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Basically, modal windows had their own thread-locking for what drawing was possible. This is a bit nonsense now we have a game-thread. And it makes much more sense to do things like NewGRFScan and GenerateWorld in the game-thread, and not in a thread next to the game-thread. This commit changes that: it removes the threads for NewGRFScan and GenerateWorld, and just runs the code in the game-thread. On regular intervals it allows the draw-thread to do a tick, which gives a much smoother look and feel. It does slow down NewGRFScan and GenerateWorld ever so slightly as it spends more time on drawing. But the slowdown is not measureable on my machines (with 700+ NewGRFs / 4kx4k map and a Debug build). Running without a game-thread means NewGRFScan and GenerateWorld are now blocking.
871 lines
27 KiB
C++
871 lines
27 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file tree_cmd.cpp Handling of tree tiles. */
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#include "stdafx.h"
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#include "clear_map.h"
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#include "landscape.h"
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#include "tree_map.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "town.h"
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#include "genworld.h"
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#include "clear_func.h"
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#include "company_func.h"
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#include "sound_func.h"
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#include "water.h"
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#include "company_base.h"
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#include "core/random_func.hpp"
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#include "newgrf_generic.h"
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#include "table/strings.h"
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#include "table/tree_land.h"
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#include "table/clear_land.h"
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#include "safeguards.h"
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/**
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* List of tree placer algorithm.
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*
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* This enumeration defines all possible tree placer algorithm in the game.
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*/
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enum TreePlacer {
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TP_NONE, ///< No tree placer algorithm
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TP_ORIGINAL, ///< The original algorithm
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TP_IMPROVED, ///< A 'improved' algorithm
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};
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/** Where to place trees while in-game? */
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enum ExtraTreePlacement {
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ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones
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ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
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ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions
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ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all
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};
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/** Determines when to consider building more trees. */
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byte _trees_tick_ctr;
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static const uint16 DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
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static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
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static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor.
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/**
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* Tests if a tile can be converted to MP_TREES
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* This is true for clear ground without farms or rocks.
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*
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* @param tile the tile of interest
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* @param allow_desert Allow planting trees on CLEAR_DESERT?
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* @return true if trees can be built.
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*/
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static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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switch (GetTileType(tile)) {
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case MP_WATER:
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return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
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case MP_CLEAR:
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return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
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(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
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default: return false;
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}
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}
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/**
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* Creates a tree tile
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* Ground type and density is preserved.
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*
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* @pre the tile must be suitable for trees.
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*
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* @param tile where to plant the trees.
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* @param treetype The type of the tree
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* @param count the number of trees (minus 1)
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* @param growth the growth status
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*/
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static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
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{
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assert(treetype != TREE_INVALID);
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assert(CanPlantTreesOnTile(tile, true));
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TreeGround ground;
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uint density = 3;
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switch (GetTileType(tile)) {
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case MP_WATER:
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ground = TREE_GROUND_SHORE;
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break;
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case MP_CLEAR:
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switch (GetClearGround(tile)) {
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case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
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case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
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case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
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default: ground = TREE_GROUND_SNOW_DESERT; break;
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}
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if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
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break;
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default: NOT_REACHED();
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}
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MakeTree(tile, treetype, count, growth, ground, density);
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}
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/**
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* Get a random TreeType for the given tile based on a given seed
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*
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* This function returns a random TreeType which can be placed on the given tile.
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* The seed for randomness must be less or equal 256, use #GB on the value of Random()
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* to get such a value.
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*
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* @param tile The tile to get a random TreeType from
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* @param seed The seed for randomness, must be less or equal 256
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* @return The random tree type
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*/
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static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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{
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switch (_settings_game.game_creation.landscape) {
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case LT_TEMPERATE:
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return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
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case LT_ARCTIC:
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return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
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case LT_TROPIC:
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switch (GetTropicZone(tile)) {
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case TROPICZONE_NORMAL: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
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case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
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default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
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}
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default:
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return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
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}
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}
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/**
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* Make a random tree tile of the given tile
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*
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* Create a new tree-tile for the given tile. The second parameter is used for
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* randomness like type and number of trees.
