904 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			904 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * 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 <http://www.gnu.org/licenses/>.
 | |
|  */
 | |
| 
 | |
| /** @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 "timer/timer_game_tick.h"
 | |
| #include "tree_cmd.h"
 | |
| #include "landscape_cmd.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
 | |
| };
 | |
| 
 | |
| /** 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)
 | |
| {
 | |
| 	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)
 | |
| {
 | |
| 	assert(treetype != TREE_INVALID);
 | |
| 	assert(CanPlantTreesOnTile(tile, true));
 | |
| 
 | |
| 	TreeGround ground;
 | |
| 	uint density = 3;
 | |
| 
 | |
| 	switch (GetTileType(tile)) {
 | |
| 		case MP_WATER:
 | |
| 			ground = TREE_GROUND_SHORE;
 | |
| 			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);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 or equal 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 or equal 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:
 | |
| 			return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
 | |
| 
 | |
| 		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<byte>(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);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 (like the one from the tile)
 | |
|  */
 | |
| static void PlaceTreeAtSameHeight(TileIndex tile, int height)
 | |
| {
 | |
| 	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;
 | |
| 		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;
 | |
| 
 | |
| 		/* Place one tree and quit */
 | |
| 		PlaceTree(cur_tile, r);
 | |
| 		break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Place some trees randomly
 | |
|  *
 | |
|  * This function just place some trees randomly on the map.
 | |
|  */
 | |
| void PlaceTreesRandomly()
 | |
| {
 | |
| 	int i, j, ht;
 | |
| 
 | |
| 	i = Map::ScaleBySize(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) 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 = GetTileZ(tile) * 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 = Map::ScaleBySize(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);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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)
 | |
| {
 | |
| 	assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
 | |
| 	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<int32>(rand, 0, 8) + GB<int32>(rand, 8, 8) + GB<int32>(rand, 16, 8) + GB<int32>(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, 0);
 | |
| 				planted++;
 | |
| 			} else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
 | |
| 				PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
 | |
| 				MarkTileDirtyByTile(tile_to_plant, 0);
 | |
| 				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: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
 | |
| 		default: NOT_REACHED();
 | |
| 	}
 | |
| 
 | |
| 	total = Map::ScaleBySize(DEFAULT_TREE_STEPS);
 | |
| 	if (_settings_game.game_creation.landscape == LT_TROPIC) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
 | |
| 	total *= i;
 | |
| 	uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
 | |
| 	total += num_groups * DEFAULT_TREE_STEPS;
 | |
| 	SetGeneratingWorldProgress(GWP_TREE, total);
 | |
| 
 | |
| 	if (num_groups != 0) PlaceTreeGroups(num_groups);
 | |
| 
 | |
| 	for (; i != 0; i--) {
 | |
| 		PlaceTreesRandomly();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Plant a tree.
 | |
|  * @param flags type of operation
 | |
|  * @param tile end tile of area-drag
 | |
|  * @param start_tile start tile of area-drag of tree plantation
 | |
|  * @param tree_to_plant tree type, TREE_INVALID means random.
 | |
|  * @param diagonal Whether to use the Orthogonal (false) or Diagonal (true) iterator.
