OpenTTD Source: src/tree_cmd.cpp Source File

OpenTTD Source 15.0-beta1

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 "timer/timer_game_tick.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
55uint8_t _trees_tick_ctr;
56
57 static const uint16_t DEFAULT_TREE_STEPS = 1000;
58 static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS = 15000;
59 static const uint16_t 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, TreeGrowthStage 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 ClearNeighbourNonFloodingStates(tile);
106 break;
107
108 case MP_CLEAR:
109 switch (GetClearGround(tile)) {
110 case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
111 case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
112 case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
113 default: ground = TREE_GROUND_SNOW_DESERT; break;
114 }
115 if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
116 break;
117
118 default: NOT_REACHED();
119 }
120
121 MakeTree(tile, treetype, count, growth, ground, density);
122}
123
135 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
136{
137 switch (_settings_game.game_creation.landscape) {
138 case LT_TEMPERATE:
139 return static_cast<TreeType>(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
140
141 case LT_ARCTIC:
142 return static_cast<TreeType>(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
143
144 case LT_TROPIC:
145 switch (GetTropicZone(tile)) {
146 case TROPICZONE_NORMAL: return static_cast<TreeType>(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
147 case TROPICZONE_DESERT: return static_cast<TreeType>((seed > 12) ? TREE_INVALID : TREE_CACTUS);
148 default: return static_cast<TreeType>(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
149 }
150
151 default:
152 return static_cast<TreeType>(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
153 }
154}
155
165 static void PlaceTree(TileIndex tile, uint32_t r)
166{
167 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
168
169 if (tree != TREE_INVALID) {
170 PlantTreesOnTile(tile, tree, GB(r, 22, 2), static_cast<TreeGrowthStage>(std::min<uint8_t>(GB(r, 16, 3), 6)));
171 MarkTileDirtyByTile(tile);
172
173 /* Rerandomize ground, if neither snow nor shore */
174 TreeGround ground = GetTreeGround(tile);
175 if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
176 SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
177 }
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_t 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
199 IncreaseGeneratingWorldProgress(GWP_TREE);
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_t 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
247 void PlaceTreesRandomly()
248{
249 int i, j, ht;
250
251 i = Map::ScaleBySize(DEFAULT_TREE_STEPS);
252 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
253 do {
254 uint32_t r = Random();
255 TileIndex tile = RandomTileSeed(r);
256
257 IncreaseGeneratingWorldProgress(GWP_TREE);
258
259 if (CanPlantTreesOnTile(tile, true)) {
260 PlaceTree(tile, r);
261 if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
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) {
279 i = Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
280 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
281
282 do {
283 uint32_t r = Random();
284 TileIndex tile = RandomTileSeed(r);
285
286 IncreaseGeneratingWorldProgress(GWP_TREE);
287
288 if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
289 PlaceTree(tile, r);
290 }
291 } while (--i);
292 }
293}
294
307uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
308{
309 assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
310 assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
311 const bool allow_desert = treetype == TREE_CACTUS;
312 uint planted = 0;
313
314 for (; count > 0; count--) {
315 /* Simple quasi-normal distribution with range [-radius; radius) */
316 auto mkcoord = [&]() -> int32_t {
317 const uint32_t rand = InteractiveRandom();
318 const int32_t dist = GB<int32_t>(rand, 0, 8) + GB<int32_t>(rand, 8, 8) + GB<int32_t>(rand, 16, 8) + GB<int32_t>(rand, 24, 8);
319 const int32_t scu = dist * radius / 512;
320 return scu - radius;
321 };
322 const int32_t xofs = mkcoord();
323 const int32_t yofs = mkcoord();
324 const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
325 if (tile_to_plant != INVALID_TILE) {
326 if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
327 AddTreeCount(tile_to_plant, 1);
328 SetTreeGrowth(tile_to_plant, TreeGrowthStage::Growing1);
329 MarkTileDirtyByTile(tile_to_plant, 0);
330 planted++;
331 } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
332 PlantTreesOnTile(tile_to_plant, treetype, 0, TreeGrowthStage::Grown);