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*
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* @param tile The tile to make a tree-tile from
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* @param r The randomness value from a Random() value
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*/
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static void PlaceTree(TileIndex tile, uint32 r)
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{
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TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
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if (tree != TREE_INVALID) {
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PlantTreesOnTile(tile, tree, GB(r, 22, 2), std::min<byte>(GB(r, 16, 3), 6));
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MarkTileDirtyByTile(tile);
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/* Rerandomize ground, if neither snow nor shore */
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TreeGround ground = GetTreeGround(tile);
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if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
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SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
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}
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/* Set the counter to a random start value */
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SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
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}
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}
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/**
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* Creates a number of tree groups.
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* The number of trees in each group depends on how many trees are actually placed around the given tile.
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*
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* @param num_groups Number of tree groups to place.
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*/
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static void PlaceTreeGroups(uint num_groups)
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{
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do {
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TileIndex center_tile = RandomTile();
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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uint32 r = Random();
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int x = GB(r, 0, 5) - 16;
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int y = GB(r, 8, 5) - 16;
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uint dist = abs(x) + abs(y);
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TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
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PlaceTree(cur_tile, r);
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}
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}
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} while (--num_groups);
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}
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/**
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* Place a tree at the same height as an existing tree.
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*
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* Add a new tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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* @param height The height (like the one from the tile)
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*/
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static void PlaceTreeAtSameHeight(TileIndex tile, int height)
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{
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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uint32 r = Random();
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int x = GB(r, 0, 5) - 16;
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int y = GB(r, 8, 5) - 16;
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TileIndex cur_tile = TileAddWrap(tile, x, y);
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if (cur_tile == INVALID_TILE) continue;
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/* Keep in range of the existing tree */
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if (abs(x) + abs(y) > 16) continue;
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/* Clear tile, no farm-tiles or rocks */
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if (!CanPlantTreesOnTile(cur_tile, true)) continue;
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/* Not too much height difference */
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if (Delta(GetTileZ(cur_tile), height) > 2) continue;
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/* Place one tree and quit */
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PlaceTree(cur_tile, r);
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break;
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}
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}
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/**
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* Place some trees randomly
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*
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* This function just place some trees randomly on the map.
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*/
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void PlaceTreesRandomly()
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{
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int i, j, ht;
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i = ScaleByMapSize(DEFAULT_TREE_STEPS);
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if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
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do {
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uint32 r = Random();
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TileIndex tile = RandomTileSeed(r);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (CanPlantTreesOnTile(tile, true)) {
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PlaceTree(tile, r);
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if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
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/* Place a number of trees based on the tile height.
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* This gives a cool effect of multiple trees close together.
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* It is almost real life ;) */
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ht = GetTileZ(tile);
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/* The higher we get, the more trees we plant */
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j = GetTileZ(tile) * 2;
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/* Above snowline more trees! */
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if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
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while (j--) {
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PlaceTreeAtSameHeight(tile, ht);
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}
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}
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} while (--i);
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/* place extra trees at rainforest area */
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if (_settings_game.game_creation.landscape == LT_TROPIC) {
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i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
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do {
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uint32 r = Random();
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TileIndex tile = RandomTileSeed(r);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
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PlaceTree(tile, r);
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}
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} while (--i);
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}
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}
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/**
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* Place some trees in a radius around a tile.
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* The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
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* the radius does define a square, the distribution inside the square will be roughly circular.
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* @note This function the interactive RNG and must only be used in editor and map generation.
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* @param tile Tile to place trees around.
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* @param treetype Type of trees to place. Must be a valid tree type for the climate.
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* @param radius Maximum distance (on each axis) from tile to place trees.
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* @param count Maximum number of trees to place.
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* @return Number of trees actually placed.
