OpenTTD Source 20260512-master-g20b387b91f
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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
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"
24#include "core/random_func.hpp"
25#include "newgrf_generic.h"
27#include "tree_cmd.h"
28#include "landscape_cmd.h"
29
30#include "table/strings.h"
31#include "table/tree_land.h"
32#include "table/clear_land.h"
33
34#include "safeguards.h"
35
43
46
47static const uint16_t DEFAULT_TREE_STEPS = 1000;
48static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS = 15000;
49static const uint16_t EDITOR_TREE_DIV = 5;
50
59static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
60{
61 switch (GetTileType(tile)) {
62 case TileType::Water:
63 return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
64
65 case TileType::Clear:
67 (allow_desert || !IsClearGround(tile, ClearGround::Desert));
68
69 default: return false;
70 }
71}
72
79{
80 switch (clearground) {
83 default: return TreeGround::SnowOrDesert;
84 }
85}
86
98static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, TreeGrowthStage growth)
99{
100 assert(treetype != TREE_INVALID);
101 assert(CanPlantTreesOnTile(tile, true));
102
103 TreeGround ground;
104 uint density = 3;
105
106 switch (GetTileType(tile)) {
107 case TileType::Water:
108 ground = TreeGround::Shore;
110 break;
111
112 case TileType::Clear: {
113 ClearGround clearground = GetClearGround(tile);
114 if (IsSnowTile(tile)) {
116 } else {
117 ground = TreeGroundFromClearGround(clearground);
118 }
119 if (clearground != ClearGround::Rough) density = GetClearDensity(tile);
120 break;
121 }
122
123 default: NOT_REACHED();
124 }
125
126 MakeTree(tile, treetype, count, growth, ground, density);
127}
128
140static TreeType GetRandomTreeType(TileIndex tile, uint seed)
141{
142 switch (_settings_game.game_creation.landscape) {
144 return static_cast<TreeType>(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
145
147 return static_cast<TreeType>(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
148
150 switch (GetTropicZone(tile)) {
151 case TropicZone::Normal: return static_cast<TreeType>(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
152 case TropicZone::Desert: return static_cast<TreeType>((seed > 12) ? TREE_INVALID : TREE_CACTUS);
153 default: return static_cast<TreeType>(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
154 }
155
156 default:
157 return static_cast<TreeType>(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
158 }
159}
160
171void PlaceTree(TileIndex tile, uint32_t r, bool keep_density)
172{
173 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
174
175 if (tree != TREE_INVALID) {
176 PlantTreesOnTile(tile, tree, GB(r, 22, 2), static_cast<TreeGrowthStage>(std::min<uint8_t>(GB(r, 16, 3), 6)));
178
179 /* Maybe keep the existing ground density.*/
180 if (keep_density) return;
181
182 /* Rerandomize ground, if neither snow nor shore */
183 TreeGround ground = GetTreeGround(tile);
184 if (ground != TreeGround::SnowOrDesert && ground != TreeGround::RoughSnow && ground != TreeGround::Shore) {
185 SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
186 }
187 }
188}
189
191 int amplitude;
192 float phase;
193 int frequency;
194};
195
203static void CreateStarShapedPolygon(int radius, std::span<const BlobHarmonic> harmonics, std::span<Point> shape)
204{
205 float theta = 0;
206 float step = (M_PI * 2) / std::size(shape);
207
208 /* Divide a circle into a number of equally spaced divisions. */
209 for (Point &vertex : shape) {
210
211 /* Add up the values of each harmonic at this segment.*/
212 float deviation = std::accumulate(std::begin(harmonics), std::end(harmonics), 0.f, [theta](float d, const BlobHarmonic &harmonic) -> float {
213 return d + sinf((theta + harmonic.phase) * harmonic.frequency) * harmonic.amplitude;
214 });
215
216 /* Smooth out changes. */
217 float adjusted_radius = (radius / 2.f) + (deviation / 2);
218
