mirror of https://github.com/OpenTTD/OpenTTD
1034 lines
34 KiB
C++
1034 lines
34 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/geometry_type.hpp"
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#include "core/random_func.hpp"
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#include "newgrf_generic.h"
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#include "timer/timer_game_tick.h"
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#include "tree_cmd.h"
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#include "landscape_cmd.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 : uint8_t {
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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 : uint8_t {
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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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uint8_t _trees_tick_ctr;
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static const uint16_t DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
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static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
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static const uint16_t 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) && !IsClearGround(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, TreeGrowthStage 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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ClearNeighbourNonFloodingStates(tile);
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break;
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case MP_CLEAR: {
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ClearGround clearground = GetClearGround(tile);
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if (IsSnowTile(tile)) {
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ground = clearground == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
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} else {
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switch (clearground) {
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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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default: ground = TREE_GROUND_SNOW_DESERT; break;
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}
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}
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if (clearground != CLEAR_ROUGH) density = GetClearDensity(tile);
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break;
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}
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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 LandscapeType::Temperate:
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return static_cast<TreeType>(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
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case LandscapeType::Arctic:
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return static_cast<TreeType>(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
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case LandscapeType::Tropic:
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switch (GetTropicZone(tile)) {
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case TROPICZONE_NORMAL: return static_cast<TreeType>(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
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case TROPICZONE_DESERT: return static_cast<TreeType>((seed > 12) ? TREE_INVALID : TREE_CACTUS);
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default: return static_cast<TreeType>(seed * TREE_COUNT_RAINFOREST / 256 + TREE_RAINFOREST);
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}
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default:
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return static_cast<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_t 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), static_cast<TreeGrowthStage>(std::min<uint8_t>(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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}
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}
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struct BlobHarmonic {
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int amplitude;
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float phase;
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int frequency;
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};
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/**
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* Creates a star-shaped polygon originating from (0, 0) as defined by the given harmonics.
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* The shape is placed into a pre-allocated span so the caller controls allocation.
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* @param radius The maximum radius of the polygon. May be smaller, but will not be larger.
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* @param harmonics Harmonics data for the polygon.
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* @param[out] shape Shape to fill with points.
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*/
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static void CreateStarShapedPolygon(int radius, std::span<const BlobHarmonic> harmonics, std::span<Point> shape)
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{
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float theta = 0;
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float step = (M_PI * 2) / std::size(shape);
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/* Divide a circle into a number of equally spaced divisions. */
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for (Point &vertex : shape) {
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/* Add up the values of each harmonic at this segment.*/
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float deviation = std::accumulate(std::begin(harmonics), std::end(harmonics), 0.f, [theta](float d, const BlobHarmonic &harmonic) -> float {
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return d + sinf((theta + harmonic.phase) * harmonic.frequency) * harmonic.amplitude;
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});
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/* Smooth out changes. */
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float adjusted_radius = (radius / 2.f) + (deviation / 2);
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/* Add to the final polygon. */
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vertex.x = cosf(theta) * adjusted_radius;
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vertex.y = sinf(theta) * adjusted_radius;
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/* Proceed to the next segment. */
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theta += step;
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}
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}
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/**
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* Creates a random star-shaped polygon originating from (0, 0).
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* The shape is placed into a pre-allocated span so the caller controls allocation.
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* @param radius The maximum radius of the blob. May be smaller, but will not be larger.
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* @param[out] shape Shape to fill with polygon points.
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*/
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static void CreateRandomStarShapedPolygon(int radius, std::span<Point> shape)
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{
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/* Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range
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* from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random
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* value by the result. */
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static constexpr float PHASE_DIVISOR = static_cast<float>(INT32_MAX / M_PI * 2);
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/* These values are ones found in testing that result in suitable-looking polygons that did not self-intersect
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* and fit within a square of radius * radius dimensions. */
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std::initializer_list<BlobHarmonic> harmonics = {
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{radius / 2, Random() / PHASE_DIVISOR, 1},
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{radius / 4, Random() / PHASE_DIVISOR, 2},
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{radius / 8, Random() / PHASE_DIVISOR, 3},
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{radius / 16, Random() / PHASE_DIVISOR, 4},
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};
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CreateStarShapedPolygon(radius, harmonics, shape);
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}
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/**
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* Returns true if the given coordinates lie within a triangle.
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* @param x X coordinate relative to centre of shape.
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* @param y Y coordinate relative to centre of shape.
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* @param v1 First vertex of triangle.
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* @param v2 Second vertex of triangle.
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* @param v3 Third vertex of triangle.
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* @returns true if the given coordinates lie within a triangle.
