4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file tree_cmd.cpp Handling of tree tiles. */
13 #include "clear_map.h"
14 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
18 #include "economy_func.h"
21 #include "transparency.h"
22 #include "clear_func.h"
23 #include "company_func.h"
24 #include "sound_func.h"
25 #include "water_map.h"
27 #include "landscape_type.h"
28 #include "company_base.h"
29 #include "core/random_func.hpp"
31 #include "table/strings.h"
32 #include "table/sprites.h"
33 #include "table/tree_land.h"
34 #include "table/clear_land.h"
37 * List of tree placer algorithm.
39 * This enumeration defines all possible tree placer algorithm in the game.
42 TP_NONE
, ///< No tree placer algorithm
43 TP_ORIGINAL
, ///< The original algorithm
44 TP_IMPROVED
, ///< A 'improved' algorithm
47 /** Where to place trees while in-game? */
48 enum ExtraTreePlacement
{
49 ETP_NONE
, ///< Place trees on no tiles
50 ETP_RAINFOREST
, ///< Place trees only on rainforest tiles
51 ETP_ALL
, ///< Place trees on all tiles
54 /** Determines when to consider building more trees. */
57 static const uint16 DEFAULT_TREE_STEPS
= 1000; ///< Default number of attempts for placing trees.
58 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS
= 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
59 static const uint16 EDITOR_TREE_DIV
= 5; ///< Game editor tree generation divisor factor.
62 * Tests if a tile can be converted to MP_TREES
63 * This is true for clear ground without farms or rocks.
65 * @param tile the tile of interest
66 * @param allow_desert Allow planting trees on CLEAR_DESERT?
67 * @return true if trees can be built.
69 static bool CanPlantTreesOnTile(TileIndex tile
, bool allow_desert
)
71 switch (GetTileType(tile
)) {
73 return !IsBridgeAbove(tile
) && IsCoast(tile
) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile
, NULL
));
76 return !IsBridgeAbove(tile
) && !IsClearGround(tile
, CLEAR_FIELDS
) && GetRawClearGround(tile
) != CLEAR_ROCKS
&&
77 (allow_desert
|| !IsClearGround(tile
, CLEAR_DESERT
));
79 default: return false;
85 * Ground type and density is preserved.
87 * @pre the tile must be suitable for trees.
89 * @param tile where to plant the trees.
90 * @param treetype The type of the tree
91 * @param count the number of trees (minus 1)
92 * @param growth the growth status
94 static void PlantTreesOnTile(TileIndex tile
, TreeType treetype
, uint count
, uint growth
)
96 assert(treetype
!= TREE_INVALID
);
97 assert(CanPlantTreesOnTile(tile
, true));
102 switch (GetTileType(tile
)) {
104 ground
= TREE_GROUND_SHORE
;
108 switch (GetClearGround(tile
)) {
109 case CLEAR_GRASS
: ground
= TREE_GROUND_GRASS
; break;
110 case CLEAR_ROUGH
: ground
= TREE_GROUND_ROUGH
; break;
111 case CLEAR_SNOW
: ground
= GetRawClearGround(tile
) == CLEAR_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
; break;
112 default: ground
= TREE_GROUND_SNOW_DESERT
; break;
114 if (GetClearGround(tile
) != CLEAR_ROUGH
) density
= GetClearDensity(tile
);
117 default: NOT_REACHED();
120 MakeTree(tile
, treetype
, count
, growth
, ground
, density
);
124 * Get a random TreeType for the given tile based on a given seed
126 * This function returns a random TreeType which can be placed on the given tile.
127 * The seed for randomness must be less or equal 256, use #GB on the value of Random()
128 * to get such a value.
130 * @param tile The tile to get a random TreeType from
131 * @param seed The seed for randomness, must be less or equal 256
132 * @return The random tree type
134 static TreeType
GetRandomTreeType(TileIndex tile
, uint seed
)
136 switch (_settings_game
.game_creation
.landscape
) {
138 return (TreeType
)(seed
* TREE_COUNT_TEMPERATE
/ 256 + TREE_TEMPERATE
);
141 return (TreeType
)(seed
* TREE_COUNT_SUB_ARCTIC
/ 256 + TREE_SUB_ARCTIC
);
144 switch (GetTropicZone(tile
)) {
145 case TROPICZONE_NORMAL
: return (TreeType
)(seed
* TREE_COUNT_SUB_TROPICAL
/ 256 + TREE_SUB_TROPICAL
);
146 case TROPICZONE_DESERT
: return (TreeType
)((seed
> 12) ? TREE_INVALID
: TREE_CACTUS
);
147 default: return (TreeType
)(seed
* TREE_COUNT_RAINFOREST
/ 256 + TREE_RAINFOREST
);
151 return (TreeType
)(seed
* TREE_COUNT_TOYLAND
/ 256 + TREE_TOYLAND
);
156 * Make a random tree tile of the given tile
158 * Create a new tree-tile for the given tile. The second parameter is used for
159 * randomness like type and number of trees.