219 /* Add to the final polygon. */
220 vertex.x = cosf(theta) * adjusted_radius;
221 vertex.y = sinf(theta) * adjusted_radius;
222
223 /* Proceed to the next segment. */
224 theta += step;
225 }
226}
227
234static void CreateRandomStarShapedPolygon(int radius, std::span<Point> shape)
235{
236 /* Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range
237 * from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random
238 * value by the result. */
239 static constexpr float PHASE_DIVISOR = static_cast<float>(INT32_MAX / M_PI * 2);
240
241 /* These values are ones found in testing that result in suitable-looking polygons that did not self-intersect
242 * and fit within a square of radius * radius dimensions. */
243 std::initializer_list<BlobHarmonic> harmonics = {
244 {radius / 2, Random() / PHASE_DIVISOR, 1},
245 {radius / 4, Random() / PHASE_DIVISOR, 2},
246 {radius / 8, Random() / PHASE_DIVISOR, 3},
247 {radius / 16, Random() / PHASE_DIVISOR, 4},
248 };
249
250 CreateStarShapedPolygon(radius, harmonics, shape);
251}
252
262static bool IsPointInTriangle(int x, int y, const Point &v1, const Point &v2, const Point &v3)
263{
264 const int s = ((v1.x - v3.x) * (y - v3.y)) - ((v1.y - v3.y) * (x - v3.x));
265 const int t = ((v2.x - v1.x) * (y - v1.y)) - ((v2.y - v1.y) * (x - v1.x));
266
267 if ((s < 0) != (t < 0) && s != 0 && t != 0) return false;
268
269 const int d = (v3.x - v2.x) * (y - v2.y) - (v3.y - v2.y) * (x - v2.x);
270 return (d < 0) == (s + t <= 0);
271}
272
281static bool IsPointInStarShapedPolygon(int x, int y, std::span<Point> shape)
282{
283 for (auto it = std::begin(shape); it != std::end(shape); /* nothing */) {
284 const Point &v1 = *it;
285 ++it;
286 const Point &v2 = (it == std::end(shape)) ? shape.front() : *it;
287
288 if (IsPointInTriangle(x, y, v1, v2, {0, 0})) return true;
289 }
290
291 return false;
292}
293
300static void PlaceTreeGroups(uint num_groups)
301{
302 static constexpr uint GROVE_SEGMENTS = 16;
303 static constexpr uint GROVE_RADIUS = 16;
304
305 /* Shape in which trees may be contained. Array is here to reduce allocations. */
306 std::array<Point, GROVE_SEGMENTS> grove;
307
308 do {
309 TileIndex center_tile = RandomTile();
310
311 CreateRandomStarShapedPolygon(GROVE_RADIUS, grove);
312
313 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
315
316 uint32_t r = Random();
317 int x = GB(r, 0, 5) - GROVE_RADIUS;
318 int y = GB(r, 8, 5) - GROVE_RADIUS;
319 TileIndex cur_tile = TileAddWrap(center_tile, x, y);
320
321 if (cur_tile == INVALID_TILE) continue;
322 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
323 if (!IsPointInStarShapedPolygon(x, y, grove)) continue;
324
325 PlaceTree(cur_tile, r);
326 }
327
328 } while (--num_groups);
329}
330
340static void PlaceTreeAtSameHeight(TileIndex tile, int height)
341{
342 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
343 uint32_t r = Random();
344 int x = GB(r, 0, 5) - 16;
345 int y = GB(r, 8, 5) - 16;
346 TileIndex cur_tile = TileAddWrap(tile, x, y);
347 if (cur_tile == INVALID_TILE) continue;
348
349 /* Keep in range of the existing tree */
350 if (abs(x) + abs(y) > 16) continue;
351
352 /* Clear tile, no farm-tiles or rocks */
353 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
354
355 /* Not too much height difference */
356 if (Delta(GetTileZ(cur_tile), height) > 2) continue;
357
358 /* Place one tree and quit */
359 PlaceTree(cur_tile, r);
360 break;
361 }
362}
363
370{
371 int i, j, ht;
372 uint8_t max_height = _settings_game.construction.map_height_limit;
373
375 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
376 do {
377 uint32_t r = Random();
378 TileIndex tile = RandomTileSeed(r);
379
381
382 if (CanPlantTreesOnTile(tile, true)) {
383 PlaceTree(tile, r);
384 if (_settings_game.game_creation.tree_placer != TreePlacer::Improved) continue;
385
386 /* Place a number of trees based on the tile height.
387 * This gives a cool effect of multiple trees close together.
