OpenTTD Source  20241120-master-g6d3adc6169
tree_cmd.cpp
Go to the documentation of this file.
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 {
44 };
45 
52 };
53 
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;
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;
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 {
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 
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 
248 {
249  int i, j, ht;
250 
252  if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
253  do {
254  uint32_t r = Random();
255  TileIndex tile = RandomTileSeed(r);
256 
258 
259  if (CanPlantTreesOnTile(tile, true)) {
260  PlaceTree(tile, r);
262 
263  /* Place a number of trees based on the tile height.
264  * This gives a cool effect of multiple trees close together.
265  * It is almost real life ;) */
266  ht = GetTileZ(tile);
267  /* The higher we get, the more trees we plant */
268  j = GetTileZ(tile) * 2;
269  /* Above snowline more trees! */
270  if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
271  while (j--) {
272  PlaceTreeAtSameHeight(tile, ht);
273  }
274  }
275  } while (--i);
276 
277  /* place extra trees at rainforest area */
278  if (_settings_game.game_creation.landscape == LT_TROPIC) {
280  if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
281 
282  do {
283  uint32_t r = Random();
284  TileIndex tile = RandomTileSeed(r);
285 
287 
288  if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
289  PlaceTree(tile, r);
290  }
291  } while (--i);
292  }
293 }
294 
307 uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
308 {
309  assert(_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);
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 
355 {
356  uint i, total;
357 
359 
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 
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;
372 
373  if (num_groups != 0) PlaceTreeGroups(num_groups);
374 
375  for (; i != 0; i--) {
377  }
378 }
379 
389 CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
390 {
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)) {
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_cmd_error(msg);
510  } else {
511  return cost;
512  }
513 }
514 
516  uint8_t x, y;
517 };
518 
519 static 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 */
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 */
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 
587 }
588 
589 
590 static 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 
597 static Foundation GetFoundation_Trees(TileIndex, Slope)
598 {
599  return FOUNDATION_NONE;
600 }
601 
602 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
603 {
604  uint num;
605 
608  if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
609  }
610 
611  num = GetTreeCount(tile);
612  if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
613 
614  if (flags & DC_EXEC) DoClearSquare(tile);
615 
616  return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
617 }
618 
619 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
620 {
621  TreeType tt = GetTreeType(tile);
622 
624  td->str = STR_LAI_TREE_NAME_RAINFOREST;
625  } else {
626  td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
627  }
628 
629  td->owner[0] = GetTileOwner(tile);
630 }
631 
632 static void TileLoopTreesDesert(TileIndex tile)
633 {
634  switch (GetTropicZone(tile)) {
635  case TROPICZONE_DESERT:
636  if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
638  MarkTileDirtyByTile(tile);
639  }
640  break;
641 
642  case TROPICZONE_RAINFOREST: {
643  static const SoundFx forest_sounds[] = {
648  };
649  uint32_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 
659 static void TileLoopTreesAlps(TileIndex tile)
660 {
661  int k = GetTileZ(tile) - GetSnowLine() + 1;
662 
663  if (k < 0) {
664  switch (GetTreeGround(tile)) {
667  default: return;
668  }
669  } else {
670  uint density = std::min<uint>(k, 3);
671 
674  SetTreeGroundDensity(tile, tg, density);
675  } else if (GetTreeDensity(tile) != density) {
676  SetTreeGroundDensity(tile, GetTreeGround(tile), density);
677  } else {
678  if (GetTreeDensity(tile) == 3) {
679  uint32_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 
690 static bool CanPlantExtraTrees(TileIndex tile)
691 {
692  return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
695 }
696 
697 static void TileLoop_Trees(TileIndex tile)
698 {
699  if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
700  TileLoop_Water(tile);
701  } else {
703  case LT_TROPIC: TileLoopTreesDesert(tile); break;
704  case LT_ARCTIC: TileLoopTreesAlps(tile); break;
705  }
706  }
707 
708  AmbientSoundEffect(tile);
709 
710  /* 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 
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);
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 */
778  } else if (GetTreeCount(tile) > 1) {
779  /* more than one tree, delete it */
780  AddTreeCount(tile, -1);
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 
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;
829  return old_trees_tick_ctr <= _trees_tick_ctr;
830 }
831 
832 void OnTick_Trees()
833 {
834  /* Don't spread trees if that's not allowed */
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) {
854  }
855  }
856  }
857 
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) {
865  }
866 }
867 
868 static TrackStatus GetTileTrackStatus_Trees(TileIndex, TransportType, uint, DiagDirection)
869 {
870  return 0;
871 }
872 
873 static void ChangeTileOwner_Trees(TileIndex, Owner, Owner)
874 {
875  /* not used */
876 }
877 
878 void InitializeTrees()
879 {
880  _trees_tick_ctr = 0;
881 }
882 
883 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int, Slope)
884 {
885  return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
886 }
887 
888 
889 extern 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 };
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
Common return value for all commands.
