Forest fire

From Rosetta Code
Task
Forest fire
You are encouraged to solve this task according to the task description, using any language you may know.
This page uses content from Wikipedia. The original article was at Forest-fire model. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance)


Task

Implement the Drossel and Schwabl definition of the forest-fire model.


It is basically a 2D   cellular automaton   where each cell can be in three distinct states (empty, tree and burning) and evolves according to the following rules (as given by Wikipedia)

  1. A burning cell turns into an empty cell
  2. A tree will burn if at least one neighbor is burning
  3. A tree ignites with probability   f   even if no neighbor is burning
  4. An empty space fills with a tree with probability   p


Neighborhood is the   Moore neighborhood;   boundary conditions are so that on the boundary the cells are always empty ("fixed" boundary condition).

At the beginning, populate the lattice with empty and tree cells according to a specific probability (e.g. a cell has the probability 0.5 to be a tree). Then, let the system evolve.

Task's requirements do not include graphical display or the ability to change parameters (probabilities   p   and   f )   through a graphical or command line interface.


Related tasks



6502 Assembly

	ORG	$4357
; SYS 17239 or CALL 17239

EMPTY2	=	$00
TREE2	=	$44
FIRE2	=	$99

; common available zero page


GBASL	=	$26
GBASH	=	$27

SEED2	=	$28
SEED0	=	$29
SEED1	=	$2A

H2	=	$2B
V2	=	$2C
PLOTC	=	$2D
COLOR	=	$2E
PAGE	=	$2F
TOPL	=	$30
TOPH	=	$31
MIDL	=	$32
MIDH	=	$33
BTML	=	$34
BTMH	=	$35
PLOTL	=	$36
PLOTH	=	$37
lastzp	=	$38

tablelo	=	$5000
tablehi = tablelo+25

	JSR START
	STA V2
	LDA #$4C ; JMP instruction
	STA SEED2 ; temporary JMP
	LDX #$00 ; y coord
table:
	TXA
	JSR SEED2 ; temporary JMP GBASCALC
	LDA GBASL
	STA tablelo,X
	LDA GBASH
	STA tablehi,X
	LDY #$00
	TYA
clrline:
	STA (GBASL),Y
	INY
	CPY #40
	BNE clrline

	INX
	CPX V2
	BNE table

	JSR sseed0
	JSR sseed2

	LDX #$60
	STX PAGE
	STX TOPH
	LDY #$00
	STY TOPL
	TYA
zero:	STA (TOPL),Y
	INY
	BNE zero
	INX
	STX TOPH
	CPX #$80
	BNE zero

loop3:
	LDX #0
	STX TOPL
	LDA #41
	STA MIDL
	STA PLOTL
	LDA #83
	STA BTML
	LDA PAGE
	STA TOPH
	STA MIDH
	STA BTMH
	EOR #$10
	STA PLOTH
	STA PAGE
loop2:
	TXA
	STX V2
	LSR       ; F800 PLOT-like...
	; PHP       ; F801
	TAY	 ; save A in Y without touching C
	LDA #$0F
	BCC over2
	ADC #$E0
over2:	STA PLOTC   ; PLOT...
	LDA tablelo,Y ; lookup instead of GBASCALC
	STA GBASL
	LDA tablehi,Y
	STA GBASH
	; PLP     ; continue PLOT
	LDY #$01 ; x coord
loop1:
	STY H2
	LDA (MIDL),Y
	STA (PLOTL),Y
	BEQ empty
	BPL tree
	LDA #EMPTY2
doplot:	LDY H2
	STA (PLOTL),Y
	DEY
	EOR (GBASL),Y
	AND PLOTC
	EOR (GBASL),Y
	STA (GBASL),Y
noplot: 
	LDY H2
	INY
	CPY #41
	BNE loop1
	LDA MIDL
	STA TOPL
	LDA MIDH
	STA TOPH
	LDA BTML
	STA MIDL
	STA PLOTL
	CLC
	ADC #42
	STA BTML
	LDA BTMH
	EOR #$10
	STA PLOTH
	EOR #$10		
	STA MIDH
	ADC #$00
	STA BTMH
	LDX V2
	INX
	CPX #48
	BNE loop2
	JSR QUIT
	JMP loop3
empty:
	DEC SEED2
	BNE noplot
	JSR sseed2 ; probability f
	LDA #TREE2
	BNE doplot
ignite:
	LDA #FIRE2
	BNE doplot
tree:
	DEC SEED0
	BNE check
	DEC SEED1
	BNE check
	JSR sseed0 ; probability p
	BNE ignite
check:
	LDA (TOPL),Y ; n
	ORA (BTML),Y ; s
	DEY
	ORA (TOPL),Y ; nw
	ORA (MIDL),Y ; w
	ORA (BTML),Y ; sw
	INY
	INY
	ORA (TOPL),Y ; ne
	ORA (MIDL),Y ; e
	ORA (BTML),Y ; se
	BMI ignite
	BPL noplot

sseed0:
	LDA #$17 ; 1 in 10007 (prime)
	STA SEED0
	LDA #$27
	STA SEED1
	RTS
sseed2:
	LDA #$65  ; 1 in 101 (prime)
	STA SEED2
	RTS

default:
	LDA #<GBASCALC ; setup GBASCALC
	STA SEED0
	LDA #>GBASCALC
	STA SEED1
	LDA #25 ; screen rows
	RTS
GBASCALC:
	LDY #$00
	STY GBASH		
	ASL
	ASL
	ASL
	STA GBASL
	ASL
	ROL GBASH
	ASL
	ROL GBASH
	ADC GBASL
	STA GBASL
	LDA GBASH
	ADC #$04
	STA GBASH
	RTS

QUIT:
	LDA $E000

; APPLE II

	CMP #$4C
	BNE c64quit

	BIT $C000 ; apple ii keypress?
	BPL CONTINUE ; no keypressed then continue
	BIT $C010 ; clear keyboard strobe
	BIT $C051 ; text mode

; end APPLE II specific

ABORT:
	PLA
	PLA

	LDX #GBASL
restorzp:
	LDA $5100,X
	STA $00,X
	INX
	CPX #lastzp
	BNE restorzp

CONTINUE:
	RTS

START:
	LDX #GBASL
savezp:
	LDA $00,X
	STA $5100,X
	INX
	CPX #lastzp
	BNE savezp

; machine ???

	LDA $E000 ; terribly unreliable, oh well

; APPLE II

	CMP #$4C ; apple ii?
	BNE c64start ; nope, try another

	BIT $C056 ; low resolution
	BIT $C052 ; full screen
	BIT $C054 ; page one
	BIT $C050 ; graphics
; GBASCALC = $F847
	LDA #$47
	STA SEED0
	LDA #$F8
	STA SEED1
	LDA #24 ; screen rows
	RTS

; end APPLE II specific

; COMMODORE 64 specific

c64quit:

; COMMODORE 64

	CMP #$85 ; commodore 64?
	BNE CONTINUE ; nope, default to no keypress

	LDA $C6 ; commodore keyboard buffer length
	BEQ CONTINUE ; no keypressed then continue

	LDA #$00
	STA $C6
	LDA $D016 ; Screen control register #2
	AND #$EF  ; Bit #4: 0 = Multicolor mode off. 
	STA $D016
	LDA #21 ; default character set
	STA $D018
	BNE ABORT

c64start:

	CMP #$85 ; commodore 64?
	BEQ c64yes ; yes
	JMP default ; no, default to boringness
c64yes:
	LDA #$00  ; black
	STA $D020 ; border
	LDA #$00  ; black
	STA $D021 ; background
	LDA #$05  ; dark green
	STA $D022 ; Extra background color #1
	LDA #$08  ; orange
	STA $D023 ; Extra background color #2
	LDA $D016 ; Screen control register #2
	ORA #$10  ; Bit #4: 1 = Multicolor mode on. 
	STA $D016

	LDA #$30  ; 0011 0000 $3000 charset page
	STA PLOTH
	LSR
	LSR
	STA PLOTC ; 0000 1100 #$0C
; 53272 $D018
; POKE 53272,(PEEK(53272)AND240)+12: REM SET CHAR POINTER TO MEM. 12288
;     Bits #1-#3: In text mode, pointer to character memory
;    (bits #11-#13), relative to VIC bank, memory address $DD00
;     %110, 6: $3000-$37FF, 12288-14335.
	LDA $D018
	AND #$F0
	ORA PLOTC
	STA $D018
; setup nine characters

; 00- 00 00
	LDA #$00 ; chr(0) * 8
	STA PLOTL
	; --- LDA #$00 ; already zero
	TAX ; LDX #$00
	JSR charset

; 04- 00 55
	LDA #32 ; chr(4) * 8
	STA PLOTL
	LDA #$55
	; LDX #$00 ; already zero
	JSR charset

; 09- 00 AA
	LDA #72 ; chr(9) * 8
	STA PLOTL
	LDA #$AA
	; LDX #$00 ; already zero
	JSR charset

; 40- 55 00
	LDA PLOTH ; 512 = chr(64) * 8
	CLC
	ADC #$02
	STA PLOTH
	LDX #$00
	STX PLOTL
	LDA #$00
	LDX #$55
	JSR charset

; 44- 55 55
	LDA #32 ; chr(68) * 8
	STA PLOTL
	TXA ; LDA #$55
	; LDX #$55 ; already 55
	JSR charset

; 49- 55 AA
	LDA #72 ; chr(73) * 8
	STA PLOTL
	LDA #$AA
	; LDX #$55 ; already 55
	JSR charset

; 90- AA 00
	LDA PLOTH ; chr(144) * 8
	CLC
	ADC #$02
	STA PLOTH
	LDA #128
	STA PLOTL
	LDA #$00
	LDX #$AA
	JSR charset

; 94- AA 55
	LDA #160 ; chr(148) * 8
	STA PLOTL
	LDA #$55
	; LDX #$AA ; already AA
	JSR charset

; 99- AA AA
	LDA #200 ; chr(153) * 8
	STA PLOTL
	TXA ; LDA #$AA
	; LDX #$AA ; already AA
	JSR charset
	JMP default
charset:
	LDY #$00
chartop:
	STA (PLOTL),Y
	INY
	CPY #$04
	BNE chartop
	TXA
charbtm:
	STA (PLOTL),Y
	INY
	CPY #$08
	BNE charbtm
	RTS

; end COMMODORE 64 specific

8086 Assembly

This program expects to run on an IBM PC with a CGA-compatible video card. It uses a field size of 320x200 (the CGA screen) and runs at about one frame per second on a 20mhz 286.

	;;;	Simulation settings (probabilities are P/65536)
probF:	equ	7		; P(spontaneous combustion) ~= 0.0001
probP:	equ	655		; P(spontaneous growth) ~= 0.01
HSIZE:	equ	320 		; Field width (320x200 fills CGA screen)
VSIZE:	equ	200		; Field height
FSIZE:	equ	HSIZE*VSIZE	; Field size
FPARA:	equ	FSIZE/16+1	; Field size in paragraphs
	;;;	Field values
EMPTY:	equ	0 		; Empty cell (also CGA black)
TREE:	equ	1		; Tree cell (also CGA green)
FIRE:	equ	2		; Burning cell (also CGA red)
	;;;	MS-DOS system calls and values
TOPSEG:	equ	2		; First unavailable segment
puts:	equ	9		; Print a string
time:	equ	2Ch		; Get system time
exit:	equ	4Ch		; Exit to DOS
	;;;	BIOS calls and values
palet:	equ	0Bh		; Set CGA color pallette
vmode:	equ	0Fh		; Get current video mode
keyb:	equ	1		; Get keyboard status
CGALO:	equ	4		; Low-res (4-color) CGA graphics mode
MDA:	equ	7		; MDA monochrome text mode
CGASEG:	equ	0B800h		; CGA memory segment
	cpu	8086
	org	100h
section	.text
	;;;	Program set-up (check memory size and set video mode)
	mov	sp,stack.top	; Move stack inwards
	mov	bp,sp		; Set BP to first available paragraph
	mov	cl,4
	shr	bp,cl
	inc	bp
	mov	dx,cs
	add	bp,dx 
	mov	bx,[TOPSEG]	; Get first unavailable segment
	sub	bx,bp		; Get amount of available memory
	cmp	bx,FPARA*2	; Enough to fit two fields?
	ja	mem_ok
	mov	dx,errmem	; If not, print error message
err:	mov	ah,puts
	int	21h
	mov	ah,exit		; And stop
	int	21h
mem_ok:	mov	ah,vmode	; Get current video mode
	int	10h
	push	ax		; Keep on stack for later retrieval
	cmp	al,MDA		; MDA card does not support CGA graphics,
	mov	dx,errcga	; so print an error and quit.
	je	err
	mov	ax,CGALO	; Otherwise, switch to 320x200 CGA mode
	int	10h
	mov	ah,palet	; And set the black/green/red/brown palette
	mov	bx,0100h
	int	10h
	mov	ah,time		; Get the system time
	int	21h
	mov	[rnddat],cx	; Use it as the RNG seed
	mov	[rnddat+2],dx
	;;;	Initialize the field (place trees randomly)
	mov	es,bp		; ES = field segment
	xor	di,di		; Start at first field
	mov	cx,FSIZE	; CX = how many cells to initialize
	mov	ah,TREE
ptrees:	call	random		; Get random byte
	and	al,ah 		; Place a tree 50% of the time
	stosb
	loop	ptrees
	mov	ds,bp		; DS = field segment
	;;;	Write field to CGA display
disp:	xor	si,si		; Start at beginning
	mov	dx,CGASEG	; ES = CGA memory segment
.scrn:	mov	es,dx
	xor	di,di		; Start of segment
.line:	mov	cx,HSIZE/8	; 8 pixels per word
.word:	xor	bx,bx		; BX will hold CGA word
	xor	ah,ah		; Set high byte to zero
%rep 	7			; Unroll this loop for speed
	lodsb			; Get cell
	or	bx,ax		; Put it in low 2 bits of BX
	shl	bx,1		; Shift BX to make room for next field
	shl	bx,1
%endrep
	lodsb			; No shift needed for final cell
	or	ax,bx
	stosw			; Store word in CGA memory
	loop	.word		; Do next byte of line
	add	si,HSIZE	; Even and odd lines stored separately
	cmp	si,FSIZE	; Done yet?
	jb	.line		; If not, do next line
	add	dx,200h		; Move to next segment
	cmp	dx,CGASEG+200h	; If we still need to do the odd lines,
	mov	si,HSIZE	; then do them
	jbe	.scrn		
	;;;	Stop the program if a key is pressed
	mov	ah,1		; Check if a key is pressed
	int	16h
	jz 	calc		; If not, calculate next field state
	pop	ax		; Otherwise, restore the old video mode,
	cbw
	int	10h
	mov	ah,exit		; and exit to DOS.
	int	21h
	;;;	Calculate next field state
calc:	mov	ax,ds		; Set ES = new field segment
	add	ax,FPARA
	mov	es,ax
	xor	di,di		; Start at beginning
	xor	si,si
.cell:	lodsb			; Get cell
	dec	al		; A=1 = tree
	jz	.tree
	dec	al		; A=2 = fire
	jz	.fire
	call	rand16		; An empty space fills with a tree
	cmp	ax,probP	; with probability P.
	jc	.mtree		; Otherwise it stays empty
.fire:	xor	al,al		; A burning tree turns into an empty cell
	stosb
	jmp	.cnext
.mtree:	mov	al,TREE
	stosb
.cnext:	cmp	si,FSIZE	; Are we there yet?
	jne	.cell		; If not, do next cell
	push	es		; Done - set ES=old field, DS=new field,
	push	ds
	pop	es
	pop	ds
	mov	cx,FSIZE/2
	xor	si,si
	xor	di,di
	rep	movsw		; copy the new field to the old field,
	push	es		; set DS to be the field to draw,
	pop	ds
	xor	di,di		; Instead of doing edge case handling in the
	xor	ax,ax		; Moore neighbourhood calculation, just zero
	mov	cx,HSIZE/2	; out the borders for a slightly smaller image
	rep	stosw		; Upper border,
	mov	di,FSIZE-HSIZE
	mov	cx,HSIZE/2
	rep	stosw		; lower border,
	mov	di,HSIZE-5	; right border.
	mov	cx,VSIZE-1	
.bordr:	stosb
	add	di,HSIZE-1
	loop	.bordr
	jmp	disp		; and update the display.
.tree:	mov	ax,[si-HSIZE-2] ; Load Moore neighbourhood
	or	al,[si-HSIZE]
	or	ax,[si-2]
	or	al,[si]
	or	ax,[si+HSIZE-2]
	or	al,[si+HSIZE]
	or	al,ah
	test	al,FIRE		; Are any of the trees on fire?
	jnz	.tburn		; Then set this tree on fire too 
	call	rand16		; Otherwise, spontaneous combustion?
	cmp	ax,probF
	jc	.tburn
	mov	al,TREE		; If not, the tree remains a tree
	stosb
	jmp	.cnext
.tburn:	mov	al,FIRE		; Set the tree on fire
	stosb
	jmp	.cnext
	;;;	Get a random word in AX
rand16:	call	random
	xchg	al,ah
	;;;	Get a random byte in AL. BX and DX destroyed.
random:	mov	bx,[cs:rnddat]	; BL=X BH=A
	mov	dx,[cs:rnddat+2]	; DL=B DH=C
	inc	bl		; X++
	xor	bh,dh		; A ^= C
	xor	bh,bl		; A ^= X
	add	dl,bh		; B += A
	mov	al,dl		; C' = B
	shr	al,1		; C' >>= 1
	add	al,dh		; C' += C
	xor	al,bh		; C' ^= A
	mov	dh,al		; C = C'
	mov	[cs:rnddat+2],dx	; Update RNG state
	mov	[cs:rnddat],bx
	ret
section	.data	
errcga:	db	'CGA mode not supported.$'
errmem:	db	'Not enough memory.$'
section	.bss
rnddat:	resb	4		; RNG state
stack:	resw	128		; Stack space
.top:	equ	$


Ada

with Ada.Numerics.Float_Random;  use Ada.Numerics.Float_Random;
with Ada.Text_IO;                use Ada.Text_IO;

procedure Forest_Fire is
   type Cell is (Empty, Tree, Fire);
   type Board is array (Positive range <>, Positive range <>) of Cell;
   procedure Step (S : in out Board; P, F : Float; Dice : Generator) is
      function "+" (Left : Boolean; Right : Cell) return Boolean is
      begin
         return Left or else Right = Fire;
      end "+";
      function "+" (Left, Right : Cell) return Boolean is
      begin
         return Left = Fire or else Right = Fire;
      end "+";
      Above : array (S'Range (2)) of Cell := (others => Empty);
      Left_Up, Up, Left : Cell;
   begin
      for Row in S'First (1) + 1..S'Last (1) - 1 loop
         Left_Up := Empty;
         Up      := Empty;
         Left    := Empty;
         for Column in S'First (2) + 1..S'Last (2) - 1 loop
            Left_Up := Up;
            Up      := Above (Column);
            Above (Column) := S (Row, Column);
            case S (Row, Column) is
               when Empty =>
                  if Random (Dice) < P then
                     S (Row, Column) := Tree;
                  end if;
               when Tree =>
                  if Left_Up                 + Up                  +      Above (Column + 1) +
                     Left                    + S (Row,     Column) + S (Row,     Column + 1) +
                     S (Row + 1, Column - 1) + S (Row + 1, Column) + S (Row + 1, Column + 1)
                  or else Random (Dice) < F then
                     S (Row, Column) := Fire;
                  end if;
               when Fire =>
                  S (Row, Column) := Empty;
            end case;
            Left := Above (Column);
         end loop;
      end loop;
   end Step;
   procedure Put (S : Board) is
   begin
      for Row in S'First (1) + 1..S'Last (1) - 1 loop
         for Column in S'First (2) + 1..S'Last (2) - 1 loop
            case S (Row, Column) is
               when Empty => Put (' ');
               when Tree  => Put ('Y');
               when Fire  => Put ('#');
            end case;
         end loop;
         New_Line;
      end loop;      
   end Put;
   
   Dice   : Generator;
   Forest : Board := (1..10 => (1..40 => Empty));
begin
   Reset (Dice);
   for I in 1..10 loop
      Step (Forest, 0.3, 0.1, Dice);
      Put_Line ("-------------" & Integer'Image (I) & " -------------");
      Put (Forest);
   end loop;
end Forest_Fire;

Sample output:

------------- 1 -------------
Y  Y Y        Y YY   Y Y Y  Y        Y
Y Y  YYY   YY  Y      Y  Y  Y     Y
Y     YY Y  Y Y Y  Y   Y   Y   Y YY
          Y          Y Y     Y  YY
Y         YY YYY  Y Y        Y   Y   Y
Y Y         YY  Y    Y        Y    Y
       Y  Y    Y Y          Y Y Y Y
  Y   Y  Y     YYY  Y  Y  Y   Y  Y
------------- 2 -------------
Y  Y Y   YYYYY# YYY  Y Y Y  YYY  Y Y Y
YY#  YYY   YY  Y Y Y  Y  #Y Y    YY  Y
YYY   YY Y  YY# Y  YY  Y Y Y   Y YY
  Y Y     YY   Y  Y YYYY   Y Y YYY  YY
Y    Y   Y#Y YYY YYYY       YYY  Y Y Y
Y Y Y    Y YYY Y#    Y Y Y    Y    Y
       Y  Y   Y# Y   Y  Y Y Y YYY Y
  YY YY  Y  Y  YYY  YYYYY Y   Y YY  Y
------------- 3 -------------
YY # Y   YYYY#  YY#  Y Y #  YYY Y# Y Y
Y# Y YYYYY Y#  # YYY YYY  #YY Y  YY  Y
Y##  Y#Y Y  Y#  YY YY YY # Y   Y YYY
  # Y    Y##   #  YYYYYY YYY YYYYYY YY
Y Y YY   # # YY# #YYYYYY  YYYYY  YY# Y
YYY YYY Y# #YYY#     YYY Y    YY   Y
    Y  YY Y   # Y# Y YY YYY Y YYYYY
  YY #Y YYY Y  ###  YYYY# YY YYYYY YY
------------- 4 -------------
##   Y   YY## Y ## Y YYY  Y YYY #  Y Y
# Y# ###YYY#  Y  ### YYYY  #Y Y Y##  Y
#    # # #  #   #YYYY Y#  Y# YYYYYYYY
Y   YY YY#   YY Y ##YYYY ##Y YYYYY#Y#Y
YY#YYY  Y Y  Y# Y #YYYYYY YYYYY  Y#  Y
YY#YYY#Y#   ### Y YY #YY Y    YY   # Y
    #Y ## #    Y#  YYY# ##Y Y YYYYY  Y
 YYY  #YYY# YYY     YYY#  YYYYY#YY YY
------------- 5 -------------
  Y  #   Y#   Y    #YYYYY #Y#YYY  Y# Y
 Y# Y   ###   Y      Y###Y  # Y #    Y
 Y    Y Y Y      #### #   #  #YY#####
#   ## ##   Y##Y#   #Y##Y  # YYYY# # #
Y# #Y#YY#Y#Y # YY  ####Y# ##YYYY #   #
Y# ### #   Y    # ##Y ##Y#    YY  Y  Y
   Y #         #   Y##    # Y ###Y#  Y
 Y##   ###  YYY  Y  Y##   #YYY# #Y YYY
------------- 6 -------------
 Y#   YY #    Y  Y  #####Y # #Y#Y #  Y
 # Y#Y      Y YY  YYY#   #Y   #Y  Y  #
 #    # # #   Y               ##
           Y#  #   Y #  # Y  ####
# Y # ## # #Y  ## Y    # Y  #YYY   Y
#         Y#YYYY    #   #   Y ##YY#  #
 Y #    Y  Y Y    Y#        Y    # Y Y
 #  Y     Y YY# YY Y#      #Y# Y #Y#YY
------------- 7 -------------
Y# Y  YY      Y  Y       #  Y # #Y  Y#
   # # YY   # YY YY##  Y  #Y   #Y #Y
Y Y    Y Y    #Y  Y  YY     Y     Y
  Y   Y    # Y  Y YY     YYY         Y
  YY        #    YY   Y  #   ###Y  #
 Y        # ####YY       YY #   ##
Y#    Y Y  # #  Y #    YY  Y#Y     # #
  Y #     Y Y# YYYY#     Y  #  YY # #Y
------------- 8 -------------
#  #  #Y Y  Y YYYY Y   Y    Y    #  #
YYY    YY Y   ## Y#  Y Y Y #  Y #Y #Y
Y #Y  Y#YY     #Y #  #Y  Y  YY    #Y
  Y   Y      #  YYYYYY  Y##Y Y   Y   Y
YYYY   Y  Y  Y  YYY   Y Y Y Y   #   YY
 # YY  YY  Y    ##Y   YYY##Y YYY
#   Y Y Y       #Y   YY#Y  # # Y YY
  #Y Y YYY# # YY###      Y    YYY    #
------------- 9 -------------
     Y # YY YY####Y# YYYYYY #      Y
###    ## # Y    #   # Y Y    YY #  #
Y  #Y # #Y Y  Y #     # Y#  #Y Y   # Y
  #   # YYYY    ######YY#  # Y  Y#  YY
###Y  YY YYY #  ###   YY# # YY      YY
  YYY  YY  Y Y    # Y ###  # ### Y YY
    Y Y Y  Y   Y #Y  Y# #Y     Y Y#
   # Y YY#    Y#         # Y  #Y#  YY
------------- 10 -------------
  YYYY   ## Y#    #  ##YYYYY      Y#
   Y        Y       Y Y# #    YYY YY
#Y  #    # #  Y   Y  Y  # Y  # YYYY Y#
   Y   Y###Y          ##  Y Y# Y#   #Y
   #  ## YYY         Y##    ## YY   YY
  ##Y  YY YYY#      Y           Y# #Y
    # Y #  Y Y #  #  #   #     # #
 Y   YYY#     #           YY Y #   #Y

ALGOL 68

Textual version

Translation of: D

Note: This specimen retains the original D coding style.

