(svn r27724) -Cleanup: Remove pointless usage of IsOpenTTDBaseGRF. System GRFs are...
[openttd.git] / src / tree_cmd.cpp
blobc862f0dbc15d10c3c14f5364d9f991f0111a109e
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 /* FALL THROUGH */
379 case MP_CLEAR: {
380 if (IsBridgeAbove(tile)) {
381 msg = STR_ERROR_SITE_UNSUITABLE;
382 continue;
385 TreeType treetype = (TreeType)tree_to_plant;
386 /* Be a bit picky about which trees go where. */
387 if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
388 /* No cacti outside the desert */
389 (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
390 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
391 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
392 /* And no subtropical trees in the desert/rain forest */
393 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
394 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
395 continue;
398 /* Test tree limit. */
399 if (--limit < 1) {
400 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
401 break;
404 if (IsTileType(tile, MP_CLEAR)) {
405 /* Remove fields or rocks. Note that the ground will get barrened */
406 switch (GetRawClearGround(tile)) {
407 case CLEAR_FIELDS:
408 case CLEAR_ROCKS: {
409 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
410 if (ret.Failed()) return ret;
411 cost.AddCost(ret);
412 break;
415 default: break;
419 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
420 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
421 if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
424 if (flags & DC_EXEC) {
425 if (treetype == TREE_INVALID) {
426 treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
427 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
430 /* Plant full grown trees in scenario editor */
431 PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
432 MarkTileDirtyByTile(tile);
433 if (c != NULL) c->tree_limit -= 1 << 16;
435 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
436 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
437 SetTropicZone(tile, TROPICZONE_RAINFOREST);
440 cost.AddCost(_price[PR_BUILD_TREES]);
441 break;
444 default:
445 msg = STR_ERROR_SITE_UNSUITABLE;
446 break;
449 /* Tree limit used up? No need to check more. */
450 if (limit < 0) break;
453 if (cost.GetCost() == 0) {
454 return_cmd_error(msg);
455 } else {
456 return cost;
460 struct TreeListEnt : PalSpriteID {
461 byte x, y;
464 static void DrawTile_Trees(TileInfo *ti)
466 switch (GetTreeGround(ti->tile)) {
467 case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
468 case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
469 case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
470 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
473 /* Do not draw trees when the invisible trees setting is set */
474 if (IsInvisibilitySet(TO_TREES)) return;
476 uint tmp = CountBits(ti->tile + ti->x + ti->y);
477 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
479 /* different tree styles above one of the grounds */
480 if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
481 GetTreeDensity(ti->tile) >= 2 &&
482 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
483 index += 164 - (TREE_SUB_ARCTIC << 2);
486 assert(index < lengthof(_tree_layout_sprite));
488 const PalSpriteID *s = _tree_layout_sprite[index];
489 const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
491 /* combine trees into one sprite object */
492 StartSpriteCombine();
494 TreeListEnt te[4];
496 /* put the trees to draw in a list */
497 uint trees = GetTreeCount(ti->tile);
499 for (uint i = 0; i < trees; i++) {
500 SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
501 PaletteID pal = s[0].pal;
503 te[i].sprite = sprite;
504 te[i].pal = pal;
505 te[i].x = d->x;
506 te[i].y = d->y;
507 s++;
508 d++;
511 /* draw them in a sorted way */
512 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
514 for (; trees > 0; trees--) {
515 uint min = te[0].x + te[0].y;
516 uint mi = 0;
518 for (uint i = 1; i < trees; i++) {
519 if ((uint)(te[i].x + te[i].y) < min) {
520 min = te[i].x + te[i].y;
521 mi = i;
525 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);
527 /* replace the removed one with the last one */
528 te[mi] = te[trees - 1];
531 EndSpriteCombine();
535 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
537 int z;
538 Slope tileh = GetTilePixelSlope(tile, &z);
540 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
543 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
545 return FOUNDATION_NONE;
548 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
550 uint num;
552 if (Company::IsValidID(_current_company)) {
553 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
554 if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
557 num = GetTreeCount(tile);
558 if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
560 if (flags & DC_EXEC) DoClearSquare(tile);
562 return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
565 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
567 TreeType tt = GetTreeType(tile);
569 if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
570 td->str = STR_LAI_TREE_NAME_RAINFOREST;
571 } else {
572 td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
575 td->owner[0] = GetTileOwner(tile);
578 static void TileLoopTreesDesert(TileIndex tile)
580 switch (GetTropicZone(tile)) {
581 case TROPICZONE_DESERT:
582 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
583 SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
584 MarkTileDirtyByTile(tile);
586 break;
588 case TROPICZONE_RAINFOREST: {
589 static const SoundFx forest_sounds[] = {
590 SND_42_LOON_BIRD,
591 SND_43_LION,
592 SND_44_MONKEYS,