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*/
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static bool IsPointInTriangle(int x, int y, const Point &v1, const Point &v2, const Point &v3)
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{
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const int s = ((v1.x - v3.x) * (y - v3.y)) - ((v1.y - v3.y) * (x - v3.x));
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const int t = ((v2.x - v1.x) * (y - v1.y)) - ((v2.y - v1.y) * (x - v1.x));
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if ((s < 0) != (t < 0) && s != 0 && t != 0) return false;
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const int d = (v3.x - v2.x) * (y - v2.y) - (v3.y - v2.y) * (x - v2.x);
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return (d < 0) == (s + t <= 0);
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}
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/**
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* Returns true if the given coordinates lie within a star shaped polygon.
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* Breaks the polygon into a series of triangles around the centre point (0, 0) and then tests the coordinates against each triangle until a match is found (or not).
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* @param x X coordinate relative to centre of shape.
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* @param y Y coordinate relative to centre of shape.
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* @param shape The shape to check against.
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* @returns true if the given coordinates lie within the star shaped polygon.
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*/
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static bool IsPointInStarShapedPolygon(int x, int y, std::span<Point> shape)
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{
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for (auto it = std::begin(shape); it != std::end(shape); /* nothing */) {
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const Point &v1 = *it;
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++it;
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const Point &v2 = (it == std::end(shape)) ? shape.front() : *it;
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if (IsPointInTriangle(x, y, v1, v2, {0, 0})) return true;
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}
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return false;
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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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static constexpr uint GROVE_SEGMENTS = 16; ///< How many segments make up the tree group.
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static constexpr uint GROVE_RADIUS = 16; ///< Maximum radius of tree groups.
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/* Shape in which trees may be contained. Array is here to reduce allocations. */
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std::array<Point, GROVE_SEGMENTS> grove;
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do {
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TileIndex center_tile = RandomTile();
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CreateRandomStarShapedPolygon(GROVE_RADIUS, grove);
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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IncreaseGeneratingWorldProgress(GWP_TREE);
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uint32_t r = Random();
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int x = GB(r, 0, 5) - GROVE_RADIUS;
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int y = GB(r, 8, 5) - GROVE_RADIUS;
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TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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if (cur_tile == INVALID_TILE) continue;
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if (!CanPlantTreesOnTile(cur_tile, true)) continue;
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if (!IsPointInStarShapedPolygon(x, y, grove)) continue;
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PlaceTree(cur_tile, r);
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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_t 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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uint8_t max_height = _settings_game.construction.map_height_limit;
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i = Map::ScaleBySize(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_t 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 == LandscapeType::Arctic && ht > GetSnowLine()) j *= 3;
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/* Scale generation by maximum map height. */
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if (max_height > MAP_HEIGHT_LIMIT_ORIGINAL) j = j * MAP_HEIGHT_LIMIT_ORIGINAL / max_height;
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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 == LandscapeType::Tropic) {
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i = Map::ScaleBySize(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_t 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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* @param set_zone Whether to create a rainforest zone when placing rainforest trees.
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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, bool set_zone)
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{
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assert(_game_mode == GM_EDITOR); // Due to InteractiveRandom being used in this function
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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_t {
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const uint32_t rand = InteractiveRandom();
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const int32_t dist = GB<int32_t>(rand, 0, 8) + GB<int32_t>(rand, 8, 8) + GB<int32_t>(rand, 16, 8) + GB<int32_t>(rand, 24, 8);
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const int32_t scu = dist * radius / 512;
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return scu - radius;
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};
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const int32_t xofs = mkcoord();
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const int32_t 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, TreeGrowthStage::Growing1);
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MarkTileDirtyByTile(tile_to_plant, 0);
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planted++;
|
|
} else if (CanPlantTreesOnTile(tile_to_plant, allow_desert)) {
|
|
PlantTreesOnTile(tile_to_plant, treetype, 0, TreeGrowthStage::Grown);
|
|
MarkTileDirtyByTile(tile_to_plant, 0);
|
|
planted++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
|
|
for (TileIndex t : TileArea(tile).Expand(radius)) {
|
|
if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
|
|
}
|
|
}
|
|
|
|
return planted;
|
|
}
|
|
|
|
/**
|
|
* 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 (_settings_game.game_creation.tree_placer == TP_NONE) return;
|
|
|
|
switch (_settings_game.game_creation.tree_placer) {
|
|
case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 15 : 6; break;
|
|
case TP_IMPROVED: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 4 : 2; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
total = Map::ScaleBySize(DEFAULT_TREE_STEPS);
|
|
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
|
|
total *= i;
|
|
uint num_groups = (_settings_game.game_creation.landscape != LandscapeType::Toyland) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
|
|
total += num_groups * DEFAULT_TREE_STEPS;
|
|
SetGeneratingWorldProgress(GWP_TREE, total);
|
|
|
|
if (num_groups != 0) PlaceTreeGroups(num_groups);
|
|
|
|
for (; i != 0; i--) {
|
|
PlaceTreesRandomly();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Plant a tree.
