OpenTTD Source: src/tree_cmd.cpp Source File

OpenTTD Source 13.1

tree_cmd.cpp
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1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10 #include "stdafx.h"
11 #include "clear_map.h"
12 #include "landscape.h"
13 #include "tree_map.h"
14 #include "viewport_func.h"
15 #include "command_func.h"
16 #include "town.h"
17 #include "genworld.h"
18 #include "clear_func.h"
19 #include "company_func.h"
20 #include "sound_func.h"
21 #include "water.h"
22 #include "company_base.h"
23 #include "core/random_func.hpp"
24 #include "newgrf_generic.h"
25 #include "date_func.h"
26 #include "tree_cmd.h"
27 #include "landscape_cmd.h"
28
29 #include "table/strings.h"
30 #include "table/tree_land.h"
31 #include "table/clear_land.h"
32
33 #include "safeguards.h"
34
40 enum TreePlacer {
41 TP_NONE,
42 TP_ORIGINAL,
43 TP_IMPROVED,
44 };
45
47 enum ExtraTreePlacement {
48 ETP_NO_SPREAD,
49 ETP_SPREAD_RAINFOREST,
50 ETP_SPREAD_ALL,
51 ETP_NO_GROWTH_NO_SPREAD,
52 };
53
55 byte _trees_tick_ctr;
56
57 static const uint16 DEFAULT_TREE_STEPS = 1000;
58 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000;
59 static const uint16 EDITOR_TREE_DIV = 5;
60
69 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
70 {
71 switch (GetTileType(tile)) {
72 case MP_WATER:
73 return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
74
75 case MP_CLEAR:
76 return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
77 (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
78
79 default: return false;
80 }
81 }
82
94 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
95 {
96 assert(treetype != TREE_INVALID);
97 assert(CanPlantTreesOnTile(tile, true));
98
99 TreeGround ground;
100 uint density = 3;
101
102 switch (GetTileType(tile)) {
103 case MP_WATER:
104 ground = TREE_GROUND_SHORE;
105 break;
106
107 case MP_CLEAR:
108 switch (GetClearGround(tile)) {
109 case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
110 case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
111 case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
112 default: ground = TREE_GROUND_SNOW_DESERT; break;
113 }
114 if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
115 break;
116
117 default: NOT_REACHED();
118 }
119
120 MakeTree(tile, treetype, count, growth, ground, density);
121 }
122
134 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
135 {
136 switch (_settings_game.game_creation.landscape) {
137 case LT_TEMPERATE:
138 return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
139
140 case LT_ARCTIC:
141 return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
142
143 case LT_TROPIC:
144 switch (GetTropicZone(tile)) {
145 case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
146 case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
147 default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
148 }
149
150 default:
151 return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
152 }
153 }
154
164 static void PlaceTree(TileIndex tile, uint32 r)
165 {
166 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
167
168 if (tree != TREE_INVALID) {
169 PlantTreesOnTile(tile, tree, GB(r, 22, 2), std::min<byte>(GB(r, 16, 3), 6));
170 MarkTileDirtyByTile(tile);
171
172 /* Rerandomize ground, if neither snow nor shore */
173 TreeGround ground = GetTreeGround(tile);
174 if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
175 SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
176 }
177
178 /* Set the counter to a random start value */
179 SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
180 }
181 }
182
189 static void PlaceTreeGroups(uint num_groups)
190 {
191 do {
192 TileIndex center_tile = RandomTile();
193
194 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
195 uint32 r = Random();
196 int x = GB(r, 0, 5) - 16;
197 int y = GB(r, 8, 5) - 16;
198 uint dist = abs(x) + abs(y);
199 TileIndex cur_tile = TileAddWrap(center_tile, x, y);
200
201 IncreaseGeneratingWorldProgress(GWP_TREE);
202
203 if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
204 PlaceTree(cur_tile, r);
205 }
206 }
207
208 } while (--num_groups);
209 }
210
220 static void PlaceTreeAtSameHeight(TileIndex tile, int height)
221 {
222 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
223 uint32 r = Random();
224 int x = GB(r, 0, 5) - 16;
225 int y = GB(r, 8, 5) - 16;
226 TileIndex cur_tile = TileAddWrap(tile, x, y);
227 if (cur_tile == INVALID_TILE) continue;
228
229 /* Keep in range of the existing tree */
230 if (abs(x) + abs(y) > 16) continue;
231
232 /* Clear tile, no farm-tiles or rocks */
233 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
234
235 /* Not too much height difference */
236 if (Delta(GetTileZ(cur_tile), height) > 2) continue;
237
238 /* Place one tree and quit */
239 PlaceTree(cur_tile, r);
240 break;
241 }
242 }
243
249 void PlaceTreesRandomly()
250 {
251 int i, j, ht;
252
253 i = ScaleByMapSize(DEFAULT_TREE_STEPS);
254 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
255 do {
256 uint32 r = Random();
257 TileIndex tile = RandomTileSeed(r);
258
259 IncreaseGeneratingWorldProgress(GWP_TREE);
260
261 if (CanPlantTreesOnTile(tile, true)) {
262 PlaceTree(tile, r);
263 if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
264
265 /* Place a number of trees based on the tile height.
