1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
8 /** @file tree_cmd.cpp Handling of tree tiles. */
9 
10 #include "stdafx.h"
11 #include "clear_map.h"
12 #include "landscape.h"
13 #include "tree_map.h"
14 #include "viewport_func.h"
15 #include "command_func.h"
16 #include "town.h"
17 #include "genworld.h"
18 #include "clear_func.h"
19 #include "company_func.h"
20 #include "sound_func.h"
21 #include "water.h"
22 #include "company_base.h"
23 #include "core/random_func.hpp"
24 #include "newgrf_generic.h"
25 #include "date_func.h"
26 
27 #include "table/strings.h"
28 #include "table/tree_land.h"
29 #include "table/clear_land.h"
30 
31 #include "safeguards.h"
32 
33 /**
34  * List of tree placer algorithm.
35  *
36  * This enumeration defines all possible tree placer algorithm in the game.
37  */
38 enum TreePlacer {
39 	TP_NONE,     ///< No tree placer algorithm
40 	TP_ORIGINAL, ///< The original algorithm
41 	TP_IMPROVED, ///< A 'improved' algorithm
42 };
43 
44 /** Where to place trees while in-game? */
45 enum ExtraTreePlacement {
46 	ETP_NO_SPREAD,           ///< Grow trees on tiles that have them but don't spread to new ones
47 	ETP_SPREAD_RAINFOREST,   ///< Grow trees on tiles that have them, only spread to new ones in rainforests
48 	ETP_SPREAD_ALL,          ///< Grow trees and spread them without restrictions
49 	ETP_NO_GROWTH_NO_SPREAD, ///< Don't grow trees and don't spread them at all
50 };
51 
52 /** Determines when to consider building more trees. */
53 byte _trees_tick_ctr;
54 
55 static const uint16 DEFAULT_TREE_STEPS = 1000;             ///< Default number of attempts for placing trees.
56 static const uint16 DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
57 static const uint16 EDITOR_TREE_DIV = 5;                   ///< Game editor tree generation divisor factor.
58 
59 /**
60  * Tests if a tile can be converted to MP_TREES
61  * This is true for clear ground without farms or rocks.
62  *
63  * @param tile the tile of interest
64  * @param allow_desert Allow planting trees on CLEAR_DESERT?
65  * @return true if trees can be built.
66  */
CanPlantTreesOnTile(TileIndex tile,bool allow_desert)67 static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
68 {
69 	switch (GetTileType(tile)) {
70 		case MP_WATER:
71 			return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
72 
73 		case MP_CLEAR:
74 			return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
75 			       (allow_desert || !IsClearGround(tile, CLEAR_DESERT));
76 
77 		default: return false;
78 	}
79 }
80 
81 /**
82  * Creates a tree tile
83  * Ground type and density is preserved.
84  *
85  * @pre the tile must be suitable for trees.
86  *
87  * @param tile where to plant the trees.
88  * @param treetype The type of the tree
89  * @param count the number of trees (minus 1)
90  * @param growth the growth status
91  */
PlantTreesOnTile(TileIndex tile,TreeType treetype,uint count,uint growth)92 static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint growth)
93 {
94 	assert(treetype != TREE_INVALID);
95 	assert(CanPlantTreesOnTile(tile, true));
96 
97 	TreeGround ground;
98 	uint density = 3;
99 
100 	switch (GetTileType(tile)) {
101 		case MP_WATER:
102 			ground = TREE_GROUND_SHORE;
103 			break;
104 
105 		case MP_CLEAR:
106 			switch (GetClearGround(tile)) {
107 				case CLEAR_GRASS:  ground = TREE_GROUND_GRASS;       break;
108 				case CLEAR_ROUGH:  ground = TREE_GROUND_ROUGH;       break;
109 				case CLEAR_SNOW:   ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
110 				default:           ground = TREE_GROUND_SNOW_DESERT; break;
111 			}
112 			if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
113 			break;
114 
115 		default: NOT_REACHED();
116 	}
117 
118 	MakeTree(tile, treetype, count, growth, ground, density);
119 }
120 
121 /**
122  * Get a random TreeType for the given tile based on a given seed
123  *
124  * This function returns a random TreeType which can be placed on the given tile.