388 * It is almost real life ;) */
389 ht = GetTileZ(tile);
390 /* The higher we get, the more trees we plant */
391 j = GetTileZ(tile) * 2;
392 /* Above snowline more trees! */
393 if (_settings_game.game_creation.landscape == LandscapeType::Arctic && ht > GetSnowLine()) j *= 3;
394 /* Scale generation by maximum map height. */
395 if (max_height > MAP_HEIGHT_LIMIT_ORIGINAL) j = j * MAP_HEIGHT_LIMIT_ORIGINAL / max_height;
396 while (j--) {
397 PlaceTreeAtSameHeight(tile, ht);
398 }
399 }
400 } while (--i);
401
402 /* place extra trees at rainforest area */
403 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
405 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
406
407 do {
408 uint32_t r = Random();
409 TileIndex tile = RandomTileSeed(r);
410
412
413 if (GetTropicZone(tile) == TropicZone::Rainforest && CanPlantTreesOnTile(tile, false)) {
414 PlaceTree(tile, r);
415 }
416 } while (--i);
417 }
418}
419
432uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
433{
434 assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
435 assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
436 const bool allow_desert = treetype == TREE_CACTUS;
437 uint planted = 0;
438
439 for (; count > 0; count--) {
440 /* Simple quasi-normal distribution with range [-radius; radius) */
441 auto mkcoord = [&]() -> int32_t {
442 const uint32_t rand = InteractiveRandom();
443 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);
444 const int32_t scu = dist * radius / 512;
445 return scu - radius;
446 };
447 const int32_t xofs = mkcoord();
448 const int32_t yofs = mkcoord();
449 const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
450 if (tile_to_plant != INVALID_TILE) {
451 if (IsTileType(tile_to_plant, TileType::Trees) && GetTreeCount(tile_to_plant) < 4) {
452 AddTreeCount(tile_to_plant, 1);
454 MarkTileDirtyByTile(tile_to_plant, 0);
455 planted++;
456 } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
457 PlantTreesOnTile(tile_to_plant, treetype, 0, TreeGrowthStage::Grown);
458 MarkTileDirtyByTile(tile_to_plant, 0);
459 planted++;
460 }
461 }
462 }
463
464 if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
465 for (TileIndex t : TileArea(tile).Expand(radius)) {
466 if (GetTileType(t) != TileType::Void && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TropicZone::Rainforest);
467 }
468 }
469
470 return planted;
471}
472
480{
481 uint i, total;
482
483 if (_settings_game.game_creation.tree_placer == TreePlacer::None) return;
484
485 switch (_settings_game.game_creation.tree_placer) {
486 case TreePlacer::Original: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 15 : 6; break;
487 case TreePlacer::Improved: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 4 : 2; break;
488 default: NOT_REACHED();
489 }
490
493 total *= i;
494 uint num_groups = (_settings_game.game_creation.landscape != LandscapeType::Toyland) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
495 total += num_groups * DEFAULT_TREE_STEPS;
497
498 if (num_groups != 0) PlaceTreeGroups(num_groups);
499
500 for (; i != 0; i--) {
502 }
503}
504
514CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
515{
518
519 if (start_tile >= Map::Size()) return CMD_ERROR;
520 /* Check the tree type within the current climate */
521 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;
522
523 Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
524 int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
525
526 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
527 for (; *iter != INVALID_TILE; ++(*iter)) {
528 TileIndex current_tile = *iter;
529 switch (GetTileType(current_tile)) {
530 case TileType::Trees:
531 /* no more space for trees? */
532 if (GetTreeCount(current_tile) == 4) {
533 msg = STR_ERROR_TREE_ALREADY_HERE;
534 continue;
535 }
536
537 /* Test tree limit. */
538 if (--limit < 1) {
539 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
540 break;
541 }
542
543 if (flags.Test(DoCommandFlag::Execute)) {
544 AddTreeCount(current_tile, 1);
545 MarkTileDirtyByTile(current_tile);
546 if (c != nullptr) c->tree_limit -= 1 << 16;
547 }
548 /* 2x as expensive to add more trees to an existing tile */
550 break;
551
552 case TileType::Water:
553 if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
554 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
555 continue;
556 }
557 [[fallthrough]];
558
559 case TileType::Clear: {
560 if (IsBridgeAbove(current_tile)) {
561 msg = STR_ERROR_SITE_UNSUITABLE;
562 continue;
563 }
564
565 TreeType treetype = (TreeType)tree_to_plant;
566 /* Be a bit picky about which trees go where. */
567 if (_settings_game.game_creation.landscape == LandscapeType::Tropic && treetype != TREE_INVALID && (
568 /* No cacti outside the desert */
569 (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TropicZone::Desert) ||
570 /* No rainforest trees outside the rainforest, except in the editor mode where it makes those tiles rainforest tile */
571 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TropicZone::Rainforest && _game_mode != GM_EDITOR) ||
572 /* And no subtropical trees in the desert/rainforest */
573 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TropicZone::Normal))) {
574 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
575 continue;
576 }
577
578 /* Test tree limit. */
579 if (--limit < 1) {
580 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
581 break;
582 }
583
584 if (IsTileType(current_tile, TileType::Clear)) {
585 /* Remove fields or rocks. Note that the ground will get barrened */
586 switch (GetClearGround(current_tile)) {
588 case ClearGround::Rocks: {
589 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
590 if (ret.Failed()) return ret;
591 cost.AddCost(ret.GetCost());
592 break;
593 }
594
595 default: break;
596 }
597 }
598
599 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