266 * This gives a cool effect of multiple trees close together.
267 * It is almost real life ;) */
268 ht = GetTileZ(tile);
269 /* The higher we get, the more trees we plant */
270 j = GetTileZ(tile) * 2;
271 /* Above snowline more trees! */
272 if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
273 while (j--) {
274 PlaceTreeAtSameHeight(tile, ht);
275 }
276 }
277 } while (--i);
278
279 /* place extra trees at rainforest area */
280 if (_settings_game.game_creation.landscape == LT_TROPIC) {
281 i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
282 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
283
284 do {
285 uint32 r = Random();
286 TileIndex tile = RandomTileSeed(r);
287
288 IncreaseGeneratingWorldProgress(GWP_TREE);
289
290 if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
291 PlaceTree(tile, r);
292 }
293 } while (--i);
294 }
295 }
296
309 uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
310 {
311 assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
312 const bool allow_desert = treetype == TREE_CACTUS;
313 uint planted = 0;
314
315 for (; count > 0; count--) {
316 /* Simple quasi-normal distribution with range [-radius; radius) */
317 auto mkcoord = [&]() -> int32 {
318 const uint32 rand = InteractiveRandom();
319 const int32 dist = GB<int32>(rand, 0, 8) + GB<int32>(rand, 8, 8) + GB<int32>(rand, 16, 8) + GB<int32>(rand, 24, 8);
320 const int32 scu = dist * radius / 512;
321 return scu - radius;
322 };
323 const int32 xofs = mkcoord();
324 const int32 yofs = mkcoord();
325 const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
326 if (tile_to_plant != INVALID_TILE) {
327 if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
328 AddTreeCount(tile_to_plant, 1);
329 SetTreeGrowth(tile_to_plant, 0);
330 MarkTileDirtyByTile(tile_to_plant, 0);
331 planted++;
332 } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
333 PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
334 MarkTileDirtyByTile(tile_to_plant, 0);
335 planted++;
336 }
337 }
338 }
339
340 if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
341 for (TileIndex t : TileArea(tile).Expand(radius)) {
342 if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
343 }
344 }
345
346 return planted;
347 }
348
355 void GenerateTrees()
356 {
357 uint i, total;
358
359 if (_settings_game.game_creation.tree_placer == TP_NONE) return;
360
361 switch (_settings_game.game_creation.tree_placer) {
362 case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
363 case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
364 default: NOT_REACHED();
365 }
366
367 total = ScaleByMapSize(DEFAULT_TREE_STEPS);
368 if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
369 total *= i;
370 uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
371 total += num_groups * DEFAULT_TREE_STEPS;
372 SetGeneratingWorldProgress(GWP_TREE, total);
373
374 if (num_groups != 0) PlaceTreeGroups(num_groups);
375
376 for (; i != 0; i--) {
377 PlaceTreesRandomly();
378 }
379 }
380
390 CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, byte tree_to_plant, bool diagonal)
391 {
392 StringID msg = INVALID_STRING_ID;
393 CommandCost cost(EXPENSES_OTHER);
394
395 if (start_tile >= MapSize()) return CMD_ERROR;
396 /* Check the tree type within the current climate */
397 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;
398
399 Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
400 int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
401
402 std::unique_ptr<TileIterator> iter(diagonal ? static_cast<TileIterator *>(new DiagonalTileIterator(tile, start_tile)) : static_cast<TileIterator *>(new OrthogonalTileIterator(tile, start_tile)));
403 for (; *iter != INVALID_TILE; ++(*iter)) {
404 TileIndex current_tile = *iter;
405 switch (GetTileType(current_tile)) {
406 case MP_TREES:
407 /* no more space for trees? */
408 if (GetTreeCount(current_tile) == 4) {
409 msg = STR_ERROR_TREE_ALREADY_HERE;
410 continue;
411 }
412
413 /* Test tree limit. */
414 if (--limit < 1) {
415 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
416 break;
417 }
418
419 if (flags & DC_EXEC) {
420 AddTreeCount(current_tile, 1);
421 MarkTileDirtyByTile(current_tile);
422 if (c != nullptr) c->tree_limit -= 1 << 16;
423 }
424 /* 2x as expensive to add more trees to an existing tile */
425 cost.AddCost(_price[PR_BUILD_TREES] * 2);
426 break;
427
428 case MP_WATER:
429 if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
430 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
431 continue;
432 }
433 FALLTHROUGH;
434
435 case MP_CLEAR: {
436 if (IsBridgeAbove(current_tile)) {
437 msg = STR_ERROR_SITE_UNSUITABLE;
438 continue;
439 }
440
441 TreeType treetype = (TreeType)tree_to_plant;
442 /* Be a bit picky about which trees go where. */
443 if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
444 /* No cacti outside the desert */
445 (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
446 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
447 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
448 /* And no subtropical trees in the desert/rain forest */
449 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
450 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
451 continue;
452 }
453