 | |
|  * @return the cost of this operation or an error
 | |
|  */
 | |
| CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, byte tree_to_plant, bool diagonal)
 | |
| {
 | |
| 	StringID msg = INVALID_STRING_ID;
 | |
| 	CommandCost cost(EXPENSES_OTHER);
 | |
| 
 | |
| 	if (start_tile >= Map::Size()) 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));
 | |
| 
 | |
| 	std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
 | |
| 	for (; *iter != INVALID_TILE; ++(*iter)) {
 | |
| 		TileIndex current_tile = *iter;
 | |
| 		switch (GetTileType(current_tile)) {
 | |
| 			case MP_TREES:
 | |
| 				/* no more space for trees? */
 | |
| 				if (GetTreeCount(current_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(current_tile, 1);
 | |
| 					MarkTileDirtyByTile(current_tile);
 | |
| 					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 (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
 | |
| 					msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
 | |
| 					continue;
 | |
| 				}
 | |
| 				FALLTHROUGH;
 | |
| 
 | |
| 			case MP_CLEAR: {
 | |
| 				if (IsBridgeAbove(current_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(current_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(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
 | |
| 						/* And no subtropical trees in the desert/rain forest */
 | |
| 						(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_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(current_tile, MP_CLEAR)) {
 | |
| 					/* Remove fields or rocks. Note that the ground will get barrened */
 | |
| 					switch (GetRawClearGround(current_tile)) {
 | |
| 						case CLEAR_FIELDS:
 | |
| 						case CLEAR_ROCKS: {
 | |
| 							CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
 | |
| 							if (ret.Failed()) return ret;
 | |
| 							cost.AddCost(ret);
 | |
| 							break;
 | |
| 						}
 | |
| 
 | |
| 						default: break;
 | |
| 					}
 | |
| 				}
 | |
| 
 | |
| 				if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
 | |
| 					Town *t = ClosestTownFromTile(current_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(current_tile, GB(Random(), 24, 8));
 | |
| 						if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
 | |
| 					}
 | |
| 
 | |
| 					/* Plant full grown trees in scenario editor */
 | |
| 					PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
 | |
| 					MarkTileDirtyByTile(current_tile);
 | |
| 					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(current_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)
 | |
| {
 | |
| 	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(static_cast<uint32>(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);
 | |
| 	}
 | |
| 
 | |
| 	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);
 | |
| 
 | |
| 	for (uint i = 0; i < trees; i++) {
 | |
| 		SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
 | |
| 		PaletteID pal = s[0].pal;
 | |
| 
 | |
| 		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);
 | |
| 			}
 | |
| 			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 = 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<uint>(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);
 | |
| }
 | |
| 
 | |
| 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 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);
 | |
| 
 | |
| 	/* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits.
 | |
| 	 * Also, we use a simple hash to spread the updates evenly over the map.
 | |
| 	 * 11 and 9 are just some co-prime numbers for better spread.
 | |
| 	 */
 | |
| 	uint32 cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::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);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
 | |
| 
 | |
| 	if ((cycle & 15) != 15) 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 {
 | |
| 				switch (GB(Random(), 0, 3)) {
 | |
| 					case 0: // start destructing
 | |
| 						AddTreeGrowth(tile, 1);
 | |
| 						break;
 | |
| 
 | |
| 					case 1: // add a tree
 | |
| 						if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
 | |
| 							AddTreeCount(tile, 1);
 | |
| 							SetTreeGrowth(tile, 0);
 | |
| 							break;
 | |
| 						}
 | |
| 						FALLTHROUGH;
 | |
| 
 | |
| 					case 2: { // add a neighbouring tree
 | |
| 						if (!CanPlantExtraTrees(tile)) break;
 | |
| 
 | |
| 						TreeType treetype = GetTreeType(tile);
 | |
| 
 | |
| 						tile += TileOffsByDir((Direction)(Random() & 7));
 | |
| 
 | |
| 						/* Cacti don't spread */
 | |
| 						if (!CanPlantTreesOnTile(tile, false)) 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, treetype, 0, 0);
 | |
| 
 | |
| 						break;
 | |
| 					}
 | |
| 
 | |
| 					default:
 | |
| 						return;
 | |
| 				}
 | |
| 			}
 | |
| 			break;
 | |
| 
 | |
| 		case 6: // final stage of tree destruction
 | |
| 			if (!CanPlantExtraTrees(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);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 true if the counter was decremented past zero
 | |
|  */
 | |
| bool DecrementTreeCounter()
 | |
| {
 | |
| 	/* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
 | |
| 	static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<byte>::digits);
 | |
| 
 | |
| 	/* byte underflow */
 | |
| 	byte old_trees_tick_ctr = _trees_tick_ctr;
 | |
| 	_trees_tick_ctr -= Map::ScaleBySize(1);
 | |
| 	return old_trees_tick_ctr <= _trees_tick_ctr;
 | |
| }
 | |
| 
 | |
| 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 = Map::ScaleBySize(16);
 | |
| 	if (skip < 16 && (TimerGameTick::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 = Map::ScaleBySize(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 (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
 | |
| 
 | |
| 	/* 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 Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
 | |
| }
 | |
| 
 | |
| 
 | |
| 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
 | |
| };
 | 
