OpenTTD Source 20251213-master-g1091fa6071
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
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 MP_WATER:
63 return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
64
65 case MP_CLEAR:
66 return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
67 (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
68
69 default: return false;
70 }
71}
72
84static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, TreeGrowthStage growth)
85{
86 assert(treetype != TREE_INVALID);
87 assert(CanPlantTreesOnTile(tile, true));
88
89 TreeGround ground;
90 uint density = 3;
91
92 switch (GetTileType(tile)) {
93 case MP_WATER:
94 ground = TREE_GROUND_SHORE;
96 break;
97
98 case MP_CLEAR: {
99 ClearGround clearground = GetClearGround(tile);
100 if (IsSnowTile(tile)) {
102 } else {
103 switch (clearground) {
104 case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
105 case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
106 default: ground = TREE_GROUND_SNOW_DESERT; break;
107 }
108 }
109 if (clearground != CLEAR_ROUGH) density = GetClearDensity(tile);
110 break;
111 }
112
113 default: NOT_REACHED();
114 }
115
116 MakeTree(tile, treetype, count, growth, ground, density);
117}
118
130static TreeType GetRandomTreeType(TileIndex tile, uint seed)
131{
133 case LandscapeType::Temperate:
134 return static_cast<TreeType>(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
135
136 case LandscapeType::Arctic:
137 return static_cast<TreeType>(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
138
139 case LandscapeType::Tropic:
140 switch (GetTropicZone(tile)) {
141 case TROPICZONE_NORMAL: return static_cast<TreeType>(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
142 case TROPICZONE_DESERT: return static_cast<TreeType>((seed > 12) ? TREE_INVALID : TREE_CACTUS);
143 default: return static_cast<TreeType>(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
144 }
145
146 default:
147 return static_cast<TreeType>(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
148 }
149}
150
161void PlaceTree(TileIndex tile, uint32_t r, bool keep_density)
162{
163 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
164
165 if (tree != TREE_INVALID) {
166 PlantTreesOnTile(tile, tree, GB(r, 22, 2), static_cast<TreeGrowthStage>(std::min<uint8_t>(GB(r, 16, 3), 6)));
168
169 /* Maybe keep the existing ground density.*/
170 if (keep_density) return;
171
172 /* Rerandomize ground, if neither snow nor shore */
173 TreeGround ground = GetTreeGround(tile);
174 if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
175 SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
176 }
177 }
178}
179
181 int amplitude;
182 float phase;
183 int frequency;
184};
185
193static void CreateStarShapedPolygon(int radius, std::span<const BlobHarmonic> harmonics, std::span<Point> shape)
194{
195 float theta = 0;
196 float step = (M_PI * 2) / std::size(shape);
197
198 /* Divide a circle into a number of equally spaced divisions. */
199 for (Point &vertex : shape) {
200
201 /* Add up the values of each harmonic at this segment.*/
202 float deviation = std::accumulate(std::begin(harmonics), std::end(harmonics), 0.f, [theta](float d, const BlobHarmonic &harmonic) -> float {
203 return d + sinf((theta + harmonic.phase) * harmonic.frequency) * harmonic.amplitude;
204 });
205
206 /* Smooth out changes. */
207 float adjusted_radius = (radius / 2.f) + (deviation / 2);
208
209 /* Add to the final polygon. */
210 vertex.x = cosf(theta) * adjusted_radius;
211 vertex.y = sinf(theta) * adjusted_radius;
212
213 /* Proceed to the next segment. */
214 theta += step;
215 }
216}
217