Works with: ALGOL 68 version Revision 1 - no extensions to language used.
Works with: ALGOL 68G version Any - tested with release 1.18.0-9h.tiny.
LONG REAL tree prob = 0.55, # original tree probability #
          f prob =    0.01, # new combustion probability #
          p prob =    0.01; # tree creation probability #
MODE CELL = CHAR; CELL empty=" ", tree="T", burning="#";
MODE WORLD = [6, 65]CELL;

PROC has burning neighbours = (WORLD world, INT r, c)BOOL:(
  FOR row shift FROM -1 TO 1 DO
    FOR col shift FROM -1 TO 1 DO
      INT rs = r + row shift, cs = c + col shift;
      IF rs >= LWB world AND rs <= UPB world AND
          cs >= 2 LWB world AND cs <= 2 UPB world THEN
        IF world[rs, cs] = burning THEN true exit FI
      FI
    OD
  OD;
  FALSE EXIT
  true exit: TRUE
);

PROC next state = (REF WORLD world, REF WORLD next world)VOID:(
  FOR r FROM LWB world TO UPB world DO
    REF[]CELL row = world[r, ];
    FOR c FROM LWB row TO UPB row DO
      REF CELL elem = row[c];
      next world[r, c] :=
        IF elem = empty THEN
          IF random<p prob THEN tree ELSE empty FI
        ELIF elem = tree THEN
          IF has burning neighbours(world, r, c) THEN
            burning
          ELSE
            IF random<f prob THEN burning ELSE tree FI
          FI
        ELIF elem = burning THEN
          empty
        FI
    OD
  OD;
  world := next world
);

main:(
  WORLD world; # create world #
  FOR r FROM LWB world TO UPB world DO
    REF []CELL row = world[r, ];
    FOR i FROM LWB row TO UPB row DO
      REF CELL el = row[i];
      el := IF random < tree prob THEN tree ELSE empty FI
    OD
  OD;

  WORLD next world;
  FOR i FROM 0 TO 4 DO
    next state(world, next world);
    printf(($n(2 UPB world)(a)l$, world)); # show world #
    printf(($gl$, 2 UPB world * "-"))
  OD
)

Output:

TTTT T TTTT TT  T T TTT TT TTT  TT TTT T TT T  T    TTT TT T   TT
 TTT TTTTT  T T    T TTTT T   T TTT  TT  T  T TT T   T T TTT  T T
T   T T T TT    T    #  T T   TTT T T  T  TTTTT T  TTT  TTTT TTTT
TT     T  TT TTTTTTTTT TT  TT  T T  TT  T TT TTT TTT TTTT TT  TTT
 TT    TTTTTT  T  T  T T T T TT TT      TT  #T TTT  TT #TTTTTTTT 
TT  TTT TTTTTTTTTT TT TTTTTT  TT T TT T TTT T TT T  TT #  T   T  
-----------------------------------------------------------------
TTTT T TTTT TT  T T TTT TT TTT  TT TTT T TT T  T    TTT TT T   TT
 TTT TTTTT  T T    T ##TT T   T TTT  TT  T  T TT T   T T TTT  T T
T   T T T TT    T       T T   TTT T T  T  TTTTT T  TTT  TTTT TTTT
TT     T  T# TTTTTTT## TT  TT  T T  TT  T T# #TT TTT T### TT  TTT
 TT    TTTTTT  T  T  T T T T TT TT      TTT  # TTT  TT  #TTTTTTT 
TT  TTT TTTTTTTTTT TT TTTTTT  TT T TT T TTT # TT T  TT    T   T  
-----------------------------------------------------------------
TTTT T TTTT TT  T T ### TT TTT  TT TTT T TT T  T    TTT TT T   TT
 TTT TTTTT  T T    T   #T T   T TTT  TT  T  T TT T   T T TT#  T T
T   T T T ##    T       T T   TTT T T  T  ##### T  TT#  ##TT TTTT
TT     T  #  TTTTTT#   TT  TT  T T  TT TT #   #T TTT #    TT  TTT
 TT    T#T###  T  T  # T T T TT TT      TT#    TTT  T#   #TTTTTT 
TT  TTT TTTTTTTTTT TT TTTTTT  TT T TT T TTT   #T T  TTT   T   T  
-----------------------------------------------------------------
TTTT T TTTT TT  T T     #T TTT  TT TTT T TT T  T    TTT TT #   TT
 TTT TTTT#  # T    #    # T   T TTT  TT  #  # ## T   # # ##   T T
T   T T T       T       # T   TTT T T  T        T  T#     ## TTTT
TT     #     #TTTT#    TT  TT  T T  TT TT      # TTT      #T  TTT
 TT    # #     T  #    T T T TT TT      T#     #TT  #     #TTTTT 
TT  TTT ######TTTT T# #TTTTT  TT T TT T T##    # T  ###   #   T  
-----------------------------------------------------------------
#TTT T T### ##  T #      # TTT  TT TTT T ## #  #    ### ##     TT
 TTT TTT#     T           T   T TTT  TT          T            T T
T   T # #       T         T   TTT T T  T       T#  #         TTTT
TT            #TT#     ##  TT  T T  TT T#        TT#       #  TTT
 TT            T       # T T TT TT      #       #T         #TTTT 
TT  TT#       #TT# #   #TTTT  TT T TT T #        T            T  
-----------------------------------------------------------------

AutoHotkey

This implementation uses AutoHotkey's pseudo-arrays to contain each cell. The size of the (square) map, probabilities, and characters which correspond to burning, tree, or empty can be edited at the beginning of the script.

; The array Frame1%x%_%y% holds the current frame. frame2%x%_%y%
; is then calculated from this, and printed. frame2 is then copied to frame1.
; Two arrays are necessary so that each cell advances at the same time
; T=Tree, #=Fire, O=Empty cell
; Size holds the width and height of the map and is used as the # of iterations in loops
; This will save the map as forest_fire.txt in its working directory
; ======================================================================================


Size := 10
Generation := 0
Tree := "T"
Fire := "#"
Cell := "O"


; --Define probabilities--
    New_Tree := 5
    ; 20 percent chance (1 in 5). A random number will be generated from 1 to New_tree. If this number is 1,
    ; A tree will be created in the current cell 

    Spontaneous := 10
    ; 10 percent chance (1 in 10). A random number will be generated from 1 to Spontaneous. If this number is 1,
    ; and the current cell contains a tree, the tree in the current cell will become fire. 


GoSub, Generate

; ----------------------Main Loop------------------------------
loop
{
    Generation++
    GoSub, Calculate
    GoSub, Copy
    GoSub, Display
    msgbox, 4, Forest Fire, At Generation %generation%. Continue?
    IfMsgbox, No
        ExitApp
}
return
; -------------------------------------------------------------

Generate:      ; Randomly initializes the map.
loop % size    ; % forces expression mode.
{
	x := A_Index
	Loop % size
	{
		Y := A_Index
		Random, IsTree, 1, 2 ;         -- Roughly half of the spaces will contain trees
		If ( IsTree = 1 )
			Frame1%x%_%y% := Tree
		Else
			Frame1%x%_%y% := Cell
	}
}
return

Calculate:
Loop % size
{
	x := A_Index
	Loop % size
	{
		Y := A_Index
		If ( Frame1%x%_%y% = Cell )
		{
			Random, tmp, 1, New_Tree
			If ( tmp = 1 )
				Frame2%x%_%y% := tree
			Else
				Frame2%x%_%y% := Cell
		}
		Else If ( Frame1%x%_%y% = Tree )
		{
			BoolCatch := PredictFire(x,y)
			If (BoolCatch)
				Frame2%x%_%y% := Fire
			Else
				Frame2%x%_%y% := Tree
		}
		Else If ( Frame1%x%_%y% = Fire )
			Frame2%x%_%y% := Cell
		Else
		{
			contents := Frame1%x%_%y%
			Msgbox Error! Cell %x% , %y% contains %contents% ; This has never happened
			ExitApp
		}
	}
}
return

Copy:
Loop % size
{
	x := A_Index
	Loop % size
	{
		y := A_Index
		frame1%x%_%y% := Frame2%x%_%y%
	}
}
return


Display:
ToPrint := ""
ToPrint .= "=====Generation " . Generation . "=====`n"
Loop % size
{
	x := A_Index
	Loop % size
	{
		y := A_Index
		ToPrint .= Frame1%x%_%y%
	}
	ToPrint .= "`n"
}
FileAppend, %ToPrint%, Forest_Fire.txt
Return


PredictFire(p_x,p_y){
    Global ; allows access to all frame1*_* variables (the pseudo-array)
    A := p_x-1
    B := p_y-1
    C := p_x+1    
    D := p_y+1
    If ( Frame1%A%_%p_Y% = fire )
        return 1
    If ( Frame1%p_X%_%B% = fire )
        return 1
    If ( Frame1%C%_%p_Y% = fire )
        return 1
    If ( Frame1%p_X%_%D% = fire )
        return 1

    If ( Frame1%A%_%B% = Fire )
        return 1
    If ( Frame1%A%_%D% = fire )
        return 1
    If ( Frame1%C%_%B% = fire )
        return 1
    If ( Frame1%C%_%D% = Fire )
        return 1

    Random, tmp, 1, spontaneous
    if ( tmp = 1 )
        return 1
    return 0
}

Sample Output using the default settings:

=====Generation 1=====
OTTTOOTOOT
OTOOTTTTOT
TTOOOTTTO#
TOOTOTOOTT
OTTOTOOTTO
TOTTTTOOTO
TOTTT#OOOT
OT#OOTOOTT
TTO#TOOTTT
O#OOOTOTTT
=====Generation 2=====
OTTTOOTOOT
OTTOTTT#O#
TTOOOTTTOO
TOOTTTOT##
OTTOTTO##O
TOTT##OTTO
TO###OOOOT
T#OOO#OOTT
##TO#OOTTT
TOTOOTOTTT
=====Generation 3=====
OTT#OO#TO#
OTTOTT#OTO
TTOOOT##OO
TOOTTTT#OO
OTTO##OOOO
TO##OOO##O
#OOOOOOOOT
#OOOOOOOTT
OO#OOTOTTT
#O#TT#OTTT
=====Generation 4=====
OT#OOOO#OO
OT#O##OO#T
T#TOT#OOOO
TOO####OOT
O##OOOOOOO
#OOOOOOOOO
OOOOOOOOO#
OTOOOOOOTT
OOOOO#TTTT
OTO##OO#TT
=====Generation 5=====
O#OOOTOOOT
O#OOOOOOO#
#O#O#OOTOT
#OOOOOOOOT
OOOOOOOOOO
OTOOOOOOOO
TTOOOTOTTO
TTOOOTOO##
OOTTOO###T
OTOOOOOO#T

BASIC

Applesoft BASIC

Translation of: 6502 Assembly
 100  FOR I = 17239 TO 17493
 110      READ B
 120      POKE I,B
 130  NEXT
 140  CALL 17239
 150  END 
 160  DATA162,23,138,32,71,248,165,38,157,60,3,165,39,157,84,3,202,16,239,162,96
 170  DATA134,249,134,1,160,0,132,0,152,145,0,200,208,251,232,134,1,224,128,208
 180  DATA244,44,86,192,44,82,192,44,84,192,44,80,192,32,50,248,162,0,134,0,169
 190  DATA41,133,2,133,254,169,83,133,4,165,249,133,1,133,3,133,5,73,16,133,255
 200  DATA133,249,138,134,45,74,168,169,15,144,2,105,224,133,46,185,60,3,133,38
 210  DATA185,84,3,133,39,160,1,132,44,177,2,145,254,240,79,16,93,169,0,164,44
 220  DATA145,254,136,81,38,37,46,81,38,145,38,164,44,200,192,41,208,224,165,2
 230  DATA133,0,165,3,133,1,165,4,133,2,133,254,24,105,42,133,4,165,5,73,16
 240  DATA133,255,73,16,133,3,105,0,133,5,166,45,232,224,48,208,159,44,0,192
 250  DATA48,3,76,144,67,44,16,192,44,81,192,96,198,8,208,190,169,101,133,8,169
 260  DATA68,208,169,169,153,208,165,198,6,208,14,198,7,208,10,169,23,133,6,169
 270  DATA39,133,7,208,234,177,0,17,4,136,17,0,17,2,17,4,200,200,17,0,17,2,17,4
 280  DATA48,213,16,137,41

BASIC256

Forest fire animation: p=0.03, p/f=1000
N = 150 : M = 150 : P = 0.03 : F = 0.00003

dim f(N+2,M+2) # 1 tree, 0 empty, 2 fire
dim fn(N+2,M+2)
graphsize N,M
fastgraphics 

for x = 1 to N
	for y = 1 to M
		if rand<0.5 then f[x,y] = 1
	next y
next x

while True
	for x = 1 to N
		for y = 1 to M
			if not f[x,y] and rand<P then fn[x,y]=1
			if f[x,y]=2 then fn[x,y]=0
			if f[x,y]=1 then
				fn[x,y] = 1
				if f[x-1,y-1]=2 or f[x,y-1]=2 or f[x+1,y-1]=2 then fn[x,y]=2
				if f[x-1,y]=2 or f[x+1,y]=2 or rand<F then fn[x,y]=2
				if f[x-1,y+1]=2 or f[x,y+1]=2 or f[x+1,y+1]=2 then fn[x,y]=2
			end if
			# Draw
			if fn[x,y]=0 then color black
			if fn[x,y]=1 then color green
			if fn[x,y]=2 then color yellow
			plot x-1,y-1
		next y
	next x
	refresh
	for x = 1 to N
		for y = 1 to M
			f[x,y] = fn[x,y]
		next y
	next x
end while

BBC BASIC

      VDU 23,22,400;400;16,16,16,128
      OFF
      
      DIM old&(200,200), new&(200,200)
      p = 0.01
      f = 0.0001
      
      REM 0 = empty, 1 = tree, 2 = burning
      REPEAT
        WAIT 10
        FOR x% = 1 TO 199
          FOR y% = 1 TO 199
            CASE old&(x%,y%) OF
              WHEN 0:
                IF p > RND(1) THEN
                  new&(x%,y%) = 1
                  GCOL 2
                  PLOT 4*x%,4*y%
                ENDIF
              WHEN 1:
                IF f > RND(1) OR old&(x%-1,y%)=2 OR old&(x%+1,y%)=2 OR \
                \ old&(x%-1,y%-1)=2 OR old&(x%,y%-1)=2 OR old&(x%+1,y%-1)=2 OR \
                \ old&(x%-1,y%+1)=2 OR old&(x%,y%+1)=2 OR old&(x%+1,y%+1)=2 THEN
                  new&(x%,y%) = 2
                  GCOL 1
                  PLOT 4*x%,4*y%
                ENDIF
              WHEN 2:
                new&(x%,y%) = 0
                GCOL 15
                PLOT 4*x%,4*y%
            ENDCASE
          NEXT
        NEXT x%
        old&() = new&()
      UNTIL FALSE

Output:

Commodore BASIC

Translation of: 6502 Assembly

With the keyword CALL changed to SYS, the Applesoft BASIC code works in Commodore BASIC.

 100  FOR I = 17239 TO 17493
 110      READ B
 120      POKE I,B
 130  NEXT
 140  SYS 17239
 150  END 
 160  DATA162,23,138,32,71,248,165,38,157,60,3,165,39,157,84,3,202,16,239,162,96
 170  DATA134,249,134,1,160,0,132,0,152,145,0,200,208,251,232,134,1,224,128,208
 180  DATA244,44,86,192,44,82,192,44,84,192,44,80,192,32,50,248,162,0,134,0,169
 190  DATA41,133,2,133,254,169,83,133,4,165,249,133,1,133,3,133,5,73,16,133,255
 200  DATA133,249,138,134,45,74,168,169,15,144,2,105,224,133,46,185,60,3,133,38
 210  DATA185,84,3,133,39,160,1,132,44,177,2,145,254,240,79,16,93,169,0,164,44
 220  DATA145,254,136,81,38,37,46,81,38,145,38,164,44,200,192,41,208,224,165,2
 230  DATA133,0,165,3,133,1,165,4,133,2,133,254,24,105,42,133,4,165,5,73,16
 240  DATA133,255,73,16,133,3,105,0,133,5,166,45,232,224,48,208,159,44,0,192
 250  DATA48,3,76,144,67,44,16,192,44,81,192,96,198,8,208,190,169,101,133,8,169
 260  DATA68,208,169,169,153,208,165,198,6,208,14,198,7,208,10,169,23,133,6,169
 270  DATA39,133,7,208,234,177,0,17,4,136,17,0,17,2,17,4,200,200,17,0,17,2,17,4
 280  DATA48,213,16,137,41

FreeBASIC

'[RC] Forest Fire
'written for FreeBASIC 
'Program code based on BASIC256 from Rosettacode website
'http://rosettacode.org/wiki/Forest_fire#BASIC256
'06-10-2016 updated/tweaked the code
'compile with fbc -s gui

#Define M 400
#Define N 640

Dim As Double     p = 0.003
Dim As Double  fire = 0.00003
'Dim As Double number1
Dim As Integer gen, x, y
Dim As String press

'f0() and fn() use memory from the memory pool
Dim As UByte f0(), fn()
ReDim f0(-1 To N +2, -1 To M +2)
ReDim fn(-1 To N +2, -1 To M +2)

Dim As UByte white  = 15  'color 15 is white
Dim As UByte yellow = 14  'color 14 is yellow
Dim As UByte black  = 0   'color 0 is black
Dim As UByte green  = 2   'color 2 is green
Dim As UByte red    = 4   'color 4 is red

Screen 18 'Resolution 640x480 with at least 256 colors
Randomize Timer

Locate 28,1
Beep
Print " Welcome to Forest Fire"
Locate 29,1
Print " press any key to start"
Sleep
'Locate 28,1
'Print " Welcome to Forest Fire"
Locate 29,1
Print "                       "

' 1 tree, 0 empty, 2 fire
Color green ' this is green color for trees
For x = 1 To N
  For y = 1 To M
    If Rnd < 0.5 Then 'populate original tree density
      f0(x,y) = 1
      PSet (x,y)
    End If
  Next y
Next x

Color white
Locate 29,1
Print " Press any key to continue                        "
Sleep
Locate 29,1
Print " Press 'space bar' to continue/pause, ESC to stop "

Do
  press = InKey
  ScreenLock
  For x = 1 To N
    For y = 1 To M
      If Not f0(x,y) And Rnd<P Then fn(x,y)=1
      If f0(x,y)=2 Then fn(x,y)=0
      If f0(x,y)=1 Then
        fn(x,y) = 1
        If f0(x-1,y-1)=2 OrElse f0(x,y-1)=2 OrElse f0(x+1,y-1)=2 Then fn(x,y)=2
        If f0(x-1,y)=2 OrElse f0(x+1,y)=2 OrElse Rnd<fire Then fn(x,y)=2
        If f0(x-1,y+1)=2 OrElse f0(x,y+1)=2 OrElse f0(x+1,y+1)=2 Then fn(x,y)=2
      End If
      'set up color and drawing
      '0 empty (black),  1 tree (green), 2 fire (white)
      If fn(x,y)=0 Then Color black 'empty
      If fn(x,y)=1 Then Color green 'tree
      If fn(x,y)=2 Then Color red   'fire
      'plot x-1,y-1
      PSet (x-1,y-1)
    Next y
  Next x
  'print generation number
  gen = gen + 1
  Locate 28,1
  Color white 'this is white color
  Print " Generation number # ";gen
  'transfer new generation to current generation
  For x = 1 To N
    For y = 1 To M
      f0(x,y) = fn(x,y)
    Next y
  Next x
  ScreenUnlock

  ' amount for sleep is in milliseconds, 1 = ignore key press
  Sleep 50, 1  ' slow down a little ... goes too fast otherwise
  If press = " " Then Sleep : press = InKey
  If press = "s" Then Sleep
  ' return to do loop up top until "esc" key is pressed.
  ' clicking close windows "X", closes the window immediately 
Loop Until press = Chr(27) OrElse press = Chr(255)+"k"
If press = Chr(255) + "k" Then End

Locate 28,1
Color white
Print " You entered ESC - goodbye                        "
Print " Press any key to exit                            "
Sleep