161 * @param tile The tile to make a tree-tile from
162 * @param r The randomness value from a Random() value
164 static void PlaceTree(TileIndex tile
, uint32 r
)
166 TreeType tree
= GetRandomTreeType(tile
, GB(r
, 24, 8));
168 if (tree
!= TREE_INVALID
) {
169 PlantTreesOnTile(tile
, tree
, GB(r
, 22, 2), min(GB(r
, 16, 3), 6));
171 /* Rerandomize ground, if neither snow nor shore */
172 TreeGround ground
= GetTreeGround(tile
);
173 if (ground
!= TREE_GROUND_SNOW_DESERT
&& ground
!= TREE_GROUND_ROUGH_SNOW
&& ground
!= TREE_GROUND_SHORE
) {
174 SetTreeGroundDensity(tile
, (TreeGround
)GB(r
, 28, 1), 3);
177 /* Set the counter to a random start value */
178 SetTreeCounter(tile
, (TreeGround
)GB(r
, 24, 4));
183 * Creates a number of tree groups.
184 * The number of trees in each group depends on how many trees are actually placed around the given tile.
186 * @param num_groups Number of tree groups to place.
188 static void PlaceTreeGroups(uint num_groups
)
191 TileIndex center_tile
= RandomTile();
193 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
195 int x
= GB(r
, 0, 5) - 16;
196 int y
= GB(r
, 8, 5) - 16;
197 uint dist
= abs(x
) + abs(y
);
198 TileIndex cur_tile
= TileAddWrap(center_tile
, x
, y
);
200 IncreaseGeneratingWorldProgress(GWP_TREE
);
202 if (cur_tile
!= INVALID_TILE
&& dist
<= 13 && CanPlantTreesOnTile(cur_tile
, true)) {
203 PlaceTree(cur_tile
, r
);
207 } while (--num_groups
);
211 * Place a tree at the same height as an existing tree.
213 * Add a new tree around the given tile which is at the same
214 * height or at some offset (2 units) of it.
216 * @param tile The base tile to add a new tree somewhere around
217 * @param height The height (like the one from the tile)
219 static void PlaceTreeAtSameHeight(TileIndex tile
, uint height
)
221 for (uint i
= 0; i
< DEFAULT_TREE_STEPS
; i
++) {
223 int x
= GB(r
, 0, 5) - 16;
224 int y
= GB(r
, 8, 5) - 16;
225 TileIndex cur_tile
= TileAddWrap(tile
, x
, y
);
226 if (cur_tile
== INVALID_TILE
) continue;
228 /* Keep in range of the existing tree */
229 if (abs(x
) + abs(y
) > 16) continue;
231 /* Clear tile, no farm-tiles or rocks */
232 if (!CanPlantTreesOnTile(cur_tile
, true)) continue;
234 /* Not too much height difference */
235 if (Delta(GetTileZ(cur_tile
), height
) > 2) continue;
237 /* Place one tree and quit */
238 PlaceTree(cur_tile
, r
);
244 * Place some trees randomly
246 * This function just place some trees randomly on the map.
248 void PlaceTreesRandomly()
252 i
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
253 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
256 TileIndex tile
= RandomTileSeed(r
);
258 IncreaseGeneratingWorldProgress(GWP_TREE
);
260 if (CanPlantTreesOnTile(tile
, true)) {
262 if (_settings_game
.game_creation
.tree_placer
!= TP_IMPROVED
) continue;
264 /* Place a number of trees based on the tile height.
265 * This gives a cool effect of multiple trees close together.