333 MarkTileDirtyByTile(tile_to_plant, 0);
334 planted++;
335 }
336 }
337 }
338
339 if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
340 for (TileIndex t : TileArea(tile).Expand(radius)) {
341 if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
342 }
343 }
344
345 return planted;
346}
347
354 void GenerateTrees()
355{
356 uint i, total;
357
358 if (_settings_game.game_creation.tree_placer == TP_NONE) return;
359
360 switch (_settings_game.game_creation.tree_placer) {
361 case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
362 case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
363 default: NOT_REACHED();
364 }
365
366 total = Map::ScaleBySize(DEFAULT_TREE_STEPS);
367 if (_settings_game.game_creation.landscape == LT_TROPIC) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
368 total *= i;
369 uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
370 total += num_groups * DEFAULT_TREE_STEPS;
371 SetGeneratingWorldProgress(GWP_TREE, total);
372
373 if (num_groups != 0) PlaceTreeGroups(num_groups);
374
375 for (; i != 0; i--) {
376 PlaceTreesRandomly();
377 }
378}
379
389 CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
390{
391 StringID msg = INVALID_STRING_ID;
392 CommandCost cost(EXPENSES_OTHER);
393
394 if (start_tile >= Map::Size()) 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 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
402 for (; *iter != INVALID_TILE; ++(*iter)) {
403 TileIndex current_tile = *iter;
404 switch (GetTileType(current_tile)) {
405 case MP_TREES:
406 /* no more space for trees? */
407 if (GetTreeCount(current_tile) == 4) {
408 msg = STR_ERROR_TREE_ALREADY_HERE;
409 continue;
410 }
411
412 /* Test tree limit. */
413 if (--limit < 1) {
414 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
415 break;
416 }
417
418 if (flags & DC_EXEC) {
419 AddTreeCount(current_tile, 1);
420 MarkTileDirtyByTile(current_tile);
421 if (c != nullptr) c->tree_limit -= 1 << 16;
422 }
423 /* 2x as expensive to add more trees to an existing tile */
424 cost.AddCost(_price[PR_BUILD_TREES] * 2);
425 break;
426
427 case MP_WATER:
428 if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
429 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
430 continue;
431 }
432 [[fallthrough]];
433
434 case MP_CLEAR: {
435 if (IsBridgeAbove(current_tile)) {
436 msg = STR_ERROR_SITE_UNSUITABLE;
437 continue;
438 }
439
440 TreeType treetype = (TreeType)tree_to_plant;
441 /* Be a bit picky about which trees go where. */
442 if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
443 /* No cacti outside the desert */
444 (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
445 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
446 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
447 /* And no subtropical trees in the desert/rain forest */
448 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
449 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
450 continue;
451 }
452
453 /* Test tree limit. */
454 if (--limit < 1) {
455 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
456 break;
457 }
458
459 if (IsTileType(current_tile, MP_CLEAR)) {
460 /* Remove fields or rocks. Note that the ground will get barrened */
461 switch (GetRawClearGround(current_tile)) {
462 case CLEAR_FIELDS:
463 case CLEAR_ROCKS: {
464 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
465 if (ret.Failed()) return ret;
466 cost.AddCost(ret);
467 break;
468 }
469
470 default: break;
471 }
472 }
473
474 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
475 Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority);
476 if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
477 }
478
479 if (flags & DC_EXEC) {
480 if (treetype == TREE_INVALID) {
481 treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
482 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
483 }
484
485 /* Plant full grown trees in scenario editor */
486 PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? TreeGrowthStage::Grown : TreeGrowthStage::Growing1);
487 MarkTileDirtyByTile(current_tile);
488 if (c != nullptr) c->tree_limit -= 1 << 16;
489
490 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
491 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
492 SetTropicZone(current_tile, TROPICZONE_RAINFOREST);
493 }
494 }
495 cost.AddCost(_price[PR_BUILD_TREES]);
496 break;
497 }
498
499 default:
500 msg = STR_ERROR_SITE_UNSUITABLE;
501 break;
502 }
503
504 /* Tree limit used up? No need to check more. */
505 if (limit < 0) break;
506 }
507
508 if (cost.GetCost() == 0) {
509 return CommandCost(msg);
510 } else {
511 return cost;
512 }
513}
514
515 struct TreeListEnt : PalSpriteID {
516 uint8_t x, y;
517};
518
