/* $Id$ */ /** @file tree_cmd.cpp */ #include "stdafx.h" #include "openttd.h" #include "bridge_map.h" #include "clear_map.h" #include "table/strings.h" #include "table/sprites.h" #include "table/tree_land.h" #include "functions.h" #include "map.h" #include "landscape.h" #include "tile.h" #include "tree_map.h" #include "viewport.h" #include "command.h" #include "town.h" #include "sound.h" #include "variables.h" #include "genworld.h" #include "transparency.h" /** * List of tree placer algorithm. * * This enumeration defines all possible tree placer algorithm in the game. */ enum TreePlacer { TP_NONE, ///< No tree placer algorithm TP_ORIGINAL, ///< The original algorithm TP_IMPROVED, ///< A 'improved' algorithm }; /** * Get a random TreeType for the given tile based on a given seed * * This function returns a random TreeType which can be placed on the given tile. * The seed for randomness must be less or equal 256, use #GB on the value of Random() * to get such a value. * * @param tile The tile to get a random TreeType from * @param seed The seed for randomness, must be less or equal 256 * @return The random tree type */ static TreeType GetRandomTreeType(TileIndex tile, uint seed) { switch (_opt.landscape) { case LT_TEMPERATE: return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE); case LT_ARCTIC: return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC); case LT_TROPIC: switch (GetTropicZone(tile)) { case TROPICZONE_INVALID: return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL); case TROPICZONE_DESERT: return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS); default: return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST); } default: return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND); } } /** * Make a random tree tile of the given tile * * Create a new tree-tile for the given tile. The second parameter is used for * randomness like type and number of trees. * * @param tile The tile to make a tree-tile from * @param r The randomness value from a Random() value */ static void PlaceTree(TileIndex tile, uint32 r) { TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8)); if (tree != TREE_INVALID) { MakeTree(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6), TREE_GROUND_GRASS, 0); /* above snowline? */ if (_opt.landscape == LT_ARCTIC && GetTileZ(tile) > GetSnowLine()) { SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3); SetTreeCounter(tile, (TreeGround)GB(r, 24, 3)); } else { SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3); SetTreeCounter(tile, (TreeGround)GB(r, 24, 4)); } } } /** * Place some amount of trees around a given tile. * * This function adds some trees around a given tile. As this function use * the Random() call it depends on the random how many trees are actually placed * around the given tile. * * @param tile The center of the trees to add */ static void DoPlaceMoreTrees(TileIndex tile) { uint i; for (i = 0; i < 1000; i++) { uint32 r = Random(); int x = GB(r, 0, 5) - 16; int y = GB(r, 8, 5) - 16; uint dist = myabs(x) + myabs(y); TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y)); if (dist <= 13 && IsTileType(cur_tile, MP_CLEAR) && !IsBridgeAbove(cur_tile) && !IsClearGround(cur_tile, CLEAR_FIELDS) && !IsClearGround(cur_tile, CLEAR_ROCKS)) { PlaceTree(cur_tile, r); } } } /** * Place more trees on the map. * * This function add more trees to the map. */ static void PlaceMoreTrees() { uint i = ScaleByMapSize(GB(Random(), 0, 5) + 25); do { DoPlaceMoreTrees(RandomTile()); } while (--i); } /** * Place a tree at the same height as an existing tree. * * Add a new tree around the given tile which is at the same * height or at some offset (2 units) of it. * * @param tile The base tile to add a new tree somewhere around * @param height The height (like the one from the tile) */ void PlaceTreeAtSameHeight(TileIndex tile, uint height) { uint i; for (i = 0; i < 1000; i++) { uint32 r = Random(); int x = GB(r, 0, 5) - 16; int y = GB(r, 8, 5) - 16; TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y)); /* Keep in range of the existing tree */ if (myabs(x) + myabs(y) > 16) continue; /* Clear tile, no farm-tiles or rocks */ if (!IsTileType(cur_tile, MP_CLEAR) || IsClearGround(cur_tile, CLEAR_FIELDS) || IsClearGround(cur_tile, CLEAR_ROCKS)) continue; /* Not too much height difference */ if (delta(GetTileZ(cur_tile), height) > 2) continue; /* Place one tree and quit */ PlaceTree(cur_tile, r); break; } } /** * Place some trees randomly * * This function just place some trees randomly on the map. */ void PlaceTreesRandomly() { uint i, j, ht; i = ScaleByMapSize(1000); do { uint32 r = Random(); TileIndex tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GWP_TREE); if (IsTileType(tile, MP_CLEAR) && !