266 * It is almost real life ;) */
268 /* The higher we get, the more trees we plant */
269 j
= GetTileZ(tile
) / TILE_HEIGHT
* 2;
270 /* Above snowline more trees! */
271 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
&& ht
> GetSnowLine()) j
*= 3;
273 PlaceTreeAtSameHeight(tile
, ht
);
278 /* place extra trees at rainforest area */
279 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
280 i
= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
281 if (_game_mode
== GM_EDITOR
) i
/= EDITOR_TREE_DIV
;
285 TileIndex tile
= RandomTileSeed(r
);
287 IncreaseGeneratingWorldProgress(GWP_TREE
);
289 if (GetTropicZone(tile
) == TROPICZONE_RAINFOREST
&& CanPlantTreesOnTile(tile
, false)) {
299 * This function takes care of the selected tree placer algorithm and
300 * place randomly the trees for a new game.
306 if (_settings_game
.game_creation
.tree_placer
== TP_NONE
) return;
308 switch (_settings_game
.game_creation
.tree_placer
) {
309 case TP_ORIGINAL
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 15 : 6; break;
310 case TP_IMPROVED
: i
= _settings_game
.game_creation
.landscape
== LT_ARCTIC
? 4 : 2; break;
311 default: NOT_REACHED();
314 total
= ScaleByMapSize(DEFAULT_TREE_STEPS
);
315 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) total
+= ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS
);
317 uint num_groups
= (_settings_game
.game_creation
.landscape
!= LT_TOYLAND
) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
318 total
+= num_groups
* DEFAULT_TREE_STEPS
;
319 SetGeneratingWorldProgress(GWP_TREE
, total
);
321 if (num_groups
!= 0) PlaceTreeGroups(num_groups
);
323 for (; i
!= 0; i
--) {
324 PlaceTreesRandomly();
330 * @param tile start tile of area-drag of tree plantation
331 * @param flags type of operation
332 * @param p1 tree type, TREE_INVALID means random.
333 * @param p2 end tile of area-drag
335 * @return the cost of this operation or an error
337 CommandCost
CmdPlantTree(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
339 StringID msg
= INVALID_STRING_ID
;
340 CommandCost
cost(EXPENSES_OTHER
);
341 const byte tree_to_plant
= GB(p1
, 0, 8); // We cannot use Extract as min and max are climate specific.
343 if (p2
>= MapSize()) return CMD_ERROR
;
344 /* Check the tree type within the current climate */
345 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
;
347 TileArea
ta(tile
, p2
);
348 TILE_AREA_LOOP(tile
, ta
) {
349 switch (GetTileType(tile
)) {
351 /* no more space for trees? */
352 if (_game_mode
!= GM_EDITOR
&& GetTreeCount(tile
) == 4) {
353 msg
= STR_ERROR_TREE_ALREADY_HERE
;
357 if (flags
& DC_EXEC
) {
358 AddTreeCount(tile
, 1);
359 MarkTileDirtyByTile(tile
);
361 /* 2x as expensive to add more trees to an existing tile */
362 cost
.AddCost(_price
[PR_BUILD_TREES
] * 2);
366 if (!IsCoast(tile
) || IsSlopeWithOneCornerRaised(GetTileSlope(tile
, NULL
))) {
367 msg
= STR_ERROR_CAN_T_BUILD_ON_WATER
;
372 if (IsBridgeAbove(tile
)) {
373 msg
= STR_ERROR_SITE_UNSUITABLE
;
377 TreeType treetype
= (TreeType
)tree_to_plant
;
378 /* Be a bit picky about which trees go where. */
379 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& treetype
!= TREE_INVALID
&& (
380 /* No cacti outside the desert */
381 (treetype
== TREE_CACTUS
&& GetTropicZone(tile
) != TROPICZONE_DESERT
) ||
382 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
383 (IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
) && GetTropicZone(tile
) != TROPICZONE_RAINFOREST
&& _game_mode
!= GM_EDITOR
) ||
384 /* And no subtropical trees in the desert/rain forest */
385 (IsInsideMM(treetype
, TREE_SUB_TROPICAL
, TREE_TOYLAND
