OpenTTD Source  12.2
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 
27 #include "table/strings.h"
28 #include "table/tree_land.h"
29 #include "table/clear_land.h"
30 
31 #include "safeguards.h"
32 
38 enum TreePlacer {
42 };
43 
50 };
51 
54 
55 static const uint16 DEFAULT_TREE_STEPS = 1000;
56 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000;
57 static const uint16 EDITOR_TREE_DIV = 5;
58 
67 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
68 {
69  switch (GetTileType(tile)) {
70  case MP_WATER:
71  return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
72 
73  case MP_CLEAR:
74  return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
75  (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
76 
77  default: return false;
78  }
79 }
80 
92 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
93 {
94  assert(treetype != TREE_INVALID);
95  assert(CanPlantTreesOnTile(tile, true));
96 
97  TreeGround ground;
98  uint density = 3;
99 
100  switch (GetTileType(tile)) {
101  case MP_WATER:
102  ground = TREE_GROUND_SHORE;
103  break;
104 
105  case MP_CLEAR:
106  switch (GetClearGround(tile)) {
107  case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
108  case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
110  default: ground = TREE_GROUND_SNOW_DESERT; break;
111  }
112  if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
113  break;
114 
115  default: NOT_REACHED();
116  }
117 
118  MakeTree(tile, treetype, count, growth, ground, density);
119 }
120 
132 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
133 {
135  case LT_TEMPERATE:
136  return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
137 
138  case LT_ARCTIC:
139  return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
140 
141  case LT_TROPIC:
142  switch (GetTropicZone(tile)) {
144  case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
145  default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
146  }
147 
148  default:
149  return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
150  }
151 }
152 
162 static void PlaceTree(TileIndex tile, uint32 r)
163 {
164  TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
165 
166  if (tree != TREE_INVALID) {
167  PlantTreesOnTile(tile, tree, GB(r, 22, 2), std::min<byte>(GB(r, 16, 3), 6));
168  MarkTileDirtyByTile(tile);
169 
170  /* Rerandomize ground, if neither snow nor shore */
171  TreeGround ground = GetTreeGround(tile);
172  if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
173  SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
174  }
175 
176  /* Set the counter to a random start value */
177  SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
178  }
179 }
180 
187 static void PlaceTreeGroups(uint num_groups)
188 {
189  do {
190  TileIndex center_tile = RandomTile();
191 
192  for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
193  uint32 r = Random();
194  int x = GB(r, 0, 5) - 16;
195  int y = GB(r, 8, 5) - 16;
196  uint dist = abs(x) + abs(y);
197  TileIndex cur_tile = TileAddWrap(center_tile, x, y);
198 
200 
201  if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
202  PlaceTree(cur_tile, r);
203  }
204  }
205 
206  } while (--num_groups);
207 }
208 
218 static void PlaceTreeAtSameHeight(TileIndex tile, int height)
219 {
220  for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
221  uint32 r = Random();
222  int x = GB(r, 0, 5) - 16;
223  int y = GB(r, 8, 5) - 16;
224  TileIndex cur_tile = TileAddWrap(tile, x, y);
225  if (cur_tile == INVALID_TILE) continue;
226 
227  /* Keep in range of the existing tree */
228  if (abs(x) + abs(y) > 16) continue;
229 
230  /* Clear tile, no farm-tiles or rocks */
231  if (!CanPlantTreesOnTile(cur_tile, true)) continue;
232 
233  /* Not too much height difference */
234  if (Delta(GetTileZ(cur_tile), height) > 2) continue;
235 
236  /* Place one tree and quit */
237  PlaceTree(cur_tile, r);
238  break;
239  }
240 }
241 
248 {
249  int i, j, ht;
250 
252  if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
253  do {
254  uint32 r = Random();
255  TileIndex tile = RandomTileSeed(r);
256 
258 
259  if (CanPlantTreesOnTile(tile, true)) {
260  PlaceTree(tile, r);
262 
263  /* Place a number of trees based on the tile height.
264  * This gives a cool effect of multiple trees close together.