224static void CreateRandomStarShapedPolygon(int radius, std::span<Point> shape)
225{
226 /* Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range
227 * from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random
228 * value by the result. */
229 static constexpr float PHASE_DIVISOR = static_cast<float>(INT32_MAX / M_PI * 2);
230
231 /* These values are ones found in testing that result in suitable-looking polygons that did not self-intersect
232 * and fit within a square of radius * radius dimensions. */
233 std::initializer_list<BlobHarmonic> harmonics = {
234 {radius / 2, Random() / PHASE_DIVISOR, 1},
235 {radius / 4, Random() / PHASE_DIVISOR, 2},
236 {radius / 8, Random() / PHASE_DIVISOR, 3},
237 {radius / 16, Random() / PHASE_DIVISOR, 4},
238 };
239
240 CreateStarShapedPolygon(radius, harmonics, shape);
241}
242
252static bool IsPointInTriangle(int x, int y, const Point &v1, const Point &v2, const Point &v3)
253{
254 const int s = ((v1.x - v3.x) * (y - v3.y)) - ((v1.y - v3.y) * (x - v3.x));
255 const int t = ((v2.x - v1.x) * (y - v1.y)) - ((v2.y - v1.y) * (x - v1.x));
256
257 if ((s < 0) != (t < 0) && s != 0 && t != 0) return false;
258
259 const int d = (v3.x - v2.x) * (y - v2.y) - (v3.y - v2.y) * (x - v2.x);
260 return (d < 0) == (s + t <= 0);
261}
262
271static bool IsPointInStarShapedPolygon(int x, int y, std::span<Point> shape)
272{
273 for (auto it = std::begin(shape); it != std::end(shape); /* nothing */) {
274 const Point &v1 = *it;
275 ++it;
276 const Point &v2 = (it == std::end(shape)) ? shape.front() : *it;
277
278 if (IsPointInTriangle(x, y, v1, v2, {0, 0})) return true;
279 }
280
281 return false;
282}
283
290static void PlaceTreeGroups(uint num_groups)
291{
292 static constexpr uint GROVE_SEGMENTS = 16;
293 static constexpr uint GROVE_RADIUS = 16;
294
295 /* Shape in which trees may be contained. Array is here to reduce allocations. */
296 std::array<Point, GROVE_SEGMENTS> grove;
297
298 do {
299 TileIndex center_tile = RandomTile();
300
301 CreateRandomStarShapedPolygon(GROVE_RADIUS, grove);
302
303 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
305
306 uint32_t r = Random();
307 int x = GB(r, 0, 5) - GROVE_RADIUS;
308 int y = GB(r, 8, 5) - GROVE_RADIUS;
309 TileIndex cur_tile = TileAddWrap(center_tile, x, y);
310
311 if (cur_tile == INVALID_TILE) continue;
312 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
313 if (!IsPointInStarShapedPolygon(x, y, grove)) continue;
314
315 PlaceTree(cur_tile, r);
316 }
317
318 } while (--num_groups);
319}
320
330static void PlaceTreeAtSameHeight(TileIndex tile, int height)
331{
332 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
333 uint32_t r = Random();
334 int x = GB(r, 0, 5) - 16;
335 int y = GB(r, 8, 5) - 16;
336 TileIndex cur_tile = TileAddWrap(tile, x, y);
337 if (cur_tile == INVALID_TILE) continue;
338
339 /* Keep in range of the existing tree */
340 if (abs(x) + abs(y) > 16) continue;
341
342 /* Clear tile, no farm-tiles or rocks */
343 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
344
345 /* Not too much height difference */
346 if (Delta(GetTileZ(cur_tile), height) > 2) continue;
347
348 /* Place one tree and quit */
349 PlaceTree(cur_tile, r);
350 break;
351 }
352}
353
360{
361 int i, j, ht;
362 uint8_t max_height = _settings_game.construction.map_height_limit;
363
365 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
366 do {
367 uint32_t r = Random();
368 TileIndex tile = RandomTileSeed(r);
369
371
372 if (CanPlantTreesOnTile(tile, true)) {
373 PlaceTree(tile, r);
375
376 /* Place a number of trees based on the tile height.
377 * This gives a cool effect of multiple trees close together.