GFA Basic

width%=80
height%=50
DIM world%(width%+2,height%+2,2)
clock%=0
'
empty%=0 ! some mnemonic codes for the different states
burning%=1
tree%=2
'
f=0.0003
p=0.03
max_clock%=100
'
@open_window
@setup_world
DO
  clock%=clock%+1
  EXIT IF clock%>max_clock%
  @display_world
  @update_world
LOOP
@close_window
'
' Setup the world
'
PROCEDURE setup_world
  LOCAL i%,j%
  '
  RANDOMIZE 0
  ARRAYFILL world%(),empty%
  ' with Probability 0.5, create tree in cells
  FOR i%=1 TO width%
    FOR j%=1 TO height%
      IF RND>0.5
        world%(i%,j%,0)=tree%
      ENDIF
    NEXT j%
  NEXT i%
  '
  cur%=0
  new%=1
RETURN
'
' Display world on window
'
PROCEDURE display_world
  LOCAL size%,i%,j%,offsetx%,offsety%,x%,y%
  '
  size%=5
  offsetx%=10
  offsety%=20
  '
  VSETCOLOR 0,15,15,15 ! colour for empty
  VSETCOLOR 1,15,0,0 ! colour for burning
  VSETCOLOR 2,0,15,0 ! colour for tree
  VSETCOLOR 3,0,0,0 ! colour for text
  DEFTEXT 3
  PRINT AT(1,1);"Clock: ";clock%
  '
  FOR i%=1 TO width%
    FOR j%=1 TO height%
      x%=offsetx%+size%*i%
      y%=offsety%+size%*j%
      SELECT world%(i%,j%,cur%)
      CASE empty%
        DEFFILL 0
      CASE tree%
        DEFFILL 2
      CASE burning%
        DEFFILL 1
      ENDSELECT
      PBOX x%,y%,x%+size%,y%+size%
    NEXT j%
  NEXT i%
RETURN
'
' Check if a neighbour is burning
'
FUNCTION neighbour_burning(i%,j%)
  LOCAL x%
  '
  IF world%(i%,j%-1,cur%)=burning%
    RETURN TRUE
  ENDIF
  IF world%(i%,j%+1,cur%)=burning%
    RETURN TRUE
  ENDIF
  FOR x%=-1 TO 1
    IF world%(i%-1,j%+x%,cur%)=burning% OR world%(i%+1,j%+x%,cur%)=burning%
      RETURN TRUE
    ENDIF
  NEXT x%
  RETURN FALSE
ENDFUNC
'
' Update the world state
'
PROCEDURE update_world
  LOCAL i%,j%
  '
  FOR i%=1 TO width%
    FOR j%=1 TO height%
      world%(i%,j%,new%)=world%(i%,j%,cur%)
      SELECT world%(i%,j%,cur%)
      CASE empty%
        IF RND>1-p
          world%(i%,j%,new%)=tree%
        ENDIF
      CASE tree%
        IF @neighbour_burning(i%,j%) OR RND>1-f
          world%(i%,j%,new%)=burning%
        ENDIF
      CASE burning%
        world%(i%,j%,new%)=empty%
      ENDSELECT
    NEXT j%
  NEXT i%
  '
  cur%=1-cur%
  new%=1-new%
RETURN
'
' open and clear window
'
PROCEDURE open_window
  OPENW 1
  CLEARW 1
  VSETCOLOR 4,8,8,0
  DEFFILL 4
  PBOX 0,0,500,400
RETURN
'
' close the window after keypress
'
PROCEDURE close_window
  ~INP(2)
  CLOSEW 1
RETURN

PureBasic

; Some systems reports high CPU-load while running this code.
; This may likely be due to the graphic driver used in the 
; 2D-function Plot().
; If experiencing this problem, please reduce the #Width & #Height
; or activate the parameter #UnLoadCPU below with a parameter 1 or 2.
;
; This code should work with the demo version of PureBasic on both PC & Linux

; General parameters for the world
#f    = 1e-6
#p    = 1e-2
#SeedATree  = 0.005
#Width      = 400
#Height     = 400

; Setting up colours
#Fire       = $080CF7
#BackGround = $BFD5D3
#YoungTree  = $00E300
#NormalTree = $00AC00
#MatureTree = $009500
#OldTree    = $007600
#Black      = $000000

; Depending on your hardware, use this to control the speed/CPU-load.
; 0 = No load reduction
; 1 = Only active about every second frame
; 2 = '1' & release the CPU after each horizontal line.
#UnLoadCPU  = 0

Enumeration
  #Empty  =0
  #Ignited
  #Burning
  #Tree
  #Old=#Tree+20
EndEnumeration

Global Dim Forest.i(#Width, #Height)
Global Title$="Forest fire in PureBasic"
Global Cnt

Macro Rnd()
  (Random(2147483647)/2147483647.0)
EndMacro

Procedure Limit(n, min, max)
  If n<min
    n=min
  ElseIf n>max
    n=max
  EndIf
  ProcedureReturn n
EndProcedure

Procedure SpreadFire(x,y)
  Protected cnt=0, i, j
  For i=Limit(x-1, 0, #Width) To Limit(x+1, 0, #Width)
    For j=Limit(y-1, 0, #Height) To Limit(y+1, 0, #Height) 
      If Forest(i,j)>=#Tree
        Forest(i,j)=#Ignited
      EndIf
    Next
  Next
EndProcedure

Procedure InitMap()
  Protected x, y, type
  For y=1 To #Height
    For x=1 To #Width
      If Rnd()<=#SeedATree
        type=#Tree
      Else
        type=#Empty
      EndIf
      Forest(x,y)=type
    Next
  Next
EndProcedure

Procedure UpdateMap()
  Protected x, y
  For y=1 To #Height
    For x=1 To #Width
      Select Forest(x,y)
        Case #Burning
          Forest(x,y)=#Empty
          SpreadFire(x,y)
        Case #Ignited
          Forest(x,y)=#Burning
        Case #Empty
          If Rnd()<=#p
            Forest(x,y)=#Tree
          EndIf
        Default
          If Rnd()<=#f
            Forest(x,y)=#Burning
          Else
            Forest(x,y)+1
          EndIf
      EndSelect
    Next
  Next
EndProcedure

Procedure PresentMap()
  Protected x, y, c  
  cnt+1
  SetWindowTitle(0,Title$+", time frame="+Str(cnt))
  StartDrawing(ImageOutput(1))
  For y=0 To OutputHeight()-1
    For x=0 To OutputWidth()-1
      Select Forest(x,y)
        Case #Empty
          c=#BackGround
        Case #Burning, #Ignited
          c=#Fire
        Default
          If Forest(x,y)<#Tree+#Old
            c=#YoungTree
          ElseIf Forest(x,y)<#Tree+2*#Old
            c=#NormalTree
          ElseIf Forest(x,y)<#Tree+3*#Old
            c=#MatureTree
          ElseIf Forest(x,y)<#Tree+4*#Old
            c=#OldTree
          Else ; Tree died of old age
            Forest(x,y)=#Empty
            c=#Black
          EndIf
      EndSelect
      Plot(x,y,c)
    Next
    CompilerIf #UnLoadCPU>1
      Delay(1)
    CompilerEndIf
  Next
  StopDrawing()
  ImageGadget(1, 0, 0, #Width, #Height, ImageID(1))
EndProcedure

If OpenWindow(0, 10, 30, #Width, #Height, Title$, #PB_Window_MinimizeGadget)
  SmartWindowRefresh(0, 1)
  If CreateImage(1, #Width, #Height)
    Define Event, freq
    If ExamineDesktops() And DesktopFrequency(0)
      freq=DesktopFrequency(0)
    Else
      freq=60
    EndIf
    AddWindowTimer(0,0,5000/freq)
    InitMap()
    Repeat
      Event = WaitWindowEvent()
      Select Event
        Case #PB_Event_CloseWindow
          End
        Case #PB_Event_Timer
          CompilerIf #UnLoadCPU>0
            Delay(25)
          CompilerEndIf
          UpdateMap()
          PresentMap()
      EndSelect
    ForEver
  EndIf 
EndIf

REALbasic

This example puts all of the forestry logic into a Thread class. This allows the UI to remain responsive while the Thread does all the work in the background. We create a Thread by subclassing the Thread object in the IDE, in this case creating forestfire as a subclass of the Thread object and put the following code in its Run() event:

Sub Run()
  //Handy named constants
  Const empty = 0
  Const tree = 1
  Const fire = 2
  Const ablaze = &cFF0000    //Using the &c numeric operator to indicate a color in hex
  Const alive = &c00FF00
  Const dead = &c804040
  
  //Our forest
  Dim worldPic As New Picture(480, 480, 32)
  Dim newWorld(120, 120) As Integer
  Dim oldWorld(120, 120) As Integer
  
  //Initialize forest
  Dim rand As New Random
  For x as Integer = 0 to 119
    For y as Integer = 0 to 119
      if rand.InRange(0, 2) = 0 Or x = 119 or y = 119 or x = 0 or y = 0 Then
        newWorld(x, y) = empty
        worldPic.Graphics.ForeColor = dead
        worldPic.Graphics.FillRect(x*4, y*4, 4, 4)
      Else
        newWorld(x, y) = tree
        worldPic.Graphics.ForeColor = alive
        worldPic.Graphics.FillRect(x*4, y*4, 4, 4)
      end if
    Next
  Next
  oldWorld = newWorld
  
  //Burn, baby burn!
  While Window1.stop = False
    For x as Integer = 0 To 119
      For y As Integer = 0 to 119
        Dim willBurn As Integer = rand.InRange(0, Window1.burnProb.Value)
        Dim willGrow As Integer = rand.InRange(0, Window1.growProb.Value)
        if x = 119 or y = 119 or x = 0 or y = 0 Then
          Continue
        end if
        Select Case oldWorld(x, y)
        Case empty
          If willGrow = (Window1.growProb.Value) Then
            newWorld(x, y) = tree
            worldPic.Graphics.ForeColor = alive
            worldPic.Graphics.FillRect(x*4, y*4, 4, 4)
          end if
        Case tree
          if oldWorld(x - 1, y) = fire Or oldWorld(x, y - 1) = fire Or oldWorld(x + 1, y) = fire Or oldWorld(x, y + 1) = fire Or oldWorld(x + 1, y + 1) = fire Or oldWorld(x - 1, y - 1) = fire Or oldWorld(x - 1, y + 1) = fire Or oldWorld(x + 1, y - 1) = fire Or willBurn = (Window1.burnProb.Value) Then
            newWorld(x, y) = fire
            worldPic.Graphics.ForeColor = ablaze
            worldPic.Graphics.FillRect(x*4, y*4, 4, 4)
          end if
        Case fire
          newWorld(x, y) = empty
          worldPic.Graphics.ForeColor = dead
          worldPic.Graphics.FillRect(x*4, y*4, 4, 4)
        End Select
      Next
    Next
    Window1.Canvas1.Graphics.DrawPicture(worldPic, 0, 0)
    oldWorld = newWorld
    me.Sleep(Window1.speed.Value)
  Wend
End Sub

As you can see, this Thread is expecting a Window object called Window1 with several other objects within it. The IDE will automatically create a Window object called Window1 when a new GUI application is created. Our Window1 has 5 objects (widgets) in it: a Canvas (for displaying graphics), three sliders, and a pushbutton.

Sub Open()
  //First method to run on the creation of a new Window. We instantiate an instance of our forestFire thread and run it.
  Dim fire As New forestFire
  fire.Run()
End Sub

stop As Boolean  //a globally accessible property of Window1. Boolean properties default to False.

Sub Pushbutton1.Action()
  stop = True
End Sub

Run BASIC

graphic #g, 200,200
dim preGen(200,200)
dim newGen(200,200)

for gen = 1 to 200
  for x = 1 to 199
    for y = 1 to 199
      select case preGen(x,y)
        case 0
          if rnd(0) > .99 then newGen(x,y) = 1  : #g "color green ; set "; x; " "; y
        case 2
          newGen(x,y) = 0                       : #g "color brown ; set "; x; " "; y
        case 1
          if preGen(x-1,y-1) = 2 or preGen(x-1,y)   = 2 or preGen(x-1,y+1) = 2 _
          or preGen(x,y-1)   = 2 or preGen(x,y+1)   = 2 or preGen(x+1,y-1) = 2 _
          or preGen(x+1,y)   = 2 or preGen(x+1,y+1) = 2 or rnd(0) > .999 then
              #g "color red ; set "; x; " "; y
              newGen(x,y) = 2
          end if
      end select
      preGen(x-1,y-1) = newGen(x-1,y-1)
    next y
  next x
next gen
render #g

Sinclair ZX81 BASIC

Requires 16k of RAM.

In essence this is an enhanced version of my ZX Spectrum implementation (see below). The main improvement is that this version shows the ages of the trees: the age is represented using 0 to 9, then A to Z, followed theoretically by the special characters £$:?()><=+-*/;,. (in that order) and only then cycling back to 0. Realistically, no tree is likely to live that long.

The subroutine at line 1000 takes a number N and returns its inverse-video string representation as I$.

A couple of other notes on the listing:

(1) some characters need to be entered in Graphics mode, which is accessed using SHIFT9. I have represented this using square brackets: so if the listing says [ROSETTA CODE], you need to go into G mode and type ROSETTA CODE (which will be displayed on the ZX81 screen in inverse video). As a special case, [a] means for you to go into G mode and then type SHIFTA. The ZX81 character set does not include either square brackets or lower-case letters, so I hope this convention will not lead to too much confusion.

(2) this program differs from most BASIC examples on Rosetta Code, but resembles most real BASIC programs of more than about 20 lines, in that the line numbers do not always go up smoothly in multiples of ten.

  10 DIM F$(20,30)
  20 DIM N$(20,30)
  30 LET INIT=.5
  40 LET F=.02
  50 LET P=.05
  60 PRINT AT 0,1;"[FOREST FIRE   FOR ROSETTA CODE]"
  70 FOR I=0 TO 21
  80 PRINT AT I,0;"[ ]"
  90 PRINT AT I,31;"[ ]"
 100 NEXT I
 110 FOR I=1 TO 30
 120 PRINT AT 21,I;"[ ]"
 130 NEXT I
 140 LET G=0
 150 LET T=0
 160 PRINT AT 21,1;"[GENERATION 0]"
 170 PRINT AT 21,20;"[COVER]"
 180 FOR I=1 TO 20
 190 FOR J=1 TO 30
 200 IF RND>=INIT THEN GOTO 240
 210 PRINT AT I,J;"0"
 220 LET F$(I,J)="0"
 230 LET T=T+1
 240 NEXT J
 250 NEXT I
 300 PRINT AT 21,26;"[      ]"
 310 LET N=INT (.5+T/6)
 320 GOSUB 1000
 330 PRINT AT 21,26;I$;"[ PC]"
 340 FOR I=1 TO 20
 350 PRINT AT I,0;"[>]"
 360 FOR J=1 TO 30
 380 IF F$(I,J)<>"[a]" THEN GOTO 410
 390 LET N$(I,J)=" "
 400 GOTO 530
 410 IF F$(I,J)<>" " THEN GOTO 433
 420 IF RND<=P THEN LET N$(I,J)="0"
 430 GOTO 530
 433 LET N$(I,J)=CHR$ (1+CODE F$(I,J))
 437 IF N$(I,J)>"Z" THEN LET N$(I,J)="£"
 440 FOR K=I-1 TO I+1
 450 FOR L=J-1 TO J+1
 460 IF K=0 OR L=0 OR K=21 OR L=21 THEN GOTO 480
 470 IF F$(K,L)="[a]" THEN GOTO 510
 480 NEXT L
 490 NEXT K
 500 GOTO 520
 510 LET N$(I,J)="[a]"
 520 IF RND<=F THEN LET N$(I,J)="[a]"
 530 NEXT J
 540 PRINT AT I,0;"[ ]"
 550 NEXT I
 552 LET G=G+1
 554 LET N=G
 556 GOSUB 1000
 558 PRINT AT 21,12;I$
 560 LET T=0
 570 FOR I=1 TO 20
 575 PRINT AT I,31;"[<]"
 580 FOR J=1 TO 30
 590 IF N$(I,J)<>"[a]" AND N$(I,J)<>" " THEN LET T=T+1
 600 NEXT J
 610 LET F$(I)=N$(I)
 620 PRINT AT I,1;F$(I)
 625 PRINT AT I,31;"[ ]"
 630 GOTO 300
1000 LET S$=STR$ N
1010 LET I$=""
1020 FOR K=1 TO LEN S$
1030 LET I$=I$+CHR$ (128+CODE S$(K))
1040 NEXT K
1050 RETURN
Output:

Screenshot here.

Visual Basic .NET

This program sits behind a Windows form with fixed borders, the only component of which is a timer (named Timer1, set to something like 50 or 100ms depending on the speed the user wants to see it). Other constant values (the probabilities and the window dimensions) can be set at the top of the code.

Public Class ForestFire
    Private _forest(,) As ForestState
    Private _isBuilding As Boolean
    Private _bm As Bitmap
    Private _gen As Integer
    Private _sw As Stopwatch

    Private Const _treeStart As Double = 0.5
    Private Const _f As Double = 0.00001
    Private Const _p As Double = 0.001

    Private Const _winWidth As Integer = 300
    Private Const _winHeight As Integer = 300

    Private Enum ForestState
        Empty
        Burning
        Tree
    End Enum

    Private Sub ForestFire_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
        Me.ClientSize = New Size(_winWidth, _winHeight)
        ReDim _forest(_winWidth, _winHeight)

        Dim rnd As New Random()
        For i As Integer = 0 To _winHeight - 1
            For j As Integer = 0 To _winWidth - 1
                _forest(j, i) = IIf(rnd.NextDouble <= _treeStart, ForestState.Tree, ForestState.Empty)
            Next
        Next

        _sw = New Stopwatch
        _sw.Start()
        DrawForest()
        Timer1.Start()
    End Sub

    Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick
        If _isBuilding Then Exit Sub

        _isBuilding = True
        GetNextGeneration()

        DrawForest()
        _isBuilding = False
    End Sub

    Private Sub GetNextGeneration()
        Dim forestCache(_winWidth, _winHeight) As ForestState
        Dim rnd As New Random()

        For i As Integer = 0 To _winHeight - 1
            For j As Integer = 0 To _winWidth - 1
                Select Case _forest(j, i)
                    Case ForestState.Tree
                        If forestCache(j, i) <> ForestState.Burning Then
                            forestCache(j, i) = IIf(rnd.NextDouble <= _f, ForestState.Burning, ForestState.Tree)
                        End If

                    Case ForestState.Burning
                        For i2 As Integer = i - 1 To i + 1
                            If i2 = -1 OrElse i2 >= _winHeight Then Continue For
                            For j2 As Integer = j - 1 To j + 1
                                If j2 = -1 OrElse i2 >= _winWidth Then Continue For
                                If _forest(j2, i2) = ForestState.Tree Then forestCache(j2, i2) = ForestState.Burning
                            Next
                        Next
                        forestCache(j, i) = ForestState.Empty

                    Case Else
                        forestCache(j, i) = IIf(rnd.NextDouble <= _p, ForestState.Tree, ForestState.Empty)
                End Select
            Next
        Next

        _forest = forestCache
        _gen += 1
    End Sub

    Private Sub DrawForest()
        Dim bmCache As New Bitmap(_winWidth, _winHeight)

        For i As Integer = 0 To _winHeight - 1
            For j As Integer = 0 To _winWidth - 1
                Select Case _forest(j, i)
                    Case ForestState.Tree
                        bmCache.SetPixel(j, i, Color.Green)

                    Case ForestState.Burning
                        bmCache.SetPixel(j, i, Color.Red)
                End Select
            Next
        Next

        _bm = bmCache
        Me.Refresh()
    End Sub

    Private Sub ForestFire_Paint(ByVal sender As System.Object, ByVal e As System.Windows.Forms.PaintEventArgs) Handles MyBase.Paint
        e.Graphics.DrawImage(_bm, 0, 0)

        Me.Text = "Gen " & _gen.ToString() & " @ " & (_gen / (_sw.ElapsedMilliseconds / 1000)).ToString("F02") & " FPS: Forest Fire"
    End Sub
End Class

ZX Spectrum Basic

This isn't a graphical implementation, but it uses a bit of colour to make the display clearer. It runs very slowly. The variable init defines the initial likelihood that each square will hold a tree, and can take values between 0 (no trees) and 1 (a tree in every square) inclusive. This can be used to check that the program is running correctly, and using a value of 1 is probably the most dramatic: but it only makes a difference in the short term. After a few generations, any starting configuration using these values of and will end up fluctuating around 20% tree cover—sparse woodland, perhaps, rather than true forest.

A screenshot of the program running can be found here.