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*/
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uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count)
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{
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assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
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const bool allow_desert = treetype == TREE_CACTUS;
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uint planted = 0;
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for (; count > 0; count--) {
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/* Simple quasi-normal distribution with range [-radius; radius) */
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auto mkcoord = [&]() -> int32 {
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const uint32 rand = InteractiveRandom();
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const int32 dist = GB<int32>(rand, 0, 8) + GB<int32>(rand, 8, 8) + GB<int32>(rand, 16, 8) + GB<int32>(rand, 24, 8);
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const int32 scu = dist * radius / 512;
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return scu - radius;
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};
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const int32 xofs = mkcoord();
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const int32 yofs = mkcoord();
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const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
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if (tile_to_plant != INVALID_TILE) {
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if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
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AddTreeCount(tile_to_plant, 1);
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SetTreeGrowth(tile_to_plant, 0);
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MarkTileDirtyByTile(tile_to_plant, 0);
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planted++;
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} else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
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PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
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MarkTileDirtyByTile(tile_to_plant, 0);
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planted++;
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}
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}
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}
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return planted;
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}
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/**
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* Place new trees.
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*
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* This function takes care of the selected tree placer algorithm and
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* place randomly the trees for a new game.
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*/
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void GenerateTrees()
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{
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uint i, total;
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if (_settings_game.game_creation.tree_placer == TP_NONE) return;
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switch (_settings_game.game_creation.tree_placer) {
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case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
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case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
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default: NOT_REACHED();
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}
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total = ScaleByMapSize(DEFAULT_TREE_STEPS);
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if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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total *= i;
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uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
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total += num_groups * DEFAULT_TREE_STEPS;
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SetGeneratingWorldProgress(GWP_TREE, total);
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if (num_groups != 0) PlaceTreeGroups(num_groups);
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for (; i != 0; i--) {
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PlaceTreesRandomly();
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}
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}
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/**
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* Plant a tree.
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* @param tile end tile of area-drag
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* @param flags type of operation
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* @param p1 tree type, TREE_INVALID means random.
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* @param p2 start tile of area-drag of tree plantation