125  * The seed for randomness must be less or equal 256, use #GB on the value of Random()
126  * to get such a value.
127  *
128  * @param tile The tile to get a random TreeType from
129  * @param seed The seed for randomness, must be less or equal 256
130  * @return The random tree type
131  */
GetRandomTreeType(TileIndex tile,uint seed)132 static TreeType GetRandomTreeType(TileIndex tile, uint seed)
133 {
134 	switch (_settings_game.game_creation.landscape) {
135 		case LT_TEMPERATE:
136 			return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
137 
138 		case LT_ARCTIC:
139 			return (TreeType)(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
140 
141 		case LT_TROPIC:
142 			switch (GetTropicZone(tile)) {
143 				case TROPICZONE_NORMAL:  return (TreeType)(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
144 				case TROPICZONE_DESERT:  return (TreeType)((seed > 12) ? TREE_INVALID : TREE_CACTUS);
145 				default:                 return (TreeType)(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
146 			}
147 
148 		default:
149 			return (TreeType)(seed * TREE_COUNT_TOYLAND / 256 + TREE_TOYLAND);
150 	}
151 }
152 
153 /**
154  * Make a random tree tile of the given tile
155  *
156  * Create a new tree-tile for the given tile. The second parameter is used for
157  * randomness like type and number of trees.
158  *
159  * @param tile The tile to make a tree-tile from
160  * @param r The randomness value from a Random() value
161  */
PlaceTree(TileIndex tile,uint32 r)162 static void PlaceTree(TileIndex tile, uint32 r)
163 {
164 	TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
165 
166 	if (tree != TREE_INVALID) {
167 		PlantTreesOnTile(tile, tree, GB(r, 22, 2), std::min<byte>(GB(r, 16, 3), 6));
168 		MarkTileDirtyByTile(tile);
169 
170 		/* Rerandomize ground, if neither snow nor shore */
171 		TreeGround ground = GetTreeGround(tile);
172 		if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
173 			SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
174 		}
175 
176 		/* Set the counter to a random start value */
177 		SetTreeCounter(tile, (TreeGround)GB(r, 24, 4));
178 	}
179 }
180 
181 /**
182  * Creates a number of tree groups.
183  * The number of trees in each group depends on how many trees are actually placed around the given tile.
184  *
185  * @param num_groups Number of tree groups to place.
186  */
PlaceTreeGroups(uint num_groups)187 static void PlaceTreeGroups(uint num_groups)
188 {
189 	do {
190 		TileIndex center_tile = RandomTile();
191 
192 		for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
193 			uint32 r = Random();
194 			int x = GB(r, 0, 5) - 16;
195 			int y = GB(r, 8, 5) - 16;
196 			uint dist = abs(x) + abs(y);
197 			TileIndex cur_tile = TileAddWrap(center_tile, x, y);
198 
199 			IncreaseGeneratingWorldProgress(GWP_TREE);
200 
201 			if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
202 				PlaceTree(cur_tile, r);
203 			}
204 		}
205 
206 	} while (--num_groups);
207 }
208 
209 /**
210  * Place a tree at the same height as an existing tree.
211  *
212  * Add a new tree around the given tile which is at the same
213  * height or at some offset (2 units) of it.