378 * It is almost real life ;) */
379 ht = GetTileZ(tile);
380 /* The higher we get, the more trees we plant */
381 j = GetTileZ(tile) * 2;
382 /* Above snowline more trees! */
383 if (_settings_game.game_creation.landscape == LandscapeType::Arctic && ht > GetSnowLine()) j *= 3;
384 /* Scale generation by maximum map height. */
385 if (max_height > MAP_HEIGHT_LIMIT_ORIGINAL) j = j * MAP_HEIGHT_LIMIT_ORIGINAL / max_height;
386 while (j--) {
387 PlaceTreeAtSameHeight(tile, ht);
388 }
389 }
390 } while (--i);
391
392 /* place extra trees at rainforest area */
393 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
395 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
396
397 do {
398 uint32_t r = Random();
399 TileIndex tile = RandomTileSeed(r);
400
402
403 if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
404 PlaceTree(tile, r);
405 }
406 } while (--i);
407 }
408}
409
422uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
423{
424 assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
425 assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
426 const bool allow_desert = treetype == TREE_CACTUS;
427 uint planted = 0;
428
429 for (; count > 0; count--) {
430 /* Simple quasi-normal distribution with range [-radius; radius) */
431 auto mkcoord = [&]() -> int32_t {
432 const uint32_t rand = InteractiveRandom();
433 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);
434 const int32_t scu = dist * radius / 512;
435 return scu - radius;
436 };
437 const int32_t xofs = mkcoord();
438 const int32_t yofs = mkcoord();
439 const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
440 if (tile_to_plant != INVALID_TILE) {
441 if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
442 AddTreeCount(tile_to_plant, 1);
444 MarkTileDirtyByTile(tile_to_plant, 0);
445 planted++;
446 } else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
447 PlantTreesOnTile(tile_to_plant, treetype, 0, TreeGrowthStage::Grown);
448 MarkTileDirtyByTile(tile_to_plant, 0);
449 planted++;
450 }
451 }
452 }
453
454 if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
455 for (TileIndex t : TileArea(tile).Expand(radius)) {
456 if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
457 }
458 }
459
460 return planted;
461}
462
470{
471 uint i, total;
472
474
476 case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 15 : 6; break;
477 case TP_IMPROVED: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 4 : 2; break;
478 default: NOT_REACHED();
479 }
480
483 total *= i;
484 uint num_groups = (_settings_game.game_creation.landscape != LandscapeType::Toyland) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
485 total += num_groups * DEFAULT_TREE_STEPS;
487
488 if (num_groups != 0) PlaceTreeGroups(num_groups);
489
490 for (; i != 0; i--) {
492 }
493}
494
504CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
505{
508
509 if (start_tile >= Map::Size()) return CMD_ERROR;
510 /* Check the tree type within the current climate */
511 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;
512
513 Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
514 int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
515
516 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
517 for (; *iter != INVALID_TILE; ++(*iter)) {
518 TileIndex current_tile = *iter;
519 switch (GetTileType(current_tile)) {
520 case MP_TREES:
521 /* no more space for trees? */
522 if (GetTreeCount(current_tile) == 4) {
523 msg = STR_ERROR_TREE_ALREADY_HERE;
524 continue;
525 }
526
527 /* Test tree limit. */
528 if (--limit < 1) {
529 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
530 break;
531 }
532
533 if (flags.Test(DoCommandFlag::Execute)) {
534 AddTreeCount(current_tile, 1);
535 MarkTileDirtyByTile(current_tile);
536 if (c != nullptr) c->tree_limit -= 1 << 16;
537 }
538 /* 2x as expensive to add more trees to an existing tile */
539 cost.AddCost(_price[PR_BUILD_TREES] * 2);
540 break;
541
542 case MP_WATER:
543 if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
544 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
545 continue;
546 }
547 [[fallthrough]];
548
549 case MP_CLEAR: {
550 if (IsBridgeAbove(current_tile)) {
551 msg = STR_ERROR_SITE_UNSUITABLE;
552 continue;
553 }
554
555 TreeType treetype = (TreeType)tree_to_plant;
556 /* Be a bit picky about which trees go where. */
