnTile(tile
, true));
103 switch (GetTileType(tile
)) {
105 ground
= TREE_GROUND_SHORE
;
109 switch (GetClearGround(tile
)) {
110 case CLEAR_GRASS
: ground
= TREE_GROUND_GRASS
; break;
111 case CLEAR_ROUGH
: ground
= TREE_GROUND_ROUGH
; break;
112 case CLEAR_SNOW
: ground
= GetRawClearGround(tile
) == CLEAR_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
; break;
113 default: ground
= TREE_GROUND_SNOW_DESERT
; break;
115 if (GetClearGround(tile
) != CLEAR_ROUGH
) density
= GetClearDensity(tile
);
118 default: NOT_REACHED();
121 uint16 tree_line_range
= _settings_game
.construction
.trees_around_snow_line_range
;
122 uint16 min_tree_line_height
= _settings_game
.game_creation
.tree_line_height
- tree_line_range
;
124 if (GetTileZ(tile
) >= min_tree_line_height
) {
125 // Slowly thin out trees.
126 uint16 height_above_min_tree_line
= max(0, GetTileZ(tile
) - min_tree_line_height
);
127 uint16 percent_of_range
= 100u - (height_above_min_tree_line
* 100u / tree_line_range
);
129 count
= max((count
* percent_of_range
) / 100u, 1u);
132 MakeTree(tile
, treetype
, count
, growth
, ground
, density
);
136 * Previous value of _settings_game.construction.trees_around_snow_line_range
137 * used to calculate _arctic_tree_occurance
139 static uint8 _previous_trees_around_snow_line_range
= 255;
142 * Array of probabilities for artic trees to appear,
143 * by normalised distance from snow line
145 static uint8 _arctic_tree_occurance
[24];
147 /** Recalculate _arctic_tree_occurance */
148 static void RecalculateArcticTreeOccuranceArray()
151 * Approximate: 256 * exp(-3 * distance / range)
153 * 256 * ((1 + (-3 * distance / range) / 6) ** 6)
154 * ((256 - (128 * distance / range)) ** 6) >> (5 * 8);
156 uint8 range
= _settings_game
.construction
.trees_around_snow_line_range
;
157 _previous_trees_around_snow_line_range
= range
;
158 _arctic_tree_occurance
[0] = 255;
160 for (; i
< lengthof(_arctic_tree_occurance
); i
++) {
161 if (range
== 0) break;
162 uint x
= 256 - ((128 * i
) / range
);
171 if (output
== 0) break;
172 _arctic_tree_occurance
[i
] = output
;
174 for (; i
< lengthof(_arctic_tree_occurance
); i
++) {
175 _arctic_tree_occurance
[i
] = 0;
180 * Get a random TreeType for the given tile based on a given seed
182 * This function returns a random TreeType which can be placed on the given tile.
183 * The seed for randomness must be less than 256, use #GB on the value of Random()
184 * to get such a value.
186 * @param tile The tile to get a random TreeType from
187 * @param seed The seed for randomness, must be less than 256
188 * @return The random tree type
190 static TreeType
GetRandomTreeType(TileIndex tile
, uint seed
)
192 switch (_settings_game
.game_creation
.landscape
) {
194 if (!_settings_game
.construction
.trees_around_snow_line_enabled
) {
195 return (TreeType
)(seed
* TREE_COUNT_TEMPERATE
/ 256 + TREE_TEMPERATE
);
198 // Don't use temperate trees in arctic if a variable snow line is set. That will look awful.