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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StringID msg = INVALID_STRING_ID;
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CommandCost cost(EXPENSES_OTHER);
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const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
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if (p2 >= MapSize()) return CMD_ERROR;
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/* Check the tree type within the current climate */
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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;
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Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
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int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
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TileArea ta(tile, p2);
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TILE_AREA_LOOP(tile, ta) {
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switch (GetTileType(tile)) {
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case MP_TREES:
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/* no more space for trees? */
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if (GetTreeCount(tile) == 4) {
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msg = STR_ERROR_TREE_ALREADY_HERE;
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continue;
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}
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/* Test tree limit. */
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if (--limit < 1) {
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msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
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break;
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}
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if (flags & DC_EXEC) {
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AddTreeCount(tile, 1);
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MarkTileDirtyByTile(tile);
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if (c != nullptr) c->tree_limit -= 1 << 16;
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}
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/* 2x as expensive to add more trees to an existing tile */
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cost.AddCost(_price[PR_BUILD_TREES] * 2);
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break;
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case MP_WATER:
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if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile))) {
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msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
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continue;
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}
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FALLTHROUGH;
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case MP_CLEAR: {
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if (IsBridgeAbove(tile)) {
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msg = STR_ERROR_SITE_UNSUITABLE;
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continue;
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}
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TreeType treetype = (TreeType)tree_to_plant;
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/* Be a bit picky about which trees go where. */
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if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
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/* No cacti outside the desert */
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(treetype == TREE_CACTUS && GetTropicZone(tile) != TROPICZONE_DESERT) ||
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/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
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(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
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/* And no subtropical trees in the desert/rain forest */
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(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(tile) != TROPICZONE_NORMAL))) {
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msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
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continue;
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}
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/* Test tree limit. */
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if (--limit < 1) {
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msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
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break;
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}
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if (IsTileType(tile, MP_CLEAR)) {
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/* Remove fields or rocks. Note that the ground will get barrened */
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switch (GetRawClearGround(tile)) {
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case CLEAR_FIELDS:
|