Definition: command_type.h:23
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:63
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:83
bool Failed() const
Did this command fail?
Definition: command_type.h:171
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
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Functions related to clear (MP_CLEAR) land.
Tables with sprites for clear land and fences.
Map accessors for 'clear' tiles.
ClearGround GetRawClearGround(Tile t)
Get the type of clear tile but never return CLEAR_SNOW.
Definition: clear_map.h:47
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition: clear_map.h:71
@ CLEAR_GRASS
0-3
Definition: clear_map.h:20
@ CLEAR_FIELDS
3
Definition: clear_map.h:23
@ CLEAR_DESERT
1,3
Definition: clear_map.h:25
@ CLEAR_SNOW
0-3
Definition: clear_map.h:24
@ CLEAR_ROUGH
3
Definition: clear_map.h:21
@ CLEAR_ROCKS
3
Definition: clear_map.h:22
void MakeSnow(Tile t, uint density=0)
Make a snow tile.
Definition: clear_map.h:300
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition: clear_map.h:259
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition: clear_map.h:59
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition: clear_map.h:83
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:28
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:38
DoCommandFlag
List of flags for a command.
Definition: command_type.h:374
@ DC_EXEC
execute the given command
Definition: command_type.h:376
Definition of stuff that is very close to a company, like the company struct itself.
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:53
Functions related to companies.
Owner
Enum for all companies/owners.
Definition: company_type.h:18
Direction
Defines the 8 directions on the map.
@ DIR_END
Used to iterate.
DiagDirection
Enumeration for diagonal directions.
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:173
@ EXPENSES_OTHER
Other expenses.
Definition: economy_type.h:185
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:77
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:18
uint32_t PaletteID
The number of the palette.
Definition: gfx_type.h:19
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:609
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
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
Definition: landscape.cpp:228
Functions related to OTTD's landscape.
Command definitions related to landscape (slopes etc.).
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition: map.cpp:163
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
TileIndex RandomTileSeed(uint32_t r)
Get a random tile out of a given seed.
Definition: map_func.h:650
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:661
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition: map_func.h:581
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:425
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:415
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.
Definition: math_func.hpp:252
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.
Definition: math_func.hpp:234
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
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:57
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
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:48
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
Functions related to sound.
SoundFx
Sound effects from baseset.
Definition: sound_type.h:37
@ SND_39_ARCTIC_SNOW_2
57 == 0x39 Tree ambient: arctic snow (2): heavy wind
Definition: sound_type.h:96
@ SND_44_RAINFOREST_3
68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
Definition: sound_type.h:107
@ SND_34_ARCTIC_SNOW_1
52 == 0x34 Tree ambient: arctic snow (1): wind
Definition: sound_type.h:91
@ SND_43_RAINFOREST_2
67 == 0x43 Tree ambient: rainforest ambient (2): lion
Definition: sound_type.h:106
@ SND_42_RAINFOREST_1
66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
Definition: sound_type.h:105
@ SND_48_RAINFOREST_4
72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
Definition: sound_type.h:111
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:280
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
SoundSettings sound
sound effect settings
uint32_t tree_limit
Amount of trees we can (still) plant (times 65536).
Definition: company_base.h:105
uint8_t extra_tree_placement
(dis)allow building extra trees in-game
uint8_t dist_local_authority
distance for town local authority, default 20
uint8_t tree_placer
the tree placer algorithm
uint8_t landscape
the landscape we're currently in
EconomySettings economy
settings to change the economy
ConstructionSettings construction
construction of things in-game
GameCreationSettings game_creation
settings used during the creation of a game (map)
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
static debug_inline uint Size()
Get the size of the map.
Definition: map_func.h:288
Combination of a palette sprite and a 'real' sprite.
Definition: gfx_type.h:23
SpriteID sprite
The 'real' sprite.
Definition: gfx_type.h:24
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:25
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
bool ambient
Play ambient, industry and town sounds.
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:52
StringID str
Description of the tile.
Definition: tile_cmd.h:53
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:55
Tile information, used while rendering the tile.
Definition: tile_cmd.h:43
int z
Height.
Definition: tile_cmd.h:48
int x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:44
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:46
TileIndex tile
Tile index.
Definition: tile_cmd.h:47
int y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:45
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:158
Town data structure.