|
|
* @param flags type of operation
|
|
* @param tile end tile of area-drag
|
|
* @param start_tile start tile of area-drag of tree plantation
|
|
* @param tree_to_plant tree type, TREE_INVALID means random.
|
|
* @param diagonal Whether to use the Orthogonal (false) or Diagonal (true) iterator.
|
|
* @return the cost of this operation or an error
|
|
*/
|
|
CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
|
|
{
|
|
StringID msg = INVALID_STRING_ID;
|
|
CommandCost cost(EXPENSES_OTHER);
|
|
|
|
if (start_tile >= Map::Size()) return CMD_ERROR;
|
|
/* Check the tree type within the current climate */
|
|
if (tree_to_plant != TREE_INVALID && !IsInsideBS(tree_to_plant, _tree_base_by_landscape[to_underlying(_settings_game.game_creation.landscape)], _tree_count_by_landscape[to_underlying(_settings_game.game_creation.landscape)])) return CMD_ERROR;
|
|
|
|
Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
|
|
int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
|
|
|
|
std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
|
|
for (; *iter != INVALID_TILE; ++(*iter)) {
|
|
TileIndex current_tile = *iter;
|
|
switch (GetTileType(current_tile)) {
|
|
case MP_TREES:
|
|
/* no more space for trees? */
|
|
if (GetTreeCount(current_tile) == 4) {
|
|
msg = STR_ERROR_TREE_ALREADY_HERE;
|
|
continue;
|
|
}
|
|
|
|
/* Test tree limit. */
|
|
if (--limit < 1) {
|
|
msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
|
|
break;
|
|
}
|
|
|
|
if (flags.Test(DoCommandFlag::Execute)) {
|
|
AddTreeCount(current_tile, 1);
|
|
MarkTileDirtyByTile(current_tile);
|
|
if (c != nullptr) c->tree_limit -= 1 << 16;
|
|
}
|
|
/* 2x as expensive to add more trees to an existing tile */
|
|
cost.AddCost(_price[PR_BUILD_TREES] * 2);
|
|
break;
|
|
|
|
case MP_WATER:
|
|
if (!IsCoast(current_tile) || IsSlopeWithOneCornerRaised(GetTileSlope(current_tile))) {
|
|
msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
|
|
continue;
|
|
}
|
|
[[fallthrough]];
|
|
|
|
case MP_CLEAR: {
|
|
if (IsBridgeAbove(current_tile)) {
|
|
msg = STR_ERROR_SITE_UNSUITABLE;
|
|
continue;
|
|
}
|
|
|
|
TreeType treetype = (TreeType)tree_to_plant;
|
|
/* Be a bit picky about which trees go where. */
|
|
if (_settings_game.game_creation.landscape == LandscapeType::Tropic && treetype != TREE_INVALID && (
|
|
/* No cacti outside the desert */
|
|
(treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
|
|
/* No rainforest trees outside the rainforest, except in the editor mode where it makes those tiles rainforest tile */
|
|
(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
|
|
/* And no subtropical trees in the desert/rainforest */
|
|
(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
|
|
msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
|
|
continue;
|
|
}
|
|
|
|
/* Test tree limit. */
|
|
if (--limit < 1) {
|
|
msg = STR_ERROR_TREE_PLANT_LIMIT_REACHED;
|
|
break;
|
|
}
|
|
|
|
if (IsTileType(current_tile, MP_CLEAR)) {
|
|
/* Remove fields or rocks. Note that the ground will get barrened */
|
|
switch (GetClearGround(current_tile)) {
|
|
case CLEAR_FIELDS:
|
|
case CLEAR_ROCKS: {
|
|
CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
|
|
if (ret.Failed()) return ret;
|
|
cost.AddCost(ret.GetCost());
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
|
|
Town *t = ClosestTownFromTile(current_tile, _settings_game.economy.dist_local_authority);
|
|
if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
|
|
}
|
|
|
|
if (flags.Test(DoCommandFlag::Execute)) {
|
|
if (treetype == TREE_INVALID) {
|
|
treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
|
|
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
|
|
}
|
|
|
|
/* Plant full grown trees in scenario editor */
|
|
PlantTreesOnTile(current_tile, treetype, 0, _game_mode == GM_EDITOR ? TreeGrowthStage::Grown : TreeGrowthStage::Growing1);
|
|
MarkTileDirtyByTile(current_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(current_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 CommandCost(msg);
|
|
} else {
|
|
return cost;
|
|
}
|
|
}
|
|
|
|
struct TreeListEnt : PalSpriteID {
|
|
uint8_t 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.base() + 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 ? static_cast<uint>(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, bool)
|
|
{
|
|
auto [tileh, z] = GetTilePixelSlope(tile);
|
|
|
|
return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
|
|
}
|
|
|
|
static Foundation GetFoundation_Trees(TileIndex, Slope)
|
|
{
|
|
return FOUNDATION_NONE;
|
|
}
|
|
|
|
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlags 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.Test(DoCommandFlag::Execute)) 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_t 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_t 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 == LandscapeType::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 LandscapeType::Tropic: TileLoopTreesDesert(tile); break;
|
|
case LandscapeType::Arctic: TileLoopTreesAlps(tile); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
AmbientSoundEffect(tile);
|
|
|
|
/* TimerGameTick::counter is incremented by 256 between each call, so ignore lower 8 bits.