214  *
215  * @param tile The base tile to add a new tree somewhere around
216  * @param height The height (like the one from the tile)
217  */
PlaceTreeAtSameHeight(TileIndex tile,int height)218 static void PlaceTreeAtSameHeight(TileIndex tile, int height)
219 {
220 	for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
221 		uint32 r = Random();
222 		int x = GB(r, 0, 5) - 16;
223 		int y = GB(r, 8, 5) - 16;
224 		TileIndex cur_tile = TileAddWrap(tile, x, y);
225 		if (cur_tile == INVALID_TILE) continue;
226 
227 		/* Keep in range of the existing tree */
228 		if (abs(x) + abs(y) > 16) continue;
229 
230 		/* Clear tile, no farm-tiles or rocks */
231 		if (!CanPlantTreesOnTile(cur_tile, true)) continue;
232 
233 		/* Not too much height difference */
234 		if (Delta(GetTileZ(cur_tile), height) > 2) continue;
235 
236 		/* Place one tree and quit */
237 		PlaceTree(cur_tile, r);
238 		break;
239 	}
240 }
241 
242 /**
243  * Place some trees randomly
244  *
245  * This function just place some trees randomly on the map.
246  */
PlaceTreesRandomly()247 void PlaceTreesRandomly()
248 {
249 	int i, j, ht;
250 
251 	i = ScaleByMapSize(DEFAULT_TREE_STEPS);
252 	if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
253 	do {
254 		uint32 r = Random();
255 		TileIndex tile = RandomTileSeed(r);
256 
257 		IncreaseGeneratingWorldProgress(GWP_TREE);
258 
259 		if (CanPlantTreesOnTile(tile, true)) {
260 			PlaceTree(tile, r);
261 			if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
262 
263 			/* Place a number of trees based on the tile height.
264 			 *  This gives a cool effect of multiple trees close together.
265 			 *  It is almost real life ;) */
266 			ht = GetTileZ(tile);
267 			/* The higher we get, the more trees we plant */
268 			j = GetTileZ(tile) * 2;
269 			/* Above snowline more trees! */
270 			if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
271 			while (j--) {
272 				PlaceTreeAtSameHeight(tile, ht);
273 			}
274 		}
275 	} while (--i);
276 
277 	/* place extra trees at rainforest area */
278 	if (_settings_game.game_creation.landscape == LT_TROPIC) {
279 		i = ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
280 		if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
281 
282 		do {
283 			uint32 r = Random();
284 			TileIndex tile = RandomTileSeed(r);
285 
286 			IncreaseGeneratingWorldProgress(GWP_TREE);
287 
288 			if (GetTropicZone(tile) == TROPICZONE_RAINFOREST && CanPlantTreesOnTile(tile, false)) {
289 				PlaceTree(tile, r);
290 			}
291 		} while (--i);
292 	}
293 }
294 
295 /**
296  * Place some trees in a radius around a tile.
297  * The trees are placed in an quasi-normal distribution around the indicated tile, meaning that while
298  * the radius does define a square, the distribution inside the square will be roughly circular.
299  * @note This function the interactive RNG and must only be used in editor and map generation.
300  * @param tile      Tile to place trees around.
301  * @param treetype  Type of trees to place. Must be a valid tree type for the climate.
302  * @param radius    Maximum distance (on each axis) from tile to place trees.
303  * @param count     Maximum number of trees to place.
304  * @param set_zone  Whether to create a rainforest zone when placing rainforest trees.
305  * @return Number of trees actually placed.
