mirror of https://github.com/OpenTTD/OpenTTD.git
Feature: Plant clumps of trees in editor by dragging on the landscape
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@ -2542,13 +2542,19 @@ STR_OBJECT_BUILD_SIZE :{BLACK}Size: {G
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STR_OBJECT_CLASS_LTHS :Lighthouses
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STR_OBJECT_CLASS_TRNS :Transmitters
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# Tree planting window (last two for SE only)
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# Tree planting window (last eight for SE only)
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STR_PLANT_TREE_CAPTION :{WHITE}Trees
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STR_PLANT_TREE_TOOLTIP :{BLACK}Select tree type to plant. If the tile already has a tree, this will add more trees of mixed types independent of the selected type
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STR_TREES_RANDOM_TYPE :{BLACK}Trees of random type
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STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Place trees of random type. Shift toggles building/showing cost estimate
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STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Random Trees
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STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Plant trees randomly throughout the landscape
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STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normal
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STR_TREES_MODE_NORMAL_TOOLTIP :{BLACK}Plant single trees by dragging over the landscape.
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STR_TREES_MODE_FOREST_SM_BUTTON :{BLACK}Grove
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STR_TREES_MODE_FOREST_SM_TOOLTIP :{BLACK}Plant small forests by dragging over the landscape.
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STR_TREES_MODE_FOREST_LG_BUTTON :{BLACK}Forest
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STR_TREES_MODE_FOREST_LG_TOOLTIP :{BLACK}Plant large forests by dragging over the landscape.
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# Land generation window (SE)
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STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Land Generation
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@ -22,6 +22,7 @@ void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowC
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void ResetObjectToPlace();
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void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method);
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void VpStartDragging(ViewportDragDropSelectionProcess process);
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void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process);
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void VpSetPresizeRange(TileIndex from, TileIndex to);
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void VpSetPlaceSizingLimit(int limit);
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@ -290,6 +290,51 @@ void PlaceTreesRandomly()
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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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@ -349,7 +394,7 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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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 (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
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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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@ -14,6 +14,7 @@
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#include "company_func.h"
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#include "company_base.h"
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#include "command_func.h"
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#include "core/random_func.hpp"
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#include "sound_func.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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@ -28,6 +29,7 @@
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#include "safeguards.h"
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void PlaceTreesRandomly();
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uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count);
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/** Tree Sprites with their palettes */
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const PalSpriteID tree_sprites[] = {
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@ -79,7 +81,14 @@ class BuildTreesWindow : public Window
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/** Visual Y offset of tree root from the bottom of the tree type buttons */
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static const int BUTTON_BOTTOM_OFFSET = 7;
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enum PlantingMode {
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PM_NORMAL,
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PM_FOREST_SM,
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PM_FOREST_LG,
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};
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int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
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PlantingMode mode; ///< Current mode for planting
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/**
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* Update the GUI and enable/disable planting to reflect selected options.
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@ -106,15 +115,35 @@ class BuildTreesWindow : public Window
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this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
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}
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switch (this->mode) {
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case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
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case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
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case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
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default: NOT_REACHED();
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}
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this->SetDirty();
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}
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void DoPlantForest(TileIndex tile)
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{
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TreeType treetype = (TreeType)this->tree_to_plant;
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if (this->tree_to_plant == TREE_INVALID) {
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treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
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}
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const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
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const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
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PlaceTreeGroupAroundTile(tile, treetype, radius, count);
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}
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public:
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BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1)
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BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
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{
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this->InitNested(window_number);
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ResetObjectToPlace();
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this->LowerWidget(WID_BT_MODE_NORMAL);
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/* Show scenario editor tools in editor */
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auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
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if (_game_mode != GM_EDITOR) {
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@ -156,6 +185,23 @@ public:
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MarkWholeScreenDirty();
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break;
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case WID_BT_MODE_NORMAL:
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this->mode = PM_NORMAL;
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this->UpdateMode();
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break;
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case WID_BT_MODE_FOREST_SM:
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assert(_game_mode == GM_EDITOR);
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this->mode = PM_FOREST_SM;
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this->UpdateMode();
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break;
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case WID_BT_MODE_FOREST_LG:
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assert(_game_mode == GM_EDITOR);
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this->mode = PM_FOREST_LG;