557 if (_settings_game.game_creation.landscape == LandscapeType::Tropic && treetype != TREE_INVALID && (
558 /* No cacti outside the desert */
559 (treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
560 /* No rainforest trees outside the rainforest, except in the editor mode where it makes those tiles rainforest tile */
561 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
562 /* And no subtropical trees in the desert/rainforest */
563 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
564 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
565 continue;
566 }
567
568 /* Test tree limit. */
569 if (--limit < 1) {
570 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
571 break;
572 }
573
574 if (IsTileType(current_tile, MP_CLEAR)) {
575 /* Remove fields or rocks. Note that the ground will get barrened */
576 switch (GetClearGround(current_tile)) {
577 case CLEAR_FIELDS:
578 case CLEAR_ROCKS: {
579 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
580 if (ret.Failed()) return ret;
581 cost.AddCost(ret.GetCost());
582 break;
583 }
584
585 default: break;
586 }
587 }
588
589 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
591 if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
592 }
593
594 if (flags.Test(DoCommandFlag::Execute)) {
595 if (treetype == TREE_INVALID) {
596 treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
597 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
598 }
599
600 /* Plant full grown trees in scenario editor */
601 PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? TreeGrowthStage::Grown : TreeGrowthStage::Growing1);
602 MarkTileDirtyByTile(current_tile);
603 if (c != nullptr) c->tree_limit -= 1 << 16;
604
605 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
606 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
608 }
609 }
610 cost.AddCost(_price[PR_BUILD_TREES]);
611 break;
612 }
613
614 default:
615 msg = STR_ERROR_SITE_UNSUITABLE;
616 break;
617 }
618
619 /* Tree limit used up? No need to check more. */
620 if (limit < 0) break;
621 }
622
623 if (cost.GetCost() == 0) {
624 return CommandCost(msg);
625 } else {
626 return cost;
627 }
628}
629
631 int8_t x, y;
632};
633
634static void DrawTile_Trees(TileInfo *ti)
635{
636 switch (GetTreeGround(ti->tile)) {
637 case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
638 case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
639 case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
640 default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
641 }
642
643 /* Do not draw trees when the invisible trees setting is set */
644 if (IsInvisibilitySet(TO_TREES)) return;
645
646 uint tmp = CountBits(ti->tile.base() + ti->x + ti->y);
647 uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
648
649 /* different tree styles above one of the grounds */
651 GetTreeDensity(ti->tile) >= 2 &&
652 IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
653 index += 164 - (TREE_SUB_ARCTIC << 2);
654 }
655
656 assert(index < lengthof(_tree_layout_sprite));
657
658 const PalSpriteID *s = _tree_layout_sprite[index];
659 const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
660
661 /* combine trees into one sprite object */
663
664 TreeListEnt te[4];
665
666 /* put the trees to draw in a list */
667 uint trees = GetTreeCount(ti->tile);
668
669 for (uint i = 0; i < trees; i++) {
670 SpriteID sprite = s[0].sprite + (i == trees - 1 ? to_underlying(GetTreeGrowth(ti->tile)) : 3);
671 PaletteID pal = s[0].pal;
672
673 te[i].sprite = sprite;
674 te[i].pal = pal;
675 te[i].x = d->x;
676 te[i].y = d->y;
677 s++;
678 d++;
679 }
680
681 /* draw them in a sorted way */
682 int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
683
684 for (; trees > 0; trees--) {
685 uint min = te[0].x + te[0].y;
686 uint mi = 0;
687
688 for (uint i = 1; i < trees; i++) {
689 if ((uint)(te[i].x + te[i].y) < min) {
690 min = te[i].x + te[i].y;
691 mi = i;
692 }
693 }
694
695 SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, 48}, {te[mi].x, te[mi].y, 0}};
696 AddSortableSpriteToDraw(te[mi].sprite, te[mi].pal, ti->x, ti->y, z, bounds, IsTransparencySet(TO_TREES));
697
698 /* replace the removed one with the last one */
699 te[mi] = te[trees - 1];
700 }
701
703}
704
705
706static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y, bool)
707{
708 auto [tileh, z] = GetTilePixelSlope(tile);
709
710 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