265  * It is almost real life ;) */
266  ht = GetTileZ(tile);
267  /* The higher we get, the more trees we plant */
268  j = GetTileZ(tile) * 2;
269  /* Above snowline more trees! */
270  if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
271  while (j--) {
272  PlaceTreeAtSameHeight(tile, ht);
273  }
274  }
275  } while (--i);
276 
277  /* place extra trees at rainforest area */
278  if (_settings_game.game_creation.landscape == LT_TROPIC) {
280  if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
281 
282  do {
283  uint32 r = Random();
284  TileIndex tile = RandomTileSeed(r);
285 
287 
288  if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
289  PlaceTree(tile, r);
290  }
291  } while (--i);
292  }
293 }
294 
307 uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
308 {
309  assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
310  const bool allow_desert = treetype == TREE_CACTUS;
311  uint planted = 0;
312 
313  for (; count > 0; count--) {
314  /* Simple quasi-normal distribution with range [-radius; radius) */
315  auto mkcoord = [&]() -> int32 {
316  const uint32 rand = InteractiveRandom();
317  const int32 dist = GB<int32>(rand, 0, 8) + GB<int32>(rand, 8, 8) + GB<int32>(rand, 16, 8) + GB<int32>(rand, 24, 8);
318  const int32 scu = dist * radius / 512;
319  return scu - radius;
320  };
321  const int32 xofs = mkcoord();
322  const int32 yofs = mkcoord();
323  const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
324  if (tile_to_plant != INVALID_TILE) {
325  if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
326  AddTreeCount(tile_to_plant, 1);
327  SetTreeGrowth(tile_to_plant, 0);
328  MarkTileDirtyByTile(tile_to_plant, 0);
329  planted++;
330  } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
331  PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
332  MarkTileDirtyByTile(tile_to_plant, 0);
333  planted++;
334  }
335  }
336  }
337 
338  if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
339  for (TileIndex t : TileArea(tile).Expand(radius)) {
340  if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
341  }
342  }
343 
344  return planted;
345 }
346 
354 {
355  uint i, total;
356 
358 
360  case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
361  case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
362  default: NOT_REACHED();
363  }
364 
367  total *= i;
368  uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
369  total += num_groups * DEFAULT_TREE_STEPS;
371 
372  if (num_groups != 0) PlaceTreeGroups(num_groups);
373 
374  for (; i != 0; i--) {
376  }
377 }
378 
388 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
389 {
392  const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
393 
394  if (p2 >= MapSize()) return CMD_ERROR;
395  /* Check the tree type within the current climate */
396  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;
397 
398  Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
399  int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
400 
401  TileArea ta(tile, p2);
402  for (TileIndex current_tile : ta) {
403  switch (GetTileType(current_tile)) {
404  case MP_TREES:
405  /* no more space for trees? */
406  if (GetTreeCount(current_tile) == 4) {
407  msg = STR_ERROR_TREE_ALREADY_HERE;
408  continue;
409  }
410 
411  /* Test tree limit. */
412  if (--limit < 1) {
413  msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
414  break;
415  }
416 
417  if (flags & DC_EXEC) {
418  AddTreeCount(current_tile, 1);
419  MarkTileDirtyByTile(current_tile);
420  if (c != nullptr) c->tree_limit -= 1 << 16;
421  }
422  /* 2x as expensive to add more trees to an existing tile */
423  cost.AddCost(_price[PR_BUILD_TREES] * 2);
424  break;
425 
426  case MP_WATER:
427  if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
428  msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
429  continue;
430  }
431  FALLTHROUGH;
432 
433  case MP_CLEAR: {
434  if (IsBridgeAbove(current_tile)) {
435  msg = STR_ERROR_SITE_UNSUITABLE;
436  continue;
437  }
438 
439  TreeType treetype = (TreeType)tree_to_plant;
440  /* Be a bit picky about which trees go where. */
441  if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
442  /* No cacti outside the desert */
443  (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