454 /* Test tree limit. */
455 if (--limit < 1) {
456 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
457 break;
458 }
459
460 if (IsTileType(current_tile, MP_CLEAR)) {
461 /* Remove fields or rocks. Note that the ground will get barrened */
462 switch (GetRawClearGround(current_tile)) {
463 case CLEAR_FIELDS:
464 case CLEAR_ROCKS: {
465 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
466 if (ret.Failed()) return ret;
467 cost.AddCost(ret);
468 break;
469 }
470
471 default: break;
472 }
473 }
474
475 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
476 Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority);
477 if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
478 }
479
480 if (flags & DC_EXEC) {
481 if (treetype == TREE_INVALID) {
482 treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
483 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
484 }
485
486 /* Plant full grown trees in scenario editor */
487 PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
488 MarkTileDirtyByTile(current_tile);
489 if (c != nullptr) c->tree_limit -= 1 << 16;
490
491 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
492 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
493 SetTropicZone(current_tile, TROPICZONE_RAINFOREST);
494 }
495 }
496 cost.AddCost(_price[PR_BUILD_TREES]);
497 break;
498 }
499
500 default:
501 msg = STR_ERROR_SITE_UNSUITABLE;
502 break;
503 }
504
505 /* Tree limit used up? No need to check more. */
506 if (limit < 0) break;
507 }
508
509 if (cost.GetCost() == 0) {
510 return_cmd_error(msg);
511 } else {
512 return cost;
513 }
514 }
515
516 struct TreeListEnt : PalSpriteID {
517 byte x, y;
518 };
519
520 static void DrawTile_Trees(TileInfo *ti)
521 {
522 switch (GetTreeGround(ti->tile)) {
523 case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
524 case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
525 case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
526 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
527 }
528
529 /* Do not draw trees when the invisible trees setting is set */
530 if (IsInvisibilitySet(TO_TREES)) return;
531
532 uint tmp = CountBits(static_cast<uint32>(ti->tile + ti->x + ti->y));
533 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
534
535 /* different tree styles above one of the grounds */
536 if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
537 GetTreeDensity(ti->tile) >= 2 &&
538 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
539 index += 164 - (TREE_SUB_ARCTIC << 2);
540 }
541
542 assert(index < lengthof(_tree_layout_sprite));
543
544 const PalSpriteID *s = _tree_layout_sprite[index];
545 const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
546
547 /* combine trees into one sprite object */
548 StartSpriteCombine();
549
550 TreeListEnt te[4];
551
552 /* put the trees to draw in a list */
553 uint trees = GetTreeCount(ti->tile);
554
555 for (uint i = 0; i < trees; i++) {
556 SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
557 PaletteID pal = s[0].pal;
558
559 te[i].sprite = sprite;
560 te[i].pal = pal;
561 te[i].x = d->x;
562 te[i].y = d->y;
563 s++;
564 d++;
565 }
566
567 /* draw them in a sorted way */
568 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
569
570 for (; trees > 0; trees--) {
571 uint min = te[0].x + te[0].y;
572 uint mi = 0;
573
574 for (uint i = 1; i < trees; i++) {
575 if ((uint)(te[i].x + te[i].y) < min) {
576 min = te[i].x + te[i].y;
577 mi = i;
578 }
579 }
580
581 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);
582
583 /* replace the removed one with the last one */
584 te[mi] = te[trees - 1];
585 }
586
587 EndSpriteCombine();
588 }
589
590
591 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
592 {
593 int z;
594 Slope tileh = GetTilePixelSlope(tile, &z);
595
596 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
597 }
598
599 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
600 {
601 return FOUNDATION_NONE;
602 }
603
604 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
605 {
606 uint num;
607
608 if (Company::IsValidID(_current_company)) {
609 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
610 if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
611 }
612
613 num = GetTreeCount(tile);
614 if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
615
616 if (flags & DC_EXEC) DoClearSquare(tile);
617
618 return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
619 }
620
621 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
622 {
623 TreeType tt = GetTreeType(tile);
624
625 if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
626 td->str = STR_LAI_TREE_NAME_RAINFOREST;
627 } else {
628 td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
629 }
630
631 td->owner[0] = GetTileOwner(tile);
632 }
633
634 static void TileLoopTreesDesert(TileIndex tile)
635 {
636 switch (GetTropicZone(tile)) {
637 case TROPICZONE_DESERT:
638 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
639 SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
640 MarkTileDirtyByTile(tile);
641 }
642 break;
643
644 case TROPICZONE_RAINFOREST: {
645 static const SoundFx forest_sounds[] = {
646 SND_42_RAINFOREST_1,
647 SND_43_RAINFOREST_2,
648 SND_44_RAINFOREST_3,
649 SND_48_RAINFOREST_4
