Rework return statement in FlowsDown
[openttd/fttd.git] / src / tree_cmd.cpp
blobc6ec529e89f3059ef0f8c2fb7aae408ddaf627f7
1 /* $Id$ */
3 /*
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/>.
8 */
10 /** @file tree_cmd.cpp Handling of tree tiles. */
12 #include "stdafx.h"
13 #include "map/ground.h"
14 #include "map/slope.h"
15 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
18 #include "town.h"
19 #include "genworld.h"
20 #include "clear_func.h"
21 #include "company_func.h"
22 #include "water.h"
23 #include "company_base.h"
24 #include "core/random_func.hpp"
25 #include "newgrf_generic.h"
27 #include "table/strings.h"
28 #include "table/tree_land.h"
30 /**
31 * List of tree placer algorithm.
33 * This enumeration defines all possible tree placer algorithm in the game.
35 enum TreePlacer {
36 TP_NONE, ///< No tree placer algorithm
37 TP_ORIGINAL, ///< The original algorithm
38 TP_IMPROVED, ///< A 'improved' algorithm
41 /** Where to place trees while in-game? */
42 enum ExtraTreePlacement {
43 ETP_NONE, ///< Place trees on no tiles
44 ETP_RAINFOREST, ///< Place trees only on rainforest tiles
45 ETP_ALL, ///< Place trees on all tiles
48 /** Determines when to consider building more trees. */
49 byte _trees_tick_ctr;
51 static const uint16 DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
52 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
53 static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor.
55 /**
56 * Tests if a tile can be converted to have trees
57 * This is true for clear ground without farms or rocks.
59 * @param tile the tile of interest
60 * @param allow_desert Allow planting trees on GROUND_DESERT?
61 * @return true if trees can be built.
63 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
65 switch (GetTileType(tile)) {
66 case TT_WATER:
67 return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
69 case TT_GROUND:
70 return IsTileSubtype(tile, TT_GROUND_CLEAR) && !IsBridgeAbove(tile) && GetRawClearGround(tile) != GROUND_ROCKS &&
71 (allow_desert || !IsClearGround(tile, GROUND_DESERT));
73 default: return false;
77 /**
78 * Creates a tree tile
79 * Ground type and density is preserved.
81 * @pre the tile must be suitable for trees.
83 * @param tile where to plant the trees.
84 * @param treetype The type of the tree
85 * @param count the number of trees (minus 1)
86 * @param growth the growth status
88 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
90 assert(treetype != TREE_INVALID);
91 assert(CanPlantTreesOnTile(tile, true));
93 Ground ground;
94 uint density;
96 switch (GetTileType(tile)) {
97 case TT_WATER:
98 ground = GROUND_SHORE;
99 density = 3;
100 break;
102 case TT_GROUND:
103 assert(IsTileSubtype(tile, TT_GROUND_CLEAR));
104 ground = GetFullClearGround(tile);
105 density = GetClearDensity(tile);
106 break;
108 default: NOT_REACHED();
111 MakeTree(tile, treetype, count, growth, ground, density);
114 void AddNeighbouringTree(TileIndex tile)
116 /* Don't plant extra trees if that's not allowed. */
117 if ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
118 _settings_game.construction.extra_tree_placement == ETP_NONE :
119 _settings_game.construction.extra_tree_placement != ETP_ALL) {
120 return;
123 TreeType treetype = GetTreeType(tile);
125 tile += TileOffsByDir((Direction)(Random() & 7));
127 /* Cacti don't spread */
128 if (!CanPlantTreesOnTile(tile, false)) return;
130 /* Don't plant trees, if ground was freshly cleared */
131 if (IsClearTile(tile) && GetClearGround(tile) == GROUND_GRASS && GetClearDensity(tile) != 3) return;
133 PlantTreesOnTile(tile, treetype, 0, 0);
137 * Get a random TreeType for the given tile based on a given seed
139 * This function returns a random TreeType which can be placed on the given tile.
140 * The seed for randomness must be less or equal 256, use #GB on the value of Random()
141 * to get such a value.
143 * @param tile The tile to get a random TreeType from
144 * @param seed The seed for randomness, must be less or equal 256
145 * @return The random tree type
147 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
149 switch (_settings_game.game_creation.landscape) {
150 case LT_TEMPERATE:
151 return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
153 case LT_ARCTIC:
154 return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
156 case LT_TROPIC:
157 switch (GetTropicZone(tile)) {
158 case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
159 case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
160 default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
163 default:
164 return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
169 * Make a random tree tile of the given tile
171 * Create a new tree-tile for the given tile. The second parameter is used for
172 * randomness like type and number of trees.