444  /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
445  (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
446  /* And no subtropical trees in the desert/rain forest */
447  (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
448  msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
449  continue;
450  }
451 
452  /* Test tree limit. */
453  if (--limit < 1) {
454  msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
455  break;
456  }
457 
458  if (IsTileType(current_tile, MP_CLEAR)) {
459  /* Remove fields or rocks. Note that the ground will get barrened */
460  switch (GetRawClearGround(current_tile)) {
461  case CLEAR_FIELDS:
462  case CLEAR_ROCKS: {
463  CommandCost ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
464  if (ret.Failed()) return ret;
465  cost.AddCost(ret);
466  break;
467  }
468 
469  default: break;
470  }
471  }
472 
473  if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
475  if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
476  }
477 
478  if (flags & DC_EXEC) {
479  if (treetype == TREE_INVALID) {
480  treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
481  if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
482  }
483 
484  /* Plant full grown trees in scenario editor */
485  PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
486  MarkTileDirtyByTile(current_tile);
487  if (c != nullptr) c->tree_limit -= 1 << 16;
488 
489  /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
490  if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
491  SetTropicZone(current_tile, TROPICZONE_RAINFOREST);
492  }
493  }
494  cost.AddCost(_price[PR_BUILD_TREES]);
495  break;
496  }
497 
498  default:
499  msg = STR_ERROR_SITE_UNSUITABLE;
500  break;
501  }
502 
503  /* Tree limit used up? No need to check more. */
504  if (limit < 0) break;
505  }
506 
507  if (cost.GetCost() == 0) {
508  return_cmd_error(msg);
509  } else {
510  return cost;
511  }
512 }
513 
515  byte x, y;
516 };
517 
518 static void DrawTile_Trees(TileInfo *ti)
519 {
520  switch (GetTreeGround(ti->tile)) {
521  case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
522  case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
523  case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
524  default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
525  }
526 
527  /* Do not draw trees when the invisible trees setting is set */
528  if (IsInvisibilitySet(TO_TREES)) return;
529 
530  uint tmp = CountBits(ti->tile + ti->x + ti->y);
531  uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
532 
533  /* different tree styles above one of the grounds */
535  GetTreeDensity(ti->tile) >= 2 &&
536  IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
537  index += 164 - (TREE_SUB_ARCTIC << 2);
538  }
539 
540  assert(index < lengthof(_tree_layout_sprite));
541 
542  const PalSpriteID *s = _tree_layout_sprite[index];
543  const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
544 
545  /* combine trees into one sprite object */
547 
548  TreeListEnt te[4];
549 
550  /* put the trees to draw in a list */
551  uint trees = GetTreeCount(ti->tile);
552 
553  for (uint i = 0; i < trees; i++) {
554  SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
555  PaletteID pal = s[0].pal;
556 
557  te[i].sprite = sprite;
558  te[i].pal = pal;
559  te[i].x = d->x;
560  te[i].y = d->y;
561  s++;
562  d++;
563  }
564 
565  /* draw them in a sorted way */
566  int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
567 
568  for (; trees > 0; trees--) {
569  uint min = te[0].x + te[0].y;
570  uint mi = 0;
571 
572  for (uint i = 1; i < trees; i++) {
573  if ((uint)(te[i].x + te[i].y) < min) {
574  min = te[i].x + te[i].y;
575  mi = i;
576  }
577  }
578 
579  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);
580 
581  /* replace the removed one with the last one */
582  te[mi] = te[trees - 1];
583  }
584 
586 }
587 
588 
589 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
590 {
591  int z;
592  Slope tileh = GetTilePixelSlope(tile, &z);
593 
594  return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
595 }
596 
597 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
598 {
599  return FOUNDATION_NONE;
600 }
601 
602 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
603 {
604  uint num;
605 
