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-rw-r--r--src/water_cmd.cpp82
1 files changed, 0 insertions, 82 deletions
diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp
index 0c7907f20..6735d2231 100644
--- a/src/water_cmd.cpp
+++ b/src/water_cmd.cpp
@@ -101,88 +101,6 @@ 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.
- * @param o the owner of the new tile.
- * @param include_invalid_water_class Also consider WATER_CLASS_INVALID, i.e. industry tiles on land
- */
-void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_water_class)
-{
- /* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
- * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
- if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
- if (include_invalid_water_class) {
- SetWaterClass(t, WATER_CLASS_INVALID);
- return;
- } else {
- NOT_REACHED();
- }
- }
-
- /* Mark tile dirty in all cases */
- MarkTileDirtyByTile(t);
-
- if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
- /* tiles at map borders are always WATER_CLASS_SEA */
- SetWaterClass(t, WATER_CLASS_SEA);
- return;
- }
-
- bool has_water = false;
- bool has_canal = false;
- bool has_river = false;
-
- for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
- TileIndex neighbour = TileAddByDiagDir(t, dir);
- switch (GetTileType(neighbour)) {
- case MP_WATER:
- /* 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:
- /* Shore or flooded halftile */
- has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
- break;
-
- case MP_TREES:
- /* trees on shore */
- has_water |= (GetTreeGround(neighbour) == TREE_GROUND_SHORE);
- break;
-
- default: break;
- }
- }
-
- if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
- SetWaterClass(t, WATER_CLASS_INVALID);
- return;
- }
-
- if (has_river && !has_canal) {
- SetWaterClass(t, WATER_CLASS_RIVER);
- } else if (has_canal || !has_water) {
- SetWaterClass(t, WATER_CLASS_CANAL);
- } else {
- SetWaterClass(t, WATER_CLASS_SEA);
- }
-}
-
/** Build a ship depot.
* @param tile tile where ship depot is built