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS)) { PlaceTree(tile, r); if (_patches.tree_placer != TP_IMPROVED) continue; /* Place a number of trees based on the tile height. * This gives a cool effect of multiple trees close together. * It is almost real life ;) */ ht = GetTileZ(tile); /* The higher we get, the more trees we plant */ j = GetTileZ(tile) / TILE_HEIGHT * 2; while (j--) { /* Above snowline more trees! */ if (_opt.landscape == LT_ARCTIC && ht > GetSnowLine()) { PlaceTreeAtSameHeight(tile, ht); PlaceTreeAtSameHeight(tile, ht); }; PlaceTreeAtSameHeight(tile, ht); } } } while (--i); /* place extra trees at rainforest area */ if (_opt.landscape == LT_TROPIC) { i = ScaleByMapSize(15000); do { uint32 r = Random(); TileIndex tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GWP_TREE); if (IsTileType(tile, MP_CLEAR) && !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) { PlaceTree(tile, r); } } while (--i); } } /** * Place new trees. * * This function takes care of the selected tree placer algorithm and * place randomly the trees for a new game. */ void GenerateTrees() { uint i, total; if (_patches.tree_placer == TP_NONE) return; if (_opt.landscape != LT_TOYLAND) PlaceMoreTrees(); switch (_patches.tree_placer) { case TP_ORIGINAL: i = _opt.landscape == LT_ARCTIC ? 15 : 6; break; case TP_IMPROVED: i = _opt.landscape == LT_ARCTIC ? 4 : 2; break; default: NOT_REACHED(); return; } total = ScaleByMapSize(1000); if (_opt.landscape == LT_TROPIC) total += ScaleByMapSize(15000); total *= i; SetGeneratingWorldProgress(GWP_TREE, total); for (; i != 0; i--) { PlaceTreesRandomly(); } } /** Plant a tree. * @param tile start tile of area-drag of tree plantation * @param flags type of operation * @param p1 tree type, -1 means random. * @param p2 end tile of area-drag */ CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID msg = INVALID_STRING_ID; CommandCost cost; int ex; int ey; int sx, sy, x, y; if (p2 >= MapSize()) return CMD_ERROR; /* Check the tree type. It can be random or some valid value within the current climate */ if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_opt.landscape] >= _tree_count_by_landscape[_opt.landscape]) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_OTHER); // make sure sx,sy are smaller than ex,ey ex = TileX(tile); ey = TileY(tile); sx = TileX(p2); sy = TileY(p2); if (ex < sx) Swap(ex, sx); if (ey < sy) Swap(ey, sy); for (x = sx; x <= ex; x++) { for (y = sy; y <= ey; y++) { TileIndex tile = TileXY(x, y); switch (GetTileType(tile)) { case MP_TREES: /* no more space for trees? */ if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 3) { msg = STR_2803_TREE_ALREADY_HERE; continue; } if (flags & DC_EXEC) { AddTreeCount(tile, 1); MarkTileDirtyByTile(tile); } /* 2x as expensive to add more trees to an existing tile */ cost.AddCost(_price.build_trees * 2); break; case MP_WATER: msg = STR_3807_CAN_T_BUILD_ON_WATER; continue; break; case MP_CLEAR: if (!IsTileOwner(tile, OWNER_NONE) || IsBridgeAbove(tile)) { msg = STR_2804_SITE_UNSUITABLE; continue; } switch (GetClearGround(tile)) { case CLEAR_FIELDS: cost.AddCost(_price.clear_3); break; case CLEAR_ROCKS: cost.AddCost(_price.clear_2); break; default: break; } if (flags & DC_EXEC) { TreeType treetype; uint growth; if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) { Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority); if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM); } treetype = (TreeType)p1; if (treetype == TREE_INVALID) { treetype = GetRandomTreeType(tile, GB(Random(), 24, 8)); if (treetype == TREE_INVALID) treetype = TREE_CACTUS; } growth = _game_mode == GM_EDITOR ? 