711}
712
713static Foundation GetFoundation_Trees(TileIndex, Slope)
714{
715 return FOUNDATION_NONE;
716}
717
718static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlags flags)
719{
720 uint num;
721
724 if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
725 }
726
727 num = GetTreeCount(tile);
728 if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
729
730 if (flags.Test(DoCommandFlag::Execute)) DoClearSquare(tile);
731
732 return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
733}
734
735static void GetTileDesc_Trees(TileIndex tile, TileDesc &td)
736{
737 TreeType tt = GetTreeType(tile);
738
740 td.str = STR_LAI_TREE_NAME_RAINFOREST;
741 } else {
742 td.str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
743 }
744
745 td.owner[0] = GetTileOwner(tile);
746}
747
748static void TileLoopTreesDesert(TileIndex tile)
749{
750 switch (GetTropicZone(tile)) {
755 }
756 break;
757
759 static const SoundFx forest_sounds[] = {
764 };
765 uint32_t r = Random();
766
767 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
768 break;
769 }
770
771 default: break;
772 }
773}
774
775static void TileLoopTreesAlps(TileIndex tile)
776{
777 int k = GetTileZ(tile) - GetSnowLine() + 1;
778
779 if (k < 0) {
780 switch (GetTreeGround(tile)) {
783 default: return;
784 }
785 } else {
786 uint density = std::min<uint>(k, 3);
787
790 SetTreeGroundDensity(tile, tg, density);
791 } else if (GetTreeDensity(tile) != density) {
792 SetTreeGroundDensity(tile, GetTreeGround(tile), density);
793 } else {
794 if (GetTreeDensity(tile) == 3) {
795 uint32_t r = Random();
796 if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
797 SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
798 }
799 }
800 return;
801 }
802 }
804}
805
806static bool CanPlantExtraTrees(TileIndex tile)
807{
808 return ((_settings_game.game_creation.landscape == LandscapeType::Tropic && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
810 _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
811}
812
813static void TileLoop_Trees(TileIndex tile)
814{
815 if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
816 TileLoop_Water(tile);
817 } else {
819 case LandscapeType::Tropic: TileLoopTreesDesert(tile); break;
820 case LandscapeType::Arctic: TileLoopTreesAlps(tile); break;
821 default: break;
822 }
823 }
824
825 AmbientSoundEffect(tile);
826
827 /* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits.
828 * Also, we use a simple hash to spread the updates evenly over the map.
829 * 11 and 9 are just some co-prime numbers for better spread.
830 */
831 uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8);
832
833 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
834 if ((cycle & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
835 uint density = GetTreeDensity(tile);
836 if (density < 3) {
837 SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
839 }
840 }
841
843
844 static const uint32_t TREE_UPDATE_FREQUENCY = 16; // How many tile updates happen for one tree update
845 if (cycle % TREE_UPDATE_FREQUENCY != TREE_UPDATE_FREQUENCY - 1) return;
846
847 switch (GetTreeGrowth(tile)) {
848 case TreeGrowthStage::Grown: // regular sized tree
849 if (_settings_game.game_creation.landscape == LandscapeType::Tropic &&
850 GetTreeType(tile) != TREE_CACTUS &&
852 AddTreeGrowth(tile, 1);
853 } else {
854 switch (GB(Random(), 0, 3)) {
855 case 0: // start destructing
856 AddTreeGrowth(tile, 1);
857 break;
858
859 case 1: // add a tree
860 if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
861 AddTreeCount(tile, 1);
863 break;
864 }
865 [[fallthrough]];
866
867 case 2: { // add a neighbouring tree
868 if (!CanPlantExtraTrees(tile)) break;
869
870 TreeType treetype = GetTreeType(tile);
871
872 tile += TileOffsByDir(static_cast<Direction>(Random() % DIR_END));
873
874 /* Cacti don't spread */
875 if (!CanPlantTreesOnTile(tile, false)) return;
876
877 /* Don't plant trees, if ground was freshly cleared */
878 if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
879
881
882 break;
883 }
884
885 default:
886 return;
887 }
888 }
889 break;
890
891 case TreeGrowthStage::Dead: // final stage of tree destruction
892 if (!CanPlantExtraTrees(tile)) {
893 /* if trees can't spread just plant a new one to prevent deforestation */
895 } else if (GetTreeCount(tile) > 1) {
896 /* more than one tree, delete it */
897 AddTreeCount(tile, -1);