 10 PAPER 6: CLS
 20 DIM n$(20,30)
 30 LET init=.5
 40 LET f=.02
 50 LET p=.05
 60 PAPER 0
 70 FOR i=0 TO 31
 80 PRINT AT 0,i;" "
 90 PRINT AT 21,i;" "
100 NEXT i
110 FOR i=0 TO 21
120 PRINT AT i,0;" "
130 PRINT AT i,31;" "
140 NEXT i
150 INK 7
160 PRINT AT 0,1;"FOREST FIRE   for Rosetta Code"
170 LET generation=0
180 PRINT AT 21,1;"Generation 0"
190 LET trees=0
200 PRINT AT 21,22;"Cover"
210 FOR i=1 TO 20
220 FOR j=1 TO 30
230 IF RND<init THEN PAPER 4: INK 7: PRINT AT i,j;"T": LET trees=trees+1
240 NEXT j
250 NEXT i
260 LET generation=generation+1
270 INK 7
280 PAPER 0
290 PRINT AT 21,12;generation
300 PRINT AT 21,28;"    "
310 PRINT AT 21,28;INT (trees/6+.5);"%"
320 FOR i=1 TO 20
330 FOR j=1 TO 30
340 LET n$(i,j)=SCREEN$ (i,j)
350 IF SCREEN$ (i,j)="B" THEN LET n$(i,j)=" ": GO TO 450
360 IF SCREEN$ (i,j)="T" THEN GO TO 390
370 IF RND<=p THEN LET n$(i,j)="T"
380 GO TO 450
390 FOR k=i-1 TO i+1
400 FOR l=j-1 TO j+1
410 IF SCREEN$ (k,l)="B" THEN LET n$(i,j)="B": LET k=i+2: LET l=j+2
420 NEXT l
430 NEXT k
440 IF RND<=f THEN LET n$(i,j)="B"
450 NEXT j
460 NEXT i
470 LET trees=0
480 FOR i=1 TO 20
490 FOR j=1 TO 30
500 IF n$(i,j)="T" THEN INK 7: PAPER 4: PRINT AT i,j;"T": LET trees=trees+1: GO TO 540
510 IF n$(i,j)="B" THEN INK 6: PAPER 2: PRINT AT i,j;"B": GO TO 540
520 PAPER 6
530 PRINT AT i,j;" "
540 NEXT j
550 NEXT i
560 GO TO 260

Batch File

Accepts command line arguments in the form of m p f i
Where:

m - length and width of the array
p - probability of a tree growing
f - probability of a tree catching on fire
i - iterations to output

Default is 10 50 5 5

@echo off
setlocal enabledelayedexpansion

if "%1"=="" (
  call:default
) else (
  call:setargs %*
)

call:createarray
call:fillarray
call:display
echo.
echo  -------------------
echo.

for /l %%i in (1,1,%i%) do (
  echo.
  echo  -------------------
  echo.
  call:evolve
  call:display
)
pause>nul

:default
set m=10
set n=11
set p=50
set f=5
set i=5
exit /b

:setargs
set m=%1
set n=%m%+1
set p=%2
set f=%3
set i=%4
exit /b

:createarray
for /l %%m in (0,1,%n%) do (
  for /l %%n in (0,1,%n%) do (
    set a%%m%%n=0
  )
)
exit /b

:fillarray
for /l %%m in (1,1,%m%) do (
  for /l %%n in (1,1,%m%) do (
    set /a treerandom=!random! %% 101
    if !treerandom! leq %p% set a%%m%%n=T
  )
)
exit /b

:display
for /l %%m in (1,1,%m%) do (
  set "line%%m="
  for /l %%n in (1,1,%m%) do (
    set line%%m=!line%%m! !a%%m%%n!
  )
  set line%%m=!line%%m:0= !
  echo.!line%%m!
)
exit /b

:evolve
for /l %%m in (1,1,%m%) do (
  for /l %%n in (1,1,%m%) do (
    call:nexttick !a%%m%%n! %%m %%n
    set newa%%m%%n=!errorlevel!
  )
)
call:update
exit /b

:nexttick

if %1==0 (
  set /a treerandom=!random! %% 101
  if !treerandom! leq %p% exit /b 1
  exit /b 0
)

if %1==T (
  set /a lowerm=%2-1
  set /a upperm=%2+1
  set /a lowern=%3-1
  set /a uppern=%3+1
  set burn=0
  for /l %%m in (!lowerm!,1,!upperm!) do (
    for /l %%n in (!lowern!,1,!uppern!) do (
      if !a%%m%%n!==# set burn=1
    )
  )
  if !burn!==1 exit /b 2
  
  set /a burnrandom=!random! %% 101
  if !burnrandom! leq %f% exit /b 2
  exit /b 1
)

if %1==# exit /b 0

:update
for /l %%m in (1,1,%m%) do (
  for /l %%n in (1,1,%m%) do (
    if !newa%%m%%n!==1 set newa%%m%%n=T
    if !newa%%m%%n!==2 set newa%%m%%n=#
    set a%%m%%n=!newa%%m%%n!
  )
)
exit /b
Output:

Sample Default Output

     T T           T
   T T T   T       T
       T T   T
 T T T T T T   T
     T   T       T T
 T     T T T T T T
   T   T     T T   T
 T T       T     T T
   T   T T T   T   T
 T     T T   T   T

 -------------------


 -------------------

 T T # T     T   T #
 T T T T   T   T T T
     T T T   T T T
 T T T T T T   T T T
 T T T   T       T T
 T T T T T T T T T T
   T T T T T T T T T
 T T     T T     T T
 T T T T T T T T   #
 T     T T T T T T

 -------------------

 T #   #     #   #
 T # # # T T T T # #
     T T T   T T T
 T T T T T T   T T T
 T T T T T T     T T
 T T T T T # T T T T
   T T T T T T T T #
 T T T   T T   T # #
 T T T T # T T T
 #     T T T T T #

 -------------------

 #   T             T
 #       # # # #
   T # # # T # # #
 T T T T T T T T T T
 T T T T # # T   T T
 T T T T #   # T # #
 T T T T # # # # #
 T T T   # #   #
 # # T #   # T # T T
   T   # # # T #   T

 -------------------

     T T T T T T   T
                 T
   #       #
 T # # # # # # # # #
 T # T #     # T # #
 T # T #       #
 T T T #
 # # # T           T
     #       #   # T
 T #         #     T

 -------------------

   T T T T T T T   T
     T     T T T T
 T     T           T
 #
 #   #   T     #
 #   #   T T
 # # #       T T   T
       #   T       #
 T     T T T       #
 #   T T         T #

C

Works with: POSIX
Library: SDL
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <pthread.h>

#include <SDL.h>

// defaults
#define PROB_TREE 0.55
#define PROB_F 0.00001
#define PROB_P 0.001

#define TIMERFREQ 100

#ifndef WIDTH
#  define WIDTH 640
#endif
#ifndef HEIGHT
#  define HEIGHT 480
#endif
#ifndef BPP
#  define BPP 32
#endif

#if BPP != 32
  #warning This program could not work with BPP different from 32
#endif

uint8_t *field[2], swapu;
double prob_f = PROB_F, prob_p = PROB_P, prob_tree = PROB_TREE; 

enum cell_state { 
  VOID, TREE, BURNING
};

// simplistic random func to give [0, 1)
double prand()
{
  return (double)rand() / (RAND_MAX + 1.0);
}

// initialize the field
void init_field(void)
{
  int i, j;
  swapu = 0;
  for(i = 0; i < WIDTH; i++)
  {
    for(j = 0; j < HEIGHT; j++)
    {
      *(field[0] + j*WIDTH + i) = prand() > prob_tree ? VOID : TREE;
    }
  }
}

// the "core" of the task: the "forest-fire CA"
bool burning_neighbor(int, int);
pthread_mutex_t synclock = PTHREAD_MUTEX_INITIALIZER;
static uint32_t simulate(uint32_t iv, void *p)
{
  int i, j;

  /*
    Since this is called by SDL, "likely"(*) in a separated
    thread, we try to avoid corrupted updating of the display
    (done by the show() func): show needs the "right" swapu
    i.e. the right complete field. (*) what if it is not so?
    The following is an attempt to avoid unpleasant updates.
   */
  pthread_mutex_lock(&synclock);

  for(i = 0; i < WIDTH; i++) {
    for(j = 0; j < HEIGHT; j++) {
      enum cell_state s = *(field[swapu] + j*WIDTH + i);
      switch(s)
      {
      case BURNING:
	*(field[swapu^1] + j*WIDTH + i) = VOID;
	break;
      case VOID:
	*(field[swapu^1] + j*WIDTH + i) = prand() > prob_p ? VOID : TREE;
	break;
      case TREE:
	if (burning_neighbor(i, j))
	  *(field[swapu^1] + j*WIDTH + i) = BURNING;
	else
	  *(field[swapu^1] + j*WIDTH + i) = prand() > prob_f ? TREE : BURNING;
	break;
      default:
	fprintf(stderr, "corrupted field\n");
	break;
      }
    }
  }
  swapu ^= 1;
  pthread_mutex_unlock(&synclock);
  return iv;
}

// the field is a "part" of an infinite "void" region
#define NB(I,J) (((I)<WIDTH)&&((I)>=0)&&((J)<HEIGHT)&&((J)>=0) \
		 ? (*(field[swapu] + (J)*WIDTH + (I)) == BURNING) : false)
bool burning_neighbor(int i, int j)
{
  return NB(i-1,j-1) || NB(i-1, j) || NB(i-1, j+1) ||
    NB(i, j-1) || NB(i, j+1) ||
    NB(i+1, j-1) || NB(i+1, j) || NB(i+1, j+1);
}


// "map" the field into gfx mem
// burning trees are red
// trees are green
// "voids" are black;
void show(SDL_Surface *s)
{
  int i, j;
  uint8_t *pixels = (uint8_t *)s->pixels;
  uint32_t color;
  SDL_PixelFormat *f = s->format;

  pthread_mutex_lock(&synclock);
  for(i = 0; i < WIDTH; i++) {
    for(j = 0; j < HEIGHT; j++) {
      switch(*(field[swapu] + j*WIDTH + i)) {
      case VOID:
	color = SDL_MapRGBA(f, 0,0,0,255);
	break;
      case TREE:
	color = SDL_MapRGBA(f, 0,255,0,255);
	break;
      case BURNING:
	color = SDL_MapRGBA(f, 255,0,0,255);
	break;
      }
      *(uint32_t*)(pixels + j*s->pitch + i*(BPP>>3)) = color;
    }
  }
  pthread_mutex_unlock(&synclock);
}

int main(int argc, char **argv)
{
  SDL_Surface *scr = NULL;
  SDL_Event event[1];
  bool quit = false, running = false;
  SDL_TimerID tid;

  // add variability to the simulation
  srand(time(NULL));

  // we can change prob_f and prob_p
  // prob_f prob of spontaneous ignition
  // prob_p prob of birth of a tree
  double *p;
  for(argv++, argc--; argc > 0; argc--, argv++)
  {
    if ( strcmp(*argv, "prob_f") == 0 && argc > 1 )
    {
      p = &prob_f;
    } else if ( strcmp(*argv, "prob_p") == 0 && argc > 1 ) {
      p = &prob_p;
    } else if ( strcmp(*argv, "prob_tree") == 0 && argc > 1 ) {
      p = &prob_tree;
    } else  continue;


    argv++; argc--;
    char *s = NULL;
    double t = strtod(*argv, &s);
    if (s != *argv) *p = t;
  }

  printf("prob_f %lf\nprob_p %lf\nratio %lf\nprob_tree %lf\n", 
	 prob_f, prob_p, prob_p/prob_f,
	 prob_tree);

  if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0 ) return EXIT_FAILURE;
  atexit(SDL_Quit);

  field[0] = malloc(WIDTH*HEIGHT);
  if (field[0] == NULL) exit(EXIT_FAILURE);
  field[1] = malloc(WIDTH*HEIGHT);
  if (field[1] == NULL) { free(field[0]); exit(EXIT_FAILURE); }

  scr = SDL_SetVideoMode(WIDTH, HEIGHT, BPP, SDL_HWSURFACE|SDL_DOUBLEBUF);
  if (scr == NULL) {
    fprintf(stderr, "SDL_SetVideoMode: %s\n", SDL_GetError());
    free(field[0]); free(field[1]);
    exit(EXIT_FAILURE);
  }

  init_field();

  tid = SDL_AddTimer(TIMERFREQ, simulate, NULL); // suppose success
  running = true;

  event->type = SDL_VIDEOEXPOSE;
  SDL_PushEvent(event);

  while(SDL_WaitEvent(event) && !quit)
  {
    switch(event->type)
    {
    case SDL_VIDEOEXPOSE:
      while(SDL_LockSurface(scr) != 0) SDL_Delay(1);
      show(scr);
      SDL_UnlockSurface(scr);
      SDL_Flip(scr);
      event->type = SDL_VIDEOEXPOSE;
      SDL_PushEvent(event);
      break;
    case SDL_KEYDOWN:
      switch(event->key.keysym.sym)
      {
      case SDLK_q:
	quit = true;
	break;
      case SDLK_p:
	if (running)
	{
	  running = false;
	  pthread_mutex_lock(&synclock);
	  SDL_RemoveTimer(tid); // ignore failure...
	  pthread_mutex_unlock(&synclock);
	} else {
	  running = true;
	  tid = SDL_AddTimer(TIMERFREQ, simulate, NULL);
	  // suppose success...
	}
	break;
      }
    case SDL_QUIT:
      quit = true;
      break;
    }
  }

  if (running) {
    pthread_mutex_lock(&synclock);
    SDL_RemoveTimer(tid);
    pthread_mutex_unlock(&synclock);
  }
  free(field[0]); free(field[1]);
  exit(EXIT_SUCCESS);
}

Console version

C99. Uncomment srand() for variaty, usleep() for slower speed.

#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <time.h> // For time

enum { empty = 0, tree = 1, fire = 2 };
const char *disp[] = {"  ", "\033[32m/\\\033[m", "\033[07;31m/\\\033[m"};
double tree_prob = 0.01, burn_prob = 0.0001;

#define for_x for (int x = 0; x < w; x++)
#define for_y for (int y = 0; y < h; y++)
#define for_yx for_y for_x
#define chance(x) (rand() < RAND_MAX * x)
void evolve(int w, int h)
{
	unsigned univ[h][w], new[h][w];
	for_yx new[y][x] = univ[y][x] = chance(tree_prob) ? tree : empty;

show:	printf("\033[H");
	for_y {
		for_x printf("%s",disp[univ[y][x]]);
		printf("\033[E");
	}
	fflush(stdout);

	for_yx {
		switch (univ[y][x]) {
		case fire:	new[y][x] = empty;
				break;
		case empty:	if (chance(tree_prob)) new[y][x] = tree;
				break;
		default:
			for (int y1 = y - 1; y1 <= y + 1; y1++) {
				if (y1 < 0 || y1 >= h) continue;
				for (int x1 = x - 1; x1 <= x + 1; x1++) {
					if (x1 < 0 || x1 >= w) continue;
					if (univ[y1][x1] != fire) continue;

					new[y][x] = fire;
					goto burn;
				}
			}

			burn:
			if (new[y][x] == tree && chance(burn_prob))
				new[y][x] = fire;
		}
	}

	for_yx { univ[y][x] = new[y][x]; }
	//usleep(100000);
	goto show;
}
 
int main(int c, char **v)
{
	//srand(time(0));
	int w = 0, h = 0;

	if (c > 1) w = atoi(v[1]);
	if (c > 2) h = atoi(v[2]);
	if (w <= 0) w = 30;
	if (h <= 0) h = 30;

	evolve(w, h);
}

C#

using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Threading;
using System.Windows.Forms;

namespace ForestFire
{
    class Program : Form
    {
        private static readonly Random rand = new Random();
        private Bitmap img;

        public Program(int w, int h, int f, int p)
        {
            Size = new Size(w, h);
            StartPosition = FormStartPosition.CenterScreen;

            Thread t = new Thread(() => fire(f, p));
            t.Start();

            FormClosing += (object sender, FormClosingEventArgs e) => { t.Abort(); t = null; };
        }

        private void fire(int f, int p)
        {
            int clientWidth = ClientRectangle.Width;
            int clientHeight = ClientRectangle.Height;
            int cellSize = 10;

            img = new Bitmap(clientWidth, clientHeight);
            Graphics g = Graphics.FromImage(img);

            CellState[,] state = InitializeForestFire(clientWidth, clientHeight);

            uint generation = 0;

            do
            {
                g.FillRectangle(Brushes.White, 0, 0, img.Width, img.Height);
                state = StepForestFire(state, f, p);

                for (int y = 0; y < clientHeight - cellSize; y += cellSize)
                {
                    for (int x = 0; x < clientWidth - cellSize; x += cellSize)
                    {
                        switch (state[y, x])
                        {
                            case CellState.Empty:
                                break;
                            case CellState.Tree:
                                g.FillRectangle(Brushes.DarkGreen, x, y, cellSize, cellSize);
                                break;
                            case CellState.Burning:
                                g.FillRectangle(Brushes.DarkRed, x, y, cellSize, cellSize);
                                break;
                        }
                    }
                }

                Thread.Sleep(500);

                Invoke((MethodInvoker)Refresh);

            } while (generation < uint.MaxValue);

            g.Dispose();
        }

        private CellState[,] InitializeForestFire(int width, int height)
        {
            // Create our state array, initialize all indices as Empty, and return it.
            var state = new CellState[height, width];
            state.Initialize();
            return state;
        }

        private enum CellState : byte
        {
            Empty = 0,
            Tree = 1,
            Burning = 2
        }

        private CellState[,] StepForestFire(CellState[,] state, int f, int p)
        {
            /* Clone our old state, so we can write to our new state
             * without changing any values in the old state. */
            var newState = (CellState[,])state.Clone();

            int numRows = state.GetLength(0);
            int numCols = state.GetLength(1);

            for (int r = 1; r < numRows - 1; r++)
            {
                for (int c = 1; c < numCols - 1; c++)
                {
                    /* 
                     * Check the current cell.
                     * 
                     * If it's empty, give it a 1/p chance of becoming a tree.
                     * 
                     * If it's a tree, check to see if any neighbors are burning.
                     * If so, set the cell's state to burning, otherwise give it
                     * a 1/f chance of combusting.
                     * 
                     * If it's burning, set it to empty.
                     */
                    switch (state[r, c])
                    {
                        case CellState.Empty:
                            if (rand.Next(0, p) == 0)
                                newState[r, c] = CellState.Tree;
                            break;

                        case CellState.Tree:
                            if (NeighborHasState(state, r, c, CellState.Burning) || rand.Next(0, f) == 0)
                                newState[r, c] = CellState.Burning;
                            break;

                        case CellState.Burning:
                            newState[r, c] = CellState.Empty;
                            break;
                    }
                }
            }

            return newState;
        }

        private bool NeighborHasState(CellState[,] state, int x, int y, CellState value)
        {
            // Check each cell within a 1 cell radius for the specified value.
            for (int r = -1; r <= 1; r++)
            {
                for (int c = -1; c <= 1; c++)
                {
                    if (r == 0 && c == 0)
                        continue;

                    if (state[x + r, y + c] == value)
                        return true;
                }
            }

            return false;
        }

        protected override void OnPaint(PaintEventArgs e)
        {
            base.OnPaint(e);
            e.Graphics.DrawImage(img, 0, 0);
        }

        [STAThread]
        static void Main(string[] args)
        {
            Application.Run(new Program(w: 500, h: 500, f: 2, p: 5));
        }
    }
}

C++

#include <windows.h>
#include <string>

//--------------------------------------------------------------------------------------------------
using namespace std;

//--------------------------------------------------------------------------------------------------
enum states { NONE, TREE, FIRE };
const int MAX_SIDE = 500;

//--------------------------------------------------------------------------------------------------
class myBitmap
{
public:
    myBitmap() : pen( NULL ) {}
    ~myBitmap()
    {
	DeleteObject( pen );
	DeleteDC( hdc );
	DeleteObject( bmp );
    }

    bool create( int w, int h )
    {
	BITMAPINFO	bi;
	ZeroMemory( &bi, sizeof( bi ) );

	bi.bmiHeader.biSize	   = sizeof( bi.bmiHeader );
	bi.bmiHeader.biBitCount	   = sizeof( DWORD ) * 8;
	bi.bmiHeader.biCompression = BI_RGB;
	bi.bmiHeader.biPlanes	   = 1;
	bi.bmiHeader.biWidth	   =  w;
	bi.bmiHeader.biHeight	   = -h;

	HDC dc = GetDC( GetConsoleWindow() );
	bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 );
	if( !bmp ) return false;

	hdc = CreateCompatibleDC( dc );
	SelectObject( hdc, bmp );
	ReleaseDC( GetConsoleWindow(), dc ); 

	width = w; height = h;

	return true;
    }

    void clear()
    {
	ZeroMemory( pBits, width * height * sizeof( DWORD ) );
    }

    void setPenColor( DWORD clr )
    {
	if( pen ) DeleteObject( pen );
	pen = CreatePen( PS_SOLID, 1, clr );
	SelectObject( hdc, pen );
    }

    void saveBitmap( string path )
    {
	BITMAPFILEHEADER fileheader;
	BITMAPINFO	 infoheader;
	BITMAP		 bitmap;
	DWORD		 wb;

	GetObject( bmp, sizeof( bitmap ), &bitmap );

	DWORD* dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight];
	ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) );
	ZeroMemory( &infoheader, sizeof( BITMAPINFO ) );
	ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) );

	infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8;
	infoheader.bmiHeader.biCompression = BI_RGB;
	infoheader.bmiHeader.biPlanes = 1;
	infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader );
	infoheader.bmiHeader.biHeight = bitmap.bmHeight;
	infoheader.bmiHeader.biWidth = bitmap.bmWidth;
	infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD );

	fileheader.bfType    = 0x4D42;
	fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER );
	fileheader.bfSize    = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage;

	GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS );

	HANDLE file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL );
	WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL );
	WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL );
	WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL );
	CloseHandle( file );

	delete [] dwpBits;
    }

    HDC getDC() const     { return hdc; }
    int getWidth() const  { return width; }
    int getHeight() const { return height; }

private:
    HBITMAP bmp;
    HDC	    hdc;
    HPEN    pen;
    void	*pBits;
    int	    width, height;
};
//--------------------------------------------------------------------------------------------------
class forest
{
public:
    forest()
    {
	_bmp.create( MAX_SIDE, MAX_SIDE ); 
	initForest( 0.05f, 0.005f );
    }

    void initForest( float p, float f )
    {
	_p = p; _f = f;
	seedForest();
    }

    void mainLoop()
    {
	display();
	simulate();
    }

    void setHWND( HWND hwnd ) { _hwnd = hwnd; }

private:
    float probRand() { return ( float )rand() / 32768.0f; }
	
    void display()
    {
	HDC bdc = _bmp.getDC();
	DWORD clr;

	for( int y = 0; y < MAX_SIDE; y++ )
	{
	    for( int x = 0; x < MAX_SIDE; x++ )
	    {
		switch( _forest[x][y] )
		{
		    case FIRE: clr = 255; break;
		    case TREE: clr = RGB( 0, 255, 0 ); break;
		    default: clr = 0;
		}

		SetPixel( bdc, x, y, clr );
	    }
	}

	HDC dc = GetDC( _hwnd );
	BitBlt( dc, 0, 0, MAX_SIDE, MAX_SIDE, _bmp.getDC(), 0, 0, SRCCOPY );
	ReleaseDC( _hwnd, dc );
    }

    void seedForest()
    {
	ZeroMemory( _forestT, sizeof( _forestT ) );
	ZeroMemory( _forest, sizeof( _forest ) );
	for( int y = 0; y < MAX_SIDE; y++ )
	    for( int x = 0; x < MAX_SIDE; x++ )
		if( probRand() < _p ) _forest[x][y] = TREE;
    }

    bool getNeighbors( int x, int y )
    {
	int a, b;
	for( int yy = -1; yy < 2; yy++ )
	    for( int xx = -1; xx < 2; xx++ )
	    {
		if( !xx && !yy ) continue;
		a = x + xx; b = y + yy;
		if( a < MAX_SIDE && b < MAX_SIDE && a > -1 && b > -1 )
		if( _forest[a][b] == FIRE ) return true;
	    }

	return false;
    }

    void simulate()
    {
	for( int y = 0; y < MAX_SIDE; y++ )
	{
	    for( int x = 0; x < MAX_SIDE; x++ )
	    {
		switch( _forest[x][y] )
		{
		    case FIRE: _forestT[x][y] = NONE; break;
		    case NONE: if( probRand() < _p ) _forestT[x][y] = TREE; break;
		    case TREE: if( getNeighbors( x, y ) || probRand() < _f ) _forestT[x][y] = FIRE;
		}
	    }
	}

	for( int y = 0; y < MAX_SIDE; y++ )
	    for( int x = 0; x < MAX_SIDE; x++ )
		_forest[x][y] = _forestT[x][y];
    }

    myBitmap _bmp;
    HWND     _hwnd;
    BYTE     _forest[MAX_SIDE][MAX_SIDE], _forestT[MAX_SIDE][MAX_SIDE];
    float    _p, _f;
};
//--------------------------------------------------------------------------------------------------
class wnd
{
public:
    int wnd::Run( HINSTANCE hInst )
    {
	_hInst = hInst;
	_hwnd = InitAll();

	_ff.setHWND( _hwnd );
	_ff.initForest( 0.02f, 0.001f );

	ShowWindow( _hwnd, SW_SHOW );
	UpdateWindow( _hwnd );

	MSG msg;
	ZeroMemory( &msg, sizeof( msg ) );
	while( msg.message != WM_QUIT )
	{
	    if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) != 0 )
	    {
		TranslateMessage( &msg );
		DispatchMessage( &msg );
	    }
	    else
	    {
		_ff.mainLoop();
	    }
	}
	return UnregisterClass( "_FOREST_FIRE_", _hInst );
    }
private:
    static int WINAPI wnd::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
    {
	switch( msg )
	{
	    case WM_DESTROY: PostQuitMessage( 0 ); break;
	    default:
		return DefWindowProc( hWnd, msg, wParam, lParam );
	}
	return 0;
    }

    HWND InitAll()
    {
	WNDCLASSEX wcex;
	ZeroMemory( &wcex, sizeof( wcex ) );
	wcex.cbSize	       = sizeof( WNDCLASSEX );
	wcex.style	       = CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc   = ( WNDPROC )WndProc;
	wcex.hInstance     = _hInst;
	wcex.hCursor       = LoadCursor( NULL, IDC_ARROW );
	wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
	wcex.lpszClassName = "_FOREST_FIRE_";