306  */
PlaceTreeGroupAroundTile(TileIndex tile,TreeType treetype,uint radius,uint count,bool set_zone)307 uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
308 {
309 	assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
310 	const bool allow_desert = treetype == TREE_CACTUS;
311 	uint planted = 0;
312 
313 	for (; count > 0; count--) {
314 		/* Simple quasi-normal distribution with range [-radius; radius) */
315 		auto mkcoord = [&]() -> int32 {
316 			const uint32 rand = InteractiveRandom();
317 			const int32 dist = GB<int32>(rand, 0, 8) + GB<int32>(rand, 8, 8) + GB<int32>(rand, 16, 8) + GB<int32>(rand, 24, 8);
318 			const int32 scu = dist * radius / 512;
319 			return scu - radius;
320 		};
321 		const int32 xofs = mkcoord();
322 		const int32 yofs = mkcoord();
323 		const TileIndex tile_to_plant = TileAddWrap(tile, xofs, yofs);
324 		if (tile_to_plant != INVALID_TILE) {
325 			if (IsTileType(tile_to_plant, MP_TREES) && GetTreeCount(tile_to_plant) < 4) {
326 				AddTreeCount(tile_to_plant, 1);
327 				SetTreeGrowth(tile_to_plant, 0);
328 				MarkTileDirtyByTile(tile_to_plant, 0);
329 				planted++;
330 			} else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
331 				PlantTreesOnTile(tile_to_plant, treetype, 0, 3);
332 				MarkTileDirtyByTile(tile_to_plant, 0);
333 				planted++;
334 			}
335 		}
336 	}
337 
338 	if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
339 		for (TileIndex t : TileArea(tile).Expand(radius)) {
340 			if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
341 		}
342 	}
343 
344 	return planted;
345 }
346 
347 /**
348  * Place new trees.
349  *
350  * This function takes care of the selected tree placer algorithm and
351  * place randomly the trees for a new game.
352  */
GenerateTrees()353 void GenerateTrees()
354 {
355 	uint i, total;
356 
357 	if (_settings_game.game_creation.tree_placer == TP_NONE) return;
358 
359 	switch (_settings_game.game_creation.tree_placer) {
360 		case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
361 		case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ?  4 : 2; break;
362 		default: NOT_REACHED();
363 	}
364 
365 	total = ScaleByMapSize(DEFAULT_TREE_STEPS);
366 	if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
367 	total *= i;
368 	uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
369 	total += num_groups * DEFAULT_TREE_STEPS;
370 	SetGeneratingWorldProgress(GWP_TREE, total);
371 
372 	if (num_groups != 0) PlaceTreeGroups(num_groups);
373 
374 	for (; i != 0; i--) {
375 		PlaceTreesRandomly();
376 	}
377 }
378 
379 /**
380  * Plant a tree.
381  * @param tile end tile of area-drag
382  * @param flags type of operation
383  * @param p1 tree type, TREE_INVALID means random.
384  * @param p2 start tile of area-drag of tree plantation
385  * @param text unused
386  * @return the cost of this operation or an error
387  */
CmdPlantTree(TileIndex tile,DoCommandFlag flags,uint32 p1,uint32 p2,const std::string & text)388 CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
389 {
390 	StringID msg = INVALID_STRING_ID;
391 	CommandCost cost(EXPENSES_OTHER);
392 	const byte tree_to_plant = GB(p1, 0, 8); // We cannot use Extract as min and max are climate specific.
393 
394 	if (p2 >= MapSize()) return CMD_ERROR;
395 	/* Check the tree type within the current climate */
396 	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;
397 
398 	Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
399 	int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
400 
401 	TileArea ta(tile, p2);
402 	for (TileIndex current_tile : ta) {
403 		switch (GetTileType(current_tile)) {
404 			case MP_TREES:
405 				/* no more space for trees? */
406 				if (GetTreeCount(current_tile) == 4) {
407 					msg = STR_ERROR_TREE_ALREADY_HERE;
408 					continue;
409 				}
410 
411 				/* Test tree limit. */
412 				if (--limit < 1) {
413 					msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
414 					break;
415 				}
416 
417 				if (flags & DC_EXEC) {
418 					AddTreeCount(current_tile, 1);
419 					MarkTileDirtyByTile(current_tile);
420 					if (c != nullptr) c->tree_limit -= 1 << 16;
421 				}