519static void DrawTile_Trees(TileInfo *ti)
520{
521 switch (GetTreeGround(ti->tile)) {
522 case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
523 case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
524 case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
525 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
526 }
527
528 /* Do not draw trees when the invisible trees setting is set */
529 if (IsInvisibilitySet(TO_TREES)) return;
530
531 uint tmp = CountBits(ti->tile.base() + ti->x + ti->y);
532 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
533
534 /* different tree styles above one of the grounds */
535 if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
536 GetTreeDensity(ti->tile) >= 2 &&
537 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
538 index += 164 - (TREE_SUB_ARCTIC << 2);
539 }
540
541 assert(index < lengthof(_tree_layout_sprite));
542
543 const PalSpriteID *s = _tree_layout_sprite[index];
544 const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
545
546 /* combine trees into one sprite object */
547 StartSpriteCombine();
548
549 TreeListEnt te[4];
550
551 /* put the trees to draw in a list */
552 uint trees = GetTreeCount(ti->tile);
553
554 for (uint i = 0; i < trees; i++) {
555 SpriteID sprite = s[0].sprite + (i == trees - 1 ? static_cast<uint>(GetTreeGrowth(ti->tile)) : 3);
556 PaletteID pal = s[0].pal;
557
558 te[i].sprite = sprite;
559 te[i].pal = pal;
560 te[i].x = d->x;
561 te[i].y = d->y;
562 s++;
563 d++;
564 }
565
566 /* draw them in a sorted way */
567 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
568
569 for (; trees > 0; trees--) {
570 uint min = te[0].x + te[0].y;
571 uint mi = 0;
572
573 for (uint i = 1; i < trees; i++) {
574 if ((uint)(te[i].x + te[i].y) < min) {
575 min = te[i].x + te[i].y;
576 mi = i;
577 }
578 }
579
580 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);
581
582 /* replace the removed one with the last one */
583 te[mi] = te[trees - 1];
584 }
585
586 EndSpriteCombine();
587}
588
589
590static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, bool)
591{
592 auto [tileh, z] = GetTilePixelSlope(tile);
593
594 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
595}
596
597static Foundation GetFoundation_Trees(TileIndex, Slope)
598{
599 return FOUNDATION_NONE;
600}
601
602static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
603{
604 uint num;
605
606 if (Company::IsValidID(_current_company)) {
607 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
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
619static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
620{
621 TreeType tt = GetTreeType(tile);
622
623 if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
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
632static void TileLoopTreesDesert(TileIndex tile)
633{
634 switch (GetTropicZone(tile)) {
635 case TROPICZONE_DESERT:
636 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
637 SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
638 MarkTileDirtyByTile(tile);
639 }
640 break;
641
642 case TROPICZONE_RAINFOREST: {
643 static const SoundFx forest_sounds[] = {
644 SND_42_RAINFOREST_1,
645 SND_43_RAINFOREST_2,
646 SND_44_RAINFOREST_3,
647 SND_48_RAINFOREST_4
648 };
649 uint32_t 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
659static void TileLoopTreesAlps(TileIndex tile)
660{
661 int k = GetTileZ(tile) - GetSnowLine() + 1;
662
663 if (k < 0) {
664 switch (GetTreeGround(tile)) {
665 case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
666 case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
667 default: return;
668 }
669 } else {
670 uint density = std::min<uint>(k, 3);
671
672 if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
673 TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
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_t 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
690static bool CanPlantExtraTrees(TileIndex tile)
691{
692 return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
693 (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
694 _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
695}
696
697static void TileLoop_Trees(TileIndex tile)
698{
699 if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
700 TileLoop_Water(tile);
701 } else {
702 switch (_settings_game.game_creation.landscape) {
703 case LT_TROPIC: TileLoopTreesDesert(tile); break;
704 case LT_ARCTIC: TileLoopTreesAlps(tile); break;
705 }
706 }
707
708 AmbientSoundEffect(tile);
709
710 /* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits.
711 * Also, we use a simple hash to spread the updates evenly over the map.
712 * 11 and 9 are just some co-prime numbers for better spread.