600 Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority);
601 if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
602 }
603
604 if (flags.Test(DoCommandFlag::Execute)) {
605 if (treetype == TREE_INVALID) {
606 treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
607 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
608 }
609
610 /* Plant full grown trees in scenario editor */
611 PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? TreeGrowthStage::Grown : TreeGrowthStage::Growing1);
612 MarkTileDirtyByTile(current_tile);
613 if (c != nullptr) c->tree_limit -= 1 << 16;
614
615 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
616 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
618 }
619 }
621 break;
622 }
623
624 default:
625 msg = STR_ERROR_SITE_UNSUITABLE;
626 break;
627 }
628
629 /* Tree limit used up? No need to check more. */
630 if (limit < 0) break;
631 }
632
633 if (cost.GetCost() == 0) {
634 return CommandCost(msg);
635 } else {
636 return cost;
637 }
638}
639
640struct TreeListEnt : PalSpriteID, Coord2D<int8_t> {};
641
643static void DrawTile_Trees(TileInfo *ti)
644{
645 switch (GetTreeGround(ti->tile)) {
646 case TreeGround::Shore: DrawShoreTile(ti->tileh); break;
647 case TreeGround::Grass: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
648 case TreeGround::Rough: DrawHillyLandTile(ti); break;
649 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
650 }
651
652 /* Do not draw trees when the invisible trees setting is set */
653 if (IsInvisibilitySet(TO_TREES)) return;
654
655 uint tmp = CountBits(ti->tile.base() + ti->x + ti->y);
656 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
657
658 /* different tree styles above one of the grounds */
660 GetTreeDensity(ti->tile) >= 2 &&
661 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
662 index += 164 - (TREE_SUB_ARCTIC << 2);
663 }
664
665 assert(index < lengthof(_tree_layout_sprite));
666
667 const PalSpriteID *s = _tree_layout_sprite[index];
668 const Coord2D<uint8_t> *d = _tree_layout_xy[GB(tmp, 2, 2)];
669
670 /* combine trees into one sprite object */
672
673 TreeListEnt te[4];
674
675 /* put the trees to draw in a list */
676 uint trees = GetTreeCount(ti->tile);
677
678 for (uint i = 0; i < trees; i++) {
679 SpriteID sprite = s[0].sprite + (i == trees - 1 ? to_underlying(GetTreeGrowth(ti->tile)) : 3);
680 PaletteID pal = s[0].pal;
681
682 te[i].sprite = sprite;
683 te[i].pal = pal;
684 te[i].x = d->x;
685 te[i].y = d->y;
686 s++;
687 d++;
688 }
689
690 /* draw them in a sorted way */
691 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
692
693 for (; trees > 0; trees--) {
694 uint min = te[0].x + te[0].y;
695 uint mi = 0;
696
697 for (uint i = 1; i < trees; i++) {
698 if ((uint)(te[i].x + te[i].y) < min) {
699 min = te[i].x + te[i].y;
700 mi = i;
701 }
702 }
703
704 SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, 48}, {te[mi].x, te[mi].y, 0}};
705 AddSortableSpriteToDraw(te[mi].sprite, te[mi].pal, ti->x, ti->y, z, bounds, IsTransparencySet(TO_TREES));
706
707 /* replace the removed one with the last one */
708 te[mi] = te[trees - 1];
709 }
710
712}
713
714
716static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, [[maybe_unused]] bool ground_vehicle)
717{
718 auto [tileh, z] = GetTilePixelSlope(tile);
719
720 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
721}
722
724static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlags flags)
725{
727 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
728 if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
729 }
730
731 uint num = GetTreeCount(tile);
732 if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
733
734 if (flags.Test(DoCommandFlag::Execute)) DoClearSquare(tile);
735
737}
738
741{
742 TreeType tt = GetTreeType(tile);
743
745 td.str = STR_LAI_TREE_NAME_RAINFOREST;
746 } else {
747 td.str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
748 }
749
750 td.owner[0] = GetTileOwner(tile);
751}
752
753static void TileLoopTreesDesert(TileIndex tile)
754{
755 switch (GetTropicZone(tile)) {
760 }
761 break;
762
764 static const SoundFx forest_sounds[] = {
769 };
770 uint32_t r = Random();
771
772 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
773 break;
774 }
775
776 default: break;
777 }
778}
779
780static void TileLoopTreesAlps(TileIndex tile)
781{
782 int k = GetTileZ(tile) - GetSnowLine() + 1;
783
784 if (k < 0) {
785 switch (GetTreeGround(tile)) {
788 default: return;
789 }
790 } else {
791 uint density = std::min<uint>(k, 3);
792
795 SetTreeGroundDensity(tile, tg, density);
796 } else if (GetTreeDensity(tile) != density) {
797 SetTreeGroundDensity(tile, GetTreeGround(tile), density);
798 } else {
799 if (GetTreeDensity(tile) == 3) {
800 uint32_t r = Random();
801 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
802 SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
803 }
804 }
805 return;
806 }
807 }
809}
810
818{
819 /* Desert and rainforest trees need special handling. */
820 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
821 switch (GetTropicZone(tile)) {
823 /* Cacti never spread. */
824 return false;
826 return (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST);
827 default:
828 return _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL;
829 }
830 }
831
832 return (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
833}
834
836static void TileLoop_Trees(TileIndex tile)
837{
838 if (GetTreeGround(tile) == TreeGround::Shore) {
839 TileLoop_Water(tile);
840 } else {
841 switch (_settings_game.game_creation.landscape) {
842 case LandscapeType::Tropic: TileLoopTreesDesert(tile); break;
843 case LandscapeType::Arctic: TileLoopTreesAlps(tile); break;
844 default: break;
845 }
846 }
847
848 AmbientSoundEffect(tile);
849
850 /* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits.
