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authorfrosch <frosch@openttd.org>2008-02-06 15:32:06 +0000
committerfrosch <frosch@openttd.org>2008-02-06 15:32:06 +0000
commit9b2ca61044df8bf90db74f07ceaa9a7b71df2542 (patch)
treeb5b474ed58e225718126beb6492afa26fc617e6e
parent831e678120e55e5295216a0a2e31e04b0708deb7 (diff)
downloadopenttd-9b2ca61044df8bf90db74f07ceaa9a7b71df2542.tar.xz
(svn r12070) -Cleanup(r12042): Water-owner of shipdepots is no longer needed. Removed.
-rw-r--r--docs/landscape.html1
-rw-r--r--docs/landscape_grid.html2
-rw-r--r--src/openttd.cpp15
-rw-r--r--src/water_cmd.cpp27
-rw-r--r--src/water_map.h8
5 files changed, 34 insertions, 19 deletions
diff --git a/docs/landscape.html b/docs/landscape.html
index 5f21fc7c3..2a1c41db6 100644
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -908,7 +908,6 @@
<ul>
<li>m1: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
<li>m3 bits 1..0 : Water class (sea, canal or river)
- <li>m4: Owner of the water when ship depot</li>
<li>m4: Random data for canal or river tiles</li>
<li>m5: tile type:
<table>
diff --git a/docs/landscape_grid.html b/docs/landscape_grid.html
index b24d4a19a..849676c03 100644
--- a/docs/landscape_grid.html
+++ b/docs/landscape_grid.html
@@ -284,7 +284,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
- <td class="bits">XXXX XXXX</td>
+ <td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 1b298de8b..85722845a 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -2333,9 +2333,16 @@ bool AfterLoadGame()
if (_m[t].m5 == 2) {
MakeRiver(t, Random());
} else {
- Owner o = GetTileOwner(t);
- if (IsWater(t) && o != OWNER_WATER) {
- MakeCanal(t, o, Random());
+ if (IsWater(t)) {
+ Owner o = GetTileOwner(t);
+ if (o == OWNER_WATER) {
+ MakeWater(t);
+ } else {
+ MakeCanal(t, o, Random());
+ }
+ } else if (IsShipDepot(t)) {
+ Owner o = (Owner)_m[t].m4; // Original water owner
+ SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL);
}
}
}
@@ -2347,7 +2354,7 @@ bool AfterLoadGame()
for (TileIndex t = 0; t < map_size; t++) {
if (GetTileSlope(t, NULL) != SLOPE_FLAT) continue;
- if (IsTileType(t, MP_WATER) && (GetWaterTileType(t) == WATER_TILE_LOCK || IsShipDepot(t))) SetWaterClassDependingOnSurroundings(t);
+ if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t);
if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t);
}
}
diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp
index 5f73b526c..f569412a1 100644
--- a/src/water_cmd.cpp
+++ b/src/water_cmd.cpp
@@ -96,6 +96,9 @@ static void MarkCanalsAndRiversAroundDirty(TileIndex tile)
/**
* Makes a tile canal or water depending on the surroundings.
+ *
+ * Must only be used for converting old savegames. Use WaterClass now.
+ *
* This as for example docks and shipdepots do not store
* whether the tile used to be canal or 'normal' water.
* @param t the tile to change.
@@ -116,9 +119,17 @@ void SetWaterClassDependingOnSurroundings(TileIndex t)
TileIndex neighbour = TileAddByDiagDir(t, dir);
switch (GetTileType(neighbour)) {
case MP_WATER:
- has_water |= IsSea(neighbour) || IsCoast(neighbour) || (IsShipDepot(neighbour) && GetShipDepotWaterOwner(neighbour) == OWNER_WATER);
- has_canal |= IsCanal(neighbour) || (IsShipDepot(neighbour) && GetShipDepotWaterOwner(neighbour) != OWNER_WATER);
- has_river |= IsRiver(neighbour);
+ /* clear water and shipdepots have already a WaterClass associated */
+ if (IsCoast(neighbour)) {
+ has_water = true;
+ } else if (!IsLock(neighbour)) {
+ switch (GetWaterClass(neighbour)) {
+ case WATER_CLASS_SEA: has_water = true; break;
+ case WATER_CLASS_CANAL: has_canal = true; break;
+ case WATER_CLASS_RIVER: has_river = true; break;
+ default: NOT_REACHED();
+ }
+ }
break;
case MP_RAILWAY:
@@ -174,8 +185,6 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
WaterClass wc1 = GetWaterClass(tile);
WaterClass wc2 = GetWaterClass(tile2);
- Owner o1 = GetTileOwner(tile);
- Owner o2 = GetTileOwner(tile2);
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
ret = DoCommand(tile2, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
@@ -188,8 +197,8 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
if (flags & DC_EXEC) {
depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
- MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis, wc1, o1);
- MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2, o2);
+ MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis, wc1);
+ MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
d_auto_delete.Detach();
@@ -225,8 +234,8 @@ static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
/* Kill the depot, which is registered at the northernmost tile. Use that one */
delete GetDepotByTile(tile2 < tile ? tile2 : tile);
- MakeWaterKeepingClass(tile, GetShipDepotWaterOwner(tile));
- MakeWaterKeepingClass(tile2, GetShipDepotWaterOwner(tile2));
+ MakeWaterKeepingClass(tile, GetTileOwner(tile));
+ MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
}
diff --git a/src/water_map.h b/src/water_map.h
index b9bb4344a..ca3ba061a 100644
--- a/src/water_map.h
+++ b/src/water_map.h
@@ -106,9 +106,9 @@ static inline DiagDirection GetShipDepotDirection(TileIndex t)
return XYNSToDiagDir(GetShipDepotAxis(t), GB(_m[t].m5, 0, 1));
}
-static inline Owner GetShipDepotWaterOwner(TileIndex t)
+static inline bool IsLock(TileIndex t)
{
- return (Owner)_m[t].m4;
+ return IsInsideMM(_m[t].m5, LOCK_MIDDLE, LOCK_END);
}
static inline DiagDirection GetLockDirection(TileIndex t)
@@ -169,13 +169,13 @@ static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
_m[t].m5 = 0;
}
-static inline void MakeShipDepot(TileIndex t, Owner o, DepotPart base, Axis a, WaterClass original_water_class, Owner original_owner)
+static inline void MakeShipDepot(TileIndex t, Owner o, DepotPart base, Axis a, WaterClass original_water_class)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
_m[t].m2 = 0;
_m[t].m3 = original_water_class;
- _m[t].m4 = original_owner;
+ _m[t].m4 = 0;
_m[t].m5 = base + a * 2;
}