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case CLEAR_ROCKS: {
|
|
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (ret.Failed()) return ret;
|
|
cost.AddCost(ret);
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
|
|
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
|
|
if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (treetype == TREE_INVALID) {
|
|
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
|
|
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
|
|
}
|
|
|
|
/* Plant full grown trees in scenario editor */
|
|
PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
|
|
MarkTileDirtyByTile(tile);
|
|
if (c != nullptr) c->tree_limit -= 1 << 16;
|
|
|
|
/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
|
|
if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
|
|
SetTropicZone(tile, TROPICZONE_RAINFOREST);
|
|
}
|
|
}
|
|
cost.AddCost(_price[PR_BUILD_TREES]);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
msg = STR_ERROR_SITE_UNSUITABLE;
|
|
break;
|
|
}
|
|
|
|
/* Tree limit used up? No need to check more. */
|
|
if (limit < 0) break;
|
|
}
|
|
|
|
if (cost.GetCost() == 0) {
|
|
return_cmd_error(msg);
|
|
} else {
|
|
return cost;
|
|
}
|
|
}
|
|
|
|
struct TreeListEnt : PalSpriteID {
|
|
byte x, y;
|
|
};
|
|
|
|
static void DrawTile_Trees(TileInfo *ti)
|
|
{
|
|
switch (GetTreeGround(ti->tile)) {
|
|
case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
|
|
case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
|
|
case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
|
|
default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
|
|
}
|
|
|
|
/* Do not draw trees when the invisible trees setting is set */
|
|
if (IsInvisibilitySet(TO_TREES)) return;
|
|
|
|
uint tmp = CountBits(ti->tile + ti->x + ti->y);
|
|
uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
|
|
|
|
/* different tree styles above one of the grounds */
|
|
if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
|
|
GetTreeDensity(ti->tile) >= 2 &&
|
|
IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
|
|
index += 164 - (TREE_SUB_ARCTIC << 2);
|
|
}
|
|
|
|
assert(index < lengthof(_tree_layout_sprite));
|
|
|
|
const PalSpriteID *s = _tree_layout_sprite[index];
|
|
const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
|
|
|
|
/* combine trees into one sprite object */
|
|
StartSpriteCombine();
|
|
|
|
TreeListEnt te[4];
|
|
|
|
/* put the trees to draw in a list */
|
|
uint trees = GetTreeCount(ti->tile);
|
|
|
|
for (uint i = 0; i < trees; i++) {
|
|
SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
|
|
PaletteID pal = s[0].pal;
|
|
|
|
te[i].sprite = sprite;
|
|
te[i].pal = pal;
|
|
te[i].x = d->x;
|
|
te[i].y = d->y;
|
|
s++;
|
|
d++;
|
|
}
|
|
|
|
/* draw them in a sorted way */
|
|
int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
|
|
|
|
for (; trees > 0; trees--) {
|
|
uint min = te[0].x + te[0].y;
|
|
uint mi = 0;
|
|
|
|
for (uint i = 1; i < trees; i++) {
|
|
if ((uint)(te[i].x + te[i].y) < min) {
|
|
min = te[i].x + te[i].y;
|
|
mi = i;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
/* replace the removed one with the last one */
|
|
te[mi] = te[trees - 1];
|
|
}
|
|
|
|
EndSpriteCombine();
|
|
}
|
|
|
|
|
|
static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
|
|
{
|
|
int z;
|
|
Slope tileh = GetTilePixelSlope(tile, &z);
|
|
|
|
return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
|
|
}
|
|
|
|
static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
|
|
{
|
|
return FOUNDATION_NONE;
|
|
}
|
|
|
|
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
|
|
{
|
|
uint num;
|
|
|
|
if (Company::IsValidID(_current_company)) {
|
|
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
|
|
if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
|
|
}
|
|
|
|
num = GetTreeCount(tile);
|
|
if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
|
|
|
|
if (flags & DC_EXEC) DoClearSquare(tile);
|
|
|
|
return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
|
|
}
|
|
|
|
static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
|
|
{
|
|
TreeType tt = GetTreeType(tile);
|
|
|
|
if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
|
|
td->str = STR_LAI_TREE_NAME_RAINFOREST;
|
|
} else {
|
|
td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
|
|
}
|
|
|
|
td->owner[0] = GetTileOwner(tile);
|
|
}
|
|
|
|
static void TileLoopTreesDesert(TileIndex tile)
|
|
{
|
|
switch (GetTropicZone(tile)) {
|
|
case TROPICZONE_DESERT:
|
|
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
|
|
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
case TROPICZONE_RAINFOREST: {
|
|
static const SoundFx forest_sounds[] = {
|
|
SND_42_RAINFOREST_1,
|
|
SND_43_RAINFOREST_2,
|
|
SND_44_RAINFOREST_3,
|
|
SND_48_RAINFOREST_4
|
|
};
|
|
uint32 r = Random();
|
|
|
|
if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
static void TileLoopTreesAlps(TileIndex tile)
|
|
{
|
|
int k = GetTileZ(tile) - GetSnowLine() + 1;
|
|
|
|
if (k < 0) {
|
|
switch (GetTreeGround(tile)) {
|
|
case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
|
|
case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
|
|
default: return;
|
|
}
|
|
} else {
|
|
uint density = std::min<uint>(k, 3);
|
|
|
|
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
|
|
TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
|
|
SetTreeGroundDensity(tile, tg, density);