650 };
651 uint32 r = Random();
652
653 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
654 break;
655 }
656
657 default: break;
658 }
659 }
660
661 static void TileLoopTreesAlps(TileIndex tile)
662 {
663 int k = GetTileZ(tile) - GetSnowLine() + 1;
664
665 if (k < 0) {
666 switch (GetTreeGround(tile)) {
667 case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
668 case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
669 default: return;
670 }
671 } else {
672 uint density = std::min<uint>(k, 3);
673
674 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
675 TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
676 SetTreeGroundDensity(tile, tg, density);
677 } else if (GetTreeDensity(tile) != density) {
678 SetTreeGroundDensity(tile, GetTreeGround(tile), density);
679 } else {
680 if (GetTreeDensity(tile) == 3) {
681 uint32 r = Random();
682 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
683 SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
684 }
685 }
686 return;
687 }
688 }
689 MarkTileDirtyByTile(tile);
690 }
691
692 static bool CanPlantExtraTrees(TileIndex tile)
693 {
694 return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
695 (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
696 _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
697 }
698
699 static void TileLoop_Trees(TileIndex tile)
700 {
701 if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
702 TileLoop_Water(tile);
703 } else {
704 switch (_settings_game.game_creation.landscape) {
705 case LT_TROPIC: TileLoopTreesDesert(tile); break;
706 case LT_ARCTIC: TileLoopTreesAlps(tile); break;
707 }
708 }
709
710 AmbientSoundEffect(tile);
711
712 uint treeCounter = GetTreeCounter(tile);
713
714 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
715 if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
716 uint density = GetTreeDensity(tile);
717 if (density < 3) {
718 SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
719 MarkTileDirtyByTile(tile);
720 }
721 }
722
723 if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
724
725 if (GetTreeCounter(tile) < 15) {
726 AddTreeCounter(tile, 1);
727 return;
728 }
729 SetTreeCounter(tile, 0);
730
731 switch (GetTreeGrowth(tile)) {
732 case 3: // regular sized tree
733 if (_settings_game.game_creation.landscape == LT_TROPIC &&
734 GetTreeType(tile) != TREE_CACTUS &&
735 GetTropicZone(tile) == TROPICZONE_DESERT) {
736 AddTreeGrowth(tile, 1);
737 } else {
738 switch (GB(Random(), 0, 3)) {
739 case 0: // start destructing
740 AddTreeGrowth(tile, 1);
741 break;
742
743 case 1: // add a tree
744 if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
745 AddTreeCount(tile, 1);
746 SetTreeGrowth(tile, 0);
747 break;
748 }
749 FALLTHROUGH;
750
751 case 2: { // add a neighbouring tree
752 if (!CanPlantExtraTrees(tile)) break;
753
754 TreeType treetype = GetTreeType(tile);
755
756 tile += TileOffsByDir((Direction)(Random() & 7));
757
758 /* Cacti don't spread */
759 if (!CanPlantTreesOnTile(tile, false)) return;
760
761 /* Don't plant trees, if ground was freshly cleared */
762 if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
763
764 PlantTreesOnTile(tile, treetype, 0, 0);
765
766 break;
767 }
768
769 default:
770 return;
771 }
772 }
773 break;
774
775 case 6: // final stage of tree destruction
776 if (!CanPlantExtraTrees(tile)) {
777 /* if trees can't spread just plant a new one to prevent deforestation */
778 SetTreeGrowth(tile, 0);
779 } else if (GetTreeCount(tile) > 1) {
780 /* more than one tree, delete it */
781 AddTreeCount(tile, -1);
782 SetTreeGrowth(tile, 3);
783 } else {
784 /* just one tree, change type into MP_CLEAR */
785 switch (GetTreeGround(tile)) {
786 case TREE_GROUND_SHORE: MakeShore(tile); break;
787 case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
788 case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
789 case TREE_GROUND_ROUGH_SNOW: {
790 uint density = GetTreeDensity(tile);
791 MakeClear(tile, CLEAR_ROUGH, 3);
792 MakeSnow(tile, density);
793 break;
794 }
795 default: // snow or desert
796 if (_settings_game.game_creation.landscape == LT_TROPIC) {
797 MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
798 } else {
799 uint density = GetTreeDensity(tile);
800 MakeClear(tile, CLEAR_GRASS, 3);
801 MakeSnow(tile, density);
802 }
803 break;
804 }
805 }
806 break;
807
808 default:
809 AddTreeGrowth(tile, 1);
810 break;
811 }
812
813 MarkTileDirtyByTile(tile);
814 }
815
822 bool DecrementTreeCounter()
823 {
824 /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
825 static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<byte>::digits);
826
827 /* byte underflow */
828 byte old_trees_tick_ctr = _trees_tick_ctr;
829 _trees_tick_ctr -= ScaleByMapSize(1);
830 return old_trees_tick_ctr <= _trees_tick_ctr;
831 }
832
833 void OnTick_Trees()
834 {
835 /* Don't spread trees if that's not allowed */
836 if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
837
838 uint32 r;
839 TileIndex tile;
840 TreeType tree;
841
842 /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
843 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
844 * inversely proportional to map size, so that is handled to create a mask. */
845 int skip = ScaleByMapSize(16);
