/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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 .
*/
/** @file tree_cmd.cpp Handling of tree tiles. */
#include "stdafx.h"
#include "clear_map.h"
#include "landscape.h"
#include "tree_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "genworld.h"
#include "clear_func.h"
#include "company_func.h"
#include "sound_func.h"
#include "water.h"
#include "company_base.h"
#include "core/random_func.hpp"
#include "newgrf_generic.h"
#include "date_func.h"
#include "table/strings.h"
#include "table/tree_land.h"
#include "table/clear_land.h"
#include "safeguards.h"
/**
* List of tree placer algorithm.
*
* This enumeration defines all possible tree placer algorithm in the game.
*/
enum TreePlacer {
TP_NONE, ///< No tree placer algorithm
TP_ORIGINAL, ///< The original algorithm
TP_IMPROVED, ///< A 'improved' algorithm
TP_PERFECT, ///< A 'best' algorithm
};
/** Where to place trees while in-game? */
enum ExtraTreePlacement {
ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones
ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions
ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all
};
/** Determines when to consider building more trees. */
byte _trees_tick_ctr;
static const uint16 DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor.
/**
* Tests if a tile can be converted to MP_TREES
* This is true for clear ground without farms or rocks.
*
* @param tile the tile of interest
* @param allow_desert Allow planting trees on CLEAR_DESERT?
* @return true if trees can be built.
*/
static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
{
if ((_settings_game.game_creation.tree_placer == TP_PERFECT) &&
(_settings_game.game_creation.landscape == LT_ARCTIC) &&
(GetTileZ(tile) > (HighestTreePlacementSnowLine() + _settings_game.construction.trees_around_snow_line_range))) {
return false;
}
switch (GetTileType(tile)) {
case MP_WATER:
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
case MP_CLEAR:
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
default: return false;
}
}
/**
* Creates a tree tile
* Ground type and density is preserved.
*
* @pre the tile must be suitable for trees.
*
* @param tile where to plant the trees.
* @param treetype The type of the tree
* @param count the number of trees (minus 1)
* @param growth the growth status
*/
static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
{
dbg_assert(treetype != TREE_INVALID);
dbg_assert_tile(CanPlantTreesOnTile(tile, true), tile);
TreeGround ground;
uint density = 3;
switch (GetTileType(tile)) {
case MP_WATER:
ground = TREE_GROUND_SHORE;
ClearNeighbourNonFloodingStates(tile);
break;
case MP_CLEAR:
switch (GetClearGround(tile)) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
}
if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
break;
default: NOT_REACHED();
}
MakeTree(tile, treetype, count, growth, ground, density);
}
/**
* Previous value of _settings_game.construction.trees_around_snow_line_range
* used to calculate _arctic_tree_occurance
*/
static uint8 _previous_trees_around_snow_line_range = 255;
/**
* Array of probabilities for artic trees to appear,
* by normalised distance from snow line
*/
static std::vector _arctic_tree_occurance;
/** Recalculate _arctic_tree_occurance */
static void RecalculateArcticTreeOccuranceArray()
{
/*
* Approximate: 256 * exp(-3 * distance / range)
* By using:
* 256 * ((1 + (-3 * distance / range) / 6) ** 6)
* ((256 - (128 * distance / range)) ** 6) >> (5 * 8);
*/
uint8 range = _settings_game.construction.trees_around_snow_line_range;
_previous_trees_around_snow_line_range = range;
_arctic_tree_occurance.clear();
_arctic_tree_occurance.reserve((range * 5) / 4);
_arctic_tree_occurance.push_back(255);
if (range == 0) return;
for (uint i = 1; i < 256; i++) {
uint x = 256 - ((128 * i) / range);
uint32 output = x;
output *= x;
output *= x;
output *= x;
output >>= 16;
output *= x;
output *= x;
output >>= 24;
if (output == 0) break;
_arctic_tree_occurance.push_back(static_cast(output));
}
}
/**
* Get a random TreeType for the given tile based on a given seed
*
* This function returns a random TreeType which can be placed on the given tile.
* The seed for randomness must be less than 256, use #GB on the value of Random()
* to get such a value.