851 * Also, we use a simple hash to spread the updates evenly over the map.
852 * 11 and 9 are just some co-prime numbers for better spread.
853 */
854 uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8);
855
856 /* Handle growth of grass (under trees/on TileType::Trees tiles) at every 8th processings, like it's done for grass on TileType::Clear tiles. */
857 if ((cycle & 7) == 7 && GetTreeGround(tile) == TreeGround::Grass) {
858 uint density = GetTreeDensity(tile);
859 if (density < 3) {
860 SetTreeGroundDensity(tile, TreeGround::Grass, density + 1);
862 }
863 }
864
865 if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
866
867 static const uint32_t TREE_UPDATE_FREQUENCY = 16; // How many tile updates happen for one tree update
868 if (cycle % TREE_UPDATE_FREQUENCY != TREE_UPDATE_FREQUENCY - 1) return;
869
870 switch (GetTreeGrowth(tile)) {
871 case TreeGrowthStage::Grown: // regular sized tree
872 if (_settings_game.game_creation.landscape == LandscapeType::Tropic &&
873 GetTreeType(tile) != TREE_CACTUS &&
875 AddTreeGrowth(tile, 1);
876 } else {
877 switch (GB(Random(), 0, 3)) {
878 case 0: // start destructing
879 AddTreeGrowth(tile, 1);
880 break;
881
882 case 1: // add a tree
883 if (GetTreeCount(tile) < 4 && TreesOnTileCanSpread(tile)) {
884 AddTreeCount(tile, 1);
886 break;
887 }
888 [[fallthrough]];
889
890 case 2: { // add a neighbouring tree
891 if (!TreesOnTileCanSpread(tile)) break;
892
893 TreeType treetype = GetTreeType(tile);
894
895 tile += TileOffsByDir(static_cast<Direction>(Random() % DIR_END));
896
897 if (!CanPlantTreesOnTile(tile, false)) return;
898
899 /* Don't plant trees, if ground was freshly cleared */
900 if (IsTileType(tile, TileType::Clear) && GetClearGround(tile) == ClearGround::Grass && !IsSnowTile(tile) && GetClearDensity(tile) != 3) return;
901
903
904 break;
905 }
906
907 default:
908 return;
909 }
910 }
911 break;
912
913 case TreeGrowthStage::Dead: // final stage of tree destruction
914 if (!TreesOnTileCanSpread(tile)) {
915 /* if trees can't spread just plant a new one to prevent deforestation */
917 } else if (GetTreeCount(tile) > 1) {
918 /* more than one tree, delete it */
919 AddTreeCount(tile, -1);
921 } else {
922 /* just one tree, change type into TileType::Clear */
923 switch (GetTreeGround(tile)) {
924 case TreeGround::Shore: MakeShore(tile); break;
926 case TreeGround::Rough: MakeClear(tile, ClearGround::Rough, 3); break;
928 uint density = GetTreeDensity(tile);
930 MakeSnow(tile, density);
931 break;
932 }
933 default: // snow or desert
934 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
936 } else {
937 uint density = GetTreeDensity(tile);
939 MakeSnow(tile, density);
940 }
941 break;
942 }
943 }
944 break;
945
946 default:
947 AddTreeGrowth(tile, 1);
948 break;
949 }
950
952}
953
961{
962 /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
963 static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<uint8_t>::digits);
964
965 /* byte underflow */
966 uint8_t old_trees_tick_ctr = _trees_tick_ctr;
968 return old_trees_tick_ctr <= _trees_tick_ctr;
969}
970
975static void PlantRandomTree(bool rainforest)
976{
977 uint32_t r = Random();
978 TileIndex tile = RandomTileSeed(r);
979
980 if (rainforest && GetTropicZone(tile) != TropicZone::Rainforest) return;
981 if (!CanPlantTreesOnTile(tile, false)) return;
982
983 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
984 if (tree == TREE_INVALID) return;
985
987}
988
989void OnTick_Trees()
990{
991 /* Don't spread trees if that's not allowed */
992 if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
993
994 /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
995 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
996 * inversely proportional to map size, so that is handled to create a mask. */
997 int skip = Map::ScaleBySize(16);
998 if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return;
999
1000 /* place a tree at a random rainforest spot */
1001 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
1002 for (uint c = Map::ScaleBySize(1); c > 0; c--) {
1003 PlantRandomTree(true);
1004 }
1005 }
1006
1007 if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
1008
1009 /* place a tree at a random spot */
1010 PlantRandomTree(false);
1011}
1012
1013void InitializeTrees()
1014{
1015 _trees_tick_ctr = 0;
1016}
1017
1018
1021 .draw_tile_proc = DrawTile_Trees,
1022 .get_slope_pixel_z_proc = GetSlopePixelZ_Trees,
1023 .clear_tile_proc = ClearTile_Trees,
1024 .get_tile_desc_proc = GetTileDesc_Trees,
1025 .tile_loop_proc = TileLoop_Trees,
1026 .terraform_tile_proc = [](TileIndex tile, DoCommandFlags flags, int, Slope) { return Command<Commands::LandscapeClear>::Do(flags, tile); }
1027};
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
Common return value for all commands.