846 if (skip < 16 && (_tick_counter & (16 / skip - 1)) != 0) return;
847
848 /* place a tree at a random rainforest spot */
849 if (_settings_game.game_creation.landscape == LT_TROPIC) {
850 for (uint c = ScaleByMapSize(1); c > 0; c--) {
851 if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
852 CanPlantTreesOnTile(tile, false) &&
853 (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
854 PlantTreesOnTile(tile, tree, 0, 0);
855 }
856 }
857 }
858
859 if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
860
861 /* place a tree at a random spot */
862 r = Random();
863 tile = RandomTileSeed(r);
864 if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
865 PlantTreesOnTile(tile, tree, 0, 0);
866 }
867 }
868
869 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
870 {
871 return 0;
872 }
873
874 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
875 {
876 /* not used */
877 }
878
879 void InitializeTrees()
880 {
881 _trees_tick_ctr = 0;
882 }
883
884 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
885 {
886 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
887 }
888
889
890 extern const TileTypeProcs _tile_type_trees_procs = {
891 DrawTile_Trees, // draw_tile_proc
892 GetSlopePixelZ_Trees, // get_slope_z_proc
893 ClearTile_Trees, // clear_tile_proc
894 nullptr, // add_accepted_cargo_proc
895 GetTileDesc_Trees, // get_tile_desc_proc
896 GetTileTrackStatus_Trees, // get_tile_track_status_proc
897 nullptr, // click_tile_proc
898 nullptr, // animate_tile_proc
899 TileLoop_Trees, // tile_loop_proc
900 ChangeTileOwner_Trees, // change_tile_owner_proc
901 nullptr, // add_produced_cargo_proc
902 nullptr, // vehicle_enter_tile_proc
903 GetFoundation_Trees, // get_foundation_proc
904 TerraformTile_Trees, // terraform_tile_proc
905 };
TileInfo::z
int z
Height.
Definition: tile_cmd.h:47
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:48
GetTreeType
static TreeType GetTreeType(TileIndex t)
Returns the treetype of a tile.
Definition: tree_map.h:73
CLEAR_SNOW
@ CLEAR_SNOW
0-3
Definition: clear_map.h:24
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:78
IsInsideMM
static constexpr bool IsInsideMM(const T x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
Definition: math_func.hpp:204
sound_func.h
DiagonalTileIterator
Iterator to iterate over a diagonal area of the map.
Definition: tilearea_type.h:233
PlaceTreeAtSameHeight
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
Place a tree at the same height as an existing tree.
Definition: tree_cmd.cpp:220
Direction
Direction
Defines the 8 directions on the map.
Definition: direction_type.h:24
water.h
GenerateTrees
void GenerateTrees()
Place new trees.
Definition: tree_cmd.cpp:355
TP_NONE
@ TP_NONE
No tree placer algorithm.
Definition: tree_cmd.cpp:41
GB
static uint GB(const T x, const uint8 s, const uint8 n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
command_func.h
ConstructionSettings::extra_tree_placement
uint8 extra_tree_placement
(dis)allow building extra trees in-game
Definition: settings_type.h:355
TileInfo::x
uint x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:43
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:348
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:28
ClosestTownFromTile
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
Definition: town_cmd.cpp:3594
TileInfo
Tile information, used while rendering the tile.
Definition: tile_cmd.h:42
GameCreationSettings::landscape
byte landscape
the landscape we're currently in
Definition: settings_type.h:328
GetTreeGrowth
static uint GetTreeGrowth(TileIndex t)
Returns the tree growth status.
Definition: tree_map.h:181
company_base.h
IsTransparencySet
static bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:48
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition: economy_type.h:170
tree_cmd.h
CLEAR_ROCKS
@ CLEAR_ROCKS
3
Definition: clear_map.h:22
ExtraTreePlacement
ExtraTreePlacement
Where to place trees while in-game?
Definition: tree_cmd.cpp:47
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:53
AmbientSoundEffect
static void AmbientSoundEffect(TileIndex tile)
Play an ambient sound effect for an empty tile.
Definition: newgrf_generic.h:53
SetTreeGrowth
static void SetTreeGrowth(TileIndex t, uint g)
Sets the tree growth status of a tile.
Definition: tree_map.h:212
MIN_MAP_SIZE_BITS
static const uint MIN_MAP_SIZE_BITS
Minimal and maximal map width and height.
Definition: map_type.h:63
TREE_RAINFOREST
@ TREE_RAINFOREST
tree on the 'green part' on a sub-tropical map
Definition: tree_map.h:28
CompanyProperties::tree_limit
uint32 tree_limit
Amount of trees we can (still) plant (times 65536).
Definition: company_base.h:89
SND_44_RAINFOREST_3
@ SND_44_RAINFOREST_3
68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
Definition: sound_type.h:107
MakeClear
static void MakeClear(TileIndex t, ClearGround g, uint density)
Make a clear tile.
Definition: clear_map.h:259
TREE_GROUND_SHORE
@ TREE_GROUND_SHORE
shore
Definition: tree_map.h:56
TROPICZONE_RAINFOREST
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition: tile_type.h:79
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition: gfx_type.h:23
GetTreeDensity
static uint GetTreeDensity(TileIndex t)
Returns the 'density' of a tile with trees.