) && GetTropicZone(tile
) != TROPICZONE_NORMAL
))) {
386 msg
= STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE
;
390 if (IsTileType(tile
, MP_CLEAR
)) {
391 /* Remove fields or rocks. Note that the ground will get barrened */
392 switch (GetRawClearGround(tile
)) {
395 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
396 if (ret
.Failed()) return ret
;
405 if (_game_mode
!= GM_EDITOR
&& Company::IsValidID(_current_company
)) {
406 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
407 if (t
!= NULL
) ChangeTownRating(t
, RATING_TREE_UP_STEP
, RATING_TREE_MAXIMUM
, flags
);
410 if (flags
& DC_EXEC
) {
411 if (treetype
== TREE_INVALID
) {
412 treetype
= GetRandomTreeType(tile
, GB(Random(), 24, 8));
413 if (treetype
== TREE_INVALID
) treetype
= TREE_CACTUS
;
416 /* Plant full grown trees in scenario editor */
417 PlantTreesOnTile(tile
, treetype
, 0, _game_mode
== GM_EDITOR
? 3 : 0);
418 MarkTileDirtyByTile(tile
);
420 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
421 if (_game_mode
== GM_EDITOR
&& IsInsideMM(treetype
, TREE_RAINFOREST
, TREE_CACTUS
)) {
422 SetTropicZone(tile
, TROPICZONE_RAINFOREST
);
425 cost
.AddCost(_price
[PR_BUILD_TREES
]);
430 msg
= STR_ERROR_SITE_UNSUITABLE
;
435 if (cost
.GetCost() == 0) {
436 return_cmd_error(msg
);
442 struct TreeListEnt
: PalSpriteID
{
446 static void DrawTile_Trees(TileInfo
*ti
)
448 switch (GetTreeGround(ti
->tile
)) {
449 case TREE_GROUND_SHORE
: DrawShoreTile(ti
->tileh
); break;
450 case TREE_GROUND_GRASS
: DrawClearLandTile(ti
, GetTreeDensity(ti
->tile
)); break;
451 case TREE_GROUND_ROUGH
: DrawHillyLandTile(ti
); break;
452 default: DrawGroundSprite(_clear_land_sprites_snow_desert
[GetTreeDensity(ti
->tile
)] + SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
); break;
455 DrawClearLandFence(ti
);
457 /* Do not draw trees when the invisible trees setting is set */
458 if (IsInvisibilitySet(TO_TREES
)) return;
460 uint tmp
= CountBits(ti
->tile
+ ti
->x
+ ti
->y
);
461 uint index
= GB(tmp
, 0, 2) + (GetTreeType(ti
->tile
) << 2);
463 /* different tree styles above one of the grounds */
464 if ((GetTreeGround(ti
->tile
) == TREE_GROUND_SNOW_DESERT
|| GetTreeGround(ti
->tile
) == TREE_GROUND_ROUGH_SNOW
) &&
465 GetTreeDensity(ti
->tile
) >= 2 &&
466 IsInsideMM(index
, TREE_SUB_ARCTIC
<< 2, TREE_RAINFOREST
<< 2)) {
467 index
+= 164 - (TREE_SUB_ARCTIC
<< 2);
470 assert(index
< lengthof(_tree_layout_sprite
));
472 const PalSpriteID
*s
= _tree_layout_sprite
[index
];
473 const TreePos
*d
= _tree_layout_xy
[GB(tmp
, 2, 2)];
475 /* combine trees into one sprite object */
476 StartSpriteCombine();
480 /* put the trees to draw in a list */
481 uint trees
= GetTreeCount(ti
->tile
);
483 for (uint i
= 0; i
< trees
; i
++) {
484 SpriteID sprite
= s
[0].sprite
+ (i
== trees
- 1 ? GetTreeGrowth(ti
->tile
) : 3);
485 PaletteID pal
= s
[0].pal
;
487 te
[i
].sprite
= sprite
;
495 /* draw them in a sorted way */
496 byte z
= ti
->z
+ GetSlopeMaxZ(ti
->tileh
) / 2;
498 for (; trees
> 0; trees
--) {
499 uint min
= te
[0].x
+ te
[0].y
;
502 for (uint i
= 1; i
< trees
; i
++) {
503 if ((uint
)(te
[i
].x
+ te
[i
].y
) < min
) {
504 min
= te
[i
].x
+ te
[i
].y
;
509 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
);
511 /* replace the removed one with the last one */
512 te
[mi
] = te
[trees
- 1];
519 static uint
GetSlopeZ_Trees(TileIndex tile
, uint x
, uint y
)
522 Slope tileh
= GetTileSlope(tile
, &z
);
524 return z
+ GetPartialZ(x
& 0xF, y
& 0xF, tileh
);
527 static Foundation
GetFoundation_Trees(TileIndex tile
, Slope tileh
)
529 return FOUNDATION_NONE
;
532 static CommandCost