|
|
} else if (GetTreeDensity(tile) != density) {
|
|
SetTreeGroundDensity(tile, GetTreeGround(tile), density);
|
|
} else {
|
|
if (GetTreeDensity(tile) == 3) {
|
|
uint32 r = Random();
|
|
if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
|
|
SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
|
|
static bool CanPlantExtraTrees(TileIndex tile)
|
|
{
|
|
return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
|
|
(_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
|
|
_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
|
|
}
|
|
|
|
static void TileLoop_Trees(TileIndex tile)
|
|
{
|
|
if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
|
|
TileLoop_Water(tile);
|
|
} else {
|
|
switch (_settings_game.game_creation.landscape) {
|
|
case LT_TROPIC: TileLoopTreesDesert(tile); break;
|
|
case LT_ARCTIC: TileLoopTreesAlps(tile); break;
|
|
}
|
|
}
|
|
|
|
AmbientSoundEffect(tile);
|
|
|
|
uint treeCounter = GetTreeCounter(tile);
|
|
|
|
/* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
|
|
if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
|
|
uint density = GetTreeDensity(tile);
|
|
if (density < 3) {
|
|
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
|
|
if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
|
|
|
|
if (GetTreeCounter(tile) < 15) {
|
|
AddTreeCounter(tile, 1);
|
|
return;
|
|
}
|
|
SetTreeCounter(tile, 0);
|
|
|
|
switch (GetTreeGrowth(tile)) {
|
|
case 3: // regular sized tree
|
|
if (_settings_game.game_creation.landscape == LT_TROPIC &&
|
|
GetTreeType(tile) != TREE_CACTUS &&
|
|
GetTropicZone(tile) == TROPICZONE_DESERT) {
|
|
AddTreeGrowth(tile, 1);
|
|
} else {
|
|
switch (GB(Random(), 0, 3)) {
|
|
case 0: // start destructing
|
|
AddTreeGrowth(tile, 1);
|
|
break;
|
|
|
|
case 1: // add a tree
|
|
if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
|
|
AddTreeCount(tile, 1);
|
|
SetTreeGrowth(tile, 0);
|
|
break;
|
|
}
|
|
FALLTHROUGH;
|
|
|
|
case 2: { // add a neighbouring tree
|
|
if (!CanPlantExtraTrees(tile)) break;
|
|
|
|
TreeType treetype = GetTreeType(tile);
|
|
|
|
tile += TileOffsByDir((Direction)(Random() & 7));
|
|
|
|
/* Cacti don't spread */
|
|
if (!CanPlantTreesOnTile(tile, false)) return;
|
|
|
|
/* Don't plant trees, if ground was freshly cleared */
|
|
if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
|
|
|
|
PlantTreesOnTile(tile, treetype, 0, 0);
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 6: // final stage of tree destruction
|
|
if (!CanPlantExtraTrees(tile)) {
|
|
/* if trees can't spread just plant a new one to prevent deforestation */
|
|
SetTreeGrowth(tile, 0);
|
|
} else if (GetTreeCount(tile) > 1) {
|
|
/* more than one tree, delete it */
|
|
AddTreeCount(tile, -1);
|
|
SetTreeGrowth(tile, 3);
|
|
} else {
|
|
/* just one tree, change type into MP_CLEAR */
|
|
switch (GetTreeGround(tile)) {
|
|
case TREE_GROUND_SHORE: MakeShore(tile); break;
|
|
case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
|
|
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
|
|
case TREE_GROUND_ROUGH_SNOW: {
|
|
uint density = GetTreeDensity(tile);
|
|
MakeClear(tile, CLEAR_ROUGH, 3);
|
|
MakeSnow(tile, density);
|
|
break;
|
|
}
|
|
default: // snow or desert
|
|
if (_settings_game.game_creation.landscape == LT_TROPIC) {
|
|
MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
|
|
} else {
|
|
uint density = GetTreeDensity(tile);
|
|
MakeClear(tile, CLEAR_GRASS, 3);
|
|
MakeSnow(tile, density);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
AddTreeGrowth(tile, 1);
|
|
break;
|
|
}
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
|
|
void OnTick_Trees()
|
|
{
|
|
/* Don't spread trees if that's not allowed */
|
|
if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
|
|
|
|
uint32 r;
|
|
TileIndex tile;
|
|
TreeType tree;
|
|
|
|
/* place a tree at a random rainforest spot */
|
|
if (_settings_game.game_creation.landscape == LT_TROPIC &&
|
|
(r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
|
|
CanPlantTreesOnTile(tile, false) &&
|
|
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
|
|
PlantTreesOnTile(tile, tree, 0, 0);
|
|
}
|
|
|
|
/* byte underflow */
|
|
if (--_trees_tick_ctr != 0 || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
|
|
|
|
/* place a tree at a random spot */
|
|
r = Random();
|
|
tile = RandomTileSeed(r);
|
|
if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
|
|
PlantTreesOnTile(tile, tree, 0, 0);
|
|
}
|
|
}
|
|
|
|
static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
void InitializeTrees()
|
|
{
|
|
_trees_tick_ctr = 0;
|
|
}
|
|
|
|
static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
|
|
{
|
|
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
}
|
|
|
|
|
|
extern const TileTypeProcs _tile_type_trees_procs = {
|
|
DrawTile_Trees, // draw_tile_proc
|
|
GetSlopePixelZ_Trees, // get_slope_z_proc
|
|
ClearTile_Trees, // clear_tile_proc
|
|
nullptr, // add_accepted_cargo_proc
|
|
GetTileDesc_Trees, // get_tile_desc_proc
|
|
GetTileTrackStatus_Trees, // get_tile_track_status_proc
|
|
nullptr, // click_tile_proc
|
|
nullptr, // animate_tile_proc
|
|
TileLoop_Trees, // tile_loop_proc
|
|
ChangeTileOwner_Trees, // change_tile_owner_proc
|
|
nullptr, // add_produced_cargo_proc
|
|
nullptr, // vehicle_enter_tile_proc
|
|
GetFoundation_Trees, // get_foundation_proc
|
|
TerraformTile_Trees, // terraform_tile_proc
|
|
};
|