199 if (IsSnowLineSet()) {
200 return (TreeType
)(seed
* TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
);
203 uint8 tree_line_range
= _settings_game
.construction
.trees_around_snow_line_range
;
204 if (tree_line_range
!= _previous_trees_around_snow_line_range
) RecalculateArcticTreeOccuranceArray();
206 int z
= GetTileZ(tile
);
207 int height_above_snow_line
= z
- _settings_game
.game_creation
.snow_line_height
;
208 uint normalised_distance
= (height_above_snow_line
< 0) ? -height_above_snow_line
: height_above_snow_line
+ 1;
209 bool arctic_tree
= false;
210 if (normalised_distance
< lengthof(_arctic_tree_occurance
)) {
211 uint adjusted_seed
= (seed
^ tile
) & 0xFF;
212 arctic_tree
= adjusted_seed
< _arctic_tree_occurance
[normalised_distance
];
214 if (height_above_snow_line
< 0) {
215 /* Below snow level mixed forest. */
216 return (arctic_tree
) ? (TreeType
)(seed
* TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
) : (TreeType
)(seed
* TREE_COUNT_TEMPERATE
/ 256 + TREE_TEMPERATE
);
219 /* Above is Arctic trees and thinning out. */
220 return (arctic_tree
) ? (TreeType
)(seed
* TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
) : TREE_INVALID
;
225 switch (GetTropicZone(tile
)) {
226 case TROPICZONE_NORMAL
: return (TreeType
)(seed
* TREE_COUNT_SUB_TROPICAL
/ 256 + TREE_SUB_TROPICAL
);
227 case TROPICZONE_DESERT
: return (TreeType
)((seed
> 12) ? TREE_INVALID
: TREE_CACTUS
);
228 default: return (TreeType
)(seed
* TREE_COUNT_RAINFOREST
/ 256 + TREE_RAINFOREST
);
232 return (TreeType
)(seed
* TREE_COUNT_TOYLAND
/ 256 + TREE_TOYLAND
);
237 * Make a random tree tile of the given tile
239 * Create a new tree-tile for the given tile. The second parameter is used for
240 * randomness like type and number of trees.
242 * @param tile The tile to make a tree-tile from
243 * @param r The randomness value from a Random() value
245 static void PlaceTree(TileIndex tile
, uint32 r
)
247 TreeType tree
= GetRandomTreeType(tile
, GB(r
, 24, 8));
249 if (tree
!= TREE_INVALID
) {
250 PlantTreesOnTile(tile
, tree
, GB(r
, 22, 2), min(GB(r
, 16, 3), 6));
252 /* Rerandomize ground, if neither snow nor shore */
253 TreeGround ground
= GetTreeGround(tile
);
254 if (ground
!= TREE_GROUND_SNOW_DESERT
&& ground
!= TREE_GROUND_ROUGH_SNOW
&& ground
!= TREE_GROUND_SHORE
) {
255 SetTreeGroundDensity(tile
, (TreeGround
)GB(r
, 28, 1), 3);
258 /* Set the counter to a random start value */
259 SetTreeCounter(tile
, (TreeGround
)GB(r
, 24, 4));
264 * Creates a number of tree groups.
265 * The number of trees in each group depends on how many trees are actually placed around the given tile.
267 * @param num_groups Number of tree groups to place.
269 static void PlaceTreeGroups(uint num_groups
)
272 TileIndex center_tile
= RandomTile();
274 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
276 int x
= GB(r
, 0, 5) - 16;
277 int y
= GB(r
, 8, 5) - 16;
278 uint dist
= abs(x
) + abs(y
);
279 TileIndex cur_tile
= TileAddWrap(center_tile
, x
, y
);
281 IncreaseGeneratingWorldProgress(GWP_TREE
);
283 if (cur_tile
!= INVALID_TILE
&& dist
<= 13 && CanPlantTreesOnTile(cur_tile
, true)) {
284 PlaceTree(cur_tile
, r
);
288 } while (--num_groups
);
292 * Place a tree at the same height as an existing tree.
294 * Add a new tree around the given tile which is at the same
295 * height or at some offset (2 units) of it.