ClearTile_Trees(TileIndex tile
, DoCommandFlag flags
)
536 if (Company::IsValidID(_current_company
)) {
537 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
538 if (t
!= NULL
) ChangeTownRating(t
, RATING_TREE_DOWN_STEP
, RATING_TREE_MINIMUM
, flags
);
541 num
= GetTreeCount(tile
);
542 if (IsInsideMM(GetTreeType(tile
), TREE_RAINFOREST
, TREE_CACTUS
)) num
*= 4;
544 if (flags
& DC_EXEC
) DoClearSquare(tile
);
546 return CommandCost(EXPENSES_CONSTRUCTION
, num
* _price
[PR_CLEAR_TREES
]);
549 static void GetTileDesc_Trees(TileIndex tile
, TileDesc
*td
)
551 TreeType tt
= GetTreeType(tile
);
553 if (IsInsideMM(tt
, TREE_RAINFOREST
, TREE_CACTUS
)) {
554 td
->str
= STR_LAI_TREE_NAME_RAINFOREST
;
556 td
->str
= tt
== TREE_CACTUS
? STR_LAI_TREE_NAME_CACTUS_PLANTS
: STR_LAI_TREE_NAME_TREES
;
559 td
->owner
[0] = GetTileOwner(tile
);
562 static void TileLoopTreesDesert(TileIndex tile
)
564 switch (GetTropicZone(tile
)) {
565 case TROPICZONE_DESERT
:
566 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
) {
567 SetTreeGroundDensity(tile
, TREE_GROUND_SNOW_DESERT
, 3);
568 MarkTileDirtyByTile(tile
);
572 case TROPICZONE_RAINFOREST
: {
573 static const SoundFx forest_sounds
[] = {
581 if (Chance16I(1, 200, r
)) SndPlayTileFx(forest_sounds
[GB(r
, 16, 2)], tile
);
589 static void TileLoopTreesAlps(TileIndex tile
)
591 int k
= GetTileZ(tile
) - GetSnowLine() + TILE_HEIGHT
;
594 switch (GetTreeGround(tile
)) {
595 case TREE_GROUND_SNOW_DESERT
: SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, 3); break;
596 case TREE_GROUND_ROUGH_SNOW
: SetTreeGroundDensity(tile
, TREE_GROUND_ROUGH
, 3); break;
600 uint density
= min((uint
)k
/ TILE_HEIGHT
, 3);
602 if (GetTreeGround(tile
) != TREE_GROUND_SNOW_DESERT
&& GetTreeGround(tile
) != TREE_GROUND_ROUGH_SNOW
) {
603 TreeGround tg
= GetTreeGround(tile
) == TREE_GROUND_ROUGH
? TREE_GROUND_ROUGH_SNOW
: TREE_GROUND_SNOW_DESERT
;
604 SetTreeGroundDensity(tile
, tg
, density
);
605 } else if (GetTreeDensity(tile
) != density
) {
606 SetTreeGroundDensity(tile
, GetTreeGround(tile
), density
);
608 if (GetTreeDensity(tile
) == 3) {
610 if (Chance16I(1, 200, r
)) {
611 SndPlayTileFx((r
& 0x80000000) ? SND_39_HEAVY_WIND
: SND_34_WIND
, tile
);
617 MarkTileDirtyByTile(tile
);
620 static void TileLoop_Trees(TileIndex tile
)
622 if (GetTreeGround(tile
) == TREE_GROUND_SHORE
) {
623 TileLoop_Water(tile
);
625 switch (_settings_game
.game_creation
.landscape
) {
626 case LT_TROPIC
: TileLoopTreesDesert(tile
); break;
627 case LT_ARCTIC
: TileLoopTreesAlps(tile
); break;
631 TileLoopClearHelper(tile
);
633 uint treeCounter
= GetTreeCounter(tile
);
635 /* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
636 if ((treeCounter
& 7) == 7 && GetTreeGround(tile
) == TREE_GROUND_GRASS
) {
637 uint density
= GetTreeDensity(tile
);
639 SetTreeGroundDensity(tile
, TREE_GROUND_GRASS
, density
+ 1);
640 MarkTileDirtyByTile(tile
);
643 if (GetTreeCounter(tile
) < 15) {
644 AddTreeCounter(tile
, 1);
647 SetTreeCounter(tile
, 0);
649 switch (GetTreeGrowth(tile
)) {
650 case 3: // regular sized tree
651 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
652 GetTreeType(tile
) != TREE_CACTUS
&&
653 GetTropicZone(tile
) == TROPICZONE_DESERT
) {
654 AddTreeGrowth(tile
, 1);
656 switch (GB(Random(), 0, 3)) {
657 case 0: // start destructing
658 AddTreeGrowth(tile
, 1);
661 case 1: // add a tree
662 if (GetTreeCount(tile
) < 4) {
663 AddTreeCount(tile
, 1);
664 SetTreeGrowth(tile
, 0);
669 case 2: { // add a neighbouring tree
670 /* Don't plant extra trees if that's not allowed. */
671 if ((_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) ?