*
* @param tile The tile to get a random TreeType from
* @param seed The seed for randomness, must be less than 256
* @return The random tree type
*/
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
switch (_settings_game.game_creation.landscape) {
case LT_TEMPERATE:
return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
case LT_ARCTIC: {
if (!_settings_game.construction.trees_around_snow_line_enabled) {
return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
}
uint8 range = _settings_game.construction.trees_around_snow_line_range;
if (range != _previous_trees_around_snow_line_range) RecalculateArcticTreeOccuranceArray();
int z = GetTileZ(tile);
int height_above_snow_line = 0;
if (z > HighestTreePlacementSnowLine()) {
height_above_snow_line = z - HighestTreePlacementSnowLine();
} else if (z < LowestTreePlacementSnowLine()) {
height_above_snow_line = z - LowestTreePlacementSnowLine();
}
uint normalised_distance = (height_above_snow_line < 0) ? -height_above_snow_line : height_above_snow_line + 1;
bool arctic_tree = false;
if (normalised_distance < _arctic_tree_occurance.size()) {
arctic_tree = RandomRange(256) < _arctic_tree_occurance[normalised_distance];
}
if (height_above_snow_line < 0) {
/* Below snow level mixed forest. */
return (arctic_tree) ? (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC) : (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
} else {
/* Above is Arctic trees and thinning out. */
return (arctic_tree) ? (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC) : TREE_INVALID;
}
}
case LT_TROPIC:
switch (GetTropicZone(tile)) {
case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
}
default:
return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
}
}
/**
* Make a random tree tile of the given tile
*
* Create a new tree-tile for the given tile. The second parameter is used for
* randomness like type and number of trees.
*
* @param tile The tile to make a tree-tile from
* @param r The randomness value from a Random() value
*/
static void PlaceTree(TileIndex tile, uint32 r)
{
TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
if (tree != TREE_INVALID) {
PlantTreesOnTile(tile, tree, GB(r, 22, 2), std::min(GB(r, 16, 3), 6));
MarkTileDirtyByTile(tile);
/* Rerandomize ground, if neither snow nor shore */
TreeGround ground = GetTreeGround(tile);
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
}
}
}
/**
* Creates a number of tree groups.
* The number of trees in each group depends on how many trees are actually placed around the given tile.
*
* @param num_groups Number of tree groups to place.
*/
static void PlaceTreeGroups(uint num_groups)
{
do {
TileIndex center_tile = RandomTile();
for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
uint32 r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
uint dist = abs(x) + abs(y);
TileIndex cur_tile = TileAddWrap(center_tile, x, y);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
PlaceTree(cur_tile, r);
}
}
} while (--num_groups);
}
static TileIndex FindTreePositionAtSameHeight(TileIndex tile, int height, uint steps)
{
for (uint i = 0; i < steps; i++) {
const uint32 r = Random();
const int x = GB(r, 0, 5) - 16;
const int y = GB(r, 8, 5) - 16;
const TileIndex cur_tile = TileAddWrap(tile, x, y);
if (cur_tile == INVALID_TILE) continue;
/* Keep in range of the existing tree */
if (abs(x) + abs(y) > 16) continue;
/* Clear tile, no farm-tiles or rocks */
if (!CanPlantTreesOnTile(cur_tile, true)) continue;
/* Not too much height difference */
if (Delta(GetTileZ(cur_tile), height) > 2) continue;
/* We found a position */
return cur_tile;
}
return INVALID_TILE;
}
/**
* Plants a tree at the same height as an existing tree.
*
* Plant a tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
*/
static void PlantTreeAtSameHeight(TileIndex tile)
{
const auto new_tile = FindTreePositionAtSameHeight(tile, GetTileZ(tile), 1);
if (new_tile != INVALID_TILE) {
PlantTreesOnTile(new_tile, GetTreeType(tile), 0, 0);
}
}
/**
* Place a tree at the same height as an existing tree.