422 				/* 2x as expensive to add more trees to an existing tile */
423 				cost.AddCost(_price[PR_BUILD_TREES] * 2);
424 				break;
425 
426 			case MP_WATER:
427 				if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
428 					msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
429 					continue;
430 				}
431 				FALLTHROUGH;
432 
433 			case MP_CLEAR: {
434 				if (IsBridgeAbove(current_tile)) {
435 					msg = STR_ERROR_SITE_UNSUITABLE;
436 					continue;
437 				}
438 
439 				TreeType treetype = (TreeType)tree_to_plant;
440 				/* Be a bit picky about which trees go where. */
441 				if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
442 						/* No cacti outside the desert */
443 						(treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
444 						/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
445 						(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
446 						/* And no subtropical trees in the desert/rain forest */
447 						(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
448 					msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
449 					continue;
450 				}
451 
452 				/* Test tree limit. */
453 				if (--limit < 1) {
454 					msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
455 					break;
456 				}
457 
458 				if (IsTileType(current_tile, MP_CLEAR)) {
459 					/* Remove fields or rocks. Note that the ground will get barrened */
460 					switch (GetRawClearGround(current_tile)) {
461 						case CLEAR_FIELDS:
462 						case CLEAR_ROCKS: {
463 							CommandCost ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
464 							if (ret.Failed()) return ret;
465 							cost.AddCost(ret);
466 							break;
467 						}
468 
469 						default: break;
470 					}
471 				}
472 
473 				if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
474 					Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority);
475 					if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
476 				}
477 
478 				if (flags & DC_EXEC) {
479 					if (treetype == TREE_INVALID) {
480 						treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
481 						if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
482 					}
483 
484 					/* Plant full grown trees in scenario editor */
485 					PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
486 					MarkTileDirtyByTile(current_tile);
487 					if (c != nullptr) c->tree_limit -= 1 << 16;
488 
489 					/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
490 					if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
491 						SetTropicZone(current_tile, TROPICZONE_RAINFOREST);
492 					}
493 				}
494 				cost.AddCost(_price[PR_BUILD_TREES]);
495 				break;
496 			}
497 
498 			default:
499 				msg = STR_ERROR_SITE_UNSUITABLE;
500 				break;
501 		}
502 
503 		/* Tree limit used up? No need to check more. */
504 		if (limit < 0) break;
505 	}
506 
507 	if (cost.GetCost() == 0) {
508 		return_cmd_error(msg);
509 	} else {
510 		return cost;
511 	}
512 }
513 
514 struct TreeListEnt : PalSpriteID {
515 	byte x, y;
516 };
517 
DrawTile_Trees(TileInfo * ti)518 static void DrawTile_Trees(TileInfo *ti)
519 {
520 	switch (GetTreeGround(ti->tile)) {
521 		case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
522 		case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
523 		case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
524 		default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
525 	}
526 
527 	/* Do not draw trees when the invisible trees setting is set */
528 	if (IsInvisibilitySet(TO_TREES)) return;
529 
530 	uint tmp = CountBits(ti->tile + ti->x + ti->y);
531 	uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
532 
533 	/* different tree styles above one of the grounds */
534 	if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
535 			GetTreeDensity(ti->tile) >= 2 &&
536 			IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
537 		index += 164 - (TREE_SUB_ARCTIC << 2);
538 	}
539 
540 	assert(index < lengthof(_tree_layout_sprite));
541 
542 	const PalSpriteID *s = _tree_layout_sprite[index];
543 	const TreePos *d = _tree_layout_xy[GB(tmp, 2, 2)];
544 