Definition: tree_map.h:113
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:121
INVALID_TILE
static constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:108
CLEAR_GRASS
@ CLEAR_GRASS
0-3
Definition: clear_map.h:20
IsClearGround
static bool IsClearGround(TileIndex t, ClearGround ct)
Set the type of clear tile.
Definition: clear_map.h:71
TileIndex
The index/ID of a Tile.
Definition: tile_type.h:85
DEFAULT_TREE_STEPS
static const uint16 DEFAULT_TREE_STEPS
Default number of attempts for placing trees.
Definition: tree_cmd.cpp:57
GetPartialPixelZ
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
Definition: landscape.cpp:219
TileInfo::y
uint y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:44
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:53
IsCoast
static bool IsCoast(TileIndex t)
Is it a coast tile?
Definition: water_map.h:206
town.h
Chance16I
static bool Chance16I(const uint a, const uint b, const uint32 r)
Checks if a given randomize-number is below a given probability.
Definition: random_func.hpp:112
clear_map.h
TREE_COUNT_TEMPERATE
static const uint TREE_COUNT_TEMPERATE
number of tree types on a temperate map.
Definition: tree_map.h:41
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
DC_EXEC
@ DC_EXEC
execute the given command
Definition: command_type.h:357
SND_39_ARCTIC_SNOW_2
@ SND_39_ARCTIC_SNOW_2
57 == 0x39 Tree ambient: arctic snow (2): heavy wind
Definition: sound_type.h:96
TileDesc
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:51
EDITOR_TREE_DIV
static const uint16 EDITOR_TREE_DIV
Game editor tree generation divisor factor.
Definition: tree_cmd.cpp:59
tree_land.h
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:355
genworld.h
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
PlaceTreesRandomly
void PlaceTreesRandomly()
Place some trees randomly.
Definition: tree_cmd.cpp:249
newgrf_generic.h
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1572
GetClearGround
static ClearGround GetClearGround(TileIndex t)
Get the type of clear tile.
Definition: clear_map.h:59
SlopeToSpriteOffset
static uint SlopeToSpriteOffset(Slope s)
Returns the Sprite offset for a given Slope.
Definition: slope_func.h:415
SetTreeCounter
static void SetTreeCounter(TileIndex t, uint c)
Set the tick counter for a tree-tile.
Definition: tree_map.h:256
CountBits
static uint CountBits(T value)
Counts the number of set bits in a variable.
Definition: bitmath_func.hpp:251
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:587
GetTreeCounter
static uint GetTreeCounter(TileIndex t)
Get the tick counter of a tree tile.
Definition: tree_map.h:226
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:45
SpriteID
uint32 SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:17
TO_TREES
@ TO_TREES
trees
Definition: transparency.h:24
SoundSettings::ambient
bool ambient
Play ambient, industry and town sounds.
Definition: settings_type.h:220
GetTreeCount
static uint GetTreeCount(TileIndex t)
Returns the number of trees on a tile.
Definition: tree_map.h:149
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
OrthogonalTileIterator
Iterator to iterate over a tile area (rectangle) of the map.
Definition: tilearea_type.h:183
TREE_GROUND_ROUGH
@ TREE_GROUND_ROUGH
some rough tile
Definition: tree_map.h:54
TREE_SUB_ARCTIC
@ TREE_SUB_ARCTIC
tree on a sub_arctic landscape
Definition: tree_map.h:27
GetRawClearGround
static ClearGround GetRawClearGround(TileIndex t)
Get the type of clear tile but never return CLEAR_SNOW.
Definition: clear_map.h:47
landscape_cmd.h
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:38
MapSize
static uint MapSize()
Get the size of the map.
Definition: map_func.h:92
GetClearDensity
static uint GetClearDensity(TileIndex t)
Get the density of a non-field clear tile.
Definition: clear_map.h:83
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:158
TileAddWrap
TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
This function checks if we add addx/addy to tile, if we do wrap around the edges.
Definition: map.cpp:114
CommandCost
Common return value for all commands.
Definition: command_type.h:24
GetSnowLine
byte GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:656
SetTropicZone
static void SetTropicZone(TileIndex tile, TropicZone type)
Set the tropic zone.
Definition: tile_map.h:225
ClientSettings::sound
SoundSettings sound
sound effect settings
Definition: settings_type.h:607
clear_func.h
_trees_tick_ctr
byte _trees_tick_ctr
Determines when to consider building more trees.
Definition: tree_cmd.cpp:55
TileIterator
Base class for tile iterators.
Definition: tilearea_type.h:105
ETP_NO_SPREAD
@ ETP_NO_SPREAD
Grow trees on tiles that have them but don't spread to new ones.
Definition: tree_cmd.cpp:48
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
IsInsideBS
static bool IsInsideBS(const T x, const size_t base, const size_t size)
Checks if a value is between a window started at some base point.