*
* Add a new tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
* @param height The height (from GetTileZ)
*/
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
{
const auto new_tile = FindTreePositionAtSameHeight(tile, height, DEFAULT_TREE_STEPS);
if (new_tile != INVALID_TILE) {
PlaceTree(new_tile, Random());
}
}
int GetSparseTreeRange()
{
const auto max_map_height = std::max(32, _settings_game.construction.map_height_limit);
const auto sparse_tree_range = std::min(8, (4 * max_map_height) / 32);
return sparse_tree_range;
}
int MaxTreeCount(const TileIndex tile)
{
const auto tile_z = GetTileZ(tile);
const auto round_up_divide = [](const uint x, const uint y) { return (x / y) + ((x % y != 0) ? 1 : 0); };
int max_trees_z_based = round_up_divide(tile_z * 4, GetSparseTreeRange());
max_trees_z_based = std::max(1, max_trees_z_based);
max_trees_z_based += (_settings_game.game_creation.landscape != LT_TROPIC ? 0 : 1);
int max_trees_snow_line_based = 4;
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (_settings_game.construction.trees_around_snow_line_range != _previous_trees_around_snow_line_range) RecalculateArcticTreeOccuranceArray();
const uint height_above_snow_line = std::max(0, tile_z - HighestTreePlacementSnowLine());
max_trees_snow_line_based = (height_above_snow_line < _arctic_tree_occurance.size()) ?
(1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) :
0;
}
return std::min(max_trees_z_based, max_trees_snow_line_based);
}
/**
* Place some trees randomly
*
* This function just place some trees randomly on the map.
*/
void PlaceTreesRandomly()
{
int i, j, ht;
i = ScaleByMapSize(DEFAULT_TREE_STEPS);
if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (CanPlantTreesOnTile(tile, true)) {
PlaceTree(tile, r);
if (_settings_game.game_creation.tree_placer != TP_IMPROVED &&
_settings_game.game_creation.tree_placer != TP_PERFECT) continue;
/* Place a number of trees based on the tile height.
* This gives a cool effect of multiple trees close together.
* It is almost real life ;) */
ht = GetTileZ(tile);
/* The higher we get, the more trees we plant */
j = ht * 2;
/* Above snowline more trees! */
if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
while (j--) {
PlaceTreeAtSameHeight(tile, ht);
}
}
} while (--i);
/* place extra trees at rainforest area */
if (_settings_game.game_creation.landscape == LT_TROPIC) {
i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
PlaceTree(tile, r);
}
} while (--i);
}
}
/**
* Remove all trees
*
* This function remove all trees on the map.
*/
void RemoveAllTrees()
{
if (_game_mode != GM_EDITOR) return;
for(uint i = 0; i < MapSizeX(); i++) {
for(uint j = 0; j < MapSizeY(); j++) {
TileIndex tile = TileXY(i, j);
if(GetTileType(tile) == MP_TREES) {
DoCommandP(tile, 0, 0, CMD_LANDSCAPE_CLEAR | CMD_MSG(STR_ERROR_CAN_T_CLEAR_THIS_AREA), CcPlaySound_EXPLOSION);
}
}
}
}
/**
* Place some trees in a radius around a tile.
* The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
* the radius does define a square, the distribution inside the square will be roughly circular.
* @note This function the interactive RNG and must only be used in editor and map generation.
* @param tile Tile to place trees around.
* @param treetype Type of trees to place. Must be a valid tree type for the climate.
* @param radius Maximum distance (on each axis) from tile to place trees.
* @param count Maximum number of trees to place.
* @param set_zone Whether to create a rainforest zone when placing rainforest trees.
* @return Number of trees actually placed.
*/
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
{
dbg_assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
dbg_assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
const bool allow_desert = treetype == TREE_CACTUS;
uint planted = 0;
for (; count > 0; count--) {
/* Simple quasi-normal distribution with range [-radius; radius) */
auto mkcoord = [&]() -> int32 {
const uint32 rand = InteractiveRandom();
const int32 dist = GB(rand, 0, 8) + GB(rand, 8, 8) + GB(rand, 16, 8) + GB(rand, 24, 8);
const int32 scu = dist * radius / 512;
return scu - radius;
};
const int32 xofs = mkcoord();
const int32 yofs = mkcoord();
const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
if (tile_to_plant != INVALID_TILE) {
if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
AddTreeCount(tile_to_plant, 1);
SetTreeGrowth(tile_to_plant, 0);
MarkTileDirtyByTile(tile_to_plant, VMDF_NOT_MAP_MODE_NON_VEG);
planted++;
} else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
MarkTileDirtyByTile(tile_to_plant, VMDF_NOT_MAP_MODE_NON_VEG);
planted++;
}
}
}
if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
for (TileIndex t : TileArea(tile).Expand(radius)) {
if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
}
}
return planted;
}
/**
* Place new trees.