713 */
714 uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8);
715
716 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
717 if ((cycle & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
718 uint density = GetTreeDensity(tile);
719 if (density < 3) {
720 SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
721 MarkTileDirtyByTile(tile);
722 }
723 }
724
725 if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
726
727 static const uint32_t TREE_UPDATE_FREQUENCY = 16; // How many tile updates happen for one tree update
728 if (cycle % TREE_UPDATE_FREQUENCY != TREE_UPDATE_FREQUENCY - 1) return;
729
730 switch (GetTreeGrowth(tile)) {
731 case TreeGrowthStage::Grown: // regular sized tree
732 if (_settings_game.game_creation.landscape == LT_TROPIC &&
733 GetTreeType(tile) != TREE_CACTUS &&
734 GetTropicZone(tile) == TROPICZONE_DESERT) {
735 AddTreeGrowth(tile, 1);
736 } else {
737 switch (GB(Random(), 0, 3)) {
738 case 0: // start destructing
739 AddTreeGrowth(tile, 1);
740 break;
741
742 case 1: // add a tree
743 if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
744 AddTreeCount(tile, 1);
745 SetTreeGrowth(tile, TreeGrowthStage::Growing1);
746 break;
747 }
748 [[fallthrough]];
749
750 case 2: { // add a neighbouring tree
751 if (!CanPlantExtraTrees(tile)) break;
752
753 TreeType treetype = GetTreeType(tile);
754
755 tile += TileOffsByDir(static_cast<Direction>(Random() % DIR_END));
756
757 /* Cacti don't spread */
758 if (!CanPlantTreesOnTile(tile, false)) return;
759
760 /* Don't plant trees, if ground was freshly cleared */
761 if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
762
763 PlantTreesOnTile(tile, treetype, 0, TreeGrowthStage::Growing1);
764
765 break;
766 }
767
768 default:
769 return;
770 }
771 }
772 break;
773
774 case TreeGrowthStage::Dead: // final stage of tree destruction
775 if (!CanPlantExtraTrees(tile)) {
776 /* if trees can't spread just plant a new one to prevent deforestation */
777 SetTreeGrowth(tile, TreeGrowthStage::Growing1);
778 } else if (GetTreeCount(tile) > 1) {
779 /* more than one tree, delete it */
780 AddTreeCount(tile, -1);
781 SetTreeGrowth(tile, TreeGrowthStage::Grown);
782 } else {
783 /* just one tree, change type into MP_CLEAR */
784 switch (GetTreeGround(tile)) {
785 case TREE_GROUND_SHORE: MakeShore(tile); break;
786 case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
787 case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
788 case TREE_GROUND_ROUGH_SNOW: {
789 uint density = GetTreeDensity(tile);
790 MakeClear(tile, CLEAR_ROUGH, 3);
791 MakeSnow(tile, density);
792 break;
793 }
794 default: // snow or desert
795 if (_settings_game.game_creation.landscape == LT_TROPIC) {
796 MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
797 } else {
798 uint density = GetTreeDensity(tile);
799 MakeClear(tile, CLEAR_GRASS, 3);
800 MakeSnow(tile, density);
801 }
802 break;
803 }
804 }
805 break;
806
807 default:
808 AddTreeGrowth(tile, 1);
809 break;
810 }
811
812 MarkTileDirtyByTile(tile);
813}
814
821 bool DecrementTreeCounter()
822{
823 /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
824 static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<uint8_t>::digits);
825
826 /* byte underflow */
827 uint8_t old_trees_tick_ctr = _trees_tick_ctr;
828 _trees_tick_ctr -= Map::ScaleBySize(1);
829 return old_trees_tick_ctr <= _trees_tick_ctr;
830}
831
832void OnTick_Trees()
833{
834 /* Don't spread trees if that's not allowed */
835 if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
836
837 uint32_t r;
838 TileIndex tile;
839 TreeType tree;
840
841 /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
842 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
843 * inversely proportional to map size, so that is handled to create a mask. */
844 int skip = Map::ScaleBySize(16);
845 if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return;
846
847 /* place a tree at a random rainforest spot */
848 if (_settings_game.game_creation.landscape == LT_TROPIC) {
849 for (uint c = Map::ScaleBySize(1); c > 0; c--) {
850 if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
851 CanPlantTreesOnTile(tile, false) &&
852 (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
853 PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
854 }
855 }
856 }
857
858 if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
859
860 /* place a tree at a random spot */
861 r = Random();
862 tile = RandomTileSeed(r);
863 if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
864 PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
865 }
866}
867
868static TrackStatus GetTileTrackStatus_Trees(TileIndex, TransportType, uint, DiagDirection)
869{
870 return 0;
871}
872
873static void ChangeTileOwner_Trees(TileIndex, Owner, Owner)
874{
875 /* not used */
876}
877
878void InitializeTrees()
879{
880 _trees_tick_ctr = 0;
881}
882
883static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int, Slope)
884{
885 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
886}
887
888
889extern const TileTypeProcs _tile_type_trees_procs = {
890 DrawTile_Trees, // draw_tile_proc
891 GetSlopePixelZ_Trees, // get_slope_z_proc
892 ClearTile_Trees, // clear_tile_proc
893 nullptr, // add_accepted_cargo_proc
894 GetTileDesc_Trees, // get_tile_desc_proc
895 GetTileTrackStatus_Trees, // get_tile_track_status_proc
896 nullptr, // click_tile_proc
897 nullptr, // animate_tile_proc
898 TileLoop_Trees, // tile_loop_proc
899 ChangeTileOwner_Trees, // change_tile_owner_proc
900 nullptr, // add_produced_cargo_proc
901 nullptr, // vehicle_enter_tile_proc
902 GetFoundation_Trees, // get_foundation_proc
903 TerraformTile_Trees, // terraform_tile_proc
904};
CountBits
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
Definition bitmath_func.hpp:262
GB
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
Definition bitmath_func.hpp:32
IsBridgeAbove
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
CommandCost
Common return value for all commands.
