/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file tree_cmd.cpp Handling of tree tiles. */ #include "stdafx.h" #include "clear_map.h" #include "landscape.h" #include "tree_map.h" #include "viewport_func.h" #include "command_func.h" #include "town.h" #include "genworld.h" #include "clear_func.h" #include "company_func.h" #include "sound_func.h" #include "water.h" #include "company_base.h" #include "core/geometry_type.hpp" #include "core/random_func.hpp" #include "newgrf_generic.h" #include "timer/timer_game_tick.h" #include "tree_cmd.h" #include "landscape_cmd.h" #include "table/strings.h" #include "table/tree_land.h" #include "table/clear_land.h" #include "safeguards.h" /** Where to place trees while in-game? */ enum ExtraTreePlacement : uint8_t { ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all }; /** Determines when to consider building more trees. */ uint8_t _trees_tick_ctr; static const uint16_t DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees. static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic. static const uint16_t EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor. /** * Tests if a tile can be converted to TileType::Trees * This is true for clear ground without farms or rocks. * * @param tile the tile of interest * @param allow_desert Allow planting trees on ClearGround::Desert? * @return true if trees can be built. */ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert) { switch (GetTileType(tile)) { case TileType::Water: return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile)); case TileType::Clear: return !IsBridgeAbove(tile) && !IsClearGround(tile, ClearGround::Fields) && !IsClearGround(tile, ClearGround::Rocks) && (allow_desert || !IsClearGround(tile, ClearGround::Desert)); default: return false; } } /** * Get equivalent TreeGround for a ClearGround. * @param clearground The ClearGround. * @return Equivalent TreeGround. */ static TreeGround TreeGroundFromClearGround(ClearGround clearground) { switch (clearground) { case ClearGround::Grass: return TreeGround::Grass; case ClearGround::Rough: return TreeGround::Rough; default: return TreeGround::SnowOrDesert; } } /** * Creates a tree tile * Ground type and density is preserved. * * @pre the tile must be suitable for trees. * * @param tile where to plant the trees. * @param treetype The type of the tree * @param count the number of trees (minus 1) * @param growth the growth status */ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, TreeGrowthStage growth) { assert(treetype != TREE_INVALID); assert(CanPlantTreesOnTile(tile, true)); TreeGround ground; uint density = 3; switch (GetTileType(tile)) { case TileType::Water: ground = TreeGround::Shore; ClearNeighbourNonFloodingStates(tile); break; case TileType::Clear: { ClearGround clearground = GetClearGround(tile); if (IsSnowTile(tile)) { ground = clearground == ClearGround::Rough ? TreeGround::RoughSnow : TreeGround::SnowOrDesert; } else { ground = TreeGroundFromClearGround(clearground); } if (clearground != ClearGround::Rough) density = GetClearDensity(tile); break; } default: NOT_REACHED(); } MakeTree(tile, treetype, count, growth, ground, density); } /** * Get a random TreeType for the given tile based on a given seed * * This function returns a random TreeType which can be placed on the given tile. * The seed for randomness must be less or equal 256, use #GB on the value of Random() * to get such a value. * * @param tile The tile to get a random TreeType from * @param seed The seed for randomness, must be less or equal 256 * @return The random tree type */ static TreeType GetRandomTreeType(TileIndex tile, uint seed) { switch (_settings_game.game_creation.landscape) { case LandscapeType::Temperate: return static_cast(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE); case LandscapeType::Arctic: return static_cast(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC); case LandscapeType::Tropic: switch (GetTropicZone(tile)) { case TropicZone::Normal: return static_cast(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL); case TropicZone::Desert: return static_cast((seed > 12) ? TREE_INVALID : TREE_CACTUS); default: return static_cast(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST); } default: return static_cast(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND); } } /** * Make a random tree tile of the given tile * * Create a new tree-tile for the given tile. The second parameter is used for * randomness like type and number of trees. * * @param tile The tile to make a tree-tile from * @param r The randomness value from a Random() value * @param keep_density Whether to keep the existing ground density of the tile. */ void PlaceTree(TileIndex tile, uint32_t r, bool keep_density) { TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8)); if (tree != TREE_INVALID) { PlantTreesOnTile(tile, tree, GB(r, 22, 2), static_cast(std::min(GB(r, 16, 3), 6))); MarkTileDirtyByTile(tile); /* Maybe keep the existing ground density.