297 * @param tile The base tile to add a new tree somewhere around
298 * @param height The height (like the one from the tile)
300 static void PlaceTreeAtSameHeight(TileIndex tile
, int height
)
302 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
304 int x
= GB(r
, 0, 5) - 16;
305 int y
= GB(r
, 8, 5) - 16;
306 TileIndex cur_tile
= TileAddWrap(tile
, x
, y
);
308 if (cur_tile
== INVALID_TILE
) continue;
310 /* Keep in range of the existing tree */
311 if (abs(x
) + abs(y
) > 16) continue;
313 /* Clear tile, no farm-tiles or rocks */
314 if (!CanPlantTreesOnTile(cur_tile
, true)) continue;
316 /* Not too much height difference */
317 if (Delta(GetTileZ(cur_tile
), height
) > 2) continue;
319 /* Place one tree and quit */
320 PlaceTree(cur_tile
, r
);
326 * Place some trees randomly
328 * This function just place some trees randomly on the map.
330 void PlaceTreesRandomly()
334 i
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
335 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
338 TileIndex tile
= RandomTileSeed(r
);
340 IncreaseGeneratingWorldProgress(GWP_TREE
);
342 if (CanPlantTreesOnTile(tile
, true)) {
344 if (_settings_game
.game_creation
.tree_placer
!= TP_IMPROVED
) continue;
346 /* Place a number of trees based on the tile height.
347 * This gives a cool effect of multiple trees close together.
348 * It is almost real life ;) */
350 /* The higher we get, the more trees we plant */
351 j
= max(1, (GetTileZ(tile
) - 1) * 2);
353 uint16 tree_line_range
= _settings_game
.construction
.trees_around_snow_line_range
;
354 uint16 min_tree_line_height
= _settings_game
.game_creation
.tree_line_height
- tree_line_range
;
356 if (GetTileZ(tile
) >= min_tree_line_height
) {
357 // Slowly thin out trees.
358 uint16 height_above_min_tree_line
= max(0, GetTileZ(tile
) - min_tree_line_height
);
359 uint16 percent_of_range
= (height_above_min_tree_line
* 100u / tree_line_range
);
361 j
= j
- ((j
* percent_of_range
) / 100u);
362 } else if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
&& ht
> GetSnowLine()) {
363 // Above snowline more trees.
367 PlaceTreeAtSameHeight(tile
, ht
);
372 /* place extra trees at rainforest area */
373 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
374 i
= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
375 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
379 TileIndex tile
= RandomTileSeed(r
);
381 IncreaseGeneratingWorldProgress(GWP_TREE
);
383 if (GetTropicZone(tile
) == TROPICZONE_RAINFOREST
&& CanPlantTreesOnTile(tile
, false)) {
393 * This function takes care of the selected tree placer algorithm and
394 * place randomly the trees for a new game.
400 if (_settings_game
.game_creation
.tree_placer
== TP_NONE
) return;
402 switch (_settings_game
.game_creation
.tree_placer
) {
403 case TP_ORIGINAL
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 15 : 6; break;
404 case TP_IMPROVED
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 4 : 2; break;
405 default: NOT_REACHED();
408 total
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
409 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) total
+= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
411 uint num_groups
= (_settings_game
.game_creation
.landscape
!= LT_TOYLAND
) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
412 total
+= num_groups
* DEFAULT_TREE_STEPS
;
413 SetGeneratingWorldProgress(GWP_TREE
, total
);
415 if (num_groups
!= 0) PlaceTreeGroups(num_groups
);
417 for (; i
!= 0; i
--) {
418 PlaceTreesRandomly();
424 * @param tile end tile of area-drag
425 * @param flags type of operation
426 * @param p1 tree type, TREE_INVALID means random.
427 * @param p2 start tile of area-drag of tree plantation
429 * @return the cost of this operation or an error
431 CommandCost
CmdPlantTree(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
433 StringID msg
= INVALID_STRING_ID
;
434 CommandCost
cost(EXPENSES_OTHER
);
435 const byte tree_to_plant
= GB(p1
, 0, 8); // We cannot use Extract as min and max are climate specific.