	RegisterClassEx( &wcex );
 
	return CreateWindow( "_FOREST_FIRE_", ".: Forest Fire -- PJorente :.", WS_SYSMENU, CW_USEDEFAULT, 0, MAX_SIDE, MAX_SIDE, NULL, NULL, _hInst, NULL );
    }

    HINSTANCE _hInst;
    HWND      _hwnd;
    forest    _ff;
};
//--------------------------------------------------------------------------------------------------
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
    srand( GetTickCount() );
    wnd myWnd;
    return myWnd.Run( hInstance );
}
//--------------------------------------------------------------------------------------------------

Ceylon

import ceylon.random { DefaultRandom }

abstract class Cell() of tree | dirt | burning {}
object tree extends Cell() { string => "A"; }
object dirt extends Cell() { string => " "; }
object burning extends Cell() { string => "#"; }

class Forest(Integer width, Integer height, Float f, Float p) {

    value random = DefaultRandom();
    function chance(Float probability) => random.nextFloat() < probability;
    value sparked => chance(f);
    value sprouted => chance(p);

    alias Point => Integer[2];
    interface Row => {Cell*};

    object doubleBufferedGrid satisfies
            Correspondence<Point, Cell> &
            KeyedCorrespondenceMutator<Point, Cell> {

        value grids = [
            Array {
                for (j in 0:height)
                Array {
                    for (i in 0:width)
                    chance(0.5) then tree else dirt
                }
            },
            Array {
                for (j in 0:height)
                Array.ofSize(width, dirt)
            }
        ];

        variable value showFirst = true;
        value currentState => showFirst then grids.first else grids.last;
        value nextState => showFirst then grids.last else grids.first;

        shared void swapStates() => showFirst = !showFirst;

        shared {Row*} rows => currentState;

        shared actual Boolean defines(Point key) =>
                let (x = key[0], y = key[1])
                0 <= x < width && 0 <= y < height;
        shared actual Cell? get(Point key) =>
                let (x = key[0], y = key[1])
                currentState.get(y)?.get(x);

        shared actual void put(Point key, Cell cell) {
            value [x, y] = key;
            nextState.get(y)?.set(x, cell);
        }
    }

    variable value evolutions = 0;
    shared Integer generation => evolutions + 1;

    shared void evolve() {

        evolutions++;

        function firesNearby(Integer x, Integer y) => {
            for (j in y - 1 : 3)
            for (i in x - 1 : 3)
            doubleBufferedGrid[[i, j]]
        }.coalesced.any(burning.equals);

        for(j->row in doubleBufferedGrid.rows.indexed) {
            for(i->cell in row.indexed) {
                switch (cell)
                case (burning) {
                    doubleBufferedGrid[[i, j]] = dirt;
                }
                case (dirt) {
                    doubleBufferedGrid[[i, j]] = sprouted then tree else dirt;
                }
                case (tree) {
                    doubleBufferedGrid[[i, j]] =
                            firesNearby(i, j) || sparked
                            then burning else tree;
                }
            }
        }

        doubleBufferedGrid.swapStates();
    }

    shared void display() {

        void drawLine() => print("-".repeat(width + 2));

        drawLine();
        for (row in doubleBufferedGrid.rows) {
            process.write("|");
            for (cell in row) {
                process.write(cell.string);
            }
            print("|");
        }
        drawLine();
    }
}

shared void run() {

    value forest = Forest(78, 38, 0.02, 0.03);

    while (true) {

        forest.display();

        print("Generation ``forest.generation``");
        print("Press enter for next generation or q and then enter to quit");

        value input = process.readLine();
        if (exists input, input.trimmed.lowercased == "q") {
            return;
        }

        forest.evolve();
    }
}

Clojure

(def burn-prob 0.1)
(def new-tree-prob 0.5)

(defn grow-new-tree? [] (> new-tree-prob (rand)))
(defn burn-tree? [] (> burn-prob (rand)))
(defn tree-maker [] (if (grow-new-tree?) :tree :grass))

(defn make-forest
  ([] (make-forest 5))
  ([size]
  (take size (repeatedly #(take size (repeatedly tree-maker))))))

(defn tree-at [forest row col] (try (-> forest
                                   (nth row)
                                   (nth col))
                                    (catch Exception _ false)))

(defn neighbores-burning? [forest row col]
  (letfn [(burnt? [row col] (= :burnt (tree-at forest row col)))]
    (or
     (burnt? (inc row) col)
     (burnt? (dec row) col)
     (burnt? row (inc col))
     (burnt? row (dec col)))))

(defn lightning-strike [forest]
  (map (fn [forest-row]
         (map #(if (and (= % :tree) (burn-tree?))
                 :fire!
                 %)
              forest-row)
         )
       forest))

(defn burn-out-trees [forest]
  (map (fn [forest-row]
         (map #(case %
              :burnt :grass
              :fire! :burnt
              %)
              forest-row))
       forest))

(defn burn-neighbores [forest]
  (let [forest-size (count forest)
        indicies (partition forest-size (for [row (range forest-size) col (range forest-size)] (cons row (list col))))]
    (map (fn [forest-row indicies-row]
           (map #(if (and
                       (= :tree %)
                       (neighbores-burning? forest (first %2) (second %2)))
                    :fire!
                    %)
                forest-row indicies-row))
         forest indicies)))
                    
(defn grow-new-trees [forest] (map (fn [forest-row]
                                     (map #(if (= % :grass)
                                             (tree-maker)
                                             %)
                                          forest-row))
                                     forest))

(defn forest-fire
  ([] (forest-fire 5))
  ([forest-size]
  (loop
      [forest (make-forest forest-size)]
    (pprint forest)
    (Thread/sleep 300)
    (-> forest
        (burn-out-trees)
        (lightning-strike)
        (burn-neighbores)
        (grow-new-trees)
        (recur)))))

(forest-fire)

example output

((:tree :tree :grass :tree :tree)
 (:tree :grass :tree :tree :tree)
 (:fire! :tree :tree :grass :tree)
 (:fire! :fire! :tree :tree :tree)
 (:burnt :tree :tree :fire! :grass))

((:tree :tree :grass :tree :tree)
 (:fire! :tree :tree :fire! :tree)
 (:burnt :fire! :tree :grass :tree)
 (:burnt :burnt :fire! :fire! :tree)
 (:grass :fire! :fire! :burnt :tree))

COBOL

Works with: OpenCOBOL
       IDENTIFICATION DIVISION.
       PROGRAM-ID. forest-fire.

       DATA DIVISION.
       WORKING-STORAGE SECTION.
       *> Probability represents a fraction of 10000.
       *> For instance, IGNITE-PROB means a tree has a 1 in 10000 chance
       *> of igniting.
       78  IGNITE-PROB                 VALUE 1.
       78  NEW-TREE-PROB               VALUE 100.

       78  EMPTY-PROB                  VALUE 3333.

       78  AREA-SIZE                   VALUE 40.

       01  sim-table.
           03  sim-row OCCURS AREA-SIZE TIMES INDEXED BY row-index.
               05  sim-area OCCURS AREA-SIZE TIMES
                   INDEXED BY col-index.
                   07  current-status  PIC 9.
                       *> The flags correspond to the colours they will
                       *> be displayed as.
                       88  empty       VALUE 0. *> Black
                       88  tree        VALUE 2. *> Green
                       88  burning     VALUE 4. *> Red
                       
                   07  next-status     PIC 9.
                       88  empty       VALUE 0.
                       88  tree        VALUE 2.
                       88  burning     VALUE 4.
    
       01  rand-num                    PIC 9999.
        
       01  next-row                    PIC 9(4).
       01  next-col                    PIC 9(4).

       01  neighbours-row              PIC 9(4).
       01  neighbours-col              PIC 9(4).

       PROCEDURE DIVISION.
       main-line.
           *> Seed RANDOM with current time.
           MOVE FUNCTION RANDOM(FUNCTION CURRENT-DATE (9:8)) TO rand-num

           PERFORM initialise-table
           PERFORM FOREVER
               PERFORM show-simulation
               PERFORM step-simulation
           END-PERFORM

           GOBACK
           .

       initialise-table.
           PERFORM VARYING row-index FROM 1 BY 1
                   UNTIL AREA-SIZE < row-index
                   AFTER col-index FROM 1 BY 1
                       UNTIL AREA-SIZE < col-index
               PERFORM get-rand-num
               IF rand-num <= EMPTY-PROB
                   SET empty OF current-status (row-index, col-index)
                       TO TRUE
                   SET empty OF next-status (row-index, col-index)
                       TO TRUE
               ELSE
                   SET tree OF current-status (row-index, col-index)
                       TO TRUE
                   SET tree OF next-status (row-index, col-index)
                       TO TRUE
               END-IF
           END-PERFORM
           .

       show-simulation.
           PERFORM VARYING row-index FROM 1 BY 1
                   UNTIL AREA-SIZE < row-index
                   AFTER col-index FROM 1 BY 1
                       UNTIL AREA-SIZE < col-index
                DISPLAY SPACE AT LINE row-index COLUMN col-index
                    WITH BACKGROUND-COLOR
                        current-status (row-index, col-index)
           END-PERFORM
           .

       *> Updates the simulation.
       step-simulation.
            PERFORM VARYING row-index FROM 1 BY 1
                   UNTIL AREA-SIZE < row-index
                   AFTER col-index FROM 1 BY 1
                       UNTIL AREA-SIZE < col-index
                EVALUATE TRUE
                    WHEN empty OF current-status (row-index, col-index)
                        PERFORM get-rand-num
                        IF rand-num <= NEW-TREE-PROB
                            SET tree OF next-status
                                 (row-index, col-index) TO TRUE
                        END-IF

                    WHEN tree OF current-status (row-index, col-index)
                        PERFORM simulate-tree

                    WHEN burning OF current-status
                            (row-index, col-index)
                        SET empty OF next-status (row-index, col-index)
                            TO TRUE
                END-EVALUATE
            END-PERFORM

            PERFORM update-statuses.
            .

       *> Updates a tree tile, assuming row-index and col-index are at
       *> a tree area.
       simulate-tree.
           *> Find the row and column of the bottom-right neighbour.
           COMPUTE next-row = FUNCTION MIN(row-index + 1, AREA-SIZE)
           COMPUTE next-col = FUNCTION MIN(col-index + 1, AREA-SIZE)
           
           COMPUTE neighbours-row = FUNCTION MAX(row-index - 1, 1)
           COMPUTE neighbours-col = FUNCTION MAX(col-index - 1, 1)

           *> If a neighbour is burning, catch fire.
           PERFORM VARYING neighbours-row FROM neighbours-row BY 1
                   UNTIL next-row < neighbours-row
               *> Check if neighbours in a row are on fire.
               PERFORM VARYING neighbours-col FROM neighbours-col BY 1
                       UNTIL next-col < neighbours-col
                   IF neighbours-row = row-index
                           AND neighbours-col = col-index
                       EXIT PERFORM CYCLE
                   END-IF
                   
                   IF burning OF current-status
                           (neighbours-row, neighbours-col)
                       SET burning OF next-status (row-index, col-index)
                           TO TRUE
                       EXIT PARAGRAPH
                   END-IF
               END-PERFORM

               *> Move neighbours-col back to starting position
               COMPUTE neighbours-col =
                   FUNCTION MAX(neighbours-col - 3, 1)
           END-PERFORM

           *> Otherwise, there is a random chance of
           *> catching fire.
           PERFORM get-rand-num
           IF rand-num <= IGNITE-PROB
               SET burning OF next-status (row-index, col-index) TO TRUE
           END-IF
           .

       update-statuses.
           PERFORM VARYING row-index FROM 1 BY 1
                   UNTIL AREA-SIZE < row-index
                   AFTER col-index FROM 1 BY 1
                       UNTIL AREA-SIZE < col-index
               MOVE next-status (row-index, col-index)
                   TO current-status (row-index, col-index)
           END-PERFORM
           .

       *> Puts a random value between 0 and 9999 in rand-num.
       get-rand-num.
           COMPUTE rand-num =
               FUNCTION MOD(FUNCTION RANDOM * 100000, 10000)
           .

Common Lisp

(defvar *dims* '(10 10))
(defvar *prob-t* 0.5)
(defvar *prob-f* 0.1)
(defvar *prob-p* 0.01)

(defmacro with-gensyms (names &body body)
  `(let ,(mapcar (lambda (n) (list n '(gensym))) names)
	 ,@body))
	
(defmacro traverse-grid (grid rowvar colvar (&rest after-cols) &body body)
  (with-gensyms (dims rows cols)
	`(let* ((,dims (array-dimensions ,grid))
		(,rows (car ,dims))
		(,cols (cadr ,dims)))
	   (dotimes (,rowvar ,rows ,grid)
		 (dotimes (,colvar ,cols ,after-cols)
		   ,@body)))))

(defun make-new-forest (&optional (dims *dims*))
  (let ((forest (make-array dims :element-type 'symbol :initial-element 'void)))
	(traverse-grid forest row col nil
	  (if (<= (random 1.0) *prob-t*)
		  (setf (aref forest row col) 'tree)))))

(defun print-forest (forest)
  (traverse-grid forest row col (terpri)
	(ecase (aref forest row col)
	  ((void) (write-char #\space))
	  ((tree) (write-char #\T))
	  ((fire) (write-char #\#))))
  (values))

(defvar *neighboring* '((-1 . -1) (-1 . 0) (-1 . 1)
			(0 . -1)           (0 . 1)
			(1 . -1)  (1 . 0)  (1 . 1)))

(defun neighbors (forest row col)
  (loop for n in *neighboring*
	for nrow = (+ row (car n))
        for ncol = (+ col (cdr n))
	when (array-in-bounds-p forest nrow ncol)
	collect (aref forest nrow ncol)))

(defun evolve-tree (forest row col)
  (let ((tree (aref forest row col)))
	(cond ((eq tree 'fire) ;; if the tree was on fire, it's dead Jim
		   'void)
	      ((and (eq tree 'tree) ;; if a neighbor is on fire, it's on fire too
		    (find 'fire (neighbors forest row col) :test #'eq))
		   'fire)
	      ((and (eq tree 'tree) ;; random chance of fire happening
		    (<= (random 1.0) *prob-f*))
		   'fire)
	      ((and (eq tree 'void) ;; random chance of empty space becoming a tree
		    (<= (random 1.0) *prob-p*))
		   'tree)
		  (t tree))))

(defun evolve-forest (forest)
  (let* ((dims (array-dimensions forest))
	 (new (make-array dims :element-type 'symbol :initial-element 'void)))
	(traverse-grid forest row col nil
	  (setf (aref new row col) (evolve-tree forest row col)))
	new))

(defun simulate (forest n &optional (print-all t))
  (format t "------ Initial forest ------~%")
  (print-forest forest)
  (dotimes (i n)
    (setf forest (evolve-forest forest))
    (when print-all
      (progn (format t "~%------ Generation ~d ------~%" (1+ i))
 	(print-forest forest)))))

Example results:

CL-USER>(defparameter *forest* (make-new-forest))
CL-USER>(simulate *forest* 5)
------ Initial forest ------
TTTTT   TT
   TTT  TT
 TT T  T  
 TTTT T TT
T TT  T  T
    T  TTT
  TTTT TTT
 T        
 T T T T  
TTT TTT  T

------ Generation 1 ------
TTTTT   TT
   TTT  TT
 TT T  T  
 TTTT T TT
T TT  T  T
    T  TTT
  TTTT TTT
 T        
 T T T T  
TTT TTT  T

------ Generation 2 ------
TTTTT   TT
   TTT  TT
 TT T  T  
 TTTT T TT
TTTT  T  T
    T  TTT
  TTT# TTT
 T        
 T T T T  
TTT TTT  T

------ Generation 3 ------
TTTTT   TT
   TTT  TT
 TT T  T  
 TTTT T TT
TTTT  T  T
    #  TTT
  TT#  TTT
 T        
 T T T T  
TTT TTT  T

------ Generation 4 ------
TTTTT   TT
   TTT  TT
 TT T  TT 
 TTTT T TT
TTT#  T  T
       TTT
  T#   TTT
 T        
 T T T T  
TTT TTT  T

------ Generation 5 ------
TTTTT   TT
   TTT  TT
 TT T  TT 
 T### T TT
TT#   T  T
       TTT
  #    TTT
 T        
 T T T T  
TTT TTT  T
NIL

D

Textual Version

import std.stdio, std.random, std.string, std.algorithm;

enum treeProb = 0.55; // Original tree probability.
enum fProb =    0.01; // Auto combustion probability.
enum cProb =    0.01; // Tree creation probability.

enum Cell : char { empty=' ', tree='T', fire='#' }
alias World = Cell[][];

bool hasBurningNeighbours(in World world, in ulong r, in ulong c)
pure nothrow @safe @nogc {
    foreach (immutable rowShift; -1 .. 2)
        foreach (immutable colShift; -1 .. 2)
            if ((r + rowShift) >= 0 && (r + rowShift) < world.length &&
                (c + colShift) >= 0 && (c + colShift) < world[0].length &&
                world[r + rowShift][c + colShift] == Cell.fire)
                return true;
    return false;
}

void nextState(in World world, World nextWorld) /*nothrow*/ @safe /*@nogc*/ {
    foreach (r, row; world)
        foreach (c, elem; row)
            final switch (elem) with (Cell) {
                case empty:
                    nextWorld[r][c]= (uniform01 < cProb) ? tree : empty;
                    break;

                case tree:
                    if (world.hasBurningNeighbours(r, c))
                        nextWorld[r][c] = fire;
                    else
                        nextWorld[r][c] = (uniform01 < fProb) ? fire : tree;
                    break;

                case fire:
                    nextWorld[r][c] = empty;
                    break;
            }
}

void main() @safe {
    auto world = new World(8, 65);
    foreach (row; world)
        foreach (ref el; row)
            el = (uniform01 < treeProb) ? Cell.tree : Cell.empty;
    auto nextWorld = new World(world.length, world[0].length);

    foreach (immutable i; 0 .. 4) {
        nextState(world, nextWorld);
        writefln("%(%(%c%)\n%)\n", nextWorld);
        world.swap(nextWorld);
    }
}
Output:
  T    T T#TT  T   TT  TT TTTT TT TTT T TT T# T T TT TT     TTTTT
T TT  TT T    TTTTTTTTTT T TTT T T    T    TT    TTTTTTTT TTTT #T
TT  T  TTTTTT TTTTT       TTT TTTT TTTT TTT T  T T T T  TT T TT  
T TT T TT T TT T  TTTT   T T TT TTT    T  TT     T T   T TT    T 
 TTT   T  TTTT  T#  T T T  TTT  TT  TTTTT T      T  TT  T  T TT T
 TT TTTT  TTT  TTTTT T T T  T  TT  T TTT   T  T T   TT    TTT T T
 T  TTT T TT   T TTT#TT  T TT  TTTTTTTT  TTTT  TTTTT TTTT TTT    
TT TTTTT TTTTTT TT  TT T TT T   TT  T   TT T TT TT  TTTT   TTTTT 

  T    T # #T  T   TT  TT TTTT TT TTT T TT #  T T TT TT     TT###
T TT  TT #    TTTTTTTTTT T TTT T T    T    ##    TTTTTTTT TTTT  #
TT  T  TTTTTT TTTTT       TTT TTTT TTTT TTT #  T T T T  TT T T#  
T TT T TT T TT T  #TTT   T T TT TTT    T  TT     T T   T TTT   T 
 TTT   T  TTTT  #   T T T  TTT  TT  TTTTT T      T  TT  T  T TT T
 TT TTTT  TTT  T#### # T T  T  TT  T TTT   T  T T   TT    TTT T T
 T  TTT T TT   T TT# #T  T TT  TTTTTTTT  TTTT  TTTTT TTTT TTT    
TT TTTTT TTTTTT TT  ## T TT T   TT  T   TT T TT TT  TTTT   TTTTT 

  T    T    #  T   TT  TT TTTT TT TTT T TT    T T TT TT     T#   
T TT  TT      TTTTTTTTTT T TTT T T    T          TTTTTTTT TTT#   
TT  T  T###TT TTT##       TTT TTTT TTTT TT#    T T T T  #T T #   
T TT T TT T TT #   #TT   T T TT TTT    T  T#     T T   T TTT   # 
 TTT   T  TTTT      # # T  TTT  TT  TTTTT T      T  TT  T  T TT T
 TT TTTT  TTT  #       T T  #  TT  T TTT   T  T T   TT    TTT T T
 T  TTT T TT   # ##   #  T TT  TTTTTTTT  TTTT  TTTTT TTTT TTT    
TT TTTTT TT#TTT TT     T TT T   TT  T   TT T TT TT  TTTT   TTTTT 

  T    T       T   TT  TT TTTT TT TTT T TT    T T TT TT     #    
T TT  T#      TT####TTTT T TTT T T    T          TTTTTT## TT#    
TT  T  #   #T ###         TTT TTTT TTTT T#     T T T T   # T     
T TT T ## # TT      ##   T T TT TTT    T  #      T T   # #TT     
 TTT   T  TTTT          T  ###  TT  TTTTT #      T  TT  T  T T# #
 TT TTTT  TTT          # T     TT  T TTT   T  T T   TT    TTT T T
 T  TTT T ##             T ##  TTTTTTTT  TTTT  TTTTT TTTT TTT    
TT TTTTT T# #T# ##     # TT T   TT  T   TT T TT TT  TTTT   TTTTT 

Graphical Version

Library: simpledisplay
import std.stdio, std.random, std.algorithm, std.typetuple,
       simpledisplay;

enum double TREE_PROB = 0.55; // Original tree probability.
enum double F_PROB =    0.01; // Auto combustion probability.
enum double P_PROB =    0.01; // Tree creation probability.
enum worldSide = 600;

enum Cell : ubyte { empty, tree, burning }
alias World = Cell[worldSide][];

immutable white = Color(255, 255, 255),
          red = Color(255, 0, 0),
          green = Color(0, 255, 0);

void nextState(ref World world, ref World nextWorld,
               ref Xorshift rnd, Image img) {
  immutable nr = world.length;
  immutable nc = world[0].length;
  foreach (immutable r, const row; world)
    foreach (immutable c, immutable elem; row)
      START: final switch (elem) with (Cell) {
        case empty:
          img.putPixel(c, r, white);
          nextWorld[r][c] = rnd.uniform01 < P_PROB ? tree : empty;
          break;

        case tree:
          img.putPixel(c, r, green);

          foreach (immutable rowShift; TypeTuple!(-1, 0, 1))
            foreach (immutable colShift; TypeTuple!(-1, 0, 1))
              if ((r + rowShift) >= 0 && (r + rowShift) < nr &&
                  (c + colShift) >= 0 && (c + colShift) < nc &&
                  world[r + rowShift][c + colShift] == Cell.burning) {
                nextWorld[r][c] = Cell.burning;
                break START;
              }

          nextWorld[r][c]= rnd.uniform01 < F_PROB ? burning : tree;
          break;

        case burning:
          img.putPixel(c, r, red);
          nextWorld[r][c] = empty;
          break;
      }

  swap(world, nextWorld);
}

void main() {
  auto rnd = Xorshift(1);
  auto world = new World(worldSide);
  foreach (ref row; world)
    foreach (ref el; row)
      el = rnd.uniform01 < TREE_PROB ? Cell.tree : Cell.empty;
  auto nextWorld = new World(world[0].length);

  auto w= new SimpleWindow(world.length,world[0].length,"ForestFire");
  auto img = new Image(w.width, w.height);

  w.eventLoop(1, {
    auto painter = w.draw;
    nextState(world, nextWorld, rnd, img);
    painter.drawImage(Point(0, 0), img);
  });
}

Déjà Vu

#chance of empty->tree
set :p 0.004
#chance of spontaneous tree combustion
set :f 0.001
#chance of tree in initial state
set :s 0.5
#height of world
set :H 10
#width of world
set :W 20

has-burning-neigbour state pos:
	for i range -- swap ++ dup &< pos:
		for j range -- swap ++ dup &> pos:
			& i j
			try:
				state!
			catch value-error:
				:empty
			if = :burning:
				return true
	false

evolve state pos:
	state! pos
	if = :tree dup:
		if has-burning-neigbour state pos:
			:burning drop
		elseif chance f:
			:burning drop
	elseif = :burning:
		:empty
	else:
		if chance p:
			:tree
		else:
			:empty

step state:
	local :next {}
	for k in keys state:
		set-to next k evolve state k
	next

local :(c) { :tree "T" :burning "B" :empty "." }
print-state state:
	for j range 0 H:
		for i range 0 W:
			!print\ (c)! state! & i j
		!print ""

init-state:
	local :first {}
	for j range 0 H:
		for i range 0 W:
			if chance s:
				:tree
			else:
				:empty
			set-to first & i j
	first

run:
	init-state
	while true:
		print-state dup
		!print ""
		step

run-slowly:
	init-state
	while true:
		print-state dup
		drop !prompt "Continue."
		step

run
Output:
T.T.T...T..T..TT.T.T.
.TT.T...T..T....TTTTT
......T.TTT.TTTTT....
..TTT...T.T..T..TTT..
....T.....TTT...TTTTT
..TTT..TTTTTTTTT....T
T....T..TT.TT.T...T..
TTT.TT.T..TT.TTT.TT..
.TT.TT.T...T.T..T.TTT
..TTTTT...TTTTTT..T.T
TT..T....T..T..TTTT..