3 : 0; switch (GetClearGround(tile)) { case CLEAR_ROUGH: MakeTree(tile, treetype, 0, growth, TREE_GROUND_ROUGH, 3); break; case CLEAR_SNOW: case CLEAR_DESERT: MakeTree(tile, treetype, 0, growth, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break; default: MakeTree(tile, treetype, 0, growth, TREE_GROUND_GRASS, GetClearDensity(tile)); break; } MarkTileDirtyByTile(tile); if (_game_mode == GM_EDITOR && IS_INT_INSIDE(treetype, TREE_RAINFOREST, TREE_CACTUS)) SetTropicZone(tile, TROPICZONE_RAINFOREST); } cost.AddCost(_price.build_trees); break; default: msg = STR_2804_SITE_UNSUITABLE; break; } } } if (cost.GetCost() == 0) { return_cmd_error(msg); } else { return cost; } } struct TreeListEnt { SpriteID image; SpriteID pal; byte x, y; }; static void DrawTile_Trees(TileInfo *ti) { const PalSpriteID *s; const TreePos* d; byte z; switch (GetTreeGround(ti->tile)) { case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break; case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break; default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break; } DrawClearLandFence(ti); z = ti->z; if (ti->tileh != SLOPE_FLAT) { z += 4; if (IsSteepSlope(ti->tileh)) z += 4; } { uint16 tmp = ti->x; uint index; tmp = ROR(tmp, 2); tmp -= ti->y; tmp = ROR(tmp, 3); tmp -= ti->x; tmp = ROR(tmp, 1); tmp += ti->y; d = _tree_layout_xy[GB(tmp, 4, 2)]; index = GB(tmp, 6, 2) + (GetTreeType(ti->tile) << 2); /* different tree styles above one of the grounds */ if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT && GetTreeDensity(ti->tile) >= 2 && IS_INT_INSIDE(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) { index += 164 - (TREE_SUB_ARCTIC << 2); } assert(index < lengthof(_tree_layout_sprite)); s = _tree_layout_sprite[index]; } StartSpriteCombine(); if (!(IsTransparencySet(TO_TREES) && _patches.invisible_trees)) { TreeListEnt te[4]; uint i; /* put the trees to draw in a list */ i = GetTreeCount(ti->tile) + 1; do { SpriteID image = s[0].sprite + (--i == 0 ? GetTreeGrowth(ti->tile) : 3); SpriteID pal = s[0].pal; te[i].image = image; te[i].pal = pal; te[i].x = d->x; te[i].y = d->y; s++; d++; } while (i); /* draw them in a sorted way */ for (;;) { byte min = 0xFF; TreeListEnt *tep = NULL; i = GetTreeCount(ti->tile) + 1; do { if (te[--i].image != 0 && te[i].x + te[i].y < min) { min = te[i].x + te[i].y; tep = &te[i]; } } while (i); if (tep == NULL) break; AddSortableSpriteToDraw(tep->image, tep->pal, ti->x + tep->x, ti->y + tep->y, 16 - tep->x, 16 - tep->y, 0x30, z, IsTransparencySet(TO_TREES), -tep->x, -tep->y); tep->image = 0; } } EndSpriteCombine(); } static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y) { uint z; Slope tileh = GetTileSlope(tile, &z); return z + GetPartialZ(x & 0xF, y & 0xF, tileh); } static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh) { return FOUNDATION_NONE; } static CommandCost ClearTile_Trees(TileIndex tile, byte flags) { uint num; if ((flags & DC_EXEC) && IsValidPlayer(_current_player)) { Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority); if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM); } num = GetTreeCount(tile) + 1; if (IS_INT_INSIDE(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4; if (flags & DC_EXEC) DoClearSquare(tile); return CommandCost(num * _price.remove_trees); } static void GetAcceptedCargo_Trees(TileIndex tile, AcceptedCargo ac) { /* not used */ } static void GetTileDesc_Trees(TileIndex tile, TileDesc *td) { TreeType tt = GetTreeType(tile); if (IS_INT_INSIDE(tt, TREE_RAINFOREST, TREE_CACTUS)) { td->str = STR_280F_RAINFOREST; } else { td->str = tt == TREE_CACTUS ? STR_2810_CACTUS_PLANTS : STR_280E_TREES; } td->owner = GetTileOwner(tile); } static void AnimateTile_Trees(TileIndex tile) { /* not used */ } 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_LOON_BIRD, SND_43_LION, SND_44_MONKEYS, SND_48_DISTANT_BIRD }; uint32 r = Random(); if (CHANCE16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile); break; } default: break; } } static void TileLoopTreesAlps(TileIndex tile) { int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT; if (k < 0) { if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return; SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); } else { uint density = min((uint)k / TILE_HEIGHT, 