608  if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
609  }
610 
611  num = GetTreeCount(tile);
612  if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
613 
614  if (flags & DC_EXEC) DoClearSquare(tile);
615 
616  return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
617 }
618 
619 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
620 {
621  TreeType tt = GetTreeType(tile);
622 
624  td->str = STR_LAI_TREE_NAME_RAINFOREST;
625  } else {
626  td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
627  }
628 
629  td->owner[0] = GetTileOwner(tile);
630 }
631 
632 static void TileLoopTreesDesert(TileIndex tile)
633 {
634  switch (GetTropicZone(tile)) {
635  case TROPICZONE_DESERT:
636  if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
638  MarkTileDirtyByTile(tile);
639  }
640  break;
641 
642  case TROPICZONE_RAINFOREST: {
643  static const SoundFx forest_sounds[] = {
648  };
649  uint32 r = Random();
650 
651  if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
652  break;
653  }
654 
655  default: break;
656  }
657 }
658 
659 static void TileLoopTreesAlps(TileIndex tile)
660 {
661  int k = GetTileZ(tile) - GetSnowLine() + 1;
662 
663  if (k < 0) {
664  switch (GetTreeGround(tile)) {
667  default: return;
668  }
669  } else {
670  uint density = std::min<uint>(k, 3);
671 
674  SetTreeGroundDensity(tile, tg, density);
675  } else if (GetTreeDensity(tile) != density) {
676  SetTreeGroundDensity(tile, GetTreeGround(tile), density);
677  } else {
678  if (GetTreeDensity(tile) == 3) {
679  uint32 r = Random();
680  if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
681  SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
682  }
683  }
684  return;
685  }
686  }
687  MarkTileDirtyByTile(tile);
688 }
689 
690 static bool CanPlantExtraTrees(TileIndex tile)
691 {
692  return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
695 }
696 
697 static void TileLoop_Trees(TileIndex tile)
698 {
699  if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
700  TileLoop_Water(tile);
701  } else {
703  case LT_TROPIC: TileLoopTreesDesert(tile); break;
704  case LT_ARCTIC: TileLoopTreesAlps(tile); break;
705  }
706  }
707 
708  AmbientSoundEffect(tile);
709 
710  uint treeCounter = GetTreeCounter(tile);
711 
712  /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
713  if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
714  uint density = GetTreeDensity(tile);
715  if (density < 3) {
716  SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
717  MarkTileDirtyByTile(tile);
718  }
719  }
720 
722 
723  if (GetTreeCounter(tile) < 15) {
724  AddTreeCounter(tile, 1);
725  return;
726  }
727  SetTreeCounter(tile, 0);
728 
729  switch (GetTreeGrowth(tile)) {
730  case 3: // regular sized tree
731  if (_settings_game.game_creation.landscape == LT_TROPIC &&
732  GetTreeType(tile) != TREE_CACTUS &&
733  GetTropicZone(tile) == TROPICZONE_DESERT) {
734  AddTreeGrowth(tile, 1);
735  } else {
736  switch (GB(Random(), 0, 3)) {
737  case 0: // start destructing
738  AddTreeGrowth(tile, 1);
739  break;
740 
741  case 1: // add a tree
742  if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
743  AddTreeCount(tile, 1);
744  SetTreeGrowth(tile, 0);
745  break;
746  }
747  FALLTHROUGH;
748 
749  case 2: { // add a neighbouring tree
750  if (!CanPlantExtraTrees(tile)) break;
751 
752  TreeType treetype = GetTreeType(tile);
753 
754  tile += TileOffsByDir((Direction)(Random() & 7));
755 
756  /* Cacti don't spread */
757  if (!CanPlantTreesOnTile(tile, false)) return;
758 
759  /* Don't plant trees, if ground was freshly cleared */
760  if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
761 
762  PlantTreesOnTile(tile, treetype, 0, 0);
763 
764  break;
765  }
766 
767  default:
768  return;
769  }
770  }
771  break;
772 
773  case 6: // final stage of tree destruction
774  if (!CanPlantExtraTrees(tile)) {
775  /* if trees can't spread just plant a new one to prevent deforestation */
776  SetTreeGrowth(tile, 0);
777  } else if (GetTreeCount(tile) > 1) {
778  /* more than one tree, delete it */
779  AddTreeCount(tile, -1);
780  SetTreeGrowth(tile, 3);
781  } else {
782  /* just one tree, change type into MP_CLEAR */
783  switch (GetTreeGround(tile)) {
784  case TREE_GROUND_SHORE: MakeShore(tile); break;