TTT.T...T..T.TTT.T.T.
.TT.T...T..T..T.TTTTT
......T.TTT.TTTTT....
..TTT...T.T..T..TTT..
....TT....TTB...TTTTT
..TTT..TTTTTTTTT...TT
T....T.TTT.TT.T...T..
TTT.TT.T..TB.TTT.TT..
.TT.TT.T...T.T..T.TTT
..TTTTB...TTTTTT..T.T
TT..T....T..T..TTTT..

TTT.T...T..T.TTT.T.T.
.TTTT...T..T..T.TTTTT
......T.TTTTTTTTT....
..TTT...T.T..B..TTT..
....TT....TB....TTTTT
..TTT..TTTTBBBTT...TT
T....T.TTT.BB.T...T..
TTT.TT.T..B..TTT.TT..
.TTTTB.B...B.T..T.TTT
..TTTB....TTTTTT..T.T
TT..T....T..T..TTTT..

EasyLang

Run it

p_fire = 0.00002
p_tree = 0.002
# 
len f[] 102 * 102
len p[] len f[]
background 100
clear
for r = 0 to 99
   for c = 0 to 99
      i = r * 102 + c + 104
      if randomf < 0.5
         f[i] = 1
      .
   .
.
timer 0
# 
subr show
   for r = 0 to 99
      for c = 0 to 99
         i = r * 102 + c + 104
         h = f[i]
         if h <> p[i]
            move c + 0.5 r + 0.5
            if h = 0
               color 100
               circle 0.6
            elif h = 1
               color 151
               circle 0.5
            else
               color 9 * 100 + (18 - 2 * h) * 10
               circle 0.5
            .
         .
      .
   .
.
subr update
   swap f[] p[]
   for r = 0 to 99
      for c = 0 to 99
         i = r * 102 + c + 104
         if p[i] = 0
            f[i] = 0
            if randomf < p_tree
               f[i] = 1
            .
         elif p[i] = 1
            f[i] = 1
            s = p[i - 103] + p[i - 102] + p[i - 101]
            s += p[i - 1] + p[i + 1]
            s += p[i + 101] + p[i + 102] + p[i + 103]
            if s >= 9 or randomf < p_fire
               f[i] = 9
            .
         elif p[i] = 4
            f[i] = 0
         else
            f[i] = p[i] - 1
         .
      .
   .
.
on timer
   show
   update
   timer 0.2
.

Emacs Lisp

#!/usr/bin/env emacs -script
;; -*- lexical-binding: t -*-
;; run: ./forest-fire forest-fire.config
(require 'cl-lib)
;; (setq debug-on-error t)

(defmacro swap (a b)
  `(setq ,b (prog1 ,a (setq ,a ,b))))

(defconst burning ?B)
(defconst tree ?t)

(cl-defstruct world rows cols data)

(defun new-world (rows cols)
  ;; When allocating the vector add padding so the border will always be empty.
  (make-world :rows rows :cols cols :data (make-vector (* (1+ rows) (1+ cols)) nil)))

(defmacro world--rows (w)
  `(1+ (world-rows ,w)))

(defmacro world--cols (w)
  `(1+ (world-cols ,w)))

(defmacro world-pt (w r c)
  `(+ (* (mod ,r (world--rows ,w)) (world--cols ,w))
      (mod ,c (world--cols ,w))))

(defmacro world-ref (w r c)
  `(aref (world-data ,w) (world-pt ,w ,r ,c)))

(defun print-world (world)
  (dotimes (r (world-rows world))
    (dotimes (c (world-cols world))
      (let ((cell (world-ref world r c)))
        (princ (format "%c" (if (not (null cell))
                   cell
                 ?.)))))
    (terpri)))

(defun random-probability ()
  (/ (float (random 1000000)) 1000000))

(defun initialize-world (world p)
  (dotimes (r (world-rows world))
    (dotimes (c (world-cols world))
      (setf (world-ref world r c) (if (<= (random-probability) p) tree nil)))))

(defun neighbors-burning (world row col)
  (let ((n 0))
    (dolist (offset '((1 . 1) (1 . 0) (1 . -1) (0 . 1) (0 . -1) (-1 . 1) (-1 . 0) (-1 . -1)))
      (when (eq (world-ref world (+ row (car offset)) (+ col (cdr offset))) burning)
        (setq n (1+ n))))
    (> n 0)))

(defun advance (old new p f)
  (dotimes (r (world-rows old))
    (dotimes (c (world-cols old))
      (cond
       ((eq (world-ref old r c) burning)
        (setf (world-ref new r c) nil))
       ((null (world-ref old r c))
        (setf (world-ref new r c) (if (<= (random-probability) p) tree nil)))
       ((eq (world-ref old r c) tree)
        (setf (world-ref new r c) (if (or (neighbors-burning old r c)
                                          (<= (random-probability) f))
                                      burning
                                    tree)))))))

(defun read-config (file-name)
  (with-temp-buffer
    (insert-file-contents-literally file-name)
    (read (current-buffer))))

(defun get-config (key config)
  (let ((val (assoc key config)))
    (if (null val)
        (error (format "missing value for %s" key))
      (cdr val))))

(defun simulate-forest (file-name)
  (let* ((config (read-config file-name))
         (rows (get-config 'rows config))
         (cols (get-config 'cols config))
         (skip (get-config 'skip config))
         (a (new-world rows cols))
         (b (new-world rows cols)))
    (initialize-world a (get-config 'tree config))
    (dotimes (time (get-config 'time config))
      (when (or (and (> skip 0) (= (mod time skip) 0))
                (<= skip 0))
        (princ (format "* time %d\n" time))
        (print-world a))
      (advance a b (get-config 'p config) (get-config 'f config))
      (swap a b))))

(simulate-forest (elt command-line-args-left 0))

The configuration file controls the simulation.

((rows . 10)
 (cols . 45)
 (time . 100)
 (skip . 10)
 (f . 0.001)   ;; probability tree ignites
 (p . 0.01)    ;; probability empty space fills with a tree
 (tree . 0.5)) ;; initial probability of tree in a new world
Output:
* time 0
.t...t..t.t.t...ttt...tttt..tt...t.t.t.t.t..t
.t.t.t..t.ttt.tt.tttt.tt....t.t.tt.t.t.tt.ttt
t..t.tttt..t..tt..tt.t.t.tt.....t..t..tt.tt.t
.tt.t.ttt.t...t...tt..t....tttttt.t..tt.tt.tt
.t..t..t.tt.t...tt...t.t.tt.t.t..ttttt.t..ttt
.tt.ttttt..t.t....tttt.t.t..tttttt.tt.t.t.t.t
ttt.....t.tttttttt.tt....ttt.t.....t.ttt..ttt
.tt..tt.tt.ttt...tt.t..ttt.t.tt.tt....tttt...
t.tt...tttt...t.t.tt.tt..ttt...t.tt.t.tttttt.
...t......t.t...tttt...ttttt.tttt..t..t.tttt.
* time 10
......................tttt..tt...t.B........B
....................B.tt...tt.t.tt..........B
.....................t.t.tt.....B...........B
...........t..........t...tttttB............B
.............t..tB...t.t.tt.t.tB.........t..B
.........t.......ttttt.t.tt.tttB.............
................Btttt....ttttt...........t...
t....B...t.......tt.t..ttt.t.tt.BB...........
.....B..........t.ttttt..ttt..tt.tt.t...t....
................tttt...ttttt.tttt..t.........
* time 20
..........t.....t.t................t........t
.....t...........t.t.........................
.........................t..............t....
..........tttt..........................t....
.t.........t.t...........................t...
....t....t......................t............
..t.tt.....t..............t........t.t...t...
tt.......t...................................
..t...t.........................t....t..t.t..
.....t.......................................
* time 30
......t...t.....t.t......t.........t.......tt
.....t.........t.t.t...............t...t.....
...........tt.........t..t..t......t....t....
..........tttt.......t.....t.........t..t....
.t.........t.t...t.tt..........t.........t...
....t....t......t.tt.t..........t.......t....
..t.tt.....t..t.....t.t...t..tB....t.t...t...
tt..t....t.......t..................t........
..t...t....t...........t........t....t..t.t..
.....t...t....t..t....tt.t.....t...........t.
* time 40
......t...t.....t.t......t......t..t.......tt
.....t.........t.t.tt..............tt..t.....
...........tt............t..t......t....tt...
t...t.....tttt.............tt.t.t....t..t....
.t.........t.t......t..........t.........t...
....t....t...t........t.t.......t.t..t..t....
..t.tt.....t..B....t......t....t...t.t...t...
tt..t....t.t.....tt.................t........
..t...t....t..t........tt.t.....t....t..t.t..
..t..t...t....t..t....tt.t.....t......t....t.
* time 50
......t...t.....t.t......t.....tt.t...t....tt
..t.tt.........t.t.tt.t......t.t...t...t.....
.........................t..t..t..t.....tt...
t...t......................tt.t.t....t..t...t
.t..................t.........tt.........t..t
....t....t..........t.t.t.......t.t..t..t....
..tttt...t.t.......t......t....t...ttt...tt.t
tt..t.t..t.t.....tt.................t........
..t...t....t..t....t...tt.t.....t....tt.t.t..
..t..t...t....t..t....tt.t.t...t....t.t....t.
* time 60
......t...t.t...t.t.t....t.....tt.t...t....tt
..t.tt.......t.t.t.tt.t......t.t...t...t..t.t
......t.t...............tt.tt..t..t.....tt...
t...t.t.............t......tt.t.t....t..t...t
tt...............tttt.........tt.........t..t
....tt.ttt..t.......t.t.t.t.....t.t..t..t....
..tttt...ttt.......t......t....t...ttt..ttt.t
tt..t.t.tt.t...t.tt.................t....t...
..tt..t....t..t..t.t...B........t....tt.t.t..
..t..t...t....t..t..t.tB...Bt..t...tt.t....t.
* time 70
......tt..t.t...t.t.t.t..t.....tt.t...t....tt
t.t.tt.......t.t.t.tt.t.....tttt...t...t..t.t
.t....t.t............t..tt.tt..t..t....ttt...
t...t.tt..t.....t...t...t..tt.t.tt...t..t.t.t
tt.....t.........tttt.........tt..t......tt.t
....ttttttt.t...t...t.t.t.t.....t.t..t..t.t..
..tttt...ttt..t....t......t...tt...ttt..ttt.t
ttt.t.t.tttt...t.tt....t.......t....tt..tt...
..tt..ttt.tt..t..ttt.....t......t...ttt.t.t..
..t..tt..t....t.tt..t..........t.t.tt.t...tt.
* time 80
....t.tt.tt.t...t.t.t.t..t....ttt.t.........B
t.t.tt.......t.t.t.tt.t.....ttttt..t........B
.t....t.t............t..tt.tt..t..t..........
t...t.ttt.t.....t...t...t..tt.tttt...t......t
tt.....t.......tttttt....t....ttt.ttt.......t
....ttttttt.t..tt..tt.t.t.t.....t.t..t.......
..tttt...ttt..tt...t......t...tt...ttt......t
ttt.t.t.tttt...t.tt....t......ttt...tt..BB...
..ttt.ttt.tt..t..tttt....tt.....t...ttt.t.t..
..t..tt..t....tttt.tt..........t.t.tt.t...tt.
* time 90
....t.tt.tt.t...t.t.t.t..t........B..........
t.t.tt.......t.ttt.tt.t.............B........
tt....t.t.t.......t..t..tt...................
t...t.ttt.t.....t.t.t.t.t............t..t...t
tt.tt.tt.......tttttt....t..........B...t...t
....ttttttt.t..ttt.tt.ttt.t..........t.....t.
..tttt...ttt..tt.t.t......t........Btt..t.t.t
ttt.t.t.tttt...t.tt..t.t...........ttt.......
..ttt.ttt.tt..t..tttt.t..tt.....BB..ttt......
..t..tt..t....tttt.tt.......t..t.t.tt.t......

Erlang

Not even text graphics. Notice the use of random:seed/1 when creating a tree. Without it all calls to random:uniform/1 gave the same result for each tree.

-module( forest_fire ).

-export( [task/0] ).

-record( state, {neighbours=[], position, probability_burn, probability_grow, tree} ).

task() ->
       erlang:spawn( fun() ->
             Pid_positions = forest_create( 5, 5, 0.5, 0.3, 0.2 ),
             Pids = [X || {X, _} <- Pid_positions],
             [X ! {tree_pid_positions, Pid_positions} || X <- Pids],
             Start = forest_status( Pids ),
             Histories = [Start | [forest_step( Pids ) || _X <- lists:seq(1, 2)]],
             [io:fwrite("~p~n~n", [X]) || X <- Histories]
         end ).



forest_create( X_max, Y_max, Init, Grow, Burn ) ->
       [{tree_create(tree_init(Init, random:uniform()), X, Y, Grow, Burn), {X,Y}} || X <- lists:seq(1, X_max), Y<- lists:seq(1, Y_ma\
x)].

forest_status( Pids ) ->
       [X ! {status_request, erlang:self()} || X <- Pids],
       [receive {status, Tree, Position, X} -> {Tree, Position} end || X <- Pids].

forest_step( Pids ) ->
       [X ! {step} || X <- Pids],
       forest_status( Pids ).

is_neighbour({X, Y}, {X, Y} ) -> false; % Myself
is_neighbour({Xn, Yn}, {X, Y} ) when abs(Xn - X) =< 1, abs(Yn - Y) =< 1 -> true;
is_neighbour( _Position_neighbour, _Position ) -> false.

loop( State ) ->
        receive
        {tree_pid_positions, Pid_positions} ->
                loop( loop_neighbour(Pid_positions, State) );
        {step} ->
               [X ! {tree, State#state.tree, erlang:self()} || X <- State#state.neighbours],
               loop( loop_step(State) );
        {status_request, Pid} ->
                Pid ! {status, State#state.tree, State#state.position, erlang:self()},
                loop( State )
        end.

loop_neighbour(	Pid_positions, State ) ->
	My_position = State#state.position,
        State#state{neighbours=[Pid || {Pid, Position} <- Pid_positions, is_neighbour( Position, My_position)]}.

loop_step( State ) ->
        Is_burning = lists:any( fun loop_step_burning/1, [loop_step_receive(X) || X <- State#state.neighbours] ),
        Tree = loop_step_next( Is_burning, random:uniform(), State ),
        State#state{tree=Tree}.

loop_step_burning( Tree ) -> Tree =:= burning.

loop_step_next( _Is_burning, Probablility, #state{tree=empty, probability_grow=Grow} ) when Grow > Probablility -> tree;
loop_step_next( _Is_burning, _Probablility, #state{tree=empty} ) -> empty;
loop_step_next( _Is_burning, _Probablility, #state{tree=burning} ) -> empty;
loop_step_next( true, _Probablility, #state{tree=tree} ) -> burning;
loop_step_next( false, Probablility, #state{tree=tree, probability_burn=Burn} ) when Burn > Probablility  -> burning;
loop_step_next( false, _Probablility, #state{tree=tree} ) -> tree.

loop_step_receive( Pid ) -> receive {tree, Tree, Pid} -> Tree end.

tree_create( Tree, X, Y, Grow, Burn ) ->
        State = #state{position={X, Y}, probability_burn=Burn, probability_grow=Grow, tree=Tree},
        erlang:spawn_link( fun() -> random:seed( X, Y, 0 ), loop( State ) end ).

tree_init( Tree_probalility, Random ) when Tree_probalility > Random -> tree;
tree_init( _Tree_probalility, _Random ) -> empty.
Output:

29> forest_fire:task().

[{tree,{1,1}},
 {empty,{1,2}},
 {empty,{1,3}},
 {empty,{1,4}},
 {tree,{1,5}},
 {empty,{2,1}},
 {empty,{2,2}},
 {empty,{2,3}},
 {tree,{2,4}},
 {empty,{2,5}},
 {tree,{3,1}},
 {tree,{3,2}},
 {empty,{3,3}},
 {tree,{3,4}},
 {empty,{3,5}},
 {tree,{4,1}},
 {tree,{4,2}},
 {tree,{4,3}},
 {tree,{4,4}},
 {empty,{4,5}},
 {tree,{5,1}},
 {tree,{5,2}},
 {tree,{5,3}},
 {tree,{5,4}},
 {empty,{5,5}}]

[{burning,{1,1}},
 {tree,{1,2}},
 {tree,{1,3}},
 {tree,{1,4}},
 {burning,{1,5}},
 {tree,{2,1}},
 {tree,{2,2}},
 {tree,{2,3}},
 {burning,{2,4}},
 {tree,{2,5}},
 {burning,{3,1}},
 {burning,{3,2}},
 {tree,{3,3}},
 {burning,{3,4}},
 {tree,{3,5}},
 {burning,{4,1}},
 {burning,{4,2}},
 {burning,{4,3}},
 {burning,{4,4}},
 {tree,{4,5}},
 {burning,{5,1}},
 {burning,{5,2}},
 {burning,{5,3}},
 {burning,{5,4}},
 {tree,{5,5}}]

[{empty,{1,1}},
 {burning,{1,2}},
 {burning,{1,3}},
 {burning,{1,4}},
 {empty,{1,5}},
 {burning,{2,1}},
 {burning,{2,2}},
 {burning,{2,3}},
 {empty,{2,4}},
 {burning,{2,5}},
 {empty,{3,1}},
 {empty,{3,2}},
 {burning,{3,3}},
 {empty,{3,4}},
 {burning,{3,5}},
 {empty,{4,1}},
 {empty,{4,2}},
 {empty,{4,3}},
 {empty,{4,4}},
 {burning,{4,5}},
 {empty,{5,1}},
 {empty,{5,2}},
 {empty,{5,3}},
 {empty,{5,4}},
 {burning,{5,5}}]


Evaldraw

Forest fire animation

Creates a 256x256 pixel forest, try adjusting the probability for ignite, spread, sprout and max neighbors.

enum{XSIZ=255, YSIZ=XSIZ} // size of forest
enum{EMPTY=0, TREE=1, BURN=2} // possible states of a cell
static prob_ignite = .000001; // very rare, but remember we have many trees.
static prob_spread = .25; // Fire spread speed/probability if neighbor on fire
static prob_sprout = 0.25; // probability of new tree to sprout
static MAX_NEIGHBORS = 6; // tree refuses to sprout if overcrowded
static forest[2][YSIZ][XSIZ]; // state of pixel
static fuel[2][YSIZ][XSIZ]; // stores fuel (wood) 0-255
static heat[2][YSIZ][XSIZ]; // tree refuses to spout if heat!=0, also, sets draw color.
static arr_numburn[YSIZ][XSIZ]; // number of burning trees for this cell
static arr_numtree[YSIZ][XSIZ]; // number of neighbor trees for this cell
static xoff[8] = {-1,+0,+1,-1,/*NA*/1,-1,+0,+1}; // offsets to find 8-connected neighbors
static yoff[8] = {-1,-1,-1,+0,/*NA*/0,+1,+1,+1};
() { // Main in evaldraw scripts is a unnamed function.
   static otim;
   tim = klock(); // Time since program start in seconds.
   dt=tim-otim; // Deltatime. 1/dt is FPS. 0 in first frame.
   otim=tim; // store old time for next dt.
   simulate(); // simulate and draw are coupled, since draw also ping-pongs state.
   draw();
   setcol(0); fillrect(0,YSIZ,XSIZ,15);
   setcol(0xffffff); moveto(0,YSIZ); printf("%4.0ffps generation %5.0f", 1 /dt, numframes);
   if (bstatus>0) setFire(mousx,mousy);
}// end main

draw() {
   for(y=0; y<YSIZ; y++)
   for(x=0; x<XSIZ; x++)
   {
     cell = forest[1][y][x];
     if     (cell == EMPTY) setcol(0);
     else if(cell==BURN) setcol(511-.25*fuel[0][y][x],255-3*heat[0][y][x],33);
     else if(cell==TREE) setcol(0,64+fuel[0][y][x],0);
     setpix(x,y);
     // Transfer next simulation state into current ready for next frame
     forest[0][y][x] = forest[1][y][x];
     heat[0][y][x] = heat[1][y][x];
     fuel[0][y][x] = fuel[1][y][x];
     
     // Count neighbors burning and not
     numburn = 0; numtree = 0;
     
     for(n=0; n<8; n++) {
       ypos=y+yoff[n];
       xpos=x+xoff[n];
       if (xpos<0 || xpos > XSIZ-1)continue;
       if (ypos<0 || ypos > YSIZ-1)continue;
       cell = forest[1][ypos][xpos];
       if (cell==BURN) numburn++;
       else if (cell==TREE) numtree++;
     }
     arr_numburn[y][x] = numburn;
     arr_numtree[y][x] = numtree;
   }
}

fillrect(x0,y0,w,h) {
   x0=int(x0); y0=int(y0); w=int(w) + 1; h=int(h);
   for(y=y0;y<=y0+h;y++) { moveto(x0,y); lineto(x0+w,y); }
}

simulate() {
   for(y=0; y<YSIZ; y++)
   for(x=0; x<XSIZ; x++) {
     cell = forest[0][y][x];
     cellfuel = fuel[0][y][x];
     celltemp = heat[0][y][x];
     rand=rnd;
     numburn = arr_numburn[y][x];
     numtree = arr_numtree[y][x];
     
     if (cell == BURN) {
       if (cellfuel <= 0) {
         forest[1][y][x] = EMPTY;
       }
       else {
         fuel[1][y][x] = cellfuel - 1;
         heat[1][y][x] = celltemp + 1;
       }
     }
     else if (cell == TREE) {
       if (numburn == 0 && rand < prob_ignite) setFire(x,y);
       else if (numburn > 0 && rand < prob_spread) setFire(x,y);
       else if(cellfuel < 255) fuel[1][y][x] = cellfuel + 1;
     }
     else if (cell == EMPTY) {
       if ( celltemp > 0 ) heat[1][y][x] = celltemp - 1;
       else if (numburn==0 && rand < prob_sprout && numtree <= MAX_NEIGHBORS) setTree(x,y);
     }
   }
} // end sim

setFire(x,y) {
 forest[1][y][x] = BURN;
}

setTree(x,y) {
 forest[1][y][x] = TREE;
}

F#

This implementation can be compiled or run in the interactive F# shell.