*
* This function takes care of the selected tree placer algorithm and
* place randomly the trees for a new game.
*/
void GenerateTrees()
{
uint i, total;
if (_settings_game.game_creation.tree_placer == TP_NONE) return;
switch (_settings_game.game_creation.tree_placer) {
case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
case TP_IMPROVED:
case TP_PERFECT: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
default: NOT_REACHED();
}
total = ScaleByMapSize(DEFAULT_TREE_STEPS);
if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
total *= i;
uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
if (_settings_game.game_creation.tree_placer != TP_PERFECT) {
total += num_groups * DEFAULT_TREE_STEPS;
}
SetGeneratingWorldProgress(GWP_TREE, total);
if (_settings_game.game_creation.tree_placer != TP_PERFECT) {
if (num_groups != 0) PlaceTreeGroups(num_groups);
}
for (; i != 0; i--) {
PlaceTreesRandomly();
}
}
/**
* Plant a tree.
* @param end_tile end tile of area-drag
* @param flags type of operation
* @param p1 various bitstuffed data.
* - p1 = (bit 0 - 7) - tree type, TREE_INVALID means random.
* - p1 = (bit 8) - whether to use the Orthogonal (0) or Diagonal (1) iterator.
* @param p2 start tile of area-drag of tree plantation
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdPlantTree(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
StringID msg = INVALID_STRING_ID;
CommandCost cost(EXPENSES_OTHER);
const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
if (p2 >= MapSize()) return CMD_ERROR;
/* Check the tree type within the current climate */
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;
Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
OrthogonalOrDiagonalTileIterator iter(end_tile, p2, HasBit(p1, 8));
for (; *iter != INVALID_TILE; ++iter) {
TileIndex tile = *iter;
switch (GetTileType(tile)) {
case MP_TREES: {
/* no more space for trees? */
if (GetTreeCount(tile) == 4) {
msg = STR_ERROR_TREE_ALREADY_HERE;
continue;
}
/* Test tree limit. */
if (--limit < 1) {
msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
break;
}
if (flags & DC_EXEC) {
AddTreeCount(tile, 1);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE_NON_VEG);
if (c != nullptr) c->tree_limit -= 1 << 16;
}
/* 2x as expensive to add more trees to an existing tile */
cost.AddCost(_price[PR_BUILD_TREES] * 2);
break;
}
case MP_WATER:
if (!CanPlantTreesOnTile(tile, false) || !IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile))) {
msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
continue;
}
FALLTHROUGH;
case MP_CLEAR: {
if (!CanPlantTreesOnTile(tile, false) || IsBridgeAbove(tile)) {
msg = STR_ERROR_SITE_UNSUITABLE;
continue;
}
TreeType treetype = (TreeType)tree_to_plant;
/* Be a bit picky about which trees go where. */
if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
/* No cacti outside the desert */
(treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
/* And no subtropical trees in the desert/rain forest */
(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
continue;
}
/* Test tree limit. */
if (--limit < 1) {
msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
break;
}
if (IsTileType(tile, MP_CLEAR)) {
/* Remove fields or rocks. Note that the ground will get barrened */
switch (GetRawClearGround(tile)) {
case CLEAR_FIELDS:
case CLEAR_ROCKS: {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
break;
}
default: break;
}
}
if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
}
if (flags & DC_EXEC) {
if (treetype == TREE_INVALID) {
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
if (treetype == TREE_INVALID) {
if (_settings_game.construction.trees_around_snow_line_enabled && _settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) <= (int)_settings_game.game_creation.snow_line_height) {
treetype = (TreeType)(GB(Random(), 24, 8) * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
} else {
treetype = (TreeType)(GB(Random(), 24, 8) * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
}
} else {
treetype = TREE_CACTUS;
}
}
}
/* Plant full grown trees in scenario editor */
PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE_NON_VEG);
if (c != nullptr) c->tree_limit -= 1 << 16;
/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
SetTropicZone(tile, TROPICZONE_RAINFOREST);
}
}
cost.AddCost(_price[PR_BUILD_TREES]);
break;
}
default:
msg = STR_ERROR_SITE_UNSUITABLE;
break;
}
/* Tree limit used up? No need to check more. */
if (limit < 0) break;
}
if (cost.GetCost() == 0) {
return_cmd_error(msg);
} else {
return cost;
}
}
struct TreeListEnt : PalSpriteID {
byte x, y;
};
static void DrawTile_Trees(TileInfo *ti, DrawTileProcParams params)
{
if (!params.no_ground_tiles) {
switch (GetTreeGround(ti->tile)) {
case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
}
}