437 if (p2
>= MapSize()) return CMD_ERROR
;
438 /* Check the tree type within the current climate */
439 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
;
441 Company
*c
= (_game_mode
!= GM_EDITOR
) ? Company::GetIfValid(_current_company
) : NULL
;
442 int limit
= (c
== NULL
? INT32_MAX
: GB(c
->tree_limit
, 16, 16));
444 TileArea
ta(tile
, p2
);
445 TILE_AREA_LOOP(tile
, ta
) {
446 switch (GetTileType(tile
)) {
449 bool grow_existing_tree_instead
= false;
451 /* no more space for trees? */
452 if (_game_mode
!= GM_EDITOR
&& (GetTreeCount(tile
) >= 4 || ((int)GetTreeCount(tile
) >= (GetTileZ(tile
) + (_settings_game
.game_creation
.landscape
!= LT_TROPIC
? 0 : 1))))) {
453 if (GetTreeGrowth(tile
) < 3) {
454 grow_existing_tree_instead
= true;
456 msg
= STR_ERROR_TREE_ALREADY_HERE
;
461 /* Thin out trees along the tree line range */
462 uint tree_line_range
= _settings_game
.construction
.trees_around_snow_line_range
;
463 uint min_tree_line_height
= _settings_game
.game_creation
.tree_line_height
- tree_line_range
;
464 uint height_above_min_tree_line
= max(0u, GetTileZ(tile
) - min_tree_line_height
);
465 uint percent_of_range
= height_above_min_tree_line
* 100u / tree_line_range
;
466 uint max_tree_count
= 4u - ((4u * percent_of_range
) / 100u);
468 if (GetTreeCount(tile
) >= max_tree_count
) {
469 if (GetTreeGrowth(tile
) < 3) {
470 grow_existing_tree_instead
= true;
473 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
478 /* Test tree limit. */
480 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
484 if (flags
& DC_EXEC
) {
485 if (grow_existing_tree_instead
) {
486 SetTreeGrowth(tile
, 3);
488 AddTreeCount(tile
, 1);
490 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
491 if (c
!= NULL
) c
->tree_limit
-= 1 << 16;
493 /* 2x as expensive to add more trees to an existing tile */
494 cost
.AddCost(_price
[PR_BUILD_TREES
] * 2);
499 if (!CanPlantTreesOnTile(tile
, false) || !IsCoast(tile
) || IsSlopeWithOneCornerRaised(GetTileSlope(tile
))) {
500 msg
= STR_ERROR_CAN_T_BUILD_ON_WATER
;
506 if (!CanPlantTreesOnTile(tile
, false) || IsBridgeAbove(tile
)) {
507 msg
= STR_ERROR_SITE_UNSUITABLE
;
511 TreeType treetype
= (TreeType
)tree_to_plant
;
512 /* Be a bit picky about which trees go where. */
513 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& treetype
!= TREE_INVALID
&& (
514 /* No cacti outside the desert */
515 (treetype
== TREE_CACTUS
&& GetTropicZone(tile
) != TROPICZONE_DESERT
) ||
516 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
517 (IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
) && GetTropicZone(tile
) != TROPICZONE_RAINFOREST
&& _game_mode
!= GM_EDITOR
) ||
518 /* And no subtropical trees in the desert/rain forest */
519 (IsInsideMM(treetype
, TREE_SUB_TROPICAL
, TREE_TOYLAND
) && GetTropicZone(tile
) != TROPICZONE_NORMAL
))) {
520 msg
= STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE
;
524 /* Test tree limit. */
526 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