3); if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT || GetTreeDensity(tile) != density) { SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density); } else { if (GetTreeDensity(tile) == 3) { uint32 r = Random(); if (CHANCE16I(1, 200, r)) { SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile); } } return; } } MarkTileDirtyByTile(tile); } static void TileLoop_Trees(TileIndex tile) { switch (_opt.landscape) { case LT_TROPIC: TileLoopTreesDesert(tile); break; case LT_ARCTIC: TileLoopTreesAlps(tile); break; } TileLoopClearHelper(tile); uint treeCounter = GetTreeCounter(tile); /* Handle growth of grass at every 8th processings, like it's done for grass */ 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 (GetTreeCounter(tile) < 15) { AddTreeCounter(tile, 1); return; } SetTreeCounter(tile, 0); switch (GetTreeGrowth(tile)) { case 3: /* regular sized tree */ if (_opt.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) < 3) { AddTreeCount(tile, 1); SetTreeGrowth(tile, 0); break; } /* FALL THROUGH */ case 2: { /* add a neighbouring tree */ TreeType treetype = GetTreeType(tile); tile += TileOffsByDir((Direction)(Random() & 7)); if (!IsTileType(tile, MP_CLEAR) || IsBridgeAbove(tile)) return; switch (GetClearGround(tile)) { case CLEAR_GRASS: if (GetClearDensity(tile) != 3) return; MakeTree(tile, treetype, 0, 0, TREE_GROUND_GRASS, 3); break; case CLEAR_ROUGH: MakeTree(tile, treetype, 0, 0, TREE_GROUND_ROUGH, 3); break; case CLEAR_DESERT: return; // Cacti don't spread case CLEAR_SNOW: MakeTree(tile, treetype, 0, 0, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break; default: return; } break; } default: return; } } break; case 6: /* final stage of tree destruction */ if (GetTreeCount(tile) > 0) { /* 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_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break; case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break; default: // snow or desert MakeClear(tile, _opt.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile)); break; } } break; default: AddTreeGrowth(tile, 1); break; } MarkTileDirtyByTile(tile); } void OnTick_Trees() { uint32 r; TileIndex tile; ClearGround ct; TreeType tree; /* place a tree at a random rainforest spot */ if (_opt.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && IsTileType(tile, MP_CLEAR) && !IsBridgeAbove(tile) && (ct = GetClearGround(tile), ct == CLEAR_GRASS || ct == CLEAR_ROUGH) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { MakeTree(tile, tree, 0, 0, ct == CLEAR_ROUGH ? TREE_GROUND_ROUGH : TREE_GROUND_GRASS, GetClearDensity(tile)); } /* byte underflow */ if (--_trees_tick_ctr != 0) return; /* place a tree at a random spot */ r = Random(); tile = TILE_MASK(r); if (IsTileType(tile, MP_CLEAR) && !IsBridgeAbove(tile) && (ct = GetClearGround(tile), ct == CLEAR_GRASS || ct == CLEAR_ROUGH || ct == CLEAR_SNOW) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { switch (ct) { case CLEAR_GRASS: MakeTree(tile, tree, 0, 0, TREE_GROUND_GRASS, GetClearDensity(tile)); break; case CLEAR_ROUGH: MakeTree(tile, tree, 0, 0, TREE_GROUND_ROUGH, 3); break; default: MakeTree(tile, tree, 0, 0, TREE_GROUND_SNOW_DESERT, GetClearDensity(tile)); break; } } } static void ClickTile_Trees(TileIndex tile) { /* not used */ } static uint32 GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode) { return 0; } static void ChangeTileOwner_Trees(TileIndex tile, PlayerID old_player, PlayerID new_player) { /* not used */ } void InitializeTrees() { _trees_tick_ctr = 0; } static CommandCost TerraformTile_Trees(TileIndex tile, uint32 flags, uint 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 */ GetSlopeZ_Trees, /* get_slope_z_proc */ ClearTile_Trees, /* clear_tile_proc */ GetAcceptedCargo_Trees, /* get_accepted_cargo_proc */ GetTileDesc_Trees, /* get_tile_desc_proc */ GetTileTrackStatus_Trees, /* get_tile_track_status_proc */ ClickTile_Trees, /* click_tile_proc */ AnimateTile_Trees, /* animate_tile_proc */ TileLoop_Trees, /* tile_loop_clear */ ChangeTileOwner_Trees, /* change_tile_owner_clear */ NULL, /* get_produced_cargo_proc */ NULL, /* vehicle_enter_tile_proc */ GetFoundation_Trees, /* get_foundation_proc */ TerraformTile_Trees, /* terraform_tile_proc */ };