899 } else {
900 /* just one tree, change type into MP_CLEAR */
901 switch (GetTreeGround(tile)) {
902 case TREE_GROUND_SHORE: MakeShore(tile); break;
903 case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
904 case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
906 uint density = GetTreeDensity(tile);
907 MakeClear(tile, CLEAR_ROUGH, 3);
908 MakeSnow(tile, density);
909 break;
910 }
911 default: // snow or desert
912 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
914 } else {
915 uint density = GetTreeDensity(tile);
916 MakeClear(tile, CLEAR_GRASS, 3);
917 MakeSnow(tile, density);
918 }
919 break;
920 }
921 }
922 break;
923
924 default:
925 AddTreeGrowth(tile, 1);
926 break;
927 }
928
930}
931
939{
940 /* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
941 static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<uint8_t>::digits);
942
943 /* byte underflow */
944 uint8_t old_trees_tick_ctr = _trees_tick_ctr;
946 return old_trees_tick_ctr <= _trees_tick_ctr;
947}
948
953static void PlantRandomTree(bool rainforest)
954{
955 uint32_t r = Random();
956 TileIndex tile = RandomTileSeed(r);
957
958 if (rainforest && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return;
959 if (!CanPlantTreesOnTile(tile, false)) return;
960
961 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
962 if (tree == TREE_INVALID) return;
963
965}
966
967void OnTick_Trees()
968{
969 /* Don't spread trees if that's not allowed */
971
972 /* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
973 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
974 * inversely proportional to map size, so that is handled to create a mask. */
975 int skip = Map::ScaleBySize(16);
976 if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return;
977
978 /* place a tree at a random rainforest spot */
979 if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
980 for (uint c = Map::ScaleBySize(1); c > 0; c--) {
981 PlantRandomTree(true);
982 }
983 }
984
986
987 /* place a tree at a random spot */
988 PlantRandomTree(false);
989}
990
991static TrackStatus GetTileTrackStatus_Trees(TileIndex, TransportType, uint, DiagDirection)
992{
993 return 0;
994}
995
996static void ChangeTileOwner_Trees(TileIndex, Owner, Owner)
997{
998 /* not used */
999}
1000
1001void InitializeTrees()
1002{
1003 _trees_tick_ctr = 0;
1004}
1005
1006static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlags flags, int, Slope)
1007{
1008 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
1009}
1010
1011
1012extern const TileTypeProcs _tile_type_trees_procs = {
1013 DrawTile_Trees, // draw_tile_proc
1014 GetSlopePixelZ_Trees, // get_slope_z_proc
1015 ClearTile_Trees, // clear_tile_proc
1016 nullptr, // add_accepted_cargo_proc
1017 GetTileDesc_Trees, // get_tile_desc_proc
1018 GetTileTrackStatus_Trees, // get_tile_track_status_proc
1019 nullptr, // click_tile_proc
1020 nullptr, // animate_tile_proc
1021 TileLoop_Trees, // tile_loop_proc
1022 ChangeTileOwner_Trees, // change_tile_owner_proc
1023 nullptr, // add_produced_cargo_proc
1024 nullptr, // vehicle_enter_tile_proc
1025 GetFoundation_Trees, // get_foundation_proc
1026 TerraformTile_Trees, // terraform_tile_proc
1027 nullptr, // check_build_above_proc
1028};
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?
Enum-as-bit-set wrapper.
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.
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:59
void MakeSnow(Tile t, uint density=0)
Make a snow tile.
Definition clear_map.h:288
ClearGround
Ground types.
Definition clear_map.h:19
@ 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_ROUGH
3
Definition clear_map.h:21
@ CLEAR_ROCKS
3
Definition clear_map.h:22
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:247
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:47
bool IsSnowTile(Tile t)
Test if a tile is covered with snow.
Definition clear_map.h:35
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition clear_map.h:71
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.
DiagDirection
Enumeration for diagonal directions.
@ EXPENSES_CONSTRUCTION
Construction costs.
@ EXPENSES_OTHER
Other expenses.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
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:70
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:52
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.