Definition: town.h:54
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:116
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition: tile_map.h:178
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition: tile_map.h:238
std::tuple< Slope, int > GetTilePixelSlope(TileIndex tile)
Return the slope of a given tile.
Definition: tile_map.h:289
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
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
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition: tile_type.h:79
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:78
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition: tile_type.h:77
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:95
@ MP_TREES
Tile got trees.
Definition: tile_type.h:52
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:48
@ MP_WATER
Water tile.
Definition: tile_type.h:54
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:55
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, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3949
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:3870
@ TO_TREES
trees
Definition: transparency.h:24
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
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
Available types of transport.
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
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
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
Where to place trees while in-game?
Definition: tree_cmd.cpp:47
@ 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
Grow trees on tiles that have them but don't spread to new ones.
Definition: tree_cmd.cpp:48
@ ETP_NO_GROWTH_NO_SPREAD
Don't grow trees and don't spread them at all.
Definition: tree_cmd.cpp:51
@ ETP_SPREAD_ALL
Grow trees and spread them without restrictions.
Definition: tree_cmd.cpp:50
void GenerateTrees()
Place new trees.
Definition: tree_cmd.cpp:354
static const uint16_t EDITOR_TREE_DIV
Game editor tree generation divisor factor.
Definition: tree_cmd.cpp:59
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
List of tree placer algorithm.
Definition: tree_cmd.cpp:40
@ TP_IMPROVED
A 'improved' algorithm.
Definition: tree_cmd.cpp:43
@ TP_NONE
No tree placer algorithm.
Definition: tree_cmd.cpp:41
@ TP_ORIGINAL
The original algorithm.
Definition: tree_cmd.cpp:42
void PlaceTreesRandomly()
Place some trees randomly.
Definition: tree_cmd.cpp:247
static const uint16_t DEFAULT_TREE_STEPS
Default number of attempts for placing trees.
Definition: tree_cmd.cpp:57
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
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
Place a tree at the same height as an existing tree.
Definition: tree_cmd.cpp:218
CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
Plant a tree.
Definition: tree_cmd.cpp:389
uint8_t _trees_tick_ctr
Determines when to consider building more trees.
Definition: tree_cmd.cpp:55
static void PlaceTree(TileIndex tile, uint32_t r)
Make a random tree tile of the given tile.
Definition: tree_cmd.cpp:165
static void PlaceTreeGroups(uint num_groups)
Creates a number of tree groups.
Definition: tree_cmd.cpp:187
bool DecrementTreeCounter()
Decrement the tree tick counter.
Definition: tree_cmd.cpp:821
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:163
TreeGrowthStage GetTreeGrowth(Tile t)
Returns the tree growth stage.
Definition: tree_map.h:195
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:244
void SetTreeGrowth(Tile t, TreeGrowthStage g)
Sets the tree growth stage of a tile.
Definition: tree_map.h:226
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition: tree_map.h:102
TreeGrowthStage
Enumeration for tree growth stages.
Definition: tree_map.h:65
@ Grown
Fully grown tree.
@ Dead
Dead tree.
@ Growing1
First stage of growth.
void AddTreeCount(Tile t, int c)
Add a amount to the tree-count value of a tile with trees.
Definition: tree_map.h:180
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
TreeGround
Enumeration for ground types of tiles with trees.
Definition: tree_map.h:52
@ TREE_GROUND_GRASS
normal grass
Definition: tree_map.h:53
@ TREE_GROUND_SHORE
shore
Definition: tree_map.h:56
@ TREE_GROUND_ROUGH_SNOW
A snow tile that is rough underneath.
Definition: tree_map.h:57
@ TREE_GROUND_SNOW_DESERT
a desert or snow tile, depend on landscape
Definition: tree_map.h:55
@ TREE_GROUND_ROUGH
some rough tile
Definition: tree_map.h:54
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 SetTreeGroundDensity(Tile t, TreeGround g, uint d)
Set the density and ground type of a tile with trees.
Definition: tree_map.h:144
void AddTreeGrowth(Tile t, int a)
Add a value to the tree growth stage.
Definition: tree_map.h:210
uint GetTreeDensity(Tile t)
Returns the 'density' of a tile with trees.
Definition: tree_map.h:127
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:767
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
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition: viewport.cpp:777
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
Functions related to (drawing on) viewports.
Functions related to water (management)
void TileLoop_Water(TileIndex tile)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
Definition: water_cmd.cpp:1245
void ClearNeighbourNonFloodingStates(TileIndex tile)
Clear non-flooding state of the tiles around a tile.
Definition: water_cmd.cpp:97
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition: water_map.h:381
bool IsCoast(Tile t)
Is it a coast tile?
Definition: water_map.h:201