open System
open System.Diagnostics
open System.Drawing
open System.Drawing.Imaging
open System.Runtime.InteropServices
open System.Windows.Forms

module ForestFire =

    type Cell = Empty | Tree | Fire

    let rnd = new System.Random()
    let initial_factor = 0.35
    let ignition_factor = 1e-5 // rate of lightning strikes (f)
    let growth_factor = 2e-3   // rate of regrowth (p)
    let width = 640            // width of the forest region
    let height = 480           // height of the forest region

    let make_forest =
        Array2D.init height width 
            (fun _ _ -> if rnd.NextDouble() < initial_factor then Tree else Empty)
    
    let count (forest:Cell[,]) row col =
        let mutable n = 0
        let h,w = forest.GetLength 0, forest.GetLength 1
        for r in row-1 .. row+1 do
            for c in col-1 .. col+1 do
                if r >= 0 && r < h && c >= 0 && c < w && forest.[r,c] = Fire then
                    n <- n + 1
        if forest.[row,col] = Fire then n-1 else n

    let burn (forest:Cell[,]) r c =
        match forest.[r,c] with
        | Fire -> Empty
        | Tree -> if rnd.NextDouble() < ignition_factor then Fire
                    else if (count forest r c) > 0 then Fire else Tree
        | Empty -> if rnd.NextDouble() < growth_factor then Tree else Empty

    // All the functions below this point are drawing the generated images to screen.
    let make_image (pixels:int[]) =
        let bmp = new Bitmap(width, height)
        let bits = bmp.LockBits(Rectangle(0,0,width,height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb)
        Marshal.Copy(pixels, 0, bits.Scan0, bits.Height*bits.Width) |> ignore
        bmp.UnlockBits(bits)
        bmp

    // This function is run asynchronously to avoid blocking the main GUI thread.
    let run (box:PictureBox) (label:Label) = async {
        let timer = new Stopwatch()
        let forest = make_forest |> ref
        let pixel = Array.create (height*width) (Color.Black.ToArgb())
        let rec update gen =
            timer.Start()
            forest := burn !forest |> Array2D.init height width
            for y in 0..height-1 do
                for x in 0..width-1 do
                    pixel.[x+y*width] <- match (!forest).[y,x] with
                                            | Empty -> Color.Gray.ToArgb()
                                            | Tree -> Color.Green.ToArgb()
                                            | Fire -> Color.Red.ToArgb()
            let img = make_image pixel
            box.Invoke(MethodInvoker(fun () -> box.Image <- img)) |> ignore
            let msg = sprintf "generation %d @ %.1f fps" gen (1000./timer.Elapsed.TotalMilliseconds)
            label.Invoke(MethodInvoker(fun () -> label.Text <- msg )) |> ignore
            timer.Reset()
            update (gen + 1)
        update 0 }

    let main args =
        let form = new Form(AutoSize=true,
                            Size=new Size(800,600),
                            Text="Forest fire cellular automata")
        let box = new PictureBox(Dock=DockStyle.Fill,Location=new Point(0,0),SizeMode=PictureBoxSizeMode.StretchImage)
        let label = new Label(Dock=DockStyle.Bottom, Text="Ready")
        form.FormClosed.Add(fun eventArgs -> Async.CancelDefaultToken()
                                             Application.Exit())
        form.Controls.Add(box)
        form.Controls.Add(label)
        run box label |> Async.Start
        form.Show()
        Application.Run()
        0

#if INTERACTIVE
ForestFire.main [|""|]
#else
[<System.STAThread>]
[<EntryPoint>]
let main args = ForestFire.main args
#endif

Factor

Works with: Factor version 0.99 Development version 2019-07-10
USING: combinators grouping kernel literals math math.matrices
math.vectors prettyprint random raylib.ffi sequences ;
IN: rosetta-code.forest-fire

! The following private vocab builds up to a useful combinator,
! matrix-map-neighbors, which takes a matrix, a quotation, and
! inside the quotation makes available each element of the
! matrix as well as its neighbors, mapping the result of the
! quotation to a new matrix.

<PRIVATE

CONSTANT: neighbors {
    { -1 -1 } { -1  0 } { -1  1 }
    {  0 -1 }           {  0  1 }
    {  1 -1 } {  1  0 } {  1  1 }
}

: ?i,j ( i j matrix -- elt/f ) swapd ?nth ?nth ;

: ?i,jths ( seq matrix -- newseq )
    [ [ first2 ] dip ?i,j ] curry map ;

: neighbor-coords ( loc -- seq )
    [ neighbors ] dip [ v+ ] curry map ;

: get-neighbors ( loc matrix -- seq )
    [ neighbor-coords ] dip ?i,jths ;

: matrix>neighbors ( matrix -- seq )
    dup dim matrix-coordinates concat
    [ swap get-neighbors sift ] with map ;

: matrix-map-neighbors ( ... matrix quot: ( ... neighbors elt -- ... newelt ) -- ... newmatrix )
    [ [ dim first ] [ matrix>neighbors ] [ concat ] tri ] dip
    2map swap group ; inline

PRIVATE>


! ##### Simulation code #####

! In our forest,
! 0 = empty
! 1 = tree
! 2 = fire

CONSTANT: ignite-probability 1/12000
CONSTANT: grow-probability 1/100

: make-forest ( m n probability -- matrix )
    [ random-unit > 1 0 ? ] curry make-matrix ;

: ?ignite ( -- 1/2 ) ignite-probability random-unit > 2 1 ? ;
: ?grow ( -- 0/1 ) grow-probability random-unit > 1 0 ? ;

: next-plot ( neighbors elt -- n )
    {
        { [ dup 2 = ] [ 2drop 0 ] }
        { [ 2dup [ [ 2 = ] any? ] [ 1 = ] bi* and ] [ 2drop 2 ] }
        { [ 1 = ] [ drop ?ignite ] }
        [ drop ?grow ]
    } cond ;

: next-forest ( forest -- newforest )
    [ next-plot ] matrix-map-neighbors ;


! ##### Display code #####

CONSTANT: colors ${ GRAY GREEN RED }

: draw-forest ( matrix -- )
    dup dim matrix-coordinates [ concat ] bi@ swap [
        [ first2 [ 5 * ] bi@ 5 5 ] dip colors nth draw-rectangle
    ] 2each ;

500 500 "Forest Fire" init-window 100 100 1/2 make-forest
60 set-target-fps
[ window-should-close ] [    
    begin-drawing
        BLACK clear-background dup draw-forest
    end-drawing
    next-forest
] until drop close-window
Output:

[1]

Forth

Works with: Gforth version 0.7.3
30             CONSTANT WIDTH
30             CONSTANT HEIGHT
WIDTH HEIGHT * CONSTANT SIZE

1 VALUE SEED
: (RAND) ( -- u)  \ xorshift generator
   SEED DUP 13 LSHIFT XOR
        DUP 17 RSHIFT XOR
        DUP  5 LSHIFT XOR
        DUP TO SEED ;
10000 CONSTANT RANGE
100   CONSTANT GROW
1     CONSTANT BURN
: RAND ( -- u)  (RAND) RANGE MOD ;

\ Create buffers for world state
CREATE A  SIZE ALLOT  A SIZE ERASE
CREATE B  SIZE ALLOT  B SIZE ERASE

0 CONSTANT NONE  1 CONSTANT TREE  2 CONSTANT FIRE
: NEARBY-FIRE? ( addr u -- t|f)
   2 -1 DO
     2 -1 DO
       J WIDTH * I + OVER +  \ calculate an offset
       DUP 0> OVER SIZE < AND IF
         >R OVER R> + C@     \ fetch state of the offset cell
         FIRE = IF UNLOOP UNLOOP DROP DROP TRUE EXIT THEN 
       ELSE DROP THEN
     LOOP
   LOOP  DROP DROP FALSE ;
: GROW?   RAND GROW <= ;  \ spontaneously sprout?
: BURN?   RAND BURN <= ;  \ spontaneously combust?
: STEP ( prev next --)  \ Given state in PREV, put next in NEXT
   >R 0 BEGIN DUP SIZE <
   WHILE
      2DUP + C@ CASE
      FIRE OF NONE ENDOF
      TREE OF 2DUP NEARBY-FIRE? BURN? OR IF FIRE ELSE TREE THEN ENDOF
      NONE OF GROW? IF TREE ELSE NONE THEN ENDOF
      ENDCASE
      ( i next-cell-state) OVER R@ + C!        \ commit to next
   1+ REPEAT  R> DROP DROP DROP ;

: (ESCAPE)   27 EMIT [CHAR] [ EMIT ;
: ESCAPE"   POSTPONE (ESCAPE) POSTPONE S" POSTPONE TYPE ;  IMMEDIATE
: CLEAR   ESCAPE" H" ;
: RETURN   ESCAPE" E" ;
: RESET   ESCAPE" m" ;
: .FOREST ( addr --)  CLEAR
   HEIGHT 0 DO
     WIDTH 0 DO
       DUP C@ CASE
       NONE OF SPACE ENDOF
       TREE OF ESCAPE" 32m" [CHAR] T EMIT RESET ENDOF
       FIRE OF ESCAPE" 31m" [CHAR] # EMIT RESET ENDOF
       ENDCASE  1+
     LOOP  RETURN
   LOOP RESET DROP ;

: (GO) ( buffer buffer' -- buffer' buffer)
   2DUP STEP    \ step the simulation
   DUP .FOREST  \ print the current state
   SWAP ;       \ prepare for next iteration
: GO   A B  BEGIN (GO) AGAIN ;

Fortran

Works with: Fortran version 95 and later
module ForestFireModel
  implicit none

  type :: forestfire
     integer, dimension(:,:,:), allocatable :: field
     integer :: width, height
     integer :: swapu
     real :: prob_tree, prob_f, prob_p
  end type forestfire

  integer, parameter :: &
       empty = 0, &
       tree = 1, &
       burning = 2

  private :: bcheck, set, oget, burning_neighbor ! cset, get

contains

  ! create and initialize the field(s)
  function forestfire_new(w, h, pt, pf, pp) result(res)
    type(forestfire) :: res
    integer, intent(in) :: w, h
    real, intent(in), optional :: pt, pf, pp

    integer :: i, j
    real :: r

    allocate(res%field(2,w,h)) ! no error check
    res%prob_tree = 0.5
    res%prob_f = 0.00001
    res%prob_p = 0.001
    if ( present(pt) ) res%prob_tree = pt
    if ( present(pf) ) res%prob_f = pf
    if ( present(pp) ) res%prob_p = pp

    res%width = w
    res%height = h
    res%swapu = 0

    res%field = empty

    do i = 1,w
       do j = 1,h
          call random_number(r)
          if ( r <= res%prob_tree ) call cset(res, i, j, tree)
       end do
    end do
    
  end function forestfire_new
  
  ! destroy the field(s)
  subroutine forestfire_destroy(f)
    type(forestfire), intent(inout) :: f

    if ( allocated(f%field) ) deallocate(f%field)
    
  end subroutine forestfire_destroy

  ! evolution
  subroutine forestfire_evolve(f)
    type(forestfire), intent(inout) :: f

    integer :: i, j
    real :: r

    do i = 1, f%width
       do j = 1, f%height
          select case ( get(f, i, j) )
          case (burning)
             call set(f, i, j, empty)
          case (empty)
             call random_number(r)
             if ( r > f%prob_p ) then
                call set(f, i, j, empty)
             else
                call set(f, i, j, tree)
             end if
          case (tree)
             if ( burning_neighbor(f, i, j) ) then
                call set(f, i, j, burning)
             else
                call random_number(r)
                if ( r > f%prob_f ) then
                   call set(f, i, j, tree)
                else
                   call set(f, i, j, burning)
                end if
             end if
          end select
       end do
    end do
    f%swapu = ieor(f%swapu, 1)
  end subroutine forestfire_evolve

  ! helper funcs/subs
  subroutine set(f, i, j, t)
    type(forestfire), intent(inout) :: f
    integer, intent(in) :: i, j, t

    if ( bcheck(f, i, j) ) then
       f%field(ieor(f%swapu,1), i, j) = t
    end if
  end subroutine set

  subroutine cset(f, i, j, t)
    type(forestfire), intent(inout) :: f
    integer, intent(in) :: i, j, t

    if ( bcheck(f, i, j) ) then
       f%field(f%swapu, i, j) = t
    end if
  end subroutine cset

  function bcheck(f, i, j)
    logical :: bcheck
    type(forestfire), intent(in) :: f
    integer, intent(in) :: i, j
    
    bcheck = .false.
    if ( (i >= 1) .and. (i <= f%width) .and. &
         (j >= 1) .and. (j <= f%height) ) bcheck = .true.
 
  end function bcheck
    

  function get(f, i, j) result(r)
    integer :: r
    type(forestfire), intent(in) :: f
    integer, intent(in) :: i, j
    
    if ( .not. bcheck(f, i, j) ) then
       r = empty
    else
       r = f%field(f%swapu, i, j)
    end if
  end function get

  function oget(f, i, j) result(r)
    integer :: r
    type(forestfire), intent(in) :: f
    integer, intent(in) :: i, j
    
    if ( .not. bcheck(f, i, j) ) then
       r = empty
    else
       r = f%field(ieor(f%swapu,1), i, j)
    end if
  end function oget

  function burning_neighbor(f, i, j) result(r)
    logical :: r
    type(forestfire), intent(in) :: f
    integer, intent(in) :: i, j

    integer, dimension(3,3) :: s
    
    s = f%field(f%swapu, i-1:i+1, j-1:j+1)
    s(2,2) = empty
    r = any(s == burning)
  end function burning_neighbor

  subroutine forestfire_print(f)
    type(forestfire), intent(in) :: f

    integer :: i, j

    do j = 1, f%height
       do i = 1, f%width
          select case(get(f, i, j))
          case (empty) 
             write(*,'(A)', advance='no') '.'
          case (tree)
             write(*,'(A)', advance='no') 'Y'
          case (burning) 
             write(*,'(A)', advance='no') '*'
          end select
       end do
       write(*,*)
    end do
  end subroutine forestfire_print

end module ForestFireModel
program ForestFireTest
  use ForestFireModel
  implicit none

  type(forestfire) :: f
  integer :: i

  f = forestfire_new(74, 40)

  do i = 1, 1001
     write(*,'(A)', advance='no') achar(z'1b') // '[H' // achar(z'1b') // '[2J'
     call forestfire_print(f)
     call forestfire_evolve(f)
  end do
  
  call forestfire_destroy(f)

end program ForestFireTest

Go

Text. The program prints the configuration, waits for the Enter key, and prints the next. It makes a pretty good animation to just hold down the Enter key.

package main

import (
    "fmt"
    "math/rand"
    "strings"
)

const (
    rows = 20
    cols = 30
    p    = .01
    f    = .001
)

const rx = rows + 2
const cx = cols + 2

func main() {
    odd := make([]byte, rx*cx)
    even := make([]byte, rx*cx)
    for r := 1; r <= rows; r++ {
        for c := 1; c <= cols; c++ {
            if rand.Intn(2) == 1 {
                odd[r*cx+c] = 'T'
            }
        }
    }
    for {
        print(odd)
        step(even, odd)
        fmt.Scanln()

        print(even)
        step(odd, even)
        fmt.Scanln()
    }
}

func print(model []byte) {
    fmt.Println(strings.Repeat("__", cols))
    fmt.Println()
    for r := 1; r <= rows; r++ {
        for c := 1; c <= cols; c++ {
            if model[r*cx+c] == 0 {
                fmt.Print("  ")
            } else {
                fmt.Printf(" %c", model[r*cx+c])
            }
        }
        fmt.Println()
    }
}

func step(dst, src []byte) {
    for r := 1; r <= rows; r++ {
        for c := 1; c <= cols; c++ {
            x := r*cx + c
            dst[x] = src[x]
            switch dst[x] {
            case '#':
                // rule 1. A burning cell turns into an empty cell
                dst[x] = 0
            case 'T':
                // rule 2. A tree will burn if at least one neighbor is burning
                if src[x-cx-1]=='#'  || src[x-cx]=='#' || src[x-cx+1]=='#' ||
                    src[x-1] == '#'  ||                   src[x+1] == '#'  ||
                    src[x+cx-1]=='#' || src[x+cx]=='#' || src[x+cx+1] == '#' {
                    dst[x] = '#'

                    // rule 3. A tree ignites with probability f
                    // even if no neighbor is burning
                } else if rand.Float64() < f {
                    dst[x] = '#'
                }
            default:
                // rule 4. An empty space fills with a tree with probability p
                if rand.Float64() < p {
                    dst[x] = 'T'
                }
            }
        }
    }
}

Haskell

import Control.Monad (replicateM, unless)
import Data.List (tails, transpose)
import System.Random (randomRIO)

data Cell
  = Empty
  | Tree
  | Fire
  deriving (Eq)
 
instance Show Cell where
  show Empty = " "
  show Tree = "T"
  show Fire = "$"
 
randomCell :: IO Cell
randomCell = fmap ([Empty, Tree] !!) (randomRIO (0, 1) :: IO Int)
 
randomChance :: IO Double
randomChance = randomRIO (0, 1.0) :: IO Double
 
rim :: a -> [[a]] -> [[a]]
rim b = fmap (fb b) . (fb =<< rb)
  where
    fb = (.) <$> (:) <*> (flip (++) . return)
    rb = fst . unzip . zip (repeat b) . head
 
take3x3 :: [[a]] -> [[[a]]]
take3x3 = concatMap (transpose . fmap take3) . take3
  where
    take3 = init . init . takeWhile (not . null) . fmap (take 3) . tails
 
list2Mat :: Int -> [a] -> [[a]]
list2Mat n = takeWhile (not . null) . fmap (take n) . iterate (drop n)
 
evolveForest :: Int -> Int -> Int -> IO ()
evolveForest m n k = do
  let s = m * n
  fs <- replicateM s randomCell
  let nextState xs = do
        ts <- replicateM s randomChance
        vs <- replicateM s randomChance
        let rv [r1, [l, c, r], r3] newTree fire
              | c == Fire = Empty
              | c == Tree && Fire `elem` concat [r1, [l, r], r3] = Fire
              | c == Tree && 0.01 >= fire = Fire
              | c == Empty && 0.1 >= newTree = Tree
              | otherwise = c
        return $ zipWith3 rv xs ts vs
      evolve i xs =
        unless (i > k) $
        do let nfs = nextState $ take3x3 $ rim Empty $ list2Mat n xs
           putStrLn ("\n>>>>>> " ++ show i ++ ":")
           mapM_ (putStrLn . concatMap show) $ list2Mat n xs
           nfs >>= evolve (i + 1)
  evolve 1 fs
 
main :: IO ()
main = evolveForest 6 50 3
Output:

Sample

>>>>>> 1:
   TTT  TT TT     TTT T TTT  T   TT  T  TT  TTTT  
TTTT  T T TT T      T  TTTTTTT T    T  TT T TT  TT
TTTT TT   T TTTT T TT  T  TTTT T TT TT TT  T T TTT
T  TT TTTT TTT TTT TT TT   TTTTTT  TTTT  T TTT TTT
 T T  TTT  T T T TT T    TT     TT  TT   T TTT  TT
        T T TTT TT TT     T  TT  TTTTT  TT  TT  T 

>>>>>> 2:
   TTT  TT TT     TTT T TTT  T T TT  T  T$  TTTT  
TTTT  T T TTTT    T T  TTTTTTT T   TT  TT T TTT TT
TTTT TT   T TTTT T TT  T  TTTT TTT$ TT TT TT T TTT
T  TTTTTTT TTT TTTTTT TT   TTTTTTT TTTT  TTTTT TTT
 TTT TTTT TT T T TT T    TT     TT  TT   T TTT  TT
 T      T T TTT TT TT     T  TT  TTTTT  TT TTT  T 
>>>>>> 3:
   TTT  TT TT     TTT T TTT  T T TT  T  $ TTTTTT  
TTTT  T T TTTT    T TT TTTTTTTTT T $T  T$T$ TTT TT
TTTT TT   T TTTT T TT  T  TTTT TT$  TT TT TT T TTT
T TTTTTTTT TTT TTTTTT TT   TTTTTT$ $TTT  TTTTT TTT
 TTT TTTT TT T T TT TT T TT     TT  TT   T TTT  TT
 T      T T TTT TT TT   T T  TT  TTTTTT TT TTT  T 

Icon and Unicon

Forest fire 400 x 400 rounds=500 p.initial=0.100000 p/f=0.010000/0.000200 fps=1.495256
link graphics,printf

$define EDGE  0
$define EMPTY 1
$define TREE  2
$define FIRE  3

global Colours,Width,Height,ProbTree,ProbFire,ProbInitialTree,Forest,oldForest

procedure main()             # forest fire

    Height := 400            # Window height 
    Width := 400             # Window width
    ProbInitialTree := .10   # intial probability of trees
    ProbTree := .01          # ongoing probability of trees
    ProbFire := ProbTree/50. # probability of fire
    Rounds := 500            # rounds to evolve
    
    setup_forest()
    every 1 to Rounds do {
       show_forest()
       evolve_forest()
       }
    printf("Forest fire %d x %d rounds=%d p.initial=%r p/f=%r/%r fps=%r\n",
           Width,Height,Rounds,ProbInitialTree,ProbTree,ProbFire,
           Rounds/(&time/1000.))  # stats
    WDone()
end   
    
procedure setup_forest()     #: setup the forest
    
    Colours := table()       # define colours
    Colours[EDGE]  := "black"
    Colours[EMPTY] := "grey"
    Colours[TREE]  := "green"
    Colours[FIRE]  := "red"
    
    WOpen("label=Forest Fire", "bg=black",
          "size=" || Width+2 || "," || Height+2) | # add for border
             stop("Unable to open Window")
    every !(Forest := list(Height)) := list(Width,EMPTY)  # default
    every ( Forest[1,1 to Width]  | Forest[Height,1 to Width] | 
            Forest[1 to Height,1] | Forest[1 to Height,Width] ) := EDGE
    every r := 2 to Height-1 & c := 2 to Width-1 do 
       if probability(ProbInitialTree) then Forest[r,c] := TREE
end

procedure show_forest()      #: show Forest - drawn changes only
   every r := 2 to *Forest-1 & c := 2 to *Forest[r]-1 do
      if /oldForest | oldForest[r,c] ~= Forest[r,c] then {
         WAttrib("fg=" || Colours[Forest[r,c]]) 
         DrawPoint(r,c)
      }
end

procedure evolve_forest()    #: evolve forest
    old := oldForest := list(*Forest)     # freeze copy 
    every old[i := 1 to *Forest] := copy(Forest[i])  # deep copy

    every r := 2 to *Forest-1 & c := 2 to *Forest[r]-1 do 
       Forest[r,c] := case old[r,c] of {   # apply rules 
          FIRE : EMPTY
          TREE : if probability(ProbFire) | 
                  ( old[r-1, c-1 to c+1] | 
                    old[r,c-1|c+1] | 
                    old[r+1,c-1 to c+1] ) = FIRE then FIRE
          EMPTY: if probability(ProbTree) then TREE
          }      
end

procedure probability(P)     #: succeed with probability P
if ?0 <= P then return
end

printf.icn provides printf graphics.icn provides graphics

J

NB. states: 0 empty, 1 tree, _1 fire
dims =:10 10

  tessellate=: 0,0,~0,.0,.~ 3 3 >./@,;._3 ]
  mask=: tessellate dims$1
  chance=: 1 :'(> ? bind (dims$0)) bind (mask*m)'

start=: 0.5 chance
grow =: 0.01 chance
fire =: 0.001 chance

  spread=: [: tessellate 0&>

  step=: grow [`]@.(|@])"0 >.&0 * _1 ^ fire +. spread

  run=:3 :0
    forest=. start''
    for.i.y do.
      smoutput ' #o' {~ forest=. step forest
    end.
  )

Example use:

   run 2
          
 ##### #  
    # #   
 ### #### 
  # # # # 
  ##### # 
 ##   # # 
  #  #    
  o##   # 
          
          
 ##### #  
    # #   
 ### #### 
  # # # # 
  ##### # 
 ##   # # 
  o  #    
   o#   #

Note that I have used an artificially small grid here, and that I ran this several times until I could find one that had a fire from the start. Also, the current revision of this code does not show the starting state, though that would be easily changed.