545 	/* combine trees into one sprite object */
546 	StartSpriteCombine();
547 
548 	TreeListEnt te[4];
549 
550 	/* put the trees to draw in a list */
551 	uint trees = GetTreeCount(ti->tile);
552 
553 	for (uint i = 0; i < trees; i++) {
554 		SpriteID sprite = s[0].sprite + (i == trees - 1 ? GetTreeGrowth(ti->tile) : 3);
555 		PaletteID pal = s[0].pal;
556 
557 		te[i].sprite = sprite;
558 		te[i].pal    = pal;
559 		te[i].x = d->x;
560 		te[i].y = d->y;
561 		s++;
562 		d++;
563 	}
564 
565 	/* draw them in a sorted way */
566 	int z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
567 
568 	for (; trees > 0; trees--) {
569 		uint min = te[0].x + te[0].y;
570 		uint mi = 0;
571 
572 		for (uint i = 1; i < trees; i++) {
573 			if ((uint)(te[i].x + te[i].y) < min) {
574 				min = te[i].x + te[i].y;
575 				mi = i;
576 			}
577 		}
578 
579 		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);
580 
581 		/* replace the removed one with the last one */
582 		te[mi] = te[trees - 1];
583 	}
584 
585 	EndSpriteCombine();
586 }
587 
588 
GetSlopePixelZ_Trees(TileIndex tile,uint x,uint y)589 static int GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
590 {
591 	int z;
592 	Slope tileh = GetTilePixelSlope(tile, &z);
593 
594 	return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
595 }
596 
GetFoundation_Trees(TileIndex tile,Slope tileh)597 static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
598 {
599 	return FOUNDATION_NONE;
600 }
601 
ClearTile_Trees(TileIndex tile,DoCommandFlag flags)602 static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
603 {
604 	uint num;
605 
606 	if (Company::IsValidID(_current_company)) {
607 		Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
608 		if (t != nullptr) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM, flags);
609 	}
610 
611 	num = GetTreeCount(tile);
612 	if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
613 
614 	if (flags & DC_EXEC) DoClearSquare(tile);
615 
616 	return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
617 }
618 
GetTileDesc_Trees(TileIndex tile,TileDesc * td)619 static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
620 {
621 	TreeType tt = GetTreeType(tile);
622 
623 	if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
624 		td->str = STR_LAI_TREE_NAME_RAINFOREST;
625 	} else {
626 		td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
627 	}
628 
629 	td->owner[0] = GetTileOwner(tile);
630 }
631 
TileLoopTreesDesert(TileIndex tile)632 static void TileLoopTreesDesert(TileIndex tile)
633 {
634 	switch (GetTropicZone(tile)) {
635 		case TROPICZONE_DESERT:
636 			if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
637 				SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
638 				MarkTileDirtyByTile(tile);
639 			}
640 			break;
641 
642 		case TROPICZONE_RAINFOREST: {
643 			static const SoundFx forest_sounds[] = {
644 				SND_42_RAINFOREST_1,
645 				SND_43_RAINFOREST_2,
646 				SND_44_RAINFOREST_3,
647 				SND_48_RAINFOREST_4
648 			};
649 			uint32 r = Random();
650 
651 			if (Chance16I(1, 200, r) && _settings_client.sound.ambient) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
652 			break;
653 		}
654 
655 		default: break;
656 	}
657 }
658 
TileLoopTreesAlps(TileIndex tile)659 static void TileLoopTreesAlps(TileIndex tile)
660 {
661 	int k = GetTileZ(tile) - GetSnowLine() + 1;
662 
663 	if (k < 0) {
664 		switch (GetTreeGround(tile)) {
665 			case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
666 			case TREE_GROUND_ROUGH_SNOW:  SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
667 			default: return;
668 		}
669 	} else {
670 		uint density = std::min<uint>(k, 3);
671 
672 		if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
673 			TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
674 			SetTreeGroundDensity(tile, tg, density);
675 		} else if (GetTreeDensity(tile) != density) {
676 			SetTreeGroundDensity(tile, GetTreeGround(tile), density);
677 		} else {
678 			if (GetTreeDensity(tile) == 3) {
679 				uint32 r = Random();
680 				if (Chance16I(1, 200, r) && _settings_client.sound.ambient) {