174 * @param tile The tile to make a tree-tile from
175 * @param r The randomness value from a Random() value
177 static void PlaceTree(TileIndex tile, uint32 r)
179 TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
181 if (tree != TREE_INVALID) {
182 PlantTreesOnTile(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6));
184 /* Rerandomize ground, if neither snow nor shore */
185 Ground ground = GetClearGround(tile);
186 if (ground == GROUND_GRASS || ground == GROUND_ROUGH ) {
187 SetClearGroundDensity(tile, GB(r, 28, 1) ? GROUND_ROUGH : GROUND_GRASS, 3);
190 /* Set the counter to a random start value */
191 SetClearCounter(tile, (Ground)GB(r, 24, 4));
196 * Creates a number of tree groups.
197 * The number of trees in each group depends on how many trees are actually placed around the given tile.
199 * @param num_groups Number of tree groups to place.
201 static void PlaceTreeGroups(uint num_groups)
203 do {
204 TileIndex center_tile = RandomTile();
206 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
207 uint32 r = Random();
208 int x = GB(r, 0, 5) - 16;
209 int y = GB(r, 8, 5) - 16;
210 uint dist = abs(x) + abs(y);
211 TileIndex cur_tile = TileAddWrap(center_tile, x, y);
213 IncreaseGeneratingWorldProgress(GWP_TREE);
215 if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
216 PlaceTree(cur_tile, r);
220 } while (--num_groups);
224 * Place a tree at the same height as an existing tree.
226 * Add a new tree around the given tile which is at the same
227 * height or at some offset (2 units) of it.
229 * @param tile The base tile to add a new tree somewhere around
230 * @param height The height (like the one from the tile)
232 static void PlaceTreeAtSameHeight(TileIndex tile, int height)
234 for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
235 uint32 r = Random();
236 int x = GB(r, 0, 5) - 16;
237 int y = GB(r, 8, 5) - 16;
238 TileIndex cur_tile = TileAddWrap(tile, x, y);
239 if (cur_tile == INVALID_TILE) continue;
241 /* Keep in range of the existing tree */
242 if (abs(x) + abs(y) > 16) continue;
244 /* Clear tile, no farm-tiles or rocks */
245 if (!CanPlantTreesOnTile(cur_tile, true)) continue;
247 /* Not too much height difference */
248 if (Delta(GetTileZ(cur_tile), height) > 2) continue;
250 /* Place one tree and quit */
251 PlaceTree(cur_tile, r);
252 break;
257 * Place some trees randomly
259 * This function just place some trees randomly on the map.
261 void PlaceTreesRandomly()
263 int i, j, ht;
265 i = ScaleByMapSize(DEFAULT_TREE_STEPS);
266 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
267 do {
268 uint32 r = Random();
269 TileIndex tile = RandomTileSeed(r);
271 IncreaseGeneratingWorldProgress(GWP_TREE);
273 if (CanPlantTreesOnTile(tile, true)) {
274 PlaceTree(tile, r);
275 if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
277 /* Place a number of trees based on the tile height.
278 * This gives a cool effect of multiple trees close together.
279 * It is almost real life ;) */
280 ht = GetTileZ(tile);
281 /* The higher we get, the more trees we plant */
282 j = GetTileZ(tile) * 2;
283 /* Above snowline more trees! */
284 if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
285 while (j--) {
286 PlaceTreeAtSameHeight(tile, ht);
289 } while (--i);
291 /* place extra trees at rainforest area */
292 if (_settings_game.game_creation.landscape == LT_TROPIC) {
293 i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
294 if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
296 do {
297 uint32 r = Random();
298 TileIndex tile = RandomTileSeed(r);
300 IncreaseGeneratingWorldProgress(GWP_TREE);
302 if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
303 PlaceTree(tile, r);
305 } while (--i);
310 * Place new trees.
312 * This function takes care of the selected tree placer algorithm and
313 * place randomly the trees for a new game.
315 void GenerateTrees()
317 uint i, total;
319 if (_settings_game.game_creation.tree_placer == TP_NONE) return;
321 switch (_settings_game.game_creation.tree_placer) {
322 case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
323 case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
324 default: NOT_REACHED();
327 total = ScaleByMapSize(DEFAULT_TREE_STEPS);
328 if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
329 total *= i;
330 uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
331 total += num_groups * DEFAULT_TREE_STEPS;
332 SetGeneratingWorldProgress(GWP_TREE, total);
334 if (num_groups != 0) PlaceTreeGroups(num_groups);
336 for (; i != 0; i--) {
337 PlaceTreesRandomly();
342 * Plant a tree.