Also, currently the parameters defining the size of the forest, and the probabilities are hard coded into the program and you need to rerun the program's script when they change.

Finally note that the grid size includes the one cell "border" which are blank. If the border cells are meant to be outside of the represented dimensions, you can add 2 to them (or change the code to do so).

JAMES II/Rule-based Cellular Automata

@caversion 1;

dimensions 2;

state EMPTY, TREE, BURNING;

// an empty cell grows a tree with a chance of p = 5 %
rule{EMPTY} [0.05] : -> TREE;

// a burning cell turns to a burned cell
rule{BURNING}: -> EMPTY;

// a tree starts burning if there is at least one neighbor burning
rule{TREE} : BURNING{1,} -> BURNING;

// a tree is hit by lightning with a change of f = 0.006 %
rule{TREE} [0.00006] : -> BURNING;

The starting configuration cannot be given in the modeling language since the concepts of the model and its parameters (which includes the starting configuration) are separate in JAMES II.

Java

Works with: Java version 1.5+

Text

import java.util.Arrays;
import java.util.LinkedList;
import java.util.List;

public class Fire {
	private static final char BURNING = 'w'; //w looks like fire, right?
	private static final char TREE = 'T';
	private static final char EMPTY = '.';
	private static final double F = 0.2;
	private static final double P = 0.4;
	private static final double TREE_PROB = 0.5;
	
	private static List<String> process(List<String> land){
		List<String> newLand = new LinkedList<String>();
		for(int i = 0; i < land.size(); i++){
			String rowAbove, thisRow = land.get(i), rowBelow;
			if(i == 0){//first row
				rowAbove = null;
				rowBelow = land.get(i + 1);
			}else if(i == land.size() - 1){//last row
				rowBelow = null;
				rowAbove = land.get(i - 1);
			}else{//middle
				rowBelow = land.get(i + 1);
				rowAbove = land.get(i - 1);
			}
			newLand.add(processRows(rowAbove, thisRow, rowBelow));
		}
		return newLand;
	}

	private static String processRows(String rowAbove, String thisRow,
			String rowBelow){
		String newRow = "";
		for(int i = 0; i < thisRow.length();i++){
			switch(thisRow.charAt(i)){
			case BURNING:
				newRow+= EMPTY;
				break;
			case EMPTY:
				newRow+= Math.random() < P ? TREE : EMPTY;
				break;
			case TREE:
				String neighbors = "";
				if(i == 0){//first char
					neighbors+= rowAbove == null ? "" : rowAbove.substring(i, i + 2);
					neighbors+= thisRow.charAt(i + 1);
					neighbors+= rowBelow == null ? "" : rowBelow.substring(i, i + 2);
					if(neighbors.contains(Character.toString(BURNING))){
						newRow+= BURNING;
						break;
					}
				}else if(i == thisRow.length() - 1){//last char
					neighbors+= rowAbove == null ? "" : rowAbove.substring(i - 1, i + 1);
					neighbors+= thisRow.charAt(i - 1);
					neighbors+= rowBelow == null ? "" : rowBelow.substring(i - 1, i + 1);
					if(neighbors.contains(Character.toString(BURNING))){
						newRow+= BURNING;
						break;
					}
				}else{//middle
					neighbors+= rowAbove == null ? "" : rowAbove.substring(i - 1, i + 2);
					neighbors+= thisRow.charAt(i + 1);
					neighbors+= thisRow.charAt(i - 1);
					neighbors+= rowBelow == null ? "" : rowBelow.substring(i - 1, i + 2);
					if(neighbors.contains(Character.toString(BURNING))){
						newRow+= BURNING;
						break;
					}
				}
				newRow+= Math.random() < F ? BURNING : TREE;
			}
		}
		return newRow;
	}
	
	public static List<String> populate(int width, int height){
		List<String> land = new LinkedList<String>();
		for(;height > 0; height--){//height is just a copy anyway
			StringBuilder line = new StringBuilder(width);
			for(int i = width; i > 0; i--){
				line.append((Math.random() < TREE_PROB) ? TREE : EMPTY);
			}
			land.add(line.toString());
		}
		return land;
	}
	
	//process the land n times
	public static void processN(List<String> land, int n){
		for(int i = 0;i < n; i++){
			land = process(land);
		}
	}
	
	//process the land n times and print each step along the way
	public static void processNPrint(List<String> land, int n){
		for(int i = 0;i < n; i++){
			land = process(land);
			print(land);
		}
	}
	
	//print the land
	public static void print(List<String> land){
		for(String row: land){
			System.out.println(row);
		}
		System.out.println();
	}
	
	public static void main(String[] args){
		List<String> land = Arrays.asList(".TTT.T.T.TTTT.T",
				"T.T.T.TT..T.T..",
				"TT.TTTT...T.TT.",
				"TTT..TTTTT.T..T",
				".T.TTT....TT.TT",
				"...T..TTT.TT.T.",
				".TT.TT...TT..TT",
				".TT.T.T..T.T.T.",
				"..TTT.TT.T..T..",
				".T....T.....TTT",
				"T..TTT..T..T...",
				"TTT....TTTTTT.T",
				"......TwTTT...T",
				"..T....TTTTTTTT",
				".T.T.T....TT...");
		print(land);
		processNPrint(land, 10);
		
		System.out.println("Random land test:");
		
		land = populate(10, 10);
		print(land);
		processNPrint(land, 10);
	}
}

Graphics

See: Forest fire/Java/Graphics

JavaScript

JavaScript Node

Functional approach using lodash

"use strict"

const _ = require('lodash');

const WIDTH_ARGUMENT_POSITION  = 2;
const HEIGHT_ARGUMENT_POSITION = 3;
const TREE_PROBABILITY         = 0.5;
const NEW_TREE_PROBABILITY     = 0.01;
const BURN_PROBABILITY         = 0.0001;
const CONSOLE_RED              = '\x1b[31m';
const CONSOLE_GREEN            = '\x1b[32m';
const CONSOLE_COLOR_CLOSE      = '\x1b[91m';
const CONSOLE_CLEAR            = '\u001B[2J\u001B[0;0f';
const NEIGHBOURS               = [
    [-1, -1],
    [-1,  0],
    [-1,  1],
    [ 0, -1],
    [ 0,  1],
    [ 1, -1],
    [ 1,  0],
    [ 1,  1]
];
const PRINT_DECODE             = {
    ' ': ' ',
    'T': `${CONSOLE_GREEN}T${CONSOLE_COLOR_CLOSE}`,
    'B': `${CONSOLE_RED}T${CONSOLE_COLOR_CLOSE}`,
};
const CONDITIONS = {
    'T': (forest, y, x) => Math.random() < BURN_PROBABILITY || burningNeighbour(forest, y, x) ? 'B' : 'T',
    ' ':  () => Math.random() < NEW_TREE_PROBABILITY ? 'T' : ' ',
    'B':  () => ' '
};

const WIDTH  = process.argv[WIDTH_ARGUMENT_POSITION]  || 20;
const HEIGHT = process.argv[HEIGHT_ARGUMENT_POSITION] || 10;

const update = forest => {
    return _.map(forest, (c, ci) => {
        return _.map(c, (r, ri) => {
            return CONDITIONS[r](forest, ci, ri);
        });
    });
}

const printForest = forest => {
    process.stdout.write(CONSOLE_CLEAR);
    _.each(forest, c => {
        _.each(c, r => {
            process.stdout.write(PRINT_DECODE[r]);
        });
        process.stdout.write('\n');
    })
}

const burningNeighbour = (forest, y, x) => {
    return _(NEIGHBOURS)
           .map(n => _.isUndefined(forest[y + n[0]]) ? null : forest[y + n[0]][x + n[1]])
           .any(_.partial(_.isEqual, 'B'));
};

let forest = _.times(HEIGHT, () => _.times(WIDTH, () => Math.random() < TREE_PROBABILITY ? 'T' : ' '));

setInterval(() => {
    forest = update(forest);
    printForest(forest)
}, 20);


JavaScript

var forest = {
    X: 50,
    Y: 50,
    propTree: 0.5,
    propTree2: 0.01,
    propBurn: 0.0001,
    t: [],
    c: ['rgb(255,255,255)', 'rgb(0,255,0)', 'rgb(255,0,0)']
};

for(var i = 0; i < forest.Y; i++) {
    forest.t[i] = [];
    for(var j = 0; j < forest.Y; j++) {
        forest.t[i][j] = Math.random() < forest.propTree ? 1 : 0;
    }
}

function afterLoad(forest) {
    var canvas = document.getElementById('canvas');
    var c = canvas.getContext('2d');
    for(var i = 0; i < forest.X; i++) {
        for(var j = 0; j < forest.Y; j++) {
            c.fillStyle = forest.c[forest.t[i][j]];
            c.fillRect(10*j, 10*i, 10*j+9, 10*i+9);
        }
    }
}

function doStep(forest) {
    var to = [];
    for(var i = 0; i < forest.Y; i++) {
        to[i] = forest.t[i].slice(0);
    }

    //indices outside the array are undefined; which converts to 0=empty on forced typecast
    for(var i = 0; i < forest.Y; i++) {
        for(var j = 0; j < forest.Y; j++) {
            if(0 == to[i][j]) {
                forest.t[i][j] = Math.random() < forest.propTree2 ? 1 : 0;
            } else if(1 == to[i][j]) {
                if(
                    ((i>0) && (2 == to[i-1][j])) ||
                    ((i<forest.Y-1) && (2 == to[i+1][j])) ||
                    ((j>0) && (2 == to[i][j-1])) ||
                    ((j<forest.X-1) && (2 == to[i][j+1]))
                    ) {
                    forest.t[i][j] = 2;
                } else {
                    forest.t[i][j] = Math.random() < forest.propBurn ? 2 : 1;
                }
            } else if(2 == to[i][j]) {
                //If it burns, it gets empty ...
                forest.t[i][j] = 0;
            }
        }
    }

}

window.setInterval(function(){
    doStep(forest);
    afterLoad(forest);
}, 100);

To actually see it work we need a small demo page with HTML5 compliant code:

<!DOCTYPE html>
<html>
<head>
<title>Forest Fire</title>
</head>
<body>
<canvas id="canvas" width="500" height="500">
Your browser doesn't support HTML5 Canvas.
</canvas>
<script language="JavaScript">//<![CDATA[<!--
// --> HERE COMES THE SCRIPT FROM ABOVE <--
//-->]]></script>
</body>
</html>

The output is a (mostly fluent) animation of the area.

Julia

using Printf

@enum State empty tree fire


function evolution(nepoch::Int=100, init::Matrix{State}=fill(tree, 30, 50))
    # Single evolution
    function evolve!(forest::Matrix{State}; f::Float64=0.12, p::Float64=0.5)
        dir = [-1 -1; -1 0; -1 1; 0 -1; 0 1; 1 -1; 1 0; 1 1]
        # A tree will burn if at least one neighbor is burning
        for i in 1:size(forest, 1), j in 1:size(forest, 2)
            for k in 1:size(dir, 1)
                if checkbounds(Bool, forest, i + dir[k, 1], j + dir[k, 2]) &&
                    get(forest, i + dir[k, 1], j + dir[k, 2]) == fire
                    forest[i, j] = fire
                    break
                end
            end
        end
        for i in LinearIndices(forest)
            # A burning cell turns into an empty cell
            if forest[i] == fire forest[i] = empty end
            # A tree ignites with probability f even if no neighbor is burning
            if forest[i] == tree && rand() < f forest[i] = fire end
            # An empty space fills with a tree with probability p
            if forest[i] == empty && rand() < p forest[i] = tree end
        end
    end

    # Print functions
    function printforest(f::Matrix{State})
        for i in 1:size(f, 1)
            for j in 1:size(f, 2)
                print(f[i, j] == empty ? ' ' : f[i, j] == tree ? '🌲' : '🔥')
            end
            println()
        end
    end
    function printstats(f::Matrix{State})
        tot = length(f)
        nt  = count(x -> x in (tree, fire), f)
        nb  = count(x -> x == fire, f)
        @printf("\n%6i cell(s), %6i tree(s), %6i currently burning (%6.2f%%, %6.2f%%)\n",
                tot, nt, nb, nt / tot * 100, nb / nt * 100)
    end

    # Main
    printforest(init)
    printstats(init)
    for i in 1:nepoch
        # println("\33[2J")
        evolve!(init)
        # printforest(init)
        # printstats(init)
        # sleep(1)
    end
    printforest(init)
    printstats(init)
end

evolution()
Output:

Final output (epoch 100):

🌲🌲🔥🌲 🌲🌲🌲🌲 🔥🌲🌲🔥🌲🌲🌲🌲🌲🔥🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲 🌲🌲🌲🔥 🌲🌲🌲🌲🔥🌲🌲
🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲 🔥🌲🌲 🌲🌲🔥🔥🌲🌲 🌲🌲🌲 🌲🌲🌲🌲
🌲🌲🌲🌲🌲🔥🔥🌲   🌲🌲🌲 🔥🔥🌲🌲🌲 🌲  🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲 🌲🌲 🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲 
🌲🔥🌲 🌲🌲 🌲 🌲🌲🌲🌲 🌲🌲   🌲 🌲🌲🌲 🌲🌲 🌲 🌲🔥🌲🌲🌲🔥🔥🔥🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲
 🌲🌲🌲 🔥🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲🌲🌲🌲🌲 🌲🌲🌲  🌲🌲
🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲 🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲 🌲🌲
🌲🌲🌲 🌲🌲🌲🌲 🌲🌲 🌲🌲 🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🔥🌲 🌲🌲🌲🌲🌲🌲 🌲🌲🌲 🌲 🔥🌲🌲🌲🌲🌲
🌲🌲🔥🔥🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲 🌲🌲🌲 🌲🌲 🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🔥🌲🌲🌲🌲
🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🔥 🌲🌲🌲🌲 🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲
🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲   🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥  🔥🌲🔥🌲🌲 🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲
 🌲 🔥 🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲 🌲🌲🌲🌲🌲🔥🌲 🌲 🌲🌲🌲 🌲🔥 🔥🔥🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲
🌲🌲🌲🔥🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲🔥🌲🌲 🌲 🌲🌲🌲🌲🌲🌲
🌲🌲🔥🌲🌲🌲 🌲 🔥🌲 🌲 🌲 🌲🌲🌲🔥🌲🌲🔥🌲🌲🌲🌲🔥🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲  🌲🌲🌲🌲🌲🌲 
🌲 🌲🌲 🌲🌲🌲🌲  🌲 🔥🔥🌲🌲🌲🔥 🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥 🌲🌲
🌲🌲🌲🔥 🌲🌲🌲🌲🔥🌲🔥🌲 🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲🔥🌲🌲
 🌲🌲🌲🌲🌲 🌲🌲🌲🌲🌲🌲 🌲🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲🔥 🌲🌲🌲🌲🌲🌲🔥   🌲🌲🌲  🔥🔥
🌲 🌲🌲🌲🌲🌲🌲🌲🔥 🌲🌲🌲🌲 🌲🌲 🌲🌲🔥🌲🌲  🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲  🔥🌲🔥🌲 
🌲🌲🌲 🌲🌲🔥 🌲🌲🌲🌲🌲🌲🌲🌲🔥🌲🌲  🌲🔥 🌲🌲  🌲🌲🌲🔥🌲🌲🔥🌲 🔥🌲 🌲🌲🌲🌲🌲🌲🌲🌲 🌲
🌲🌲🌲 🔥🌲🌲🌲🌲  🌲🌲 🌲 🌲🌲🌲 🌲🌲🌲🌲🌲 🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲 🌲 🌲🌲🌲🌲🌲🌲🌲
  🌲 🌲 🌲🌲  🌲🌲 🌲🌲  🌲 🌲🌲🌲🌲🌲🌲🌲  🌲  🌲  🌲🌲🌲 🌲🌲 🌲🌲🌲🌲 🌲 🌲 
🌲🌲  🌲 🌲🌲🌲 🌲🌲    🌲  🌲🌲🌲🌲🌲 🌲🌲 🌲🌲  🌲🌲 🌲🌲 🌲🌲   🌲 🌲🌲🌲  
 🌲🌲  🌲🌲 🌲🌲 🌲🌲  🌲🌲 🌲🌲🌲🌲🌲🌲🌲🌲🌲🌲  🌲  🌲   🌲🌲🌲 🌲        
🌲🌲🌲  🌲🌲🌲🌲  🌲 🌲  🌲 🌲🌲🌲🌲🌲   🌲🌲 🌲   🌲 🌲🌲  🌲🌲 🌲 🌲🌲  🌲🌲
🌲🌲 🌲🌲🌲 🌲🌲🌲  🌲  🌲    🌲  🌲 🌲🌲   🌲  🌲🌲      🌲 🌲 🌲 🌲🌲 
 🌲🌲 🌲      🌲🌲🌲🌲 🌲   🌲🌲  🌲🌲🌲🌲 🌲   🌲🌲🌲🌲  🌲    🌲🌲🌲🌲  
🌲🌲  🌲🌲 🌲🌲🌲🌲🌲 🌲 🌲🌲 🌲🌲🌲🌲🌲  🌲 🌲 🌲🌲🌲 🌲🌲🌲   🌲 🌲🌲 🌲 🌲   
      🌲 🌲🌲 🌲🌲   🌲   🌲🌲🌲🌲  🌲🌲 🌲 🌲🌲🌲 🌲🌲   🌲🌲🌲      🌲
🌲🌲 🌲🌲  🌲    🌲  🌲🌲🌲🌲🌲 🌲🌲 🌲   🌲 🌲 🌲🌲 🌲  🌲🌲🌲🌲🌲🌲    🌲🌲
 🌲   🌲  🌲🌲 🌲🌲   🌲 🌲🌲 🌲🌲🌲 🌲    🌲 🌲   🌲  🌲🌲🌲🌲      🌲
   🌲🌲🌲🌲🌲 🌲 🌲🌲   🌲  🌲 🌲🌲🌲   🌲🌲🌲     🌲 🌲🌲 🌲🌲 🌲 🌲🌲🌲🌲 

  1500 cell(s),   1089 tree(s),     73 currently burning ( 72.60%,   6.70%)

Lua

This program uses the Lua Curses library for graphics, although changing the code to avoid such dependency is easy.

-- ForestFire automaton implementation
-- Rules: at each step:
-- 1) a burning tree disappears
-- 2) a non-burning tree starts burning if any of its neighbours is
-- 3) an empty spot may generate a tree with prob P
-- 4) a non-burning tree may ignite with prob F

local socket = require 'socket' -- needed for socket.sleep
local curses = require 'curses'

local p_spawn, p_ignite = 0.005, 0.0002
local naptime = 0.03 -- seconds
local forest_x, forest_y = 60, 30

local forest = (function (x, y)
	local wrl = {}
	for i = 1, y do
		wrl[i] = {}
		for j = 1, x do
			local rand = math.random()
			wrl[i][j] = (rand < 0.5) and 1 or 0
		end
	end
	return wrl
end)(forest_x, forest_y)

math.randomseed(os.time())

forest.step = function (self)
	for i = 1, #self do
		for j = 1, #self[i] do
			if self[i][j] == 0 then
				if math.random() < p_spawn then self[i][j] = 1 end
			elseif self[i][j] == 1 then
				if self:ignite(i, j) or math.random() < p_ignite then self[i][j] = 2 end
			elseif self[i][j] == 2 then self[i][j] = 0
			else error("Error: forest[" .. i .. "][" .. j .. "] is " .. self[i][j] .. "!")
			end
		end
	end
end

forest.draw = function (self)
	for i = 1, #self do
		for j = 1, #self[i] do
			if self[i][j] == 0 then win:mvaddch(i,j," ")
			elseif self[i][j] == 1 then 
				win:attron(curses.color_pair(1))
				win:mvaddch(i,j,"Y")
				win:attroff(curses.color_pair(1))
			elseif self[i][j] == 2 then
				win:attron(curses.color_pair(2))
				win:mvaddch(i,j,"#")
				win:attroff(curses.color_pair(2))
			else error("self[" .. i .. "][" .. j .. "] is " .. self[i][j] .. "!")
			end
		end
	end
end

forest.ignite = function (self, i, j)
	for k = i - 1, i + 1 do
		if k < 1 or k > #self then goto continue1 end
		for l = j - 1, j + 1 do
			if 	l < 1 or
				l > #self[i] or
				math.abs((k - i) + (l - j)) ~= 1
			then
				goto continue2
			end
			if self[k][l] == 2 then return true end
			::continue2::
		end
		::continue1::
	end
	return false
end

local it = 1
curses.initscr()
curses.start_color()
curses.echo(false)
curses.init_pair(1, curses.COLOR_GREEN, curses.COLOR_BLACK)
curses.init_pair(2, curses.COLOR_RED, curses.COLOR_BLACK)
win = curses.newwin(forest_y + 2, forest_x, 0, 0)
win:clear()
win:mvaddstr(forest_y + 1, 0, "p_spawn = " .. p_spawn .. ", p_ignite = " .. p_ignite)
repeat
	forest:draw()
	win:move(forest_y, 0)
	win:clrtoeol()
	win:addstr("Iteration: " .. it .. ", nap = " .. naptime*1000 .. "ms")
	win:refresh()
	forest:step()
	it = it + 1
	socket.sleep(naptime)
until false

Mathematica / Wolfram Language

Mathematica is good at working with cellular automata -- especially 2-color 1-dimensional cellular automata. The automaton function is awkward yet very powerful. This code implements a 3-color 2-dimensional cellular automaton with 9-cell neighbourhoods using a custom cell evolution function. There is probably a rule number specification that can replace the custom evolution function and make this simpler and faster. But this works well enough. The last line of code plots the state of the forest after the 300th step.

evolve[nbhd_List, k_] := 0 /; nbhd