/* Do not draw trees when the invisible trees setting is set */
if (IsInvisibilitySet(TO_TREES)) return;
uint tmp = CountBits(ti->tile + ti->x + ti->y);
uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
/* different tree styles above one of the grounds */
if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
GetTreeDensity(ti->tile) >= 2 &&
IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
index += 164 - (TREE_SUB_ARCTIC << 2);
}
dbg_assert(index < lengthof(_tree_layout_sprite));
const PalSpriteID *s = _tree_layout_sprite[index];
const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
/* combine trees into one sprite object */
StartSpriteCombine();
TreeListEnt te[4];
/* put the trees to draw in a list */
uint trees = GetTreeCount(ti->tile);
PaletteID palette_adjust = 0;
if (_settings_client.gui.shade_trees_on_slopes && ti->tileh != SLOPE_FLAT) {
extern int GetSlopeTreeBrightnessAdjust(Slope slope);
int adjust = GetSlopeTreeBrightnessAdjust(ti->tileh);
if (adjust != 0) {
SetBit(palette_adjust, PALETTE_BRIGHTNESS_MODIFY);
SB(palette_adjust, PALETTE_BRIGHTNESS_OFFSET, PALETTE_BRIGHTNESS_WIDTH, adjust & ((1 << PALETTE_BRIGHTNESS_WIDTH) - 1));
}
}
for (uint i = 0; i < trees; i++) {
SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
PaletteID pal = s[0].pal | palette_adjust;
te[i].sprite = sprite;
te[i].pal = pal;
te[i].x = d->x;
te[i].y = d->y;
s++;
d++;
}
/* draw them in a sorted way */
int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
for (; trees > 0; trees--) {
uint min = te[0].x + te[0].y;
uint mi = 0;
for (uint i = 1; i < trees; i++) {
if ((uint)(te[i].x + te[i].y) < min) {
min = te[i].x + te[i].y;
mi = i;
}
}
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);
/* replace the removed one with the last one */
te[mi] = te[trees - 1];
}
EndSpriteCombine();
}
static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, bool ground_vehicle)
{
int z;
Slope tileh = GetTilePixelSlope(tile, &z);
return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
}
static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
{
return FOUNDATION_NONE;
}
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
{
uint num;
if (Company::IsValidID(_current_company)) {
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
}
num = GetTreeCount(tile);
if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
if (flags & DC_EXEC) DoClearSquare(tile);
return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
}
static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
{
TreeType tt = GetTreeType(tile);
if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
td->str = STR_LAI_TREE_NAME_RAINFOREST;
} else {
td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
}
td->owner[0] = GetTileOwner(tile);
}
static void TileLoopTreesDesert(TileIndex tile)
{
switch (GetTropicZone(tile)) {
case TROPICZONE_DESERT:
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE_NON_VEG);
}
break;
case TROPICZONE_RAINFOREST: {
static const SoundFx forest_sounds[] = {
SND_42_RAINFOREST_1,
SND_43_RAINFOREST_2,
SND_44_RAINFOREST_3,
SND_48_RAINFOREST_4
};
uint32 r = Random();
if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
break;
}
default: break;
}
}
static void TileLoopTreesAlps(TileIndex tile)
{
int k;
if ((int)TileHeight(tile) < GetSnowLine() - 1) {
/* Fast path to avoid needing to check all 4 corners */
k = -1;
} else {
k = GetTileZ(tile) - GetSnowLine() + 1;
}
if (k < 0) {
switch (GetTreeGround(tile)) {
case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
default: return;
}
} else {
uint density = std::min(k, 3);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
SetTreeGroundDensity(tile, tg, density);
} else if (GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, GetTreeGround(tile), density);
} else {
if (GetTreeDensity(tile) == 3) {
uint32 r = Random();
if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
}
}
return;
}
}
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE_NON_VEG);
}
static bool CanPlantExtraTrees(TileIndex tile)
{
return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
(_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
}
static bool IsTemperateTreeOnSnow(TileIndex tile)
{
if (_settings_game.game_creation.landscape == LT_ARCTIC && IsInsideMM(GetTreeType(tile), TREE_TEMPERATE, TREE_SUB_ARCTIC)) {
TreeGround ground = GetTreeGround(tile);
if (ground == TREE_GROUND_SNOW_DESERT || ground == TREE_GROUND_ROUGH_SNOW) return true;
}
return false;
}
static void TileLoop_Trees(TileIndex tile)
{
if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
TileLoop_Water(tile);
} else {
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: TileLoopTreesDesert(tile); break;
case LT_ARCTIC: TileLoopTreesAlps(tile); break;
}
}
AmbientSoundEffect(tile);
/* _tick_counter is incremented by 256 between each call, so ignore lower 8 bits.