|
|
* Also, we use a simple hash to spread the updates evenly over the map.
|
|
* 11 and 9 are just some co-prime numbers for better spread.
|
|
*/
|
|
uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8);
|
|
|
|
/* 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 ((cycle & 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;
|
|
|
|
static const uint32_t TREE_UPDATE_FREQUENCY = 16; // How many tile updates happen for one tree update
|
|
if (cycle % TREE_UPDATE_FREQUENCY != TREE_UPDATE_FREQUENCY - 1) return;
|
|
|
|
switch (GetTreeGrowth(tile)) {
|
|
case TreeGrowthStage::Grown: // regular sized tree
|
|
if (_settings_game.game_creation.landscape == LandscapeType::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, TreeGrowthStage::Growing1);
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
|
|
case 2: { // add a neighbouring tree
|
|
if (!CanPlantExtraTrees(tile)) break;
|
|
|
|
TreeType treetype = GetTreeType(tile);
|
|
|
|
tile += TileOffsByDir(static_cast<Direction>(Random() % DIR_END));
|
|
|
|
/* 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, TreeGrowthStage::Growing1);
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TreeGrowthStage::Dead: // final stage of tree destruction
|
|
if (!CanPlantExtraTrees(tile)) {
|
|
/* if trees can't spread just plant a new one to prevent deforestation */
|
|
SetTreeGrowth(tile, TreeGrowthStage::Growing1);
|
|
} else if (GetTreeCount(tile) > 1) {
|
|
/* more than one tree, delete it */
|
|
AddTreeCount(tile, -1);
|
|
SetTreeGrowth(tile, TreeGrowthStage::Grown);
|
|
} 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 == LandscapeType::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);
|
|
}
|
|
|
|
/**
|
|
* Decrement the tree tick counter.
|
|
* The interval is scaled by map size to allow for the same density regardless of size.
|
|
* Adjustment for map sizes below the standard 256 * 256 are handled earlier.
|
|
* @return true if the counter was decremented past zero
|
|
*/
|
|
bool DecrementTreeCounter()
|
|
{
|
|
/* Ensure _trees_tick_ctr can be decremented past zero only once for the largest map size. */
|
|
static_assert(2 * (MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS) - 4 <= std::numeric_limits<uint8_t>::digits);
|
|
|
|
/* byte underflow */
|
|
uint8_t old_trees_tick_ctr = _trees_tick_ctr;
|
|
_trees_tick_ctr -= Map::ScaleBySize(1);
|
|
return old_trees_tick_ctr <= _trees_tick_ctr;
|
|
}
|
|
|
|
/**
|
|
* Place a random tree on a random tile.
|
|
* @param rainforest If set the random tile must be in a rainforest zone.
|
|
*/
|
|
static void PlantRandomTree(bool rainforest)
|
|
{
|
|
uint32_t r = Random();
|
|
TileIndex tile = RandomTileSeed(r);
|
|
|
|
if (rainforest && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return;
|
|
if (!CanPlantTreesOnTile(tile, false)) return;
|
|
|
|
TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
|
|
if (tree == TREE_INVALID) return;
|
|
|
|
PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
|
|
}
|
|
|
|
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;
|
|
|
|
/* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
|
|
* this is the maximum number of ticks that are skipped. Number of ticks to skip is
|
|
* inversely proportional to map size, so that is handled to create a mask. */
|
|
int skip = Map::ScaleBySize(16);
|
|
if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return;
|
|
|
|
/* place a tree at a random rainforest spot */
|
|
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
|
|
for (uint c = Map::ScaleBySize(1); c > 0; c--) {
|
|
PlantRandomTree(true);
|
|
}
|
|
}
|
|
|
|
if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
|
|
|
|
/* place a tree at a random spot */
|
|
PlantRandomTree(false);
|
|
}
|
|
|
|
static TrackStatus GetTileTrackStatus_Trees(TileIndex, TransportType, uint, DiagDirection)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_Trees(TileIndex, Owner, Owner)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
void InitializeTrees()
|
|
{
|
|
_trees_tick_ctr = 0;
|
|
}
|
|
|
|
static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlags flags, int, Slope)
|
|
{
|
|
return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
|
|
}
|
|
|
|
|
|
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
|
|
};
|