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
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:292
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Functions related to clear (TileType::Clear) land.
Tables with sprites for clear land and fences.
Map accessors for 'clear' tiles.
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:65
void MakeSnow(Tile t, uint density=0)
Make a snow tile.
Definition clear_map.h:294
ClearGround
Ground types.
Definition clear_map.h:21
@ Desert
Desert with transition (1,3).
Definition clear_map.h:26
@ Rocks
Rocks with snow transition (0-3).
Definition clear_map.h:24
@ Fields
Farm fields (3).
Definition clear_map.h:25
@ Grass
Plain grass with dirt transition (0-3).
Definition clear_map.h:22
@ Rough
Rough mounds (3).
Definition clear_map.h:23
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:253
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:52
bool IsSnowTile(Tile t)
Test if a tile is covered with snow.
Definition clear_map.h:40
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition clear_map.h:77
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
Definition of stuff that is very close to a company, like the company struct itself.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
Direction
Defines the 8 directions on the map.
@ DIR_END
Used to iterate.
Prices _price
Prices and also the fractional part.
Definition economy.cpp:106
@ Construction
Construction costs.
@ Other
Other expenses.
@ ClearTrees
Price for destroying trees.
@ BuildTrees
Price for planting trees.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
Functions related to world/map generation.
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
@ GWP_TREE
Generate trees.
Definition genworld.h:68
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
static constexpr uint MAP_HEIGHT_LIMIT_ORIGINAL
Original map height limit.
Definition genworld.h:50
All geometry types in OpenTTD.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
const TileTypeProcs _tile_type_trees_procs
TileTypeProcs definitions for TileType::Trees tiles.
Definition landscape.cpp:56
Functions related to OTTD's landscape.
Command definitions related to landscape (slopes etc.).
@ Arctic
Landscape with snow levels.
@ Toyland
Landscape with funky industries and vehicles.
@ Tropic
Landscape with distinct rainforests and deserts,.
@ Temperate
Base landscape.
#define Point
Macro that prevents name conflicts between included headers.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:186
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:120
TileIndex RandomTileSeed(uint32_t r)
Get a random tile out of a given seed.
Definition map_func.h:645
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
#define RandomTile()
Get a valid random tile.
Definition map_func.h:656
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition map_func.h:588
static const uint MIN_MAP_SIZE_BITS
Minimal and maximal map width and height.
Definition map_type.h:37
static const uint MAX_MAP_SIZE_BITS
Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS.
Definition map_type.h:38
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.
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
constexpr T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
uint8_t _trees_tick_ctr
Determines when to consider building more trees.
Definition tree_cmd.cpp:45
Functions related to generic callbacks.
void AmbientSoundEffect(TileIndex tile)
Play an ambient sound effect for an empty tile.
Pseudo random number generator.
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.
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
@ Original
The original algorithm.
@ None
No tree placer algorithm.
@ Improved
A 'improved' algorithm.
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:88
uint SlopeToSpriteOffset(Slope s)
Returns the Sprite offset for a given Slope.
Definition slope_func.h:415
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
Enumeration for the slope-type.
Definition slope_type.h:47
Functions related to sound.
SoundFx
Sound effects from baseset.
Definition sound_type.h:46
@ SND_39_ARCTIC_SNOW_2
57 == 0x39 Tree ambient: arctic snow (2): heavy wind
Definition sound_type.h:105
@ SND_44_RAINFOREST_3
68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
Definition sound_type.h:116
@ SND_34_ARCTIC_SNOW_1
52 == 0x34 Tree ambient: arctic snow (1): wind
Definition sound_type.h:100
@ SND_43_RAINFOREST_2
67 == 0x43 Tree ambient: rainforest ambient (2): lion
Definition sound_type.h:115
@ SND_42_RAINFOREST_1
66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
Definition sound_type.h:114
@ SND_48_RAINFOREST_4
72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
Definition sound_type.h:120
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames).
uint32_t tree_limit
Amount of trees we can (still) plant (times 65536).