* Also, we add tile % 31 to spread the updates evenly over the map,
* where 31 is just some prime number that looks ok. */
uint32 cycle = (uint32)((tile % 31) + (_tick_counter >> 8));
/* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
if ((cycle & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
uint density = GetTreeDensity(tile);
if (density < 3) {
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE_NON_VEG);
}
}
if ((cycle & 15) < 15) return;
if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
if (_settings_game.construction.tree_growth_rate > 0) {
if (_settings_game.construction.tree_growth_rate == 4) return;
/* slow, very slow, extremely slow */
uint16 grow_slowing_values[4] = { 0x10000 / 5, 0x10000 / 20, 0x10000 / 120, 0 };
if (GB(Random(), 0, 16) >= grow_slowing_values[_settings_game.construction.tree_growth_rate - 1]) {
return;
}
}
switch (GetTreeGrowth(tile)) {
case 3: // regular sized tree
if (_settings_game.game_creation.landscape == LT_TROPIC &&
GetTreeType(tile) != TREE_CACTUS &&
GetTropicZone(tile) == TROPICZONE_DESERT) {
AddTreeGrowth(tile, 1);
} else {
uint mode = GB(Random(), 0, 3);
if (IsTemperateTreeOnSnow(tile)) mode = 0;
switch (mode) {
case 0: // start destructing
AddTreeGrowth(tile, 1);
break;
case 1: { // add a tree
if (_settings_game.game_creation.tree_placer == TP_PERFECT) {
if ((GetTreeCount(tile) < 4) && ((GetTreeType(tile) == TREE_CACTUS) || ((int)GetTreeCount(tile) < MaxTreeCount(tile)))) {
AddTreeCount(tile, 1);
SetTreeGrowth(tile, 0);
break;
}
} else if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
AddTreeCount(tile, 1);
SetTreeGrowth(tile, 0);
break;
}
}
FALLTHROUGH;
case 2: { // add a neighbouring tree
if (!CanPlantExtraTrees(tile)) break;
if (_settings_game.game_creation.tree_placer == TP_PERFECT &&
((_settings_game.game_creation.landscape != LT_TROPIC && GetTileZ(tile) <= GetSparseTreeRange()) ||
(GetTreeType(tile) == TREE_CACTUS) ||
(_settings_game.game_creation.landscape == LT_ARCTIC && GetTileZ(tile) >= HighestTreePlacementSnowLine() + _settings_game.construction.trees_around_snow_line_range / 3))) {
// On lower levels we spread more randomly to not bunch up.