681 					SndPlayTileFx((r & 0x80000000) ? SND_39_ARCTIC_SNOW_2 : SND_34_ARCTIC_SNOW_1, tile);
682 				}
683 			}
684 			return;
685 		}
686 	}
687 	MarkTileDirtyByTile(tile);
688 }
689 
CanPlantExtraTrees(TileIndex tile)690 static bool CanPlantExtraTrees(TileIndex tile)
691 {
692 	return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
693 		(_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
694 		_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
695 }
696 
TileLoop_Trees(TileIndex tile)697 static void TileLoop_Trees(TileIndex tile)
698 {
699 	if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
700 		TileLoop_Water(tile);
701 	} else {
702 		switch (_settings_game.game_creation.landscape) {
703 			case LT_TROPIC: TileLoopTreesDesert(tile); break;
704 			case LT_ARCTIC: TileLoopTreesAlps(tile);   break;
705 		}
706 	}
707 
708 	AmbientSoundEffect(tile);
709 
710 	uint treeCounter = GetTreeCounter(tile);
711 
712 	/* Handle growth of grass (under trees/on MP_TREES tiles) at every 8th processings, like it's done for grass on MP_CLEAR tiles. */
713 	if ((treeCounter & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
714 		uint density = GetTreeDensity(tile);
715 		if (density < 3) {
716 			SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
717 			MarkTileDirtyByTile(tile);
718 		}
719 	}
720 
721 	if (_settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
722 
723 	if (GetTreeCounter(tile) < 15) {
724 		AddTreeCounter(tile, 1);
725 		return;
726 	}
727 	SetTreeCounter(tile, 0);
728 
729 	switch (GetTreeGrowth(tile)) {
730 		case 3: // regular sized tree
731 			if (_settings_game.game_creation.landscape == LT_TROPIC &&
732 					GetTreeType(tile) != TREE_CACTUS &&
733 					GetTropicZone(tile) == TROPICZONE_DESERT) {
734 				AddTreeGrowth(tile, 1);
735 			} else {
736 				switch (GB(Random(), 0, 3)) {
737 					case 0: // start destructing
738 						AddTreeGrowth(tile, 1);
739 						break;
740 
741 					case 1: // add a tree
742 						if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
743 							AddTreeCount(tile, 1);
744 							SetTreeGrowth(tile, 0);
745 							break;
746 						}
747 						FALLTHROUGH;
748 
749 					case 2: { // add a neighbouring tree
750 						if (!CanPlantExtraTrees(tile)) break;
751 
752 						TreeType treetype = GetTreeType(tile);
753 
754 						tile += TileOffsByDir((Direction)(Random() & 7));
755 
756 						/* Cacti don't spread */
757 						if (!CanPlantTreesOnTile(tile, false)) return;
758 
759 						/* Don't plant trees, if ground was freshly cleared */
760 						if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
761 
762 						PlantTreesOnTile(tile, treetype, 0, 0);
763 
764 						break;
765 					}
766 
767 					default:
768 						return;
769 				}
770 			}
771 			break;
772 
773 		case 6: // final stage of tree destruction
774 			if (!CanPlantExtraTrees(tile)) {
775 				/* if trees can't spread just plant a new one to prevent deforestation */
776 				SetTreeGrowth(tile, 0);
777 			} else if (GetTreeCount(tile) > 1) {
778 				/* more than one tree, delete it */
779 				AddTreeCount(tile, -1);
780 				SetTreeGrowth(tile, 3);
781 			} else {
782 				/* just one tree, change type into MP_CLEAR */
783 				switch (GetTreeGround(tile)) {
784 					case TREE_GROUND_SHORE: MakeShore(tile); break;
785 					case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
786 					case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
787 					case TREE_GROUND_ROUGH_SNOW: {
788 						uint density = GetTreeDensity(tile);
789 						MakeClear(tile, CLEAR_ROUGH, 3);
790 						MakeSnow(tile, density);
791 						break;
792 					}
793 					default: // snow or desert
794 						if (_settings_game.game_creation.landscape == LT_TROPIC) {
795 							MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
796 						} else {
797 							uint density = GetTreeDensity(tile);
798 							MakeClear(tile, CLEAR_GRASS, 3);
799 							MakeSnow(tile, density);
800 						}
801 						break;
802 				}
803 			}
804 			break;
805 
806 		default:
807 			AddTreeGrowth(tile, 1);
808 			break;
809 	}
810 
811 	MarkTileDirtyByTile(tile);
812 }
813 
814 /**
815  * Decrement the tree tick counter.