343 * @param tile start tile of area-drag of tree plantation
344 * @param flags type of operation
345 * @param p1 tree type, TREE_INVALID means random.
346 * @param p2 end tile of area-drag
347 * @param text unused
348 * @return the cost of this operation or an error
350 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
352 StringID msg = INVALID_STRING_ID;
353 CommandCost cost(EXPENSES_OTHER);
354 const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
356 if (p2 >= MapSize()) return CMD_ERROR;
357 /* Check the tree type within the current climate */
358 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;
360 Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : NULL;
361 int limit = (c == NULL ? INT32_MAX : GB(c->tree_limit, 16, 16));
363 TileArea ta(tile, p2);
364 TILE_AREA_LOOP(tile, ta) {
365 switch (GetTileType(tile)) {
366 case TT_GROUND:
367 if (!IsTreeTile(tile)) break;
369 /* no more space for trees? */
370 if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
371 msg = STR_ERROR_TREE_ALREADY_HERE;
372 continue;
375 /* Test tree limit. */
376 if (--limit < 1) {
377 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
378 break;
381 if (flags & DC_EXEC) {
382 AddTreeCount(tile, 1);
383 MarkTileDirtyByTile(tile);
384 if (c != NULL) c->tree_limit -= 1 << 16;
386 /* 2x as expensive to add more trees to an existing tile */
387 cost.AddCost(_price[PR_BUILD_TREES] * 2);
388 continue;
390 case TT_WATER:
391 if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile))) {
392 msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
393 continue;
395 break;
397 default:
398 msg = STR_ERROR_SITE_UNSUITABLE;
399 continue;
402 if (IsBridgeAbove(tile)) {
403 msg = STR_ERROR_SITE_UNSUITABLE;
404 continue;
407 TreeType treetype = (TreeType)tree_to_plant;
408 /* Be a bit picky about which trees go where. */
409 if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
410 /* No cacti outside the desert */
411 (treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
412 /* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
413 (IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
414 /* And no subtropical trees in the desert/rain forest */
415 (IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
416 msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
417 continue;
420 /* Test tree limit. */
421 if (--limit < 1) {
422 msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
423 break;
426 if (IsTileType(tile, TT_GROUND)) {
427 /* Remove fields or rocks. Note that the ground will get barrened */
428 if (IsTileSubtype(tile, TT_GROUND_FIELDS) || GetRawClearGround(tile) == GROUND_ROCKS) {
429 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
430 if (ret.Failed()) return ret;
431 cost.AddCost(ret);
435 if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
436 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
437 if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
440 if (flags & DC_EXEC) {
441 if (treetype == TREE_INVALID) {
442 treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
443 if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
446 /* Plant full grown trees in scenario editor */
447 PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
448 MarkTileDirtyByTile(tile);
449 if (c != NULL) c->tree_limit -= 1 << 16;
451 /* When planting rainforest-trees, set tropiczone to rainforest in editor. */
452 if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
453 SetTropicZone(tile, TROPICZONE_RAINFOREST);
457 cost.AddCost(_price[PR_BUILD_TREES]);
459 /* Tree limit used up? No need to check more. */
460 if (limit < 0) break;
463 if (cost.GetCost() == 0) {
464 return_cmd_error(msg);
465 } else {
466 return cost;
470 void OnTick_Trees()
472 /* Don't place trees if that's not allowed */
473 if (_settings_game.construction.extra_tree_placement == ETP_NONE) return;
475 uint32 r;
476 TileIndex tile;
477 TreeType tree;
479 /* place a tree at a random rainforest spot */
480 if (_settings_game.game_creation.landscape == LT_TROPIC &&
481 (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
482 CanPlantTreesOnTile(tile, false) &&
483 (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
484 PlantTreesOnTile(tile, tree, 0, 0);
487 /* byte underflow */
488 if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement != ETP_ALL) return;
490 /* place a tree at a random spot */
491 r = Random();
492 tile = RandomTileSeed(r);
493 if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
494 PlantTreesOnTile(tile, tree, 0, 0);
498 void InitializeTrees()
500 _trees_tick_ctr = 0;