Definition: math_func.hpp:188
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:54
TREE_CACTUS
@ TREE_CACTUS
a cactus for the 'desert part' on a sub-tropical map
Definition: tree_map.h:29
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:160
ETP_SPREAD_RAINFOREST
@ ETP_SPREAD_RAINFOREST
Grow trees on tiles that have them, only spread to new ones in rainforests.
Definition: tree_cmd.cpp:49
PlaceTreeGroupAroundTile
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
Place some trees in a radius around a tile.
Definition: tree_cmd.cpp:309
PlaceTree
static void PlaceTree(TileIndex tile, uint32 r)
Make a random tree tile of the given tile.
Definition: tree_cmd.cpp:164
PlaceTreeGroups
static void PlaceTreeGroups(uint num_groups)
Creates a number of tree groups.
Definition: tree_cmd.cpp:189
IsInvisibilitySet
static bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:59
EndSpriteCombine
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition: viewport.cpp:773
CLEAR_DESERT
@ CLEAR_DESERT
1,3
Definition: clear_map.h:25
TREE_INVALID
@ TREE_INVALID
An invalid tree.
Definition: tree_map.h:32
clear_land.h
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:54
TP_IMPROVED
@ TP_IMPROVED
A 'improved' algorithm.
Definition: tree_cmd.cpp:43
GetTropicZone
static TropicZone GetTropicZone(TileIndex tile)
Get the tropic zone.
Definition: tile_map.h:238
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:596
TileOffsByDir
static TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition: map_func.h:355
safeguards.h
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:83
GetTileSlope
Slope GetTileSlope(TileIndex tile, int *h)
Return the slope of a given tile inside the map.
Definition: tile_map.cpp:59
CLEAR_ROUGH
@ CLEAR_ROUGH
3
Definition: clear_map.h:21
RandomTile
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:435
StartSpriteCombine
void StartSpriteCombine()
Starts a block of sprites, which are "combined" into a single bounding box.
Definition: viewport.cpp:763
TREE_TOYLAND
@ TREE_TOYLAND
tree on a toyland map
Definition: tree_map.h:31
SND_34_ARCTIC_SNOW_1
@ SND_34_ARCTIC_SNOW_1
52 == 0x34 Tree ambient: arctic snow (1): wind
Definition: sound_type.h:91
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:77
ETP_NO_GROWTH_NO_SPREAD
@ ETP_NO_GROWTH_NO_SPREAD
Don't grow trees and don't spread them at all.
Definition: tree_cmd.cpp:51
date_func.h
CommandCost::AddCost
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:63
stdafx.h
landscape.h
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:145
SoundFx
SoundFx
Sound effects from baseset.
Definition: sound_type.h:37
viewport_func.h
TileLoop_Water
void TileLoop_Water(TileIndex tile)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
Definition: water_cmd.cpp:1211
IsTileType
static bool IsTileType(TileIndex tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3673
GetTileOwner
static Owner GetTileOwner(TileIndex tile)
Returns the owner of a tile.
Definition: tile_map.h:178
AddSortableSpriteToDraw
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition: viewport.cpp:667
TREE_GROUND_GRASS
@ TREE_GROUND_GRASS
normal grass
Definition: tree_map.h:53
ETP_SPREAD_ALL
@ ETP_SPREAD_ALL
Grow trees and spread them without restrictions.
Definition: tree_cmd.cpp:50
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:52
EconomySettings::dist_local_authority
byte dist_local_authority
distance for town local authority, default 20
Definition: settings_type.h:516
DistanceSquare
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition: map.cpp:174
TreePos
Definition: tree_land.h:16
TREE_SUB_TROPICAL
@ TREE_SUB_TROPICAL
tree on a sub-tropical map, non-rainforest, non-desert
Definition: tree_map.h:30
TREE_COUNT_RAINFOREST
static const uint TREE_COUNT_RAINFOREST
number of tree types for the 'rainforest part' of a sub-tropic map.
Definition: tree_map.h:43
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
TreeGround
TreeGround
Enumeration for ground types of tiles with trees.
Definition: tree_map.h:52
TREE_COUNT_TOYLAND
static const uint TREE_COUNT_TOYLAND
number of tree types on a toyland map.
Definition: tree_map.h:45
GetRandomTreeType
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
Get a random TreeType for the given tile based on a given seed.
Definition: tree_cmd.cpp:134
MakeSnow
static void MakeSnow(TileIndex t, uint density=0)
Make a snow tile.
Definition: clear_map.h:300
ScaleByMapSize
static uint ScaleByMapSize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition: map_func.h:122
AddTreeGrowth
static void AddTreeGrowth(TileIndex t, int a)
Add a value to the tree growth status.
Definition: tree_map.h:196
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:55
MAX_MAP_SIZE_BITS
static const uint MAX_MAP_SIZE_BITS
Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS.
Definition: map_type.h:64
IsSlopeWithOneCornerRaised
static bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
TreeListEnt
Definition: tree_cmd.cpp:516
TREE_COUNT_SUB_TROPICAL
static const uint TREE_COUNT_SUB_TROPICAL
number of tree types for the 'sub-tropic part' of a sub-tropic map.