672 _settings_game
.construction
.extra_tree_placement
== ETP_NONE
:
673 _settings_game
.construction
.extra_tree_placement
!= ETP_ALL
) {
677 TreeType treetype
= GetTreeType(tile
);
679 tile
+= TileOffsByDir((Direction
)(Random() & 7));
681 /* Cacti don't spread */
682 if (!CanPlantTreesOnTile(tile
, false)) return;
684 /* Don't plant trees, if ground was freshly cleared */
685 if (IsTileType(tile
, MP_CLEAR
) && GetClearGround(tile
) == CLEAR_GRASS
&& GetClearDensity(tile
) != 3) return;
687 PlantTreesOnTile(tile
, treetype
, 0, 0);
698 case 6: // final stage of tree destruction
699 if (GetTreeCount(tile
) > 1) {
700 /* more than one tree, delete it */
701 AddTreeCount(tile
, -1);
702 SetTreeGrowth(tile
, 3);
704 /* just one tree, change type into MP_CLEAR */
705 switch (GetTreeGround(tile
)) {
706 case TREE_GROUND_SHORE
: MakeShore(tile
); break;
707 case TREE_GROUND_GRASS
: MakeClear(tile
, CLEAR_GRASS
, GetTreeDensity(tile
)); break;
708 case TREE_GROUND_ROUGH
: MakeClear(tile
, CLEAR_ROUGH
, 3); break;
709 case TREE_GROUND_ROUGH_SNOW
: {
710 uint density
= GetTreeDensity(tile
);
711 MakeClear(tile
, CLEAR_ROUGH
, 3);
712 MakeSnow(tile
, density
);
715 default: // snow or desert
716 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) {
717 MakeClear(tile
, CLEAR_DESERT
, GetTreeDensity(tile
));
719 uint density
= GetTreeDensity(tile
);
720 MakeClear(tile
, CLEAR_GRASS
, 3);
721 MakeSnow(tile
, density
);
729 AddTreeGrowth(tile
, 1);
733 MarkTileDirtyByTile(tile
);
738 /* Don't place trees if that's not allowed */
739 if (_settings_game
.construction
.extra_tree_placement
== ETP_NONE
) return;
745 /* place a tree at a random rainforest spot */
746 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&&
747 (r
= Random(), tile
= RandomTileSeed(r
), GetTropicZone(tile
) == TROPICZONE_RAINFOREST
) &&
748 CanPlantTreesOnTile(tile
, false) &&
749 (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
750 PlantTreesOnTile(tile
, tree
, 0, 0);
754 if (--_trees_tick_ctr
!= 0 || _settings_game
.construction
.extra_tree_placement
!= ETP_ALL
) return;
756 /* place a tree at a random spot */
758 tile
= RandomTileSeed(r
);
759 if (CanPlantTreesOnTile(tile
, false) && (tree
= GetRandomTreeType(tile
, GB(r
, 24, 8))) != TREE_INVALID
) {
760 PlantTreesOnTile(tile
, tree
, 0, 0);
764 static TrackStatus
GetTileTrackStatus_Trees(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
769 static void ChangeTileOwner_Trees(TileIndex tile
, Owner old_owner
, Owner new_owner
)
774 void InitializeTrees()
779 static CommandCost
TerraformTile_Trees(TileIndex tile
, DoCommandFlag flags
, uint z_new
, Slope tileh_new
)
781 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
785 extern const TileTypeProcs _tile_type_trees_procs
= {
786 DrawTile_Trees
, // draw_tile_proc
787 GetSlopeZ_Trees
, // get_slope_z_proc
788 ClearTile_Trees
, // clear_tile_proc
789 NULL
, // add_accepted_cargo_proc
790 GetTileDesc_Trees
, // get_tile_desc_proc
791 GetTileTrackStatus_Trees
, // get_tile_track_status_proc
792 NULL
, // click_tile_proc
793 NULL
, // animate_tile_proc
794 TileLoop_Trees
, // tile_loop_clear
795 ChangeTileOwner_Trees
, // change_tile_owner_clear
796 NULL
, // add_produced_cargo_proc
797 NULL
, // vehicle_enter_tile_proc
798 GetFoundation_Trees
, // get_foundation_proc
799 TerraformTile_Trees
, // terraform_tile_proc