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/>.
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 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), 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
)
189 TileIndex center_tile
= RandomTile();
191 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
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
++) {
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
);
242 * Place some trees randomly
244 * This function just place some trees randomly on the map.
246 void PlaceTreesRandomly()
250 i
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
251 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
254 TileIndex tile
= RandomTileSeed(r
);
256 IncreaseGeneratingWorldProgress(GWP_TREE
);
258 if (CanPlantTreesOnTile(tile
, true)) {
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 ;) */
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;
271 PlaceTreeAtSameHeight(tile
, ht
);
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
;
283 TileIndex tile
= RandomTileSeed(r
);
285 IncreaseGeneratingWorldProgress(GWP_TREE
);
287 if (GetTropicZone(tile
) == TROPICZONE_RAINFOREST
&& CanPlantTreesOnTile(tile
, false)) {
297 * This function takes care of the selected tree placer algorithm and
298 * place randomly the trees for a new game.
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
);
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();
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
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
)) {
352 /* no more space for trees? */
353 if (_game_mode
!= GM_EDITOR
&& GetTreeCount(tile
) == 4) {
354 msg
= STR_ERROR_TREE_ALREADY_HERE
;
358 /* Test tree limit. */
360 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
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);
374 if (!IsCoast(tile
) || IsSlopeWithOneCornerRaised(GetTileSlope(tile
))) {
375 msg
= STR_ERROR_CAN_T_BUILD_ON_WATER
;
381 if (IsBridgeAbove(tile
)) {
382 msg
= STR_ERROR_SITE_UNSUITABLE
;
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
;
399 /* Test tree limit. */
401 msg
= STR_ERROR_TREE_PLANT_LIMIT_REACHED
;
405 if (IsTileType(tile
, MP_CLEAR
)) {
406 /* Remove fields or rocks. Note that the ground will get barrened */
407 switch (GetRawClearGround(tile
)) {
410 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
411 if (ret
.Failed()) return ret
;
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
]);
446 msg
= STR_ERROR_SITE_UNSUITABLE
;
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
);
461 struct TreeListEnt
: PalSpriteID
{
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();
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
;
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
;
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
;
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];
536 static int GetSlopePixelZ_Trees(TileIndex tile
, uint x
, uint y
)
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
)
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
;
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
);
589 case TROPICZONE_RAINFOREST
: {
590 static const SoundFx forest_sounds
[] = {
598 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) SndPlayTileFx(forest_sounds
[GB(r
, 16, 2)], tile
);
606 static void TileLoopTreesAlps(TileIndex tile
)
608 int k
= GetTileZ(tile
) - GetSnowLine() + 1;
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;
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
);
625 if (GetTreeDensity(tile
) == 3) {
627 if (Chance16I(1, 200, r
) && _settings_client
.sound
.ambient
) {
628 SndPlayTileFx((r
& 0x80000000) ? SND_39_HEAVY_WIND
: SND_34_WIND
, tile
);
634 MarkTileDirtyByTile(tile
);
637 static void TileLoop_Trees(TileIndex tile
)
639 if (GetTreeGround(tile
) == TREE_GROUND_SHORE
) {
640 TileLoop_Water(tile
);
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
);
656 SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, density
+ 1);
657 MarkTileDirtyByTile(tile
);
660 if (GetTreeCounter(tile
) < 15) {
661 AddTreeCounter(tile
, 1);
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);
673 switch (GB(Random(), 0, 3)) {
674 case 0: // start destructing
675 AddTreeGrowth(tile
, 1);
678 case 1: // add a tree
679 if (GetTreeCount(tile
) < 4) {
680 AddTreeCount(tile
, 1);
681 SetTreeGrowth(tile
, 0);
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
) {
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);
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);
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
);
732 default: // snow or desert
733 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
734 MakeClear(tile
, CLEAR_DESERT
, GetTreeDensity(tile
));
736 uint density
= GetTreeDensity(tile
);
737 MakeClear(tile
, CLEAR_GRASS
, 3);
738 MakeSnow(tile
, density
);
746 AddTreeGrowth(tile
, 1);
750 MarkTileDirtyByTile(tile
);
755 /* Don't place trees if that's not allowed */
756 if (_settings_game
.construction
.extra_tree_placement
== ETP_NONE
) return;
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);
771 if (--_trees_tick_ctr
!= 0 || _settings_game
.construction
.extra_tree_placement
!= ETP_ALL
) return;
773 /* place a tree at a random spot */
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
)
786 static void ChangeTileOwner_Trees(TileIndex tile
, Owner old_owner
, Owner new_owner
)
791 void InitializeTrees()
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