530 if (IsTileType(tile
, MP_CLEAR
)) {
531 /* Remove fields or rocks. Note that the ground will get barrened */
532 switch (GetRawClearGround(tile
)) {
535 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
536 if (ret
.Failed()) return ret
;
545 if (_game_mode
!= GM_EDITOR
&& Company::IsValidID(_current_company
)) {
546 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
547 if (t
!= NULL
) ChangeTownRating(t
, RATING_TREE_UP_STEP
, RATING_TREE_MAXIMUM
, flags
);
550 if (flags
& DC_EXEC
) {
551 if (treetype
== TREE_INVALID
) {
552 treetype
= GetRandomTreeType(tile
, GB(Random(), 24, 8));
554 if (treetype
== TREE_INVALID
) {
555 if (_settings_game
.construction
.trees_around_snow_line_enabled
&& _settings_game
.game_creation
.landscape
!= LT_TROPIC
) {
556 if (GetTileZ(tile
) <= HighestSnowLine()) {
557 treetype
= (TreeType
)(GB(Random(), 24, 8) * TREE_COUNT_TEMPERATE
/ 256 + TREE_TEMPERATE
);
560 treetype
= (TreeType
)(GB(Random(), 24, 8) * TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
);
564 treetype
= TREE_CACTUS
;
569 /* Plant full grown trees in scenario editor */
570 PlantTreesOnTile(tile
, treetype
, 0, _game_mode
== GM_EDITOR
? 3 : 0);
571 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
572 if (c
!= NULL
) c
->tree_limit
-= 1 << 16;
574 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
575 if (_game_mode
== GM_EDITOR
&& IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
)) {
576 SetTropicZone(tile
, TROPICZONE_RAINFOREST
);
579 cost
.AddCost(_price
[PR_BUILD_TREES
]);
584 msg
= STR_ERROR_SITE_UNSUITABLE
;
588 /* Tree limit used up? No need to check more. */
589 if (limit
< 0) break;
592 if (cost
.GetCost() == 0) {
593 return_cmd_error(msg
);
599 struct TreeListEnt
: PalSpriteID
{
603 static void DrawTile_Trees(TileInfo
*ti
)
605 switch (GetTreeGround(ti
->tile
)) {
606 case TREE_GROUND_SHORE
: DrawShoreTile(ti
->tileh
); break;
607 case TREE_GROUND_GRASS
: DrawClearLandTile(ti
, GetTreeDensity(ti
->tile
)); break;
608 case TREE_GROUND_ROUGH
: DrawHillyLandTile(ti
); break;
609 default: DrawGroundSprite(_clear_land_sprites_snow_desert
[GetTreeDensity(ti
->tile
)] + SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
); break;
612 DrawOverlay(ti
, MP_TREES
);
614 /* Do not draw trees when the invisible trees setting is set */
615 if (IsInvisibilitySet(TO_TREES
)) return;
617 uint tmp
= CountBits(ti
->tile
+ ti
->x
+ ti
->y
);
618 uint index
= GB(tmp
, 0, 2) + (GetTreeType(ti
->tile
) << 2);
620 /* different tree styles above one of the grounds */
621 if ((GetTreeGround(ti
->tile
) == TREE_GROUND_SNOW_DESERT
|| GetTreeGround(ti
->tile
) == TREE_GROUND_ROUGH_SNOW
) &&
622 GetTreeDensity(ti
->tile
) >= 2 &&
623 IsInsideMM(index
, TREE_SUB_ARCTIC
<< 2, TREE_RAINFOREST
<< 2)) {
624 index
+= 164 - (TREE_SUB_ARCTIC
<< 2);
627 assert(index
< lengthof(_tree_layout_sprite
));
629 const PalSpriteID
*s
= _tree_layout_sprite
[index
];
630 const TreePos
*d
= _tree_layout_xy
[GB(tmp
, 2, 2)];
632 /* combine trees into one sprite object */
633 StartSpriteCombine();
637 /* put the trees to draw in a list */
638 uint trees
= GetTreeCount(ti
->tile
);
640 for (uint i
= 0; i
< trees
; i
++) {
641 SpriteID sprite
= s
[0].sprite
+ (i
== trees
- 1 ? GetTreeGrowth(ti
->tile
) : 3);
642 PaletteID pal
= s
[0].pal
;
644 te
[i
].sprite
= sprite
;
652 /* draw them in a sorted way */
653 int z
= ti
->z
+ GetSlopeMaxPixelZ(ti
->tileh
) / 2;
655 for (; trees
> 0; trees
--) {
656 uint min
= te
[0].x
+ te
[0].y
;
659 for (uint i
= 1; i
< trees
; i
++) {
660 if ((uint
)(te
[i
].x
+ te
[i
].y
) < min
) {
661 min
= te
[i
].x
+ te
[i
].y
;
666 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
);
668 /* replace the removed one with the last one */
669 te
[mi
] = te
[trees
- 1];
676 static int GetSlopePixelZ_Trees(TileIndex tile
, uint x
, uint y
)
679 Slope tileh
= GetTilePixelSlope(tile
, &z
);
681 return z
+ GetPartialPixelZ(x
& 0xF, y
& 0xF, tileh
);
684 static Foundation
GetFoundation_Trees(TileIndex tile
, Slope tileh
)
686 return FOUNDATION_NONE
;
689 static CommandCost
ClearTile_Trees(TileIndex tile
, DoCommandFlag flags
)
693 if (Company::IsValidID(_current_company
)) {
694 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
695 if (t
!= NULL
) ChangeTownRating(t
, RATING_TREE_DOWN_STEP
, RATING_TREE_MINIMUM
, flags
);
698 num
= GetTreeCount(tile
);
699 if (IsInsideMM(GetTreeType(tile
), TREE_RAINFOREST
, TREE_CACTUS
)) num
*= 4;
701 if (flags
& DC_EXEC
) DoClearSquare(tile
);
703 return CommandCost(EXPENSES_CONSTRUCTION
, num
* _price
[PR_CLEAR_TREES
]);
706 static void GetTileDesc_Trees(TileIndex tile
, TileDesc
*td
)
708 TreeType tt
= GetTreeType(tile
);
710 if (IsInsideMM(tt
, TREE_RAINFOREST
, TREE_CACTUS
)) {
711 td
->str
= STR_LAI_TREE_NAME_RAINFOREST
;
713 td
->str
= tt
== TREE_CACTUS
? STR_LAI_TREE_NAME_CACTUS_PLANTS
: STR_LAI_TREE_NAME_TREES
;
716 td
->owner
[0] = GetTileOwner(tile
);
719 static void TileLoopTreesDesert(TileIndex tile
)
721 switch (GetTropicZone(tile
)) {
722 case TROPICZONE_DESERT
:
723 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
) {
724 SetTreeGroundDensity(tile
, TREE_GROUND_SNOW_DESERT
, 3);
725 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
729 case TROPICZONE_RAINFOREST
: {
730 static const SoundFx forest_sounds
[] = {
738 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) SndPlayTileFx(forest_sounds
[GB(r
, 16, 2)], tile
);
746 static void TileLoopTreesAlps(TileIndex tile
)
748 int k
= GetTileZ(tile
) - GetSnowLine() + 1;
751 switch (GetTreeGround(tile
)) {
752 case TREE_GROUND_SNOW_DESERT
: SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, 3); break;
753 case TREE_GROUND_ROUGH_SNOW
: SetTreeGroundDensity(tile
, TREE_GROUND_ROUGH
, 3); break;
757 uint density
= min
<uint
>(k
, 3);
759 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
&& GetTreeGround(tile
) != TREE_GROUND_ROUGH_SNOW
) {
760 TreeGround tg
= GetTreeGround(tile
) == TREE_GROUND_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
;
761 SetTreeGroundDensity(tile
, tg
, density
);
762 } else if (GetTreeDensity(tile
) != density
) {
763 SetTreeGroundDensity(tile
, GetTreeGround(tile
), density
);
765 if (GetTreeDensity(tile
) == 3) {
767 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) {
768 SndPlayTileFx((r
& 0x80000000) ? SND_39_HEAVY_WIND
: SND_34_WIND
, tile
);
774 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
777 static void TileLoop_Trees(TileIndex tile
)
779 if (GetTreeGround(tile
) == TREE_GROUND_SHORE
) {
780 TileLoop_Water(tile
);
782 switch (_settings_game
.game_creation
.landscape
) {
783 case LT_TROPIC
: TileLoopTreesDesert(tile
); break;
784 case LT_ARCTIC
: TileLoopTreesAlps(tile
); break;
788 AmbientSoundEffect(tile
);
790 uint treeCounter
= GetTreeCounter(tile
);
792 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
793 if ((treeCounter
& 7) == 7 && GetTreeGround(tile
) == TREE_GROUND_GRASS
) {
794 uint density
= GetTreeDensity(tile
);
796 SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, density
+ 1);
797 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
801 if (GetTreeCounter(tile
) < 15) {
802 AddTreeCounter(tile
, 1);
806 SetTreeCounter(tile
, 0);
808 if (_settings_game
.construction
.tree_growth_rate
> 0) {
809 /* Nature randomness */
810 uint8 grow_slowing_values
[3] = { 5, 20, 120 }; // slow, very slow, extremely slow
811 uint16 prob
= 0x10000 / grow_slowing_values
[_settings_game
.construction
.tree_growth_rate
- 1];
812 if (GB(Random(), 0, 16) >= (prob
/ 15)) {
817 switch (GetTreeGrowth(tile
)) {
818 case 3: // regular sized tree
819 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
820 GetTreeType(tile
) != TREE_CACTUS
&&
821 GetTropicZone(tile
) == TROPICZONE_DESERT
) {
822 AddTreeGrowth(tile
, 1);
824 switch (GB(Random(), 0, 3)) {
825 case 0: // start destructing
826 AddTreeGrowth(tile
, 1);
829 case 1: // add a tree
831 int tree_line_range
= _settings_game
.construction
.trees_around_snow_line_range
;
832 int min_tree_line_height
= _settings_game
.game_creation
.tree_line_height
- tree_line_range
;
833 bool treeline_treecount_exceeded
= false;
835 if (GetTileZ(tile
) >= min_tree_line_height
) {
836 // Slowly thin out trees.
837 int height_above_min_tree_line
= max(0, GetTileZ(tile
) - min_tree_line_height
);
838 int percent_of_range
= 100 - (height_above_min_tree_line
* 100 / tree_line_range
);
840 uint allowed_tree_count
= (4u * percent_of_range
) / 100u;
842 treeline_treecount_exceeded
= GetTreeCount(tile
) >= allowed_tree_count
;
845 if ((GetTreeCount(tile
) < 4) && (GetTreeType(tile
) != TREE_CACTUS
) && !treeline_treecount_exceeded
&& ((int)GetTreeCount(tile
) < (GetTileZ(tile
) + (_settings_game
.game_creation
.landscape
!= LT_TROPIC
? 0 : 1)))) {
846 AddTreeCount(tile
, 1);
847 SetTreeGrowth(tile
, 0);
852 case 2: { // add a neighbouring tree
853 /* Don't plant extra trees if that's not allowed. */
854 if ((_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) ?
855 _settings_game
.construction
.extra_tree_placement
== ETP_NONE
:
856 _settings_game
.construction
.extra_tree_placement
!= ETP_ALL
) {
860 if ((_settings_game
.game_creation
.landscape
!= LT_TROPIC
&& GetTileZ(tile
) < 3) || (GetTreeType(tile
) == TREE_CACTUS
))
863 int x
= GB(r
, 0, 5) - 16;
864 int y
= GB(r
, 8, 5) - 16;
865 TileIndex cur_tile
= TileAddWrap(tile
, x
, y
);
867 if (cur_tile
== INVALID_TILE
) return;
869 /* Keep in range of the existing tree */
870 if (abs(x
) + abs(y
) > 16) return;
872 /* Clear tile, no farm-tiles or rocks */
873 if (!CanPlantTreesOnTile(cur_tile
, true)) return;
875 /* Not too much height difference */
876 if (Delta(GetTileZ(cur_tile
), GetTileZ(tile
)) > 2) return;
878 /* Place one tree and quit */
879 PlantTreesOnTile(cur_tile
, GetTreeType(tile
), 0, 0);
884 TreeType treetype
= GetTreeType(tile
);
886 tile
+= TileOffsByDir((Direction
)(Random() & 7));
888 /* Cacti don't spread */
889 if (!CanPlantTreesOnTile(tile
, true)) return;
891 /* Don't plant trees, if ground was freshly cleared */
892 if (IsTileType(tile
, MP_CLEAR
) && GetClearGround(tile
) == CLEAR_GRASS
&& GetClearDensity(tile
) != 3) return;
894 PlantTreesOnTile(tile
, treetype
, 0, 0);
905 case 6: // final stage of tree destruction
906 if (GetTreeCount(tile
) > 1) {
907 /* more than one tree, delete it */
908 AddTreeCount(tile
, -1);
909 SetTreeGrowth(tile
, 3);
911 /* just one tree, change type into MP_CLEAR */
912 switch (GetTreeGround(tile
)) {
913 case TREE_GROUND_SHORE
: MakeShore(tile
); break;
914 case TREE_GROUND_GRASS
: MakeClear(tile
, CLEAR_GRASS
, GetTreeDensity(tile
)); break;
915 case TREE_GROUND_ROUGH
: MakeClear(tile
, CLEAR_ROUGH
, 3); break;
916 case TREE_GROUND_ROUGH_SNOW
: {
917 uint density
= GetTreeDensity(tile
);
918 MakeClear(tile
, CLEAR_ROUGH
, 3);
919 MakeSnow(tile
, density
);
922 default: // snow or desert
923 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
924 MakeClear(tile
, CLEAR_DESERT
, GetTreeDensity(tile
));
926 uint density
= GetTreeDensity(tile
);
927 MakeClear(tile
, CLEAR_GRASS
, 3);
928 MakeSnow(tile
, density
);
936 AddTreeGrowth(tile
, 1);
940 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
945 /* Don't place trees if that's not allowed */
946 if (_settings_game
.construction
.extra_tree_placement
== ETP_NONE
) return;
952 /* place a tree at a random rainforest spot */
953 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
954 (r
= Random(), tile
= RandomTileSeed(r
), GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) &&
955 CanPlantTreesOnTile(tile
, false) &&
956 (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
957 PlantTreesOnTile(tile
, tree
, 0, 0);
961 if (--_trees_tick_ctr
!= 0 || _settings_game
.construction
.extra_tree_placement
!= ETP_ALL
) return;
963 /* place a tree at a random spot */
965 tile
= RandomTileSeed(r
);
966 if (CanPlantTreesOnTile(tile
, false) && (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
967 PlantTreesOnTile(tile
, tree
, 0, 0);
971 static TrackStatus
GetTileTrackStatus_Trees(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
976 static void ChangeTileOwner_Trees(TileIndex tile
, Owner old_owner
, Owner new_owner
)
981 void InitializeTrees()
986 static CommandCost
TerraformTile_Trees(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
988 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
992 extern const TileTypeProcs _tile_type_trees_procs
= {
993 DrawTile_Trees
, // draw_tile_proc
994 GetSlopePixelZ_Trees
, // get_slope_z_proc
995 ClearTile_Trees
, // clear_tile_proc
996 NULL
, // add_accepted_cargo_proc
997 GetTileDesc_Trees
, // get_tile_desc_proc
998 GetTileTrackStatus_Trees
, // get_tile_track_status_proc
999 NULL
, // click_tile_proc
1000 NULL
, // animate_tile_proc
1001 TileLoop_Trees
, // tile_loop_proc
1002 ChangeTileOwner_Trees
, // change_tile_owner_proc
1003 NULL
, // add_produced_cargo_proc
1004 NULL
, // vehicle_enter_tile_proc
1005 GetFoundation_Trees
, // get_foundation_proc
1006 TerraformTile_Trees
, // terraform_tile_proc