Definition command_type.h:23
CommandCost::AddCost
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition command_type.h:63
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition command_type.h:83
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition command_type.h:171
TileIterator::Create
static std::unique_ptr< TileIterator > Create(TileIndex corner1, TileIndex corner2, bool diagonal)
Create either an OrthogonalTileIterator or DiagonalTileIterator given the diagonal parameter.
Definition tilearea.cpp:291
TimerGameTick::counter
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Definition timer_game_tick.h:60
clear_func.h
Functions related to clear (MP_CLEAR) land.
clear_land.h
Tables with sprites for clear land and fences.
clear_map.h
Map accessors for 'clear' tiles.
GetRawClearGround
ClearGround GetRawClearGround(Tile t)
Get the type of clear tile but never return CLEAR_SNOW.
Definition clear_map.h:47
IsClearGround
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:71
CLEAR_GRASS
@ CLEAR_GRASS
0-3
Definition clear_map.h:20
CLEAR_FIELDS
@ CLEAR_FIELDS
3
Definition clear_map.h:23
CLEAR_DESERT
@ CLEAR_DESERT
1,3
Definition clear_map.h:25
CLEAR_SNOW
@ CLEAR_SNOW
0-3
Definition clear_map.h:24
CLEAR_ROUGH
@ CLEAR_ROUGH
3
Definition clear_map.h:21
CLEAR_ROCKS
@ CLEAR_ROCKS
3
Definition clear_map.h:22
MakeSnow
void MakeSnow(Tile t, uint density=0)
Make a snow tile.
Definition clear_map.h:300
MakeClear
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:259
GetClearGround
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:59
GetClearDensity
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition clear_map.h:83
command_func.h
Functions related to commands.
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition command_func.h:28
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition command_type.h:374
DC_EXEC
@ DC_EXEC
execute the given command
Definition command_type.h:376
company_base.h
Definition of stuff that is very close to a company, like the company struct itself.
_current_company
CompanyID _current_company
Company currently doing an action.
Definition company_cmd.cpp:53
company_func.h
Functions related to companies.
Owner
Owner
Enum for all companies/owners.
Definition company_type.h:18
Direction
Direction
Defines the 8 directions on the map.
Definition direction_type.h:24
DIR_END
@ DIR_END
Used to iterate.
Definition direction_type.h:34
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition direction_type.h:73
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition economy_type.h:173
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition economy_type.h:185
genworld.h
Functions related to world/map generation.
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition genworld_gui.cpp:1547
GWP_TREE
@ GWP_TREE
Generate trees.
Definition genworld.h:77
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition genworld_gui.cpp:1533
SpriteID
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:18
PaletteID
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:19
GetSnowLine
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
Definition landscape.cpp:609
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:2057
GetPartialPixelZ
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
Definition landscape.cpp:228
landscape.h
Functions related to OTTD's landscape.
landscape_cmd.h
Command definitions related to landscape (slopes etc.).
DistanceSquare
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:163
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:97
RandomTileSeed
TileIndex RandomTileSeed(uint32_t r)
Get a random tile out of a given seed.
Definition map_func.h:650
RandomTile
#define RandomTile()
Get a valid random tile.
Definition map_func.h:661
TileOffsByDir
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition map_func.h:581
TileY
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:425
TileX
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:415
MIN_MAP_SIZE_BITS
static const uint MIN_MAP_SIZE_BITS
Minimal and maximal map width and height.
Definition map_type.h:37
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:38
IsInsideBS
constexpr 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:252
abs
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
Delta
constexpr T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
Definition math_func.hpp:234
IsInsideMM
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:268
newgrf_generic.h
Functions related to generic callbacks.
AmbientSoundEffect
void AmbientSoundEffect(TileIndex tile)
Play an ambient sound effect for an empty tile.
Definition newgrf_generic.h:54
random_func.hpp
Pseudo random number generator.
Chance16I
bool Chance16I(const uint32_t a, const uint32_t b, const uint32_t r)
Checks if a given randomize-number is below a given probability.
Definition random_func.hpp:118
safeguards.h
A number of safeguards to prevent using unsafe methods.
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:57
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
IsSlopeWithOneCornerRaised
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:88
SlopeToSpriteOffset
uint SlopeToSpriteOffset(Slope s)
Returns the Sprite offset for a given Slope.
Definition slope_func.h:415
GetSlopeMaxPixelZ
static constexpr int GetSlopeMaxPixelZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition slope_func.h:173
Slope
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
Foundation
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
sound_func.h
Functions related to sound.
SoundFx
SoundFx
Sound effects from baseset.
Definition sound_type.h:45
SND_39_ARCTIC_SNOW_2
@ SND_39_ARCTIC_SNOW_2
57 == 0x39 Tree ambient: arctic snow (2): heavy wind
Definition sound_type.h:104
SND_44_RAINFOREST_3
@ SND_44_RAINFOREST_3
68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
Definition sound_type.h:115
SND_34_ARCTIC_SNOW_1
@ SND_34_ARCTIC_SNOW_1
52 == 0x34 Tree ambient: arctic snow (1): wind
Definition sound_type.h:99
SND_43_RAINFOREST_2
@ SND_43_RAINFOREST_2
67 == 0x43 Tree ambient: rainforest ambient (2): lion
Definition sound_type.h:114
SND_42_RAINFOREST_1
@ SND_42_RAINFOREST_1
66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
Definition sound_type.h:113
SND_48_RAINFOREST_4
@ SND_48_RAINFOREST_4
72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
Definition sound_type.h:119
stdafx.h
Definition of base types and functions in a cross-platform compatible way.
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:280
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition strings_type.h:16
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
ClientSettings::sound
SoundSettings sound
sound effect settings
Definition settings_type.h:613
CommandHelper
Definition command_func.h:83
CompanyProperties::tree_limit
uint32_t tree_limit
Amount of trees we can (still) plant (times 65536).
Definition company_base.h:105
Company
Definition company_base.h:133
ConstructionSettings::extra_tree_placement
uint8_t extra_tree_placement
(dis)allow building extra trees in-game
Definition settings_type.h:396
EconomySettings::dist_local_authority
uint8_t dist_local_authority
distance for town local authority, default 20
Definition settings_type.h:518
GameCreationSettings::tree_placer
uint8_t tree_placer
the tree placer algorithm
Definition settings_type.h:364
GameCreationSettings::landscape
uint8_t landscape
the landscape we're currently in
Definition settings_type.h:368
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition settings_type.h:602
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition settings_type.h:594
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition settings_type.h:593
Map::ScaleBySize
static uint ScaleBySize(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:328
Map::Size
static debug_inline uint Size()
Get the size of the map.
Definition map_func.h:288
OrthogonalTileArea::Expand
OrthogonalTileArea & Expand(int rad)
Expand a tile area by rad tiles in each direction, keeping within map bounds.
Definition tilearea.cpp:123
PalSpriteID
Combination of a palette sprite and a 'real' sprite.
Definition gfx_type.h:23
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:24
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition gfx_type.h:25
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:328
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition pool_type.hpp:350
SoundSettings::ambient
bool ambient
Play ambient, industry and town sounds.
Definition settings_type.h:252
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > >
TileDesc
Tile description for the 'land area information' tool.
Definition tile_cmd.h:52
TileDesc::str
StringID str
Description of the tile.
Definition tile_cmd.h:53
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition tile_cmd.h:55
TileInfo
Tile information, used while rendering the tile.
Definition tile_cmd.h:43
TileInfo::z
int z
Height.
Definition tile_cmd.h:48
TileInfo::x
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:44
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition tile_cmd.h:46
TileInfo::tile
TileIndex tile
Tile index.
Definition tile_cmd.h:47
TileInfo::y
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:45
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:158
Town
Town data structure.
Definition town.h:54
TreeListEnt
Definition tree_cmd.cpp:515
TreePos
Definition tree_land.h:16
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
GetTileOwner
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
GetTileType
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
GetTilePixelSlope
std::tuple< Slope, int > GetTilePixelSlope(TileIndex tile)
Return the slope of a given tile.
Definition tile_map.h:289
GetTropicZone
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
IsTileType
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
GetTileSlope
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
SetTropicZone
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition tile_map.h:225
TROPICZONE_RAINFOREST
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition tile_type.h:79
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
TROPICZONE_NORMAL
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition tile_type.h:77
INVALID_TILE
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
MP_TREES
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
MP_WATER
@ MP_WATER
Water tile.
Definition tile_type.h:54
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition tilearea_type.h:102
timer_game_tick.h
Definition of the tick-based game-timer.
town.h
Base of the town class.
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:3896
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition town_cmd.cpp:3975
TO_TREES
@ TO_TREES
trees
Definition transparency.h:24
IsTransparencySet
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
IsInvisibilitySet
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
TransportType
TransportType
Available types of transport.
Definition transport_type.h:19
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
PlantTreesOnTile
static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, TreeGrowthStage growth)
Creates a tree tile Ground type and density is preserved.
Definition tree_cmd.cpp:94
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:135
ExtraTreePlacement
ExtraTreePlacement
Where to place trees while in-game?
Definition tree_cmd.cpp:47
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
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
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
ETP_SPREAD_ALL
@ ETP_SPREAD_ALL
Grow trees and spread them without restrictions.
Definition tree_cmd.cpp:50
GenerateTrees
void GenerateTrees()
Place new trees.
Definition tree_cmd.cpp:354
EDITOR_TREE_DIV
static const uint16_t EDITOR_TREE_DIV
Game editor tree generation divisor factor.
Definition tree_cmd.cpp:59
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
TreePlacer
TreePlacer
List of tree placer algorithm.
Definition tree_cmd.cpp:40
TP_IMPROVED
@ TP_IMPROVED
A 'improved' algorithm.
Definition tree_cmd.cpp:43
TP_NONE
@ TP_NONE
No tree placer algorithm.
Definition tree_cmd.cpp:41
TP_ORIGINAL
@ TP_ORIGINAL
The original algorithm.
Definition tree_cmd.cpp:42
PlaceTreesRandomly
void PlaceTreesRandomly()
Place some trees randomly.
Definition tree_cmd.cpp:247
DEFAULT_TREE_STEPS
static const uint16_t DEFAULT_TREE_STEPS
Default number of attempts for placing trees.
Definition tree_cmd.cpp:57
DEFAULT_RAINFOREST_TREE_STEPS
static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS
Default number of attempts for placing extra trees at rainforest in tropic.
Definition tree_cmd.cpp:58
PlaceTreeAtSameHeight
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
Place a tree at the same height as an existing tree.
Definition tree_cmd.cpp:218
CmdPlantTree
CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
Plant a tree.
Definition tree_cmd.cpp:389
_trees_tick_ctr
uint8_t _trees_tick_ctr
Determines when to consider building more trees.
Definition tree_cmd.cpp:55
PlaceTree
static void PlaceTree(TileIndex tile, uint32_t r)
Make a random tree tile of the given tile.
Definition tree_cmd.cpp:165
PlaceTreeGroups
static void PlaceTreeGroups(uint num_groups)
Creates a number of tree groups.
Definition tree_cmd.cpp:187
DecrementTreeCounter
bool DecrementTreeCounter()
Decrement the tree tick counter.
Definition tree_cmd.cpp:821
tree_cmd.h
Command definitions related to tree tiles.
tree_land.h
Sprites to use and how to display them for tree tiles.
tree_map.h
Map accessors for tree tiles.
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
GetTreeCount
uint GetTreeCount(Tile t)
Returns the number of trees on a tile.
Definition tree_map.h:163
GetTreeGrowth
TreeGrowthStage GetTreeGrowth(Tile t)
Returns the tree growth stage.
