/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file water_cmd.cpp Handling of water tiles. */
#include "stdafx.h"
#include "cmd_helper.h"
#include "landscape.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "news_func.h"
#include "depot_base.h"
#include "depot_func.h"
#include "water.h"
#include "industry_map.h"
#include "newgrf_canal.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "company_func.h"
#include "clear_map.h"
#include "tree_map.h"
#include "aircraft.h"
#include "effectvehicle_func.h"
#include "tunnelbridge_map.h"
#include "station_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "date_func.h"
#include "company_base.h"
#include "company_gui.h"
#include "newgrf_generic.h"
#include "table/strings.h"
#include "safeguards.h"
/**
* Describes from which directions a specific slope can be flooded (if the tile is floodable at all).
*/
static const uint8 _flood_from_dirs[] = {
(1 << DIR_NW) | (1 << DIR_SW) | (1 << DIR_SE) | (1 << DIR_NE), // SLOPE_FLAT
(1 << DIR_NE) | (1 << DIR_SE), // SLOPE_W
(1 << DIR_NW) | (1 << DIR_NE), // SLOPE_S
(1 << DIR_NE), // SLOPE_SW
(1 << DIR_NW) | (1 << DIR_SW), // SLOPE_E
0, // SLOPE_EW
(1 << DIR_NW), // SLOPE_SE
(1 << DIR_N ) | (1 << DIR_NW) | (1 << DIR_NE), // SLOPE_WSE, SLOPE_STEEP_S
(1 << DIR_SW) | (1 << DIR_SE), // SLOPE_N
(1 << DIR_SE), // SLOPE_NW
0, // SLOPE_NS
(1 << DIR_E ) | (1 << DIR_NE) | (1 << DIR_SE), // SLOPE_NWS, SLOPE_STEEP_W
(1 << DIR_SW), // SLOPE_NE
(1 << DIR_S ) | (1 << DIR_SW) | (1 << DIR_SE), // SLOPE_ENW, SLOPE_STEEP_N
(1 << DIR_W ) | (1 << DIR_SW) | (1 << DIR_NW), // SLOPE_SEN, SLOPE_STEEP_E
};
/**
* Marks tile dirty if it is a canal or river tile.
* Called to avoid glitches when flooding tiles next to canal tile.
*
* @param tile tile to check
*/
static inline void MarkTileDirtyIfCanalOrRiver(TileIndex tile)
{
if (IsTileType(tile, MP_WATER) && (IsCanal(tile) || IsRiver(tile))) MarkTileDirtyByTile(tile);
}
/**
* Marks the tiles around a tile as dirty, if they are canals or rivers.
*
* @param tile The center of the tile where all other tiles are marked as dirty
* @ingroup dirty
*/
static void MarkCanalsAndRiversAroundDirty(TileIndex tile)
{
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
MarkTileDirtyIfCanalOrRiver(tile + TileOffsByDir(dir));
}
}
/**
* Build a ship depot.
* @param tile tile where ship depot is built
* @param flags type of operation
* @param p1 bit 0 depot orientation (Axis)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Axis axis = Extract(p1);
TileIndex tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) {
return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER);
}
if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
/* Prevent depots on rapids */
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
if (!Depot::CanAllocateItem()) return CMD_ERROR;
WaterClass wc1 = GetWaterClass(tile);
WaterClass wc2 = GetWaterClass(tile2);
CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]);
bool add_cost = !IsWaterTile(tile);
CommandCost ret = DoCommand(tile, 0, 0, flags | DC_AUTO, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
if (add_cost) {
cost.AddCost(ret);
}
add_cost = !IsWaterTile(tile2);
ret = DoCommand(tile2, 0, 0, flags | DC_AUTO, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
if (add_cost) {
cost.AddCost(ret);
}
if (flags & DC_EXEC) {
Depot *depot = new Depot(tile);
depot->build_date = _date;
if (wc1 == WATER_CLASS_CANAL || wc2 == WATER_CLASS_CANAL) {
/* Update infrastructure counts after the unconditional clear earlier. */
Company::Get(_current_company)->infrastructure.water += wc1 == WATER_CLASS_CANAL && wc2 == WATER_CLASS_CANAL ? 2 : 1;
}
Company::Get(_current_company)->infrastructure.water += 2 * LOCK_DEPOT_TILE_FACTOR;
DirtyCompanyInfrastructureWindows(_current_company);
MakeShipDepot(tile, _current_company, depot->index, DEPOT_PART_NORTH, axis, wc1);
MakeShipDepot(tile2, _current_company, depot->index, DEPOT_PART_SOUTH, axis, wc2);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
MakeDefaultName(depot);
}
return cost;
}
void MakeWaterKeepingClass(TileIndex tile, Owner o)
{
WaterClass wc = GetWaterClass(tile);
/* Autoslope might turn an originally canal or river tile into land */
int z;
Slope slope = GetTileSlope(tile, &z);
if (slope != SLOPE_FLAT) {
if (wc == WATER_CLASS_CANAL) {
/* If we clear the canal, we have to remove it from the infrastructure count as well. */
Company *c = Company::GetIfValid(o);
if (c != NULL) {
c->infrastructure.water--;
DirtyCompanyInfrastructureWindows(c->index);
}
/* Sloped canals are locks and no natural water remains whatever the slope direction */
wc = WATER_CLASS_INVALID;
}
/* Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */
if (wc != WATER_CLASS_RIVER || GetInclinedSlopeDirection(slope) == INVALID_DIAGDIR) {
wc = WATER_CLASS_INVALID;
}
}
if (wc == WATER_CLASS_SEA && z > 0) {
/* Update company infrastructure count. */
Company *c = Company::GetIfValid(o);
if (c != NULL) {
c->infrastructure.water++;
DirtyCompanyInfrastructureWindows(c->index);
}
wc = WATER_CLASS_CANAL;
}
/* Zero map array and terminate animation */
DoClearSquare(tile);
/* Maybe change to water */
switch (wc) {
case WATER_CLASS_SEA: MakeSea(tile); break;
case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
case WATER_CLASS_RIVER: MakeRiver(tile, Random()); break;
default: break;
}
MarkTileDirtyByTile(tile);
}
static CommandCost RemoveShipDepot(TileIndex tile, DoCommandFlag flags)
{
if (!IsShipDepot(tile)) return CMD_ERROR;
CommandCost ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
TileIndex tile2 = GetOtherShipDepotTile(tile);
/* do not check for ship on tile when company goes bankrupt */
if (!(flags & DC_BANKRUPT)) {
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
if (ret.Failed()) return ret;
}
if (flags & DC_EXEC) {
delete Depot::GetByTile(tile);
Company *c = Company::GetIfValid(GetTileOwner(tile));
if (c != NULL) {
c->infrastructure.water -= 2 * LOCK_DEPOT_TILE_FACTOR;
DirtyCompanyInfrastructureWindows(c->index);
}
MakeWaterKeepingClass(tile, GetTileOwner(tile));
MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_SHIