(svn r27950) -Merge: Documentation updates from 1.7 branch
[openttd.git] / src / tree_cmd.cpp
blob7240cf86d3bbf9bc881528045053273badd17351
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
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/>.
8 */
10 /** @file tree_cmd.cpp Handling of tree tiles. */
12 #include "stdafx.h"
13 #include "clear_map.h"
14 #include "landscape.h"
15 #include "tree_map.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
18 #include "town.h"
19 #include "genworld.h"
20 #include "clear_func.h"
21 #include "company_func.h"
22 #include "sound_func.h"
23 #include "water.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"
34 /**
35 * List of tree placer algorithm.
37 * This enumeration defines all possible tree placer algorithm in the game.
39 enum TreePlacer {
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. */
53 byte _trees_tick_ctr;
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.
59 /**
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)) {
70 case MP_WATER:
71 return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
73 case MP_CLEAR:
74 return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
75 (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
77 default: return false;
81 /**
82 * Creates a tree tile
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));
97 TreeGround ground;
98 uint density = 3;
100 switch (GetTileType(tile)) {
101 case MP_WATER:
102 ground = TREE_GROUND_SHORE;
103 break;
105 case MP_CLEAR:
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);
113 break;
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) {
135 case LT_TEMPERATE:
136 return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
138 case LT_ARCTIC:
139 return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
141 case LT_TROPIC:
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);
148 default:
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), min(GB(r, 16, 3), 6));
169 /* Rerandomize ground, if neither snow nor shore */
170 TreeGround ground = GetTreeGround(tile);
171 if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
172 SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
175 /* Set the counter to a random start value */
176 SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
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 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 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 = ScaleByMapSize(DEFAULT_TREE_STEPS);
251 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
252 do {
253 uint32 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 = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
279 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
281 do {
282 uint32 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 new trees.
297 * This function takes care of the selected tree placer algorithm and
298 * place randomly the trees for a new game.
300 void GenerateTrees()
302 uint i, total;
304 if (_settings_game.game_creation.tree_placer == TP_NONE) return;
306 switch (_settings_game.game_creation.tree_placer) {
307 case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
308 case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
309 default: NOT_REACHED();
312 total = ScaleByMapSize(DEFAULT_TREE_STEPS);
313 if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
314 total *= i;
315 uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
316 total += num_groups * DEFAULT_TREE_STEPS;
317 SetGeneratingWorldProgress(GWP_TREE, total);
319 if (num_groups != 0) PlaceTreeGroups(num_groups);
321 for (; i != 0; i--) {
322 PlaceTreesRandomly();
327 * Plant a tree.
328 * @param tile end tile of area-drag
329 * @param flags type of operation
330 * @param p1 tree type, TREE_INVALID means random.
331 * @param p2 start tile of area-drag of tree plantation
332 * @param text unused
333 * @return the cost of this operation or an error
335 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
337 StringID msg = INVALID_STRING_ID;
338 CommandCost cost(EXPENSES_OTHER);
339 const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
341 if (p2 >= MapSize()) return CMD_ERROR;
342 /* Check the tree type within the current climate */
343 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;
345 Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : NULL;
346 int limit = (c == NULL ? INT32_MAX : GB(c->tree_limit, 16, 16));
348 TileArea ta(tile, p2);
349 TILE_AREA_LOOP(tile, ta) {
350 switch (GetTileType(tile)) {
351 case MP_TREES:
352 /* no more space for trees? */
353 if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
354 msg = STR_ERROR_TREE_ALREADY_HERE;
355 continue;
358 /* Test tree limit. */
359 if (--limit < 1) {
360 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
361 break;
364 if (flags & DC_EXEC) {
365 AddTreeCount(tile, 1);
366 MarkTileDirtyByTile(tile);
367 if (c != NULL) c->tree_limit -= 1 << 16;
369 /* 2x as expensive to add more trees to an existing tile */
370 cost.AddCost(_price[PR_BUILD_TREES] * 2);
371 break;
373 case MP_WATER:
374 if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile))) {
375 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
376 continue;
378 FALLTHROUGH;
380 case MP_CLEAR: {
381 if (IsBridgeAbove(tile)) {
382 msg = STR_ERROR_SITE_UNSUITABLE;
383 continue;
386 TreeType treetype = (TreeType)tree_to_plant;
387 /* Be a bit picky about which trees go where. */
388 if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
389 /* No cacti outside the desert */
390 (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
391 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
392 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
393 /* And no subtropical trees in the desert/rain forest */
394 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
395 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
396 continue;
399 /* Test tree limit. */
400 if (--limit < 1) {
401 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
402 break;
405 if (IsTileType(tile, MP_CLEAR)) {
406 /* Remove fields or rocks. Note that the ground will get barrened */
407 switch (GetRawClearGround(tile)) {
408 case CLEAR_FIELDS:
409 case CLEAR_ROCKS: {
410 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
411 if (ret.Failed()) return ret;
412 cost.AddCost(ret);
413 break;
416 default: break;
420 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
421 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
422 if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
425 if (flags & DC_EXEC) {
426 if (treetype == TREE_INVALID) {
427 treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
428 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
431 /* Plant full grown trees in scenario editor */
432 PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
433 MarkTileDirtyByTile(tile);
434 if (c != NULL) c->tree_limit -= 1 << 16;
436 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
437 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
438 SetTropicZone(tile, TROPICZONE_RAINFOREST);
441 cost.AddCost(_price[PR_BUILD_TREES]);
442 break;
445 default:
446 msg = STR_ERROR_SITE_UNSUITABLE;
447 break;
450 /* Tree limit used up? No need to check more. */
451 if (limit < 0) break;
454 if (cost.GetCost() == 0) {
455 return_cmd_error(msg);
456 } else {
457 return cost;
461 struct TreeListEnt : PalSpriteID {
462 byte x, y;
465 static void DrawTile_Trees(TileInfo *ti)
467 switch (GetTreeGround(ti->tile)) {
468 case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
469 case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
470 case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
471 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
474 /* Do not draw trees when the invisible trees setting is set */
475 if (IsInvisibilitySet(TO_TREES)) return;
477 uint tmp = CountBits(ti->tile + ti->x + ti->y);
478 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
480 /* different tree styles above one of the grounds */
481 if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
482 GetTreeDensity(ti->tile) >= 2 &&
483 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
484 index += 164 - (TREE_SUB_ARCTIC << 2);
487 assert(index < lengthof(_tree_layout_sprite));
489 const PalSpriteID *s = _tree_layout_sprite[index];
490 const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
492 /* combine trees into one sprite object */
493 StartSpriteCombine();
495 TreeListEnt te[4];
497 /* put the trees to draw in a list */
498 uint trees = GetTreeCount(ti->tile);
500 for (uint i = 0; i < trees; i++) {
501 SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
502 PaletteID pal = s[0].pal;
504 te[i].sprite = sprite;
505 te[i].pal = pal;
506 te[i].x = d->x;
507 te[i].y = d->y;
508 s++;
509 d++;
512 /* draw them in a sorted way */
513 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
515 for (; trees > 0; trees--) {
516 uint min = te[0].x + te[0].y;
517 uint mi = 0;
519 for (uint i = 1; i < trees; i++) {
520 if ((uint)(te[i].x + te[i].y) < min) {
521 min = te[i].x + te[i].y;
522 mi = i;
526 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);
528 /* replace the removed one with the last one */
529 te[mi] = te[trees - 1];
532 EndSpriteCombine();
536 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
538 int z;
539 Slope tileh = GetTilePixelSlope(tile, &z);
541 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
544 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
546 return FOUNDATION_NONE;
549 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
551 uint num;
553 if (Company::IsValidID(_current_company)) {
554 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
555 if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
558 num = GetTreeCount(tile);
559 if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
561 if (flags & DC_EXEC) DoClearSquare(tile);
563 return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
566 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
568 TreeType tt = GetTreeType(tile);
570 if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
571 td->str = STR_LAI_TREE_NAME_RAINFOREST;
572 } else {
573 td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
576 td->owner[0] = GetTileOwner(tile);
579 static void TileLoopTreesDesert(TileIndex tile)
581 switch (GetTropicZone(tile)) {
582 case TROPICZONE_DESERT:
583 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
584 SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
585 MarkTileDirtyByTile(tile);
587 break;
589 case TROPICZONE_RAINFOREST: {
590 static const SoundFx forest_sounds[] = {
591 SND_42_LOON_BIRD,
592 SND_43_LION,
593 SND_44_MONKEYS,
594 SND_48_DISTANT_BIRD
596 uint32 r = Random();
598 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
599 break;
602 default: break;
606 static void TileLoopTreesAlps(TileIndex tile)
608 int k = GetTileZ(tile) - GetSnowLine() + 1;
610 if (k < 0) {
611 switch (GetTreeGround(tile)) {
612 case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
613 case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
614 default: return;
616 } else {
617 uint density = min<uint>(k, 3);
619 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
620 TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
621 SetTreeGroundDensity(tile, tg, density);
622 } else if (GetTreeDensity(tile) != density) {
623 SetTreeGroundDensity(tile, GetTreeGround(tile), density);
624 } else {
625 if (GetTreeDensity(tile) == 3) {
626 uint32 r = Random();
627 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
628 SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
631 return;
634 MarkTileDirtyByTile(tile);
637 static void TileLoop_Trees(TileIndex tile)
639 if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
640 TileLoop_Water(tile);
641 } else {
642 switch (_settings_game.game_creation.landscape) {
643 case LT_TROPIC: TileLoopTreesDesert(tile); break;
644 case LT_ARCTIC: TileLoopTreesAlps(tile); break;
648 AmbientSoundEffect(tile);
650 uint treeCounter = GetTreeCounter(tile);
652 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
653 if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
654 uint density = GetTreeDensity(tile);
655 if (density < 3) {
656 SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
657 MarkTileDirtyByTile(tile);
660 if (GetTreeCounter(tile) < 15) {
661 AddTreeCounter(tile, 1);
662 return;
664 SetTreeCounter(tile, 0);
666 switch (GetTreeGrowth(tile)) {
667 case 3: // regular sized tree
668 if (_settings_game.game_creation.landscape == LT_TROPIC &&
669 GetTreeType(tile) != TREE_CACTUS &&
670 GetTropicZone(tile) == TROPICZONE_DESERT) {
671 AddTreeGrowth(tile, 1);
672 } else {
673 switch (GB(Random(), 0, 3)) {
674 case 0: // start destructing
675 AddTreeGrowth(tile, 1);
676 break;
678 case 1: // add a tree
679 if (GetTreeCount(tile) < 4) {
680 AddTreeCount(tile, 1);
681 SetTreeGrowth(tile, 0);
682 break;
684 FALLTHROUGH;
686 case 2: { // add a neighbouring tree
687 /* Don't plant extra trees if that's not allowed. */
688 if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
689 _settings_game.construction.extra_tree_placement == ETP_NONE :
690 _settings_game.construction.extra_tree_placement != ETP_ALL) {
691 break;
694 TreeType treetype = GetTreeType(tile);
696 tile += TileOffsByDir((Direction)(Random() & 7));
698 /* Cacti don't spread */
699 if (!CanPlantTreesOnTile(tile, false)) return;
701 /* Don't plant trees, if ground was freshly cleared */
702 if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
704 PlantTreesOnTile(tile, treetype, 0, 0);
706 break;
709 default:
710 return;
713 break;
715 case 6: // final stage of tree destruction
716 if (GetTreeCount(tile) > 1) {
717 /* more than one tree, delete it */
718 AddTreeCount(tile, -1);
719 SetTreeGrowth(tile, 3);
720 } else {
721 /* just one tree, change type into MP_CLEAR */
722 switch (GetTreeGround(tile)) {
723 case TREE_GROUND_SHORE: MakeShore(tile); break;
724 case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
725 case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
726 case TREE_GROUND_ROUGH_SNOW: {
727 uint density = GetTreeDensity(tile);
728 MakeClear(tile, CLEAR_ROUGH, 3);
729 MakeSnow(tile, density);
730 break;
732 default: // snow or desert
733 if (_settings_game.game_creation.landscape == LT_TROPIC) {
734 MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
735 } else {
736 uint density = GetTreeDensity(tile);
737 MakeClear(tile, CLEAR_GRASS, 3);
738 MakeSnow(tile, density);
740 break;
743 break;
745 default:
746 AddTreeGrowth(tile, 1);
747 break;
750 MarkTileDirtyByTile(tile);
753 void OnTick_Trees()
755 /* Don't place trees if that's not allowed */
756 if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
758 uint32 r;
759 TileIndex tile;
760 TreeType tree;
762 /* place a tree at a random rainforest spot */
763 if (_settings_game.game_creation.landscape == LT_TROPIC &&
764 (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
765 CanPlantTreesOnTile(tile, false) &&
766 (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
767 PlantTreesOnTile(tile, tree, 0, 0);
770 /* byte underflow */
771 if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
773 /* place a tree at a random spot */
774 r = Random();
775 tile = RandomTileSeed(r);
776 if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
777 PlantTreesOnTile(tile, tree, 0, 0);
781 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
783 return 0;
786 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
788 /* not used */
791 void InitializeTrees()
793 _trees_tick_ctr = 0;
796 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
798 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
802 extern const TileTypeProcs _tile_type_trees_procs = {
803 DrawTile_Trees, // draw_tile_proc
804 GetSlopePixelZ_Trees, // get_slope_z_proc
805 ClearTile_Trees, // clear_tile_proc
806 NULL, // add_accepted_cargo_proc
807 GetTileDesc_Trees, // get_tile_desc_proc
808 GetTileTrackStatus_Trees, // get_tile_track_status_proc
809 NULL, // click_tile_proc
810 NULL, // animate_tile_proc
811 TileLoop_Trees, // tile_loop_proc
812 ChangeTileOwner_Trees, // change_tile_owner_proc
813 NULL, // add_produced_cargo_proc
814 NULL, // vehicle_enter_tile_proc
815 GetFoundation_Trees, // get_foundation_proc
816 TerraformTile_Trees, // terraform_tile_proc