A coordinate with two dimensions.
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T y
Y coordinate.
T z
Z coordinate.
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:331
static uint Size()
Get the size of the map.
Definition map_func.h:280
Combination of a palette sprite and a 'real' sprite.
Definition gfx_type.h:22
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed).
Definition gfx_type.h:24
static Company * GetIfValid(auto index)
Tile description for the 'land area information' tool.
Definition tile_cmd.h:39
StringID str
Description of the tile.
Definition tile_cmd.h:40
std::array< Owner, 4 > owner
Name of the owner(s).
Definition tile_cmd.h:42
Tile information, used while rendering the tile.
Definition tile_cmd.h:33
Slope tileh
Slope of the tile.
Definition tile_cmd.h:34
TileIndex tile
Tile index.
Definition tile_cmd.h:35
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:213
Town data structure.
Definition town.h:63
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:115
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
std::tuple< Slope, int > GetTilePixelSlope(TileIndex tile)
Return the slope of a given tile.
Definition tile_map.h:289
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition tile_map.h:225
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
@ Desert
Tile is desert.
Definition tile_type.h:83
@ Rainforest
Rainforest tile.
Definition tile_type.h:84
@ Normal
Normal tropiczone.
Definition tile_type.h:82
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ Water
Water tile.
Definition tile_type.h:55
@ Void
Invisible tiles at the SW and SE border.
Definition tile_type.h:56
@ Trees
Tile with one or more trees.
Definition tile_type.h:53
@ Clear
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:49
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition of the tick-based game-timer.
Base of the town class.
void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
Changes town rating of the current company.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
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...
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...
@ TO_TREES
trees
void PlaceTree(TileIndex tile, uint32_t r, bool keep_density)
Make a random tree tile of the given tile.
Definition tree_cmd.cpp:171
static bool TreesOnTileCanSpread(TileIndex tile)
Check if trees on this tile are allowed to spread.
Definition tree_cmd.cpp:817
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:432
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:98
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
Get a random TreeType for the given tile based on a given seed.
Definition tree_cmd.cpp:140
static bool IsPointInTriangle(int x, int y, const Point &v1, const Point &v2, const Point &v3)
Returns true if the given coordinates lie within a triangle.
Definition tree_cmd.cpp:262
void GenerateTrees()
Place new trees.
Definition tree_cmd.cpp:479
static void DrawTile_Trees(TileInfo *ti)
Tile callback function signature for drawing a tile and its contents to the screen.
Definition tree_cmd.cpp:643
static void CreateStarShapedPolygon(int radius, std::span< const BlobHarmonic > harmonics, std::span< Point > shape)
Creates a star-shaped polygon originating from (0, 0) as defined by the given harmonics.
Definition tree_cmd.cpp:203
static const uint16_t EDITOR_TREE_DIV
Game editor tree generation divisor factor.
Definition tree_cmd.cpp:49
static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
Tests if a tile can be converted to TileType::Trees This is true for clear ground without farms or ro...
Definition tree_cmd.cpp:59
void PlaceTreesRandomly()
Place some trees randomly.
Definition tree_cmd.cpp:369
static const uint16_t DEFAULT_TREE_STEPS
Default number of attempts for placing trees.
Definition tree_cmd.cpp:47
static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS
Default number of attempts for placing extra trees at rainforest in tropic.
Definition tree_cmd.cpp:48
static bool IsPointInStarShapedPolygon(int x, int y, std::span< Point > shape)
Returns true if the given coordinates lie within a star shaped polygon.
Definition tree_cmd.cpp:281
static TreeGround TreeGroundFromClearGround(ClearGround clearground)
Get equivalent TreeGround for a ClearGround.
Definition tree_cmd.cpp:78
static void PlantRandomTree(bool rainforest)
Place a random tree on a random tile.
Definition tree_cmd.cpp:975
CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
Plant a tree.
Definition tree_cmd.cpp:514
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
Place a tree at the same height as an existing tree.
Definition tree_cmd.cpp:340
static void CreateRandomStarShapedPolygon(int radius, std::span< Point > shape)
Creates a random star-shaped polygon originating from (0, 0).
Definition tree_cmd.cpp:234
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlags flags)
Tile callback function signature for clearing a tile.
Definition tree_cmd.cpp:724
static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, bool ground_vehicle)
Tile callback function signature for obtaining the world Z coordinate of a given point of a tile.
Definition tree_cmd.cpp:716
static void PlaceTreeGroups(uint num_groups)
Creates a number of tree groups.
Definition tree_cmd.cpp:300
static void GetTileDesc_Trees(TileIndex tile, TileDesc &td)
Tile callback function signature for obtaining a tile description.