785  case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
786  case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
787  case TREE_GROUND_ROUGH_SNOW: {
788  uint density = GetTreeDensity(tile);
789  MakeClear(tile, CLEAR_ROUGH, 3);
790  MakeSnow(tile, density);
791  break;
792  }
793  default: // snow or desert
794  if (_settings_game.game_creation.landscape == LT_TROPIC) {
795  MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
796  } else {
797  uint density = GetTreeDensity(tile);
798  MakeClear(tile, CLEAR_GRASS, 3);
799  MakeSnow(tile, density);
800  }
801  break;
802  }
803  }
804  break;
805 
806  default:
807  AddTreeGrowth(tile, 1);
808  break;
809  }
810 
811  MarkTileDirtyByTile(tile);
812 }
813 
821 {
822  /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
823  static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<byte>::digits);
824 
825  /* byte underflow */
826  byte old_trees_tick_ctr = _trees_tick_ctr;
828  return old_trees_tick_ctr <= _trees_tick_ctr;
829 }
830 
831 void OnTick_Trees()
832 {
833  /* Don't spread trees if that's not allowed */
835 
836  uint32 r;
837  TileIndex tile;
838  TreeType tree;
839 
840  /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
841  * this is the maximum number of ticks that are skipped. Number of ticks to skip is
842  * inversely proportional to map size, so that is handled to create a mask. */
843  int skip = ScaleByMapSize(16);
844  if (skip < 16 && (_tick_counter & (16 / skip - 1)) != 0) return;
845 
846  /* place a tree at a random rainforest spot */
847  if (_settings_game.game_creation.landscape == LT_TROPIC) {
848  for (uint c = ScaleByMapSize(1); c > 0; c--) {
849  if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
850  CanPlantTreesOnTile(tile, false) &&
851  (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
852  PlantTreesOnTile(tile, tree, 0, 0);
853  }
854  }
855  }
856 
858 
859  /* place a tree at a random spot */
860  r = Random();
861  tile = RandomTileSeed(r);
862  if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
863  PlantTreesOnTile(tile, tree, 0, 0);
864  }
865 }
866 
867 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
868 {
869  return 0;
870 }
871 
872 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
873 {
874  /* not used */
875 }
876 
877 void InitializeTrees()
878 {
879  _trees_tick_ctr = 0;
880 }
881 
882 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
883 {
884  return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
885 }
886 
887 
888 extern const TileTypeProcs _tile_type_trees_procs = {
889  DrawTile_Trees, // draw_tile_proc
890  GetSlopePixelZ_Trees, // get_slope_z_proc
891  ClearTile_Trees, // clear_tile_proc
892  nullptr, // add_accepted_cargo_proc
893  GetTileDesc_Trees, // get_tile_desc_proc
894  GetTileTrackStatus_Trees, // get_tile_track_status_proc
895  nullptr, // click_tile_proc
896  nullptr, // animate_tile_proc
897  TileLoop_Trees, // tile_loop_proc
898  ChangeTileOwner_Trees, // change_tile_owner_proc
899  nullptr, // add_produced_cargo_proc
900  nullptr, // vehicle_enter_tile_proc
901  GetFoundation_Trees, // get_foundation_proc
902  TerraformTile_Trees, // terraform_tile_proc
903 };
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:46
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
TileIndex
uint32 TileIndex
The index/ID of a Tile.
Definition: tile_type.h:83
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:76
sound_func.h
DoCommand
CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags)
Shorthand for calling the long DoCommand with a container.
Definition: command.cpp:450
PlaceTreeAtSameHeight
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
Place a tree at the same height as an existing tree.
Definition: tree_cmd.cpp:218
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:353
TP_NONE
@ TP_NONE
No tree placer algorithm.
Definition: tree_cmd.cpp:39
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:347
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:23
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:3592
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:321
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
CLEAR_ROCKS
@ CLEAR_ROCKS
3
Definition: clear_map.h:22
ExtraTreePlacement
ExtraTreePlacement
Where to place trees while in-game?