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this->UpdateMode();
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break;
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default:
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if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
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@ -168,17 +214,31 @@ public:
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void OnPlaceObject(Point pt, TileIndex tile) override
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{
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VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
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if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
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VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
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} else {
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VpStartDragging(DDSP_PLANT_TREES);
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}
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}
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void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) override
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{
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VpSelectTilesWithMethod(pt.x, pt.y, select_method);
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if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
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VpSelectTilesWithMethod(pt.x, pt.y, select_method);
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} else {
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TileIndex tile = TileVirtXY(pt.x, pt.y);
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if (this->mode == PM_NORMAL) {
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DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
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} else {
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this->DoPlantForest(tile);
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}
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}
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}
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void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
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{
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if (pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
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if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
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DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
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}
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}
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@ -240,6 +300,12 @@ static const NWidgetPart _nested_build_trees_widgets[] = {
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
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NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
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NWidget(NWID_VERTICAL),
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NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP),
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EndContainer(),
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NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
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EndContainer(),
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@ -2674,6 +2674,18 @@ void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDrag
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_special_mouse_mode = WSM_SIZING;
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}
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/** Drag over the map while holding the left mouse down. */
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void VpStartDragging(ViewportDragDropSelectionProcess process)
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{
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_thd.select_method = VPM_X_AND_Y;
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_thd.select_proc = process;
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_thd.selstart.x = 0;
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_thd.selstart.y = 0;
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_thd.next_drawstyle = HT_RECT;
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_special_mouse_mode = WSM_DRAGGING;
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}
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void VpSetPlaceSizingLimit(int limit)
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{
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_thd.sizelimit = limit;
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@ -3283,7 +3295,7 @@ calc_heightdiff_single_direction:;
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*/
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EventState VpHandlePlaceSizingDrag()
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{
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if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
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if (_special_mouse_mode != WSM_SIZING && _special_mouse_mode != WSM_DRAGGING) return ES_NOT_HANDLED;
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/* stop drag mode if the window has been closed */
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Window *w = _thd.GetCallbackWnd();
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@ -3294,13 +3306,22 @@ EventState VpHandlePlaceSizingDrag()
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/* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
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if (_left_button_down) {
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if (_special_mouse_mode == WSM_DRAGGING) {
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/* Only register a drag event when the mouse moved. */
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if (_thd.new_pos.x == _thd.selstart.x && _thd.new_pos.y == _thd.selstart.y) return ES_HANDLED;
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_thd.selstart.x = _thd.new_pos.x;
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_thd.selstart.y = _thd.new_pos.y;
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}
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w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
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return ES_HANDLED;
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}
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/* mouse button released..
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* keep the selected tool, but reset it to the original mode. */
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/* Mouse button released. */
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_special_mouse_mode = WSM_NONE;
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if (_special_mouse_mode == WSM_DRAGGING) return ES_HANDLED;
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/* Keep the selected tool, but reset it to the original mode. */
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HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
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if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
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_thd.place_mode = HT_RECT | others;
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@ -14,6 +14,9 @@
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enum BuildTreesWidgets {
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WID_BT_TYPE_RANDOM, ///< Button to build random type of tree.
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WID_BT_SE_PANE, ///< Selection pane to show/hide scenario editor tools.
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WID_BT_MODE_NORMAL, ///< Select normal/rectangle planting mode.
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WID_BT_MODE_FOREST_SM, ///< Select small forest planting mode.
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WID_BT_MODE_FOREST_LG, ///< Select large forest planting mode.
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WID_BT_MANY_RANDOM, ///< Button to build many random trees.
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WID_BT_TYPE_BUTTON_FIRST, ///< First tree type selection button. (This must be last in the enum.)
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};
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@ -903,9 +903,10 @@ extern bool _mouse_hovering;
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/** Mouse modes. */
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enum SpecialMouseMode {
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WSM_NONE, ///< No special mouse mode.
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WSM_DRAGDROP, ///< Dragging an object.
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WSM_DRAGDROP, ///< Drag&drop an object.
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WSM_SIZING, ///< Sizing mode.
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WSM_PRESIZE, ///< Presizing mode (docks, tunnels).
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WSM_DRAGGING, ///< Dragging mode (trees).
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};
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extern SpecialMouseMode _special_mouse_mode;
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