Definition: tree_map.h:44
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition: genworld_gui.cpp:1558
TreePlacer
TreePlacer
List of tree placer algorithm.
Definition: tree_cmd.cpp:40
DEFAULT_RAINFOREST_TREE_STEPS
static const uint16 DEFAULT_RAINFOREST_TREE_STEPS
Default number of attempts for placing extra trees at rainforest in tropic.
Definition: tree_cmd.cpp:58
PaletteID
uint32 PaletteID
The number of the palette.
Definition: gfx_type.h:18
GetSlopeMaxPixelZ
static int GetSlopeMaxPixelZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition: slope_func.h:173
TP_ORIGINAL
@ TP_ORIGINAL
The original algorithm.
Definition: tree_cmd.cpp:42
tree_map.h
MarkTileDirtyByTile
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Definition: viewport.cpp:1998
AddTreeCount
static void AddTreeCount(TileIndex t, int c)
Add a amount to the tree-count value of a tile with trees.
Definition: tree_map.h:166
MakeShore
static void MakeShore(TileIndex t)
Helper function to make a coast tile.
Definition: water_map.h:386
PlantTreesOnTile
static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
Creates a tree tile Ground type and density is preserved.
Definition: tree_cmd.cpp:94
TileDesc::str
StringID str
Description of the tile.
Definition: tile_cmd.h:52
PalSpriteID
Combination of a palette sprite and a 'real' sprite.
Definition: gfx_type.h:22
DecrementTreeCounter
bool DecrementTreeCounter()
Decrement the tree tick counter.
Definition: tree_cmd.cpp:822
SND_48_RAINFOREST_4
@ SND_48_RAINFOREST_4
72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
Definition: sound_type.h:111
company_func.h
MakeTree
static void MakeTree(TileIndex t, TreeType type, uint count, uint growth, TreeGround ground, uint density)
Make a tree-tile.
Definition: tree_map.h:274
CanPlantTreesOnTile
static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
Tests if a tile can be converted to MP_TREES This is true for clear ground without farms or rocks.
Definition: tree_cmd.cpp:69
abs
static T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition: math_func.hpp:21
GetTreeGround
static TreeGround GetTreeGround(TileIndex t)
Returns the groundtype for tree tiles.
Definition: tree_map.h:88
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition: tilearea_type.h:102
CommandHelper
Definition: command_func.h:94
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:386
Town
Town data structure.
Definition: town.h:50
random_func.hpp
CmdPlantTree
CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, byte tree_to_plant, bool diagonal)
Plant a tree.
Definition: tree_cmd.cpp:390
GameCreationSettings::tree_placer
byte tree_placer
the tree placer algorithm
Definition: settings_type.h:324
TREE_TEMPERATE
@ TREE_TEMPERATE
temperate tree
Definition: tree_map.h:26
AddTreeCounter
static void AddTreeCounter(TileIndex t, int a)
Add a value on the tick counter of a tree-tile.
Definition: tree_map.h:241
TREE_GROUND_SNOW_DESERT
@ TREE_GROUND_SNOW_DESERT
a desert or snow tile, depend on landscape
Definition: tree_map.h:55
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:24
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:46
SND_42_RAINFOREST_1
@ SND_42_RAINFOREST_1
66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
Definition: sound_type.h:105
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:588
TREE_COUNT_SUB_ARCTIC
static const uint TREE_COUNT_SUB_ARCTIC
number of tree types on a sub arctic map.
Definition: tree_map.h:42
GetTileType
static TileType GetTileType(TileIndex tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:326
SND_43_RAINFOREST_2
@ SND_43_RAINFOREST_2
67 == 0x43 Tree ambient: rainforest ambient (2): lion
Definition: sound_type.h:106
TROPICZONE_NORMAL
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition: tile_type.h:77
GetTilePixelSlope
static Slope GetTilePixelSlope(TileIndex tile, int *h)
Return the slope of a given tile.
Definition: tile_map.h:280
_tick_counter
uint64 _tick_counter
Ever incrementing tick counter for setting off various events.
Definition: date.cpp:30
Company
Definition: company_base.h:117
CLEAR_FIELDS
@ CLEAR_FIELDS
3
Definition: clear_map.h:23
DrawGroundSprite
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition: viewport.cpp:583
RandomTileSeed
static TileIndex RandomTileSeed(uint32 r)
Get a random tile out of a given seed.
Definition: map_func.h:424
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
TreeType
TreeType
List of tree types along all landscape types.
Definition: tree_map.h:25
Delta
static T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
Definition: math_func.hpp:170
SetTreeGroundDensity
static void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d)
Set the density and ground type of a tile with trees.
Definition: tree_map.h:130
IsBridgeAbove
static bool IsBridgeAbove(TileIndex t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
GWP_TREE
@ GWP_TREE
Generate trees.
Definition: genworld.h:77
TREE_GROUND_ROUGH_SNOW
@ TREE_GROUND_ROUGH_SNOW
A snow tile that is rough underneath.
Definition: tree_map.h:57