Definition tree_cmd.cpp:740
ExtraTreePlacement
Where to place trees while in-game?
Definition tree_cmd.cpp:37
@ ETP_SPREAD_RAINFOREST
Grow trees on tiles that have them, only spread to new ones in rainforests.
Definition tree_cmd.cpp:39
@ ETP_NO_SPREAD
Grow trees on tiles that have them but don't spread to new ones.
Definition tree_cmd.cpp:38
@ ETP_NO_GROWTH_NO_SPREAD
Don't grow trees and don't spread them at all.
Definition tree_cmd.cpp:41
@ ETP_SPREAD_ALL
Grow trees and spread them without restrictions.
Definition tree_cmd.cpp:40
bool DecrementTreeCounter()
Decrement the tree tick counter.
Definition tree_cmd.cpp:960
static void TileLoop_Trees(TileIndex tile)
Tile callback function signature for running periodic tile updates.
Definition tree_cmd.cpp:836
Command definitions related to tree tiles.
Sprites to use and how to display them for tree tiles.
Map accessors for tree tiles.
static const uint TREE_COUNT_RAINFOREST
number of tree types for the 'rainforest part' of a sub-tropic map.
Definition tree_map.h:43
uint GetTreeCount(Tile t)
Returns the number of trees on a tile.
Definition tree_map.h:164
TreeGrowthStage GetTreeGrowth(Tile t)
Returns the tree growth stage.
Definition tree_map.h:196
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
static const uint TREE_COUNT_TOYLAND
number of tree types on a toyland map.
Definition tree_map.h:45
void MakeTree(Tile t, TreeType type, uint count, TreeGrowthStage growth, TreeGround ground, uint density)
Make a tree-tile.
Definition tree_map.h:245
void SetTreeGrowth(Tile t, TreeGrowthStage g)
Sets the tree growth stage of a tile.
Definition tree_map.h:227
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
TreeType
List of tree types along all landscape types.
Definition tree_map.h:25
@ TREE_RAINFOREST
tree on the 'green part' on a sub-tropical map
Definition tree_map.h:28
@ TREE_TOYLAND
tree on a toyland map
Definition tree_map.h:31
@ TREE_SUB_ARCTIC
tree on a sub_arctic landscape
Definition tree_map.h:27
@ TREE_SUB_TROPICAL
tree on a sub-tropical map, non-rainforest, non-desert
Definition tree_map.h:30
@ TREE_TEMPERATE
temperate tree
Definition tree_map.h:26
@ TREE_CACTUS
a cactus for the 'desert part' on a sub-tropical map
Definition tree_map.h:29
@ TREE_INVALID
An invalid tree.
Definition tree_map.h:32
void AddTreeCount(Tile t, int c)
Add a amount to the tree-count value of a tile with trees.
Definition tree_map.h:181
TreeGround
Enumeration for ground types of tiles with trees.
Definition tree_map.h:52
@ SnowOrDesert
Snow or desert, depending on landscape.
Definition tree_map.h:55
@ Shore
Shore.
Definition tree_map.h:56
@ RoughSnow
A snow tile that is rough underneath.
Definition tree_map.h:57
@ Grass
Normal grass.
Definition tree_map.h:53
@ Rough
Rough land.
Definition tree_map.h:54
static const uint TREE_COUNT_SUB_ARCTIC
number of tree types on a sub arctic map.
Definition tree_map.h:42
TreeType GetTreeType(Tile t)
Returns the treetype of a tile.
Definition tree_map.h:87
void SetTreeGroundDensity(Tile t, TreeGround g, uint d)
Set the density and ground type of a tile with trees.
Definition tree_map.h:145
void AddTreeGrowth(Tile t, int a)
Add a value to the tree growth stage.
Definition tree_map.h:211
uint GetTreeDensity(Tile t)
Returns the 'density' of a tile with trees.
Definition tree_map.h:128
TreeGrowthStage
Enumeration for tree growth stages.
Definition tree_map.h:65
@ Grown
Fully grown tree.
Definition tree_map.h:69
@ Dead
Dead tree.
Definition tree_map.h:72
@ Growing1
First stage of growth.
Definition tree_map.h:66
static const uint TREE_COUNT_TEMPERATE
number of tree types on a temperate map.
Definition tree_map.h:41
void StartSpriteCombine()
Starts a block of sprites, which are "combined" into a single bounding box.
Definition viewport.cpp:759
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:658
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition viewport.cpp:769
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:579
Functions related to (drawing on) viewports.
Functions related to water management.
void TileLoop_Water(TileIndex tile)
Tile callback function signature for running periodic tile updates.
void ClearNeighbourNonFloodingStates(TileIndex tile)
Clear non-flooding state of the tiles around a tile.
Definition water_cmd.cpp:98
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition water_map.h:385
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:203