if (GetTreeType(tile) != TREE_CACTUS || (RandomRange(100) < 50)) {
PlantTreeAtSameHeight(tile);
}
} else {
const TreeType tree_type = GetTreeType(tile);
const TileIndex old_tile = tile;
tile += TileOffsByDir((Direction)(Random() & 7));
if (!CanPlantTreesOnTile(tile, false)) return;
/* Don't spread temperate trees uphill if above lower snow line in arctic */
if (_settings_game.game_creation.landscape == LT_ARCTIC && IsInsideMM(tree_type, TREE_TEMPERATE, TREE_SUB_ARCTIC)) {
const int new_z = GetTileZ(tile);
if (new_z >= LowestTreePlacementSnowLine() && new_z > GetTileZ(old_tile)) return;
}
// Don't plant trees, if ground was freshly cleared
if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
PlantTreesOnTile(tile, tree_type, 0, 0);
}
break;
}
default:
return;
}
}
break;
case 6: // final stage of tree destruction
if (!CanPlantExtraTrees(tile) && !IsTemperateTreeOnSnow(tile)) {
/* if trees can't spread just plant a new one to prevent deforestation */
SetTreeGrowth(tile, 0);
} else if (GetTreeCount(tile) > 1) {
/* more than one tree, delete it */
AddTreeCount(tile, -1);
SetTreeGrowth(tile, 3);
} else {
/* just one tree, change type into MP_CLEAR */
switch (GetTreeGround(tile)) {
case TREE_GROUND_SHORE: MakeShore(tile); break;
case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
case TREE_GROUND_ROUGH_SNOW: {
uint density = GetTreeDensity(tile);
MakeClear(tile, CLEAR_ROUGH, 3);
MakeSnow(tile, density);
break;
}
default: // snow or desert
if (_settings_game.game_creation.landscape == LT_TROPIC) {
MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
} else {
uint density = GetTreeDensity(tile);
MakeClear(tile, CLEAR_GRASS, 3);
MakeSnow(tile, density);
}
break;
}
}
break;
default:
AddTreeGrowth(tile, 1);
break;
}
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE_NON_VEG);
}
/**
* Decrement the tree tick counter.
* The interval is scaled by map size to allow for the same density regardless of size.
* Adjustment for map sizes below the standard 256 * 256 are handled earlier.
* @return number of trees to try to plant
*/
uint DecrementTreeCounter()
{
uint scaled_map_size = ScaleByMapSize(1);
if (scaled_map_size >= 256) return scaled_map_size >> 8;
/* byte underflow */
byte old_trees_tick_ctr = _trees_tick_ctr;
_trees_tick_ctr -= scaled_map_size;
return old_trees_tick_ctr <= _trees_tick_ctr ? 1 : 0;
}
void OnTick_Trees()
{
/* Don't spread trees if that's not allowed */
if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
uint32 r;
TileIndex tile;
TreeType tree;
/* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
* this is the maximum number of ticks that are skipped. Number of ticks to skip is
* inversely proportional to map size, so that is handled to create a mask. */
int skip = ScaleByMapSize(16);
if (skip < 16 && (_tick_counter & (16 / skip - 1)) != 0) return;
/* place a tree at a random rainforest spot */
if (_settings_game.game_creation.landscape == LT_TROPIC) {
for (uint c = ScaleByMapSize(1); c > 0; c--) {
if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
CanPlantTreesOnTile(tile, false) &&
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
PlantTreesOnTile(tile, tree, 0, 0);
}
}
}
if (_settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
for (uint ctr = DecrementTreeCounter(); ctr > 0; ctr--) {
/* place a tree at a random spot */
r = Random();
tile = RandomTileSeed(r);
if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
PlantTreesOnTile(tile, tree, 0, 0);
}
}
}
static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
return 0;
}
static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
{
/* not used */
}
void InitializeTrees()
{
_trees_tick_ctr = 0;
}
static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
{
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_trees_procs = {
DrawTile_Trees, // draw_tile_proc
GetSlopePixelZ_Trees, // get_slope_z_proc
ClearTile_Trees, // clear_tile_proc
nullptr, // add_accepted_cargo_proc
GetTileDesc_Trees, // get_tile_desc_proc
GetTileTrackStatus_Trees, // get_tile_track_status_proc
nullptr, // click_tile_proc
nullptr, // animate_tile_proc
TileLoop_Trees, // tile_loop_proc
ChangeTileOwner_Trees, // change_tile_owner_proc
nullptr, // add_produced_cargo_proc
nullptr, // vehicle_enter_tile_proc
GetFoundation_Trees, // get_foundation_proc
TerraformTile_Trees, // terraform_tile_proc
};