593 SND_48_DISTANT_BIRD
595 uint32 r = Random();
597 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
598 break;
601 default: break;
605 static void TileLoopTreesAlps(TileIndex tile)
607 int k = GetTileZ(tile) - GetSnowLine() + 1;
609 if (k < 0) {
610 switch (GetTreeGround(tile)) {
611 case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
612 case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
613 default: return;
615 } else {
616 uint density = min<uint>(k, 3);
618 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
619 TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
620 SetTreeGroundDensity(tile, tg, density);
621 } else if (GetTreeDensity(tile) != density) {
622 SetTreeGroundDensity(tile, GetTreeGround(tile), density);
623 } else {
624 if (GetTreeDensity(tile) == 3) {
625 uint32 r = Random();
626 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
627 SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
630 return;
633 MarkTileDirtyByTile(tile);
636 static void TileLoop_Trees(TileIndex tile)
638 if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
639 TileLoop_Water(tile);
640 } else {
641 switch (_settings_game.game_creation.landscape) {
642 case LT_TROPIC: TileLoopTreesDesert(tile); break;
643 case LT_ARCTIC: TileLoopTreesAlps(tile); break;
647 AmbientSoundEffect(tile);
649 uint treeCounter = GetTreeCounter(tile);
651 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
652 if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
653 uint density = GetTreeDensity(tile);
654 if (density < 3) {
655 SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
656 MarkTileDirtyByTile(tile);
659 if (GetTreeCounter(tile) < 15) {
660 AddTreeCounter(tile, 1);
661 return;
663 SetTreeCounter(tile, 0);
665 switch (GetTreeGrowth(tile)) {
666 case 3: // regular sized tree
667 if (_settings_game.game_creation.landscape == LT_TROPIC &&
668 GetTreeType(tile) != TREE_CACTUS &&
669 GetTropicZone(tile) == TROPICZONE_DESERT) {
670 AddTreeGrowth(tile, 1);
671 } else {
672 switch (GB(Random(), 0, 3)) {
673 case 0: // start destructing
674 AddTreeGrowth(tile, 1);
675 break;
677 case 1: // add a tree
678 if (GetTreeCount(tile) < 4) {
679 AddTreeCount(tile, 1);
680 SetTreeGrowth(tile, 0);
681 break;
683 /* FALL THROUGH */
685 case 2: { // add a neighbouring tree
686 /* Don't plant extra trees if that's not allowed. */
687 if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
688 _settings_game.construction.extra_tree_placement == ETP_NONE :
689 _settings_game.construction.extra_tree_placement != ETP_ALL) {
690 break;
693 TreeType treetype = GetTreeType(tile);
695 tile += TileOffsByDir((Direction)(Random() & 7));
697 /* Cacti don't spread */
698 if (!CanPlantTreesOnTile(tile, false)) return;
700 /* Don't plant trees, if ground was freshly cleared */
701 if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
703 PlantTreesOnTile(tile, treetype, 0, 0);
705 break;
708 default:
709 return;
712 break;
714 case 6: // final stage of tree destruction
715 if (GetTreeCount(tile) > 1) {
716 /* more than one tree, delete it */
717 AddTreeCount(tile, -1);
718 SetTreeGrowth(tile, 3);
719 } else {
720 /* just one tree, change type into MP_CLEAR */
721 switch (GetTreeGround(tile)) {
722 case TREE_GROUND_SHORE: MakeShore(tile); break;
723 case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
724 case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
725 case TREE_GROUND_ROUGH_SNOW: {
726 uint density = GetTreeDensity(tile);
727 MakeClear(tile, CLEAR_ROUGH, 3);
728 MakeSnow(tile, density);
729 break;
731 default: // snow or desert
732 if (_settings_game.game_creation.landscape == LT_TROPIC) {
733 MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
734 } else {
735 uint density = GetTreeDensity(tile);
736 MakeClear(tile, CLEAR_GRASS, 3);
737 MakeSnow(tile, density);
739 break;
742 break;
744 default:
745 AddTreeGrowth(tile, 1);
746 break;
749 MarkTileDirtyByTile(tile);
752 void OnTick_Trees()
754 /* Don't place trees if that's not allowed */
755 if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
757 uint32 r;
758 TileIndex tile;
759 TreeType tree;
761 /* place a tree at a random rainforest spot */
762 if (_settings_game.game_creation.landscape == LT_TROPIC &&
763 (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
764 CanPlantTreesOnTile(tile, false) &&
765 (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
766 PlantTreesOnTile(tile, tree, 0, 0);
769 /* byte underflow */
770 if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
772 /* place a tree at a random spot */
773 r = Random();
774 tile = RandomTileSeed(r);
775 if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
776 PlantTreesOnTile(tile, tree, 0, 0);
780 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
782 return 0;
785 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
787 /* not used */
790 void InitializeTrees()
792 _trees_tick_ctr = 0;
795 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
797 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
801 extern const TileTypeProcs _tile_type_trees_procs = {
802 DrawTile_Trees, // draw_tile_proc
803 GetSlopePixelZ_Trees, // get_slope_z_proc
804 ClearTile_Trees, // clear_tile_proc
805 NULL, // add_accepted_cargo_proc
806 GetTileDesc_Trees, // get_tile_desc_proc
807 GetTileTrackStatus_Trees, // get_tile_track_status_proc
808 NULL, // click_tile_proc
809 NULL, // animate_tile_proc
810 TileLoop_Trees, // tile_loop_proc
811 ChangeTileOwner_Trees, // change_tile_owner_proc
812 NULL, // add_produced_cargo_proc
813 NULL, // vehicle_enter_tile_proc
814 GetFoundation_Trees, // get_foundation_proc
815 TerraformTile_Trees, // terraform_tile_proc