816  * The interval is scaled by map size to allow for the same density regardless of size.
817  * Adjustment for map sizes below the standard 256 * 256 are handled earlier.
818  * @return true if the counter was decremented past zero
819  */
DecrementTreeCounter()820 bool DecrementTreeCounter()
821 {
822 	/* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
823 	static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<byte>::digits);
824 
825 	/* byte underflow */
826 	byte old_trees_tick_ctr = _trees_tick_ctr;
827 	_trees_tick_ctr -= ScaleByMapSize(1);
828 	return old_trees_tick_ctr <= _trees_tick_ctr;
829 }
830 
OnTick_Trees()831 void OnTick_Trees()
832 {
833 	/* Don't spread trees if that's not allowed */
834 	if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
835 
836 	uint32 r;
837 	TileIndex tile;
838 	TreeType tree;
839 
840 	/* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
841 	 * this is the maximum number of ticks that are skipped. Number of ticks to skip is
842 	 * inversely proportional to map size, so that is handled to create a mask. */
843 	int skip = ScaleByMapSize(16);
844 	if (skip < 16 && (_tick_counter & (16 / skip - 1)) != 0) return;
845 
846 	/* place a tree at a random rainforest spot */
847 	if (_settings_game.game_creation.landscape == LT_TROPIC) {
848 		for (uint c = ScaleByMapSize(1); c > 0; c--) {
849 			if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
850 				CanPlantTreesOnTile(tile, false) &&
851 				(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
852 				PlantTreesOnTile(tile, tree, 0, 0);
853 			}
854 		}
855 	}
856 
857 	if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
858 
859 	/* place a tree at a random spot */
860 	r = Random();
861 	tile = RandomTileSeed(r);
862 	if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
863 		PlantTreesOnTile(tile, tree, 0, 0);
864 	}
865 }
866 
GetTileTrackStatus_Trees(TileIndex tile,TransportType mode,uint sub_mode,DiagDirection side)867 static TrackStatus GetTileTrackStatus_Trees(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
868 {
869 	return 0;
870 }
871 
ChangeTileOwner_Trees(TileIndex tile,Owner old_owner,Owner new_owner)872 static void ChangeTileOwner_Trees(TileIndex tile, Owner old_owner, Owner new_owner)
873 {
874 	/* not used */
875 }
876 
InitializeTrees()877 void InitializeTrees()
878 {
879 	_trees_tick_ctr = 0;
880 }
881 
TerraformTile_Trees(TileIndex tile,DoCommandFlag flags,int z_new,Slope tileh_new)882 static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
883 {
884 	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
885 }
886 
887 
888 extern const TileTypeProcs _tile_type_trees_procs = {
889 	DrawTile_Trees,           // draw_tile_proc
890 	GetSlopePixelZ_Trees,     // get_slope_z_proc
891 	ClearTile_Trees,          // clear_tile_proc
892 	nullptr,                     // add_accepted_cargo_proc
893 	GetTileDesc_Trees,        // get_tile_desc_proc
894 	GetTileTrackStatus_Trees, // get_tile_track_status_proc
895 	nullptr,                     // click_tile_proc
896 	nullptr,                     // animate_tile_proc
897 	TileLoop_Trees,           // tile_loop_proc
898 	ChangeTileOwner_Trees,    // change_tile_owner_proc
899 	nullptr,                     // add_produced_cargo_proc
900 	nullptr,                     // vehicle_enter_tile_proc
901 	GetFoundation_Trees,      // get_foundation_proc
902 	TerraformTile_Trees,      // terraform_tile_proc
903 };
904