*/ if (keep_density) return; /* Rerandomize ground, if neither snow nor shore */ TreeGround ground = GetTreeGround(tile); if (ground != TreeGround::SnowOrDesert && ground != TreeGround::RoughSnow && ground != TreeGround::Shore) { SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3); } } } struct BlobHarmonic { int amplitude; float phase; int frequency; }; /** * Creates a star-shaped polygon originating from (0, 0) as defined by the given harmonics. * The shape is placed into a pre-allocated span so the caller controls allocation. * @param radius The maximum radius of the polygon. May be smaller, but will not be larger. * @param harmonics Harmonics data for the polygon. * @param[out] shape Shape to fill with points. */ static void CreateStarShapedPolygon(int radius, std::span harmonics, std::span shape) { float theta = 0; float step = (M_PI * 2) / std::size(shape); /* Divide a circle into a number of equally spaced divisions. */ for (Point &vertex : shape) { /* Add up the values of each harmonic at this segment.*/ float deviation = std::accumulate(std::begin(harmonics), std::end(harmonics), 0.f, [theta](float d, const BlobHarmonic &harmonic) -> float { return d + sinf((theta + harmonic.phase) * harmonic.frequency) * harmonic.amplitude; }); /* Smooth out changes. */ float adjusted_radius = (radius / 2.f) + (deviation / 2); /* Add to the final polygon. */ vertex.x = cosf(theta) * adjusted_radius; vertex.y = sinf(theta) * adjusted_radius; /* Proceed to the next segment. */ theta += step; } } /** * Creates a random star-shaped polygon originating from (0, 0). * The shape is placed into a pre-allocated span so the caller controls allocation. * @param radius The maximum radius of the blob. May be smaller, but will not be larger. * @param[out] shape Shape to fill with polygon points. */ static void CreateRandomStarShapedPolygon(int radius, std::span shape) { /* Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range * from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random * value by the result. */ static constexpr float PHASE_DIVISOR = static_cast(INT32_MAX / M_PI * 2); /* These values are ones found in testing that result in suitable-looking polygons that did not self-intersect * and fit within a square of radius * radius dimensions. */ std::initializer_list harmonics = { {radius / 2, Random() / PHASE_DIVISOR, 1}, {radius / 4, Random() / PHASE_DIVISOR, 2}, {radius / 8, Random() / PHASE_DIVISOR, 3}, {radius / 16, Random() / PHASE_DIVISOR, 4}, }; CreateStarShapedPolygon(radius, harmonics, shape); } /** * Returns true if the given coordinates lie within a triangle. * @param x X coordinate relative to centre of shape. * @param y Y coordinate relative to centre of shape. * @param v1 First vertex of triangle. * @param v2 Second vertex of triangle. * @param v3 Third vertex of triangle. * @returns true if the given coordinates lie within a triangle. */ static bool IsPointInTriangle(int x, int y, const Point &v1, const Point &v2, const Point &v3) { const int s = ((v1.x - v3.x) * (y - v3.y)) - ((v1.y - v3.y) * (x - v3.x)); const int t = ((v2.x - v1.x) * (y - v1.y)) - ((v2.y - v1.y) * (x - v1.x)); if ((s < 0) != (t < 0) && s != 0 && t != 0) return false; const int d = (v3.x - v2.x) * (y - v2.y) - (v3.y - v2.y) * (x - v2.x); return (d < 0) == (s + t <= 0); } /** * Returns true if the given coordinates lie within a star shaped polygon. * Breaks the polygon into a series of triangles around the centre point (0, 0) and then tests the coordinates against each triangle until a match is found (or not). * @param x X coordinate relative to centre of shape. * @param y Y coordinate relative to centre of shape. * @param shape The shape to check against. * @returns true if the given coordinates lie within the star shaped polygon. */ static bool IsPointInStarShapedPolygon(int x, int y, std::span shape) { for (auto it = std::begin(shape); it != std::end(shape); /* nothing */) { const Point &v1 = *it; ++it; const Point &v2 = (it == std::end(shape)) ? shape.front() : *it; if (IsPointInTriangle(x, y, v1, v2, {0, 0})) return true; } return false; } /** * Creates a number of tree groups. * The number of trees in each group depends on how many trees are actually placed around the given tile. * * @param num_groups Number of tree groups to place. */ static void PlaceTreeGroups(uint num_groups) { static constexpr uint GROVE_SEGMENTS = 16; ///< How many segments make up the tree group. static constexpr uint GROVE_RADIUS = 16; ///< Maximum radius of tree groups. /* Shape in which trees may be contained. Array is here to reduce allocations. */ std::array grove; do { TileIndex center_tile = RandomTile(); CreateRandomStarShapedPolygon(GROVE_RADIUS, grove); for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) { IncreaseGeneratingWorldProgress(GenWorldProgress::Trees); uint32_t r = Random(); int x = GB(r, 0, 5) - GROVE_RADIUS; int y = GB(r, 8, 5) - GROVE_RADIUS; TileIndex cur_tile = TileAddWrap(center_tile, x, y); if (cur_tile == INVALID_TILE) continue; if (!CanPlantTreesOnTile(cur_tile, true)) continue; if (!IsPointInStarShapedPolygon(x, y, grove)) continue; PlaceTree(cur_tile, r); } } while (--num_groups); } /** * Place a tree at the same height as an existing tree. * * Add a new tree around the given tile which is at the same * height or at some offset (2 units) of it. * * @param tile The base tile to add a new tree somewhere around * @param height The height (like the one from the tile) */ static void PlaceTreeAtSameHeight(TileIndex tile, int height) { for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) { uint32_t r = Random(); int x = GB(r, 0, 5) - 16; int y = GB(r, 8, 5) - 16; TileIndex cur_tile = TileAddWrap(tile, x, y); if (cur_tile == INVALID_TILE) continue; /* Keep in range of the existing tree */ if (abs(x) + abs(y) > 16) continue; /* Clear tile, no farm-tiles or rocks */ if (!CanPlantTreesOnTile(cur_tile, true)) continue; /* Not too much height difference */ if (Delta(GetTileZ(cur_tile), height) > 2) continue; /* Place one tree and quit */ PlaceTree(cur_tile, r); break; } } /** * Place some trees randomly * * This function just place some trees randomly on the map. */ void PlaceTreesRandomly() { int i, j, ht; uint8_t max_height = _settings_game.construction.map_height_limit; i = Map::ScaleBySize(DEFAULT_TREE_STEPS); if (_game_mode == GameMode::Editor) i /= EDITOR_TREE_DIV; do { uint32_t r = Random(); TileIndex tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GenWorldProgress::Trees); if (CanPlantTreesOnTile(tile, true)) { PlaceTree(tile, r); if (_settings_game.game_creation.tree_placer != TreePlacer::Improved) continue; /* Place a number of trees based on the tile height. * This gives a cool effect of multiple trees close together. * It is almost real life ;) */ ht = GetTileZ(tile); /* The higher we get, the more trees we plant */ j = GetTileZ(tile) * 2; /* Above snowline more trees! */ if (_settings_game.game_creation.landscape == LandscapeType::Arctic && ht > GetSnowLine()) j *= 3; /* Scale generation by maximum map height. */ if (max_height > MAP_HEIGHT_LIMIT_ORIGINAL) j = j * MAP_HEIGHT_LIMIT_ORIGINAL / max_height; while (j--) { PlaceTreeAtSameHeight(tile, ht); } } } while (--i); /* place extra trees at rainforest area */ if (_settings_game.game_creation.landscape == LandscapeType::Tropic) { i = Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS); if (_game_mode == GameMode::Editor) i /= EDITOR_TREE_DIV; do { uint32_t r = Random(); TileIndex tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GenWorldProgress::Trees); if (GetTropicZone(tile) == TropicZone::Rainforest && CanPlantTreesOnTile(tile, false)) { PlaceTree(tile, r); } } while (--i); } } /** * Place some trees in a radius around a tile. * The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while * the radius does define a square, the distribution inside the square will be roughly circular. * @note This function the interactive RNG and must only be used in editor and map generation. * @param tile Tile to place trees around. * @param treetype Type of trees to place. Must be a valid tree type for the climate. * @param radius Maximum distance (on each axis) from tile to place trees. * @param count Maximum number of trees to place. * @param set_zone Whether to create a rainforest zone when placing rainforest trees. * @return Number of trees actually placed. */ uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone) { assert(_game_mode == GameMode::Editor); // Due to InteractiveRandom being used in this function assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND); const bool allow_desert = treetype == TREE_CACTUS; uint planted = 0; for (; count > 0; count--) { /* Simple quasi-normal distribution with range [-radius; radius) */ auto mkcoord = [&]() -> int32_t { const uint32_t rand = InteractiveRandom(); const int32_t dist = GB(rand, 0, 8) + GB(rand, 8, 8) + GB(rand, 16, 8) + GB(rand, 24, 8); const int32_t scu = dist * radius / 512; return scu - radius; }; const int32_t xofs = mkcoord(); const int32_t yofs = mkcoord(); const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs); if (tile_to_plant != INVALID_TILE) { if (IsTileType(tile_to_plant, TileType::Trees) && GetTreeCount(tile_to_plant) < 4) { AddTreeCount(tile_to_plant, 1); SetTreeGrowth(tile_to_plant, TreeGrowthStage::Growing1); MarkTileDirtyByTile(tile_to_plant, 0); planted++; } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) { PlantTreesOnTile(tile_to_plant, treetype, 0, TreeGrowthStage::Grown); MarkTileDirtyByTile(tile_to_plant, 0); planted++; } } } if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) { for (TileIndex t : TileArea(tile).Expand(radius)) { if (GetTileType(t) != TileType::Void && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TropicZone::Rainforest); } } return planted; } /** * Place new trees. * * This function takes care of the selected tree placer algorithm and * place randomly the trees for a new game. */ void GenerateTrees() { uint i, total; if (_settings_game.game_creation.tree_placer == TreePlacer::None) return; switch (_settings_game.game_creation.tree_placer) { case TreePlacer::Original: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 15 : 6; break; case TreePlacer::Improved: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 4 : 2; break; default: NOT_REACHED(); } total = Map::ScaleBySize(DEFAULT_TREE_STEPS); if (_settings_game.game_creation.landscape == LandscapeType::Tropic) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS); total *= i; uint num_groups = (_settings_game.game_creation.landscape != LandscapeType::Toyland) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0; total += num_groups * DEFAULT_TREE_STEPS; SetGeneratingWorldProgress(GenWorldProgress::Trees, total); if (num_groups != 0) PlaceTreeGroups(num_groups); for (; i != 0; i--) { PlaceTreesRandomly(); } } /** * Plant a tree. * @param flags type of operation * @param tile end tile of area-drag * @param start_tile start tile of area-drag of tree plantation * @param tree_to_plant tree type, TREE_INVALID means random. * @param diagonal Whether to use the Orthogonal (false) or Diagonal (true) iterator. * @return the cost of this operation or an error */ CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal) { StringID msg = INVALID_STRING_ID; CommandCost cost(ExpensesType::Other); if (start_tile >= Map::Size()) return CMD_ERROR; /* Check the tree type within the current climate */ if (tree_to_plant != TREE_INVALID && !IsInsideBS(tree_to_plant, _tree_base_by_landscape[to_underlying(_settings_game.game_creation.landscape)], _tree_count_by_landscape[to_underlying(_settings_game.game_creation.landscape)])) return CMD_ERROR; Company *c = (_game_mode != GameMode::Editor) ? Company::GetIfValid(_current_company) : nullptr; int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16)); std::unique_ptr iter = TileIterator::Create(tile, start_tile, diagonal); for (; *iter != INVALID_TILE; ++(*iter)) { TileIndex current_tile = *iter; switch (GetTileType(current_tile)) { case TileType::Trees: /* no more space for trees? */ if (GetTreeCount(current_tile) == 4) { msg = STR_ERROR_TREE_ALREADY_HERE; continue; } /* Test tree limit. */ if (--limit < 1) { msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED; break; } if (flags.Test(DoCommandFlag::Execute)) { AddTreeCount(current_tile, 1); MarkTileDirtyByTile(current_tile); if (c != nullptr) c->tree_limit -= 1 << 16; } /* 2x as expensive to add more trees to an existing tile */ cost.AddCost(_price[Price::BuildTrees] * 2); break; case TileType::Water: if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) { msg = STR_ERROR_CAN_T_BUILD_ON_WATER; continue; } [[fallthrough]]; case TileType::Clear: { if (IsBridgeAbove(current_tile)) { msg = STR_ERROR_SITE_UNSUITABLE; continue; } TreeType treetype = (TreeType)tree_to_plant; /* Be a bit picky about which trees go where. */ if (_settings_game.game_creation.landscape == LandscapeType::Tropic && treetype != TREE_INVALID && ( /* No cacti outside the desert */ (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TropicZone::Desert) || /* No rainforest trees outside the rainforest, except in the editor mode where it makes those tiles rainforest tile */ (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TropicZone::Rainforest && _game_mode != GameMode::Editor) || /* And no subtropical trees in the desert/rainforest */ (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TropicZone::Normal))) { msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE; continue; } /* Test tree limit. */ if (--limit < 1) { msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED; break; } if (IsTileType(current_tile, TileType::Clear)) { /* Remove fields or rocks. Note that the ground will get barrened */ switch (GetClearGround(current_tile)) { case ClearGround::Fields: case ClearGround::Rocks: { CommandCost ret = Command::Do(flags, current_tile); if (ret.Failed()) return ret; cost.AddCost(ret.GetCost()); break; } default: break; } } if (_game_mode != GameMode::Editor && Company::IsValidID(_current_company)) { Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority); if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags); } if (flags.Test(DoCommandFlag::Execute)) { if (treetype == TREE_INVALID) { treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8)); if (treetype == TREE_INVALID) treetype = TREE_CACTUS; } /* Plant full grown trees in scenario editor */ PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GameMode::Editor ? TreeGrowthStage::Grown : TreeGrowthStage::Growing1); MarkTileDirtyByTile(current_tile); if (c != nullptr) c->tree_limit -= 1 << 16; /* When planting rainforest-trees, set tropiczone to rainforest in editor. */ if (_game_mode == GameMode::Editor && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) { SetTropicZone(current_tile, TropicZone::Rainforest); } } cost.AddCost(_price[Price::BuildTrees]); break; } default: msg = STR_ERROR_SITE_UNSUITABLE; break; } /* Tree limit used up? No need to check more. */ if (limit < 0) break; } if (cost.GetCost() == 0) { return CommandCost(msg); } else { return cost; } } struct TreeListEnt : PalSpriteID, Coord2D {}; /** @copydoc DrawTileProc */ static void DrawTile_Trees(TileInfo *ti) { switch (GetTreeGround(ti->tile)) { case TreeGround::Shore: DrawShoreTile(ti->tileh); break; case TreeGround::Grass: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break; case TreeGround::Rough: DrawHillyLandTile(ti); break; default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break; } /* Do not draw trees when the invisible trees setting is set */ if (IsInvisibilitySet(TransparencyOption::Trees)) return; uint tmp = CountBits(ti->tile.base() + ti->x + ti->y); uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2); /* different tree styles above one of the grounds */ if ((GetTreeGround(ti->tile) == TreeGround::SnowOrDesert || GetTreeGround(ti->tile) == TreeGround::RoughSnow) && GetTreeDensity(ti->tile) >= 2 && IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) { index += 164 - (TREE_SUB_ARCTIC << 2); } assert(index < lengthof(_tree_layout_sprite)); const PalSpriteID *s = _tree_layout_sprite[index]; const Coord2D *d = _tree_layout_xy[GB(tmp, 2, 2)]; /* combine trees into one sprite object */ StartSpriteCombine(); TreeListEnt te[4]; /* put the trees to draw in a list */ uint trees = GetTreeCount(ti->tile); for (uint i = 0; i < trees; i++) { SpriteID sprite = s[0].sprite + (i == trees - 1 ? to_underlying(GetTreeGrowth(ti->tile)) : 3); PaletteID pal = s[0].pal; te[i].sprite = sprite; te[i].pal = pal; te[i].x = d->x; te[i].y = d->y; s++; d++; } /* draw them in a sorted way */ int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2; for (; trees > 0; trees--) { uint min = te[0].x + te[0].y; uint mi = 0; for (uint i = 1; i < trees; i++) { if ((uint)(te[i].x + te[i].y) < min) { min = te[i].x + te[i].y; mi = i; } } SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, 48}, {te[mi].x, te[mi].y, 0}}; AddSortableSpriteToDraw(te[mi].sprite, te[mi].pal, ti->x, ti->y, z, bounds, IsTransparencySet(TransparencyOption::Trees)); /* replace the removed one with the last one */ te[mi] = te[trees - 1]; } EndSpriteCombine(); } /** @copydoc GetSlopePixelZProc */ static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, [[maybe_unused]] bool ground_vehicle) { auto [tileh, z] = GetTilePixelSlope(tile); return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh); } /** @copydoc ClearTileProc */ static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlags flags) { if (Company::IsValidID(_current_company)) { Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags); } uint num = GetTreeCount(tile); if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4; if (flags.Test(DoCommandFlag::Execute)) DoClearSquare(tile); return CommandCost(ExpensesType::Construction, num * _price[Price::ClearTrees]); } /** @copydoc GetTileDescProc */ static void GetTileDesc_Trees(TileIndex tile, TileDesc &td) { TreeType tt = GetTreeType(tile); if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) { td.str = STR_LAI_TREE_NAME_RAINFOREST; } else { td.str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES; } td.owner[0] = GetTileOwner(tile); } static void TileLoopTreesDesert(TileIndex tile) { switch (GetTropicZone(tile)) { case TropicZone::Desert: if (GetTreeGround(tile) != TreeGround::SnowOrDesert) { SetTreeGroundDensity(tile, TreeGround::SnowOrDesert, 3); MarkTileDirtyByTile(tile); } break; case TropicZone::Rainforest: { static const SoundFx forest_sounds[] = { SND_42_RAINFOREST_1, SND_43_RAINFOREST_2, SND_44_RAINFOREST_3, SND_48_RAINFOREST_4 }; uint32_t r = Random(); if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile); break; } default: break; } } static void TileLoopTreesAlps(TileIndex tile) { int k = GetTileZ(tile) - GetSnowLine() + 1; if (k < 0) { switch (GetTreeGround(tile)) { case TreeGround::SnowOrDesert: SetTreeGroundDensity(tile, TreeGround::Grass, 3); break; case TreeGround::RoughSnow: SetTreeGroundDensity(tile, TreeGround::Rough, 3); break; default: return; } } else { uint density = std::min(k, 3); if (GetTreeGround(tile) != TreeGround::SnowOrDesert && GetTreeGround(tile) != TreeGround::RoughSnow) { TreeGround tg = GetTreeGround(tile) == TreeGround::Rough ? TreeGround::RoughSnow : TreeGround::SnowOrDesert; SetTreeGroundDensity(tile, tg, density); } else if (GetTreeDensity(tile) != density) { SetTreeGroundDensity(tile, GetTreeGround(tile), density); } else { if (GetTreeDensity(tile) == 3) { uint32_t r = Random(); if (Chance16I(1, 200, r) && _settings_client.sound.ambient) { SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile); } } return; } } MarkTileDirtyByTile(tile); } /** * Check if trees on this tile are allowed to spread. * If they are allowed to spread, they are also allowed to die. * @param tile The tile to check. * @return Whether trees on this tile can spread. */ static bool TreesOnTileCanSpread(TileIndex tile) { /* Desert and rainforest trees need special handling. */ if (_settings_game.game_creation.landscape == LandscapeType::Tropic) { switch (GetTropicZone(tile)) { case TropicZone::Desert: /* Cacti never spread. */ return false; case TropicZone::Rainforest: return (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST); default: return _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL; } } return (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL); } /** @copydoc TileLoopProc */ static void TileLoop_Trees(TileIndex tile) { if (GetTreeGround(tile) == TreeGround::Shore) { TileLoop_Water(tile); } else { switch (_settings_game.game_creation.landscape) { case LandscapeType::Tropic: TileLoopTreesDesert(tile); break; case LandscapeType::Arctic: TileLoopTreesAlps(tile); break; default: break; } } AmbientSoundEffect(tile); /* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits. * Also, we use a simple hash to spread the updates evenly over the map. * 11 and 9 are just some co-prime numbers for better spread. */ uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8); /* Handle growth of grass (under trees/on TileType::Trees tiles) at every 8th processings, like it's done for grass on TileType::Clear tiles. */ if ((cycle & 7) == 7 && GetTreeGround(tile) == TreeGround::Grass) { uint density = GetTreeDensity(tile); if (density < 3) { SetTreeGroundDensity(tile, TreeGround::Grass, density + 1); MarkTileDirtyByTile(tile); } } if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return; static const uint32_t TREE_UPDATE_FREQUENCY = 16; // How many tile updates happen for one tree update if (cycle % TREE_UPDATE_FREQUENCY != TREE_UPDATE_FREQUENCY - 1) return; switch (GetTreeGrowth(tile)) { case TreeGrowthStage::Grown: // regular sized tree if (_settings_game.game_creation.landscape == LandscapeType::Tropic && GetTreeType(tile) != TREE_CACTUS && GetTropicZone(tile) == TropicZone::Desert) { AddTreeGrowth(tile, 1); } else { switch (GB(Random(), 0, 3)) { case 0: // start destructing AddTreeGrowth(tile, 1); break; case 1: // add a tree if (GetTreeCount(tile) < 4 && TreesOnTileCanSpread(tile)) { AddTreeCount(tile, 1); SetTreeGrowth(tile, TreeGrowthStage::Growing1); break; } [[fallthrough]]; case 2: { // add a neighbouring tree if (!TreesOnTileCanSpread(tile)) break; TreeType treetype = GetTreeType(tile); tile += TileOffsByDir(static_cast(RandomRange(to_underlying(Direction::End)))); if (!CanPlantTreesOnTile(tile, false)) return; /* Don't plant trees, if ground was freshly cleared */ if (IsTileType(tile, TileType::Clear) && GetClearGround(tile) == ClearGround::Grass && !IsSnowTile(tile) && GetClearDensity(tile) != 3) return; PlantTreesOnTile(tile, treetype, 0, TreeGrowthStage::Growing1); break; } default: return; } } break; case TreeGrowthStage::Dead: // final stage of tree destruction if (!TreesOnTileCanSpread(tile)) { /* if trees can't spread just plant a new one to prevent deforestation */ SetTreeGrowth(tile, TreeGrowthStage::Growing1); } else if (GetTreeCount(tile) > 1) { /* more than one tree, delete it */ AddTreeCount(tile, -1); SetTreeGrowth(tile, TreeGrowthStage::Grown); } else { /* just one tree, change type into TileType::Clear */ switch (GetTreeGround(tile)) { case TreeGround::Shore: MakeShore(tile); break; case TreeGround::Grass: MakeClear(tile, ClearGround::Grass, GetTreeDensity(tile)); break; case TreeGround::Rough: MakeClear(tile, ClearGround::Rough, 3); break; case TreeGround::RoughSnow: { uint density = GetTreeDensity(tile); MakeClear(tile, ClearGround::Rough, 3); MakeSnow(tile, density); break; } default: // snow or desert if (_settings_game.game_creation.landscape == LandscapeType::Tropic) { MakeClear(tile, ClearGround::Desert, GetTreeDensity(tile)); } else { uint density = GetTreeDensity(tile); MakeClear(tile, ClearGround::Grass, 3); MakeSnow(tile, density); } break; } } break; default: AddTreeGrowth(tile, 1); break; } MarkTileDirtyByTile(tile); } /** * Decrement the tree tick counter. * The interval is scaled by map size to allow for the same density regardless of size. * Adjustment for map sizes below the standard 256 * 256 are handled earlier. * @return true if the counter was decremented past zero */ bool DecrementTreeCounter() { /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */ static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits::digits); /* byte underflow */ uint8_t old_trees_tick_ctr = _trees_tick_ctr; _trees_tick_ctr -= Map::ScaleBySize(1); return old_trees_tick_ctr <= _trees_tick_ctr; } /** * Place a random tree on a random tile. * @param rainforest If set the random tile must be in a rainforest zone. */ static void PlantRandomTree(bool rainforest) { uint32_t r = Random(); TileIndex tile = RandomTileSeed(r); if (rainforest && GetTropicZone(tile) != TropicZone::Rainforest) return; if (!CanPlantTreesOnTile(tile, false)) return; TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8)); if (tree == TREE_INVALID) return; PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1); } void OnTick_Trees() { /* Don't spread trees if that's not allowed */ if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return; /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so * this is the maximum number of ticks that are skipped. Number of ticks to skip is * inversely proportional to map size, so that is handled to create a mask. */ int skip = Map::ScaleBySize(16); if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return; /* place a tree at a random rainforest spot */ if (_settings_game.game_creation.landscape == LandscapeType::Tropic) { for (uint c = Map::ScaleBySize(1); c > 0; c--) { PlantRandomTree(true); } } if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return; /* place a tree at a random spot */ PlantRandomTree(false); } void InitializeTrees() { _trees_tick_ctr = 0; } /** TileTypeProcs definitions for TileType::Trees tiles. */ extern const TileTypeProcs _tile_type_trees_procs = { .draw_tile_proc = DrawTile_Trees, .get_slope_pixel_z_proc = GetSlopePixelZ_Trees, .clear_tile_proc = ClearTile_Trees, .get_tile_desc_proc = GetTileDesc_Trees, .tile_loop_proc = TileLoop_Trees, .terraform_tile_proc = [](TileIndex tile, DoCommandFlags flags, int, Slope) { return Command::Do(flags, tile); } };