Definition: tree_cmd.cpp:45
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:88
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:77
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
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
DEFAULT_TREE_STEPS
static const uint16 DEFAULT_TREE_STEPS
Default number of attempts for placing trees.
Definition: tree_cmd.cpp:55
GetPartialPixelZ
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
Definition: landscape.cpp:216
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:52
IsCoast
static bool IsCoast(TileIndex t)
Is it a coast tile?
Definition: water_map.h:195
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
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
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:348
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:57
tree_land.h
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:346
genworld.h
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
PlaceTreesRandomly
void PlaceTreesRandomly()
Place some trees randomly.
Definition: tree_cmd.cpp:247
newgrf_generic.h
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1494
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:577
GetTreeCounter
static uint GetTreeCounter(TileIndex t)
Get the tick counter of a tree tile.
Definition: tree_map.h:226
IsInsideMM
static bool IsInsideMM(const T x, const size_t min, const size_t max)
Checks if a value is in an interval.
Definition: math_func.hpp:204
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:214
GetTreeCount
static uint GetTreeCount(TileIndex t)
Returns the number of trees on a tile.
Definition: tree_map.h:149
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
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:33
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:23
GetSnowLine
byte GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:645
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:597
clear_func.h
_trees_tick_ctr
byte _trees_tick_ctr
Determines when to consider building more trees.
Definition: tree_cmd.cpp:53
ETP_NO_SPREAD
@ ETP_NO_SPREAD
Grow trees on tiles that have them but don't spread to new ones.
Definition: tree_cmd.cpp:46
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:52
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:159
ETP_SPREAD_RAINFOREST
@ ETP_SPREAD_RAINFOREST
Grow trees on tiles that have them, only spread to new ones in rainforests.
Definition: tree_cmd.cpp:47
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:307
PlaceTree
static void PlaceTree(TileIndex tile, uint32 r)
Make a random tree tile of the given tile.
Definition: tree_cmd.cpp:162
PlaceTreeGroups
static void PlaceTreeGroups(uint num_groups)
Creates a number of tree groups.
Definition: tree_cmd.cpp:187
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
OrthogonalTileArea
Represents the covered area of e.g.
Definition: tilearea_type.h:18
EndSpriteCombine
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition: viewport.cpp:771
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:53
TP_IMPROVED
@ TP_IMPROVED
A 'improved' algorithm.
Definition: tree_cmd.cpp:41
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:586
TileOffsByDir
static TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition: map_func.h:355
_tick_counter
uint16 _tick_counter
Ever incrementing (and sometimes wrapping) tick counter for setting off various events.
Definition: date.cpp:30
safeguards.h
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:82
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:761
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
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
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:49
date_func.h
CommandCost::AddCost
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:62
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:1223
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:3671
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:665
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:48
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:50
EconomySettings::dist_local_authority
byte dist_local_authority
distance for town local authority, default 20
Definition: settings_type.h:506
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:132
CmdPlantTree
CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Plant a tree.
Definition: tree_cmd.cpp:388
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:53
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:514
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:1480
TreePlacer
TreePlacer
List of tree placer algorithm.
Definition: tree_cmd.cpp:38
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:56
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:40
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:1987
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:375
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:92
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:820
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:67
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
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:378
Town
Town data structure.
Definition: town.h:50
random_func.hpp
INVALID_TILE
static const TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:88
GameCreationSettings::tree_placer
byte tree_placer
the tree placer algorithm
Definition: settings_type.h:317
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:578
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:75
GetTilePixelSlope
static Slope GetTilePixelSlope(TileIndex tile, int *h)
Return the slope of a given tile.
Definition: tile_map.h:280
Company
Definition: company_base.h:115
CLEAR_FIELDS
@ CLEAR_FIELDS
3
Definition: clear_map.h:23
CMD_LANDSCAPE_CLEAR
@ CMD_LANDSCAPE_CLEAR
demolish a tile
Definition: command_type.h:180
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:581
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