Definition tree_map.h:195
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
TREE_COUNT_TOYLAND
static const uint TREE_COUNT_TOYLAND
number of tree types on a toyland map.
Definition tree_map.h:45
MakeTree
void MakeTree(Tile t, TreeType type, uint count, TreeGrowthStage growth, TreeGround ground, uint density)
Make a tree-tile.
Definition tree_map.h:244
SetTreeGrowth
void SetTreeGrowth(Tile t, TreeGrowthStage g)
Sets the tree growth stage of a tile.
Definition tree_map.h:226
GetTreeGround
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
TreeGrowthStage
TreeGrowthStage
Enumeration for tree growth stages.
Definition tree_map.h:65
TreeGrowthStage::Grown
@ Grown
Fully grown tree.
TreeGrowthStage::Dead
@ Dead
Dead tree.
TreeGrowthStage::Growing1
@ Growing1
First stage of growth.
AddTreeCount
void AddTreeCount(Tile t, int c)
Add a amount to the tree-count value of a tile with trees.
Definition tree_map.h:180
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
GetTreeType
TreeType GetTreeType(Tile t)
Returns the treetype of a tile.
Definition tree_map.h:87
TreeGround
TreeGround
Enumeration for ground types of tiles with trees.
Definition tree_map.h:52
TREE_GROUND_GRASS
@ TREE_GROUND_GRASS
normal grass
Definition tree_map.h:53
TREE_GROUND_SHORE
@ TREE_GROUND_SHORE
shore
Definition tree_map.h:56
TREE_GROUND_ROUGH_SNOW
@ TREE_GROUND_ROUGH_SNOW
A snow tile that is rough underneath.
Definition tree_map.h:57
TREE_GROUND_SNOW_DESERT
@ TREE_GROUND_SNOW_DESERT
a desert or snow tile, depend on landscape
Definition tree_map.h:55
TREE_GROUND_ROUGH
@ TREE_GROUND_ROUGH
some rough tile
Definition tree_map.h:54
TreeType
TreeType
List of tree types along all landscape types.
Definition tree_map.h:25
TREE_RAINFOREST
@ TREE_RAINFOREST
tree on the 'green part' on a sub-tropical map
Definition tree_map.h:28
TREE_TOYLAND
@ TREE_TOYLAND
tree on a toyland map
Definition tree_map.h:31
TREE_SUB_ARCTIC
@ TREE_SUB_ARCTIC
tree on a sub_arctic landscape
Definition tree_map.h:27
TREE_SUB_TROPICAL
@ TREE_SUB_TROPICAL
tree on a sub-tropical map, non-rainforest, non-desert
Definition tree_map.h:30
TREE_TEMPERATE
@ TREE_TEMPERATE
temperate tree
Definition tree_map.h:26
TREE_CACTUS
@ TREE_CACTUS
a cactus for the 'desert part' on a sub-tropical map
Definition tree_map.h:29
TREE_INVALID
@ TREE_INVALID
An invalid tree.
Definition tree_map.h:32
SetTreeGroundDensity
void SetTreeGroundDensity(Tile t, TreeGround g, uint d)
Set the density and ground type of a tile with trees.
Definition tree_map.h:144
AddTreeGrowth
void AddTreeGrowth(Tile t, int a)
Add a value to the tree growth stage.
Definition tree_map.h:210
GetTreeDensity
uint GetTreeDensity(Tile t)
Returns the 'density' of a tile with trees.
Definition tree_map.h:127
TREE_COUNT_TEMPERATE
static const uint TREE_COUNT_TEMPERATE
number of tree types on a temperate map.
Definition tree_map.h:41
StartSpriteCombine
void StartSpriteCombine()
Starts a block of sprites, which are "combined" into a single bounding box.
Definition viewport.cpp:767
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:671
EndSpriteCombine
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition viewport.cpp:777
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:587
viewport_func.h
Functions related to (drawing on) viewports.
water.h
Functions related to water (management)
TileLoop_Water
void TileLoop_Water(TileIndex tile)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
Definition water_cmd.cpp:1245
ClearNeighbourNonFloodingStates
void ClearNeighbourNonFloodingStates(TileIndex tile)
Clear non-flooding state of the tiles around a tile.
Definition water_cmd.cpp:97
MakeShore
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition water_map.h:381
IsCoast
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:201