Functions related to OTTD's landscape.
Command definitions related to landscape (slopes etc.).
@ Random
Randomise borders.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:175
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:109
TileIndex RandomTileSeed(uint32_t r)
Get a random tile out of a given seed.
Definition map_func.h:653
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:437
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:427
#define RandomTile()
Get a valid random tile.
Definition map_func.h:664
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition map_func.h:596
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.
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
@ TP_IMPROVED
A 'improved' algorithm.
@ TP_NONE
No tree placer algorithm.
@ TP_ORIGINAL
The original 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: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:45
@ SND_39_ARCTIC_SNOW_2
57 == 0x39 Tree ambient: arctic snow (2): heavy wind
Definition sound_type.h:104
@ SND_44_RAINFOREST_3
68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
Definition sound_type.h:115
@ SND_34_ARCTIC_SNOW_1
52 == 0x34 Tree ambient: arctic snow (1): wind
Definition sound_type.h:99
@ SND_43_RAINFOREST_2
67 == 0x43 Tree ambient: rainforest ambient (2): lion
Definition sound_type.h:114
@ SND_42_RAINFOREST_1
66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
Definition sound_type.h:113
@ SND_48_RAINFOREST_4
72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
Definition sound_type.h:119
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)
SoundSettings sound
sound effect settings
uint32_t tree_limit
Amount of trees we can (still) plant (times 65536).
uint8_t extra_tree_placement
(dis)allow building extra trees in-game
uint8_t map_height_limit
the maximum allowed heightlevel
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T y
Y coordinate.
T z
Z coordinate.
uint8_t dist_local_authority
distance for town local authority, default 20
uint8_t tree_placer
the tree placer algorithm
LandscapeType 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:340
static uint Size()
Get the size of the map.
Definition map_func.h:290
OrthogonalTileArea & Expand(int rad)
Expand a tile area by rad tiles in each direction, keeping within map bounds.
Definition tilearea.cpp:123
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 bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
bool ambient
Play ambient, industry and town sounds.
Tile description for the 'land area information' tool.
Definition tile_cmd.h:36
StringID str
Description of the tile.
Definition tile_cmd.h:37
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:39
Tile information, used while rendering the tile.
Definition tile_cmd.h:30
Slope tileh
Slope of the tile.
Definition tile_cmd.h:31
TileIndex tile
Tile index.
Definition tile_cmd.h:32
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:152
Town data structure.
Definition town.h:63
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
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
@ 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
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ 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, 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
TransportType
Available types of transport.
void PlaceTree(TileIndex tile, uint32_t r, bool keep_density)
Make a random tree tile of the given tile.
Definition tree_cmd.cpp:161
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:422
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:84
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
Get a random TreeType for the given tile based on a given seed.
Definition tree_cmd.cpp:130
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:252
void GenerateTrees()
Place new trees.
Definition tree_cmd.cpp:469
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:193
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 MP_TREES This is true for clear ground without farms or rocks.
Definition tree_cmd.cpp:59
void PlaceTreesRandomly()
Place some trees randomly.
Definition tree_cmd.cpp:359
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:271
static void PlantRandomTree(bool rainforest)
Place a random tree on a random tile.
Definition tree_cmd.cpp:953
CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
Plant a tree.
Definition tree_cmd.cpp:504
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
Place a tree at the same height as an existing tree.
Definition tree_cmd.cpp:330
static void CreateRandomStarShapedPolygon(int radius, std::span< Point > shape)
Creates a random star-shaped polygon originating from (0, 0).
Definition tree_cmd.cpp:224
uint8_t _trees_tick_ctr
Determines when to consider building more trees.
Definition tree_cmd.cpp:45
static void PlaceTreeGroups(uint num_groups)
Creates a number of tree groups.
Definition tree_cmd.cpp:290
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:938
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
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:180
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
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: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
TreeGrowthStage
Enumeration for tree growth stages.
Definition tree_map.h:65
@ Grown
Fully grown tree.
@ Dead
Dead tree.
@ Growing1
First stage of growth.
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:764
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:663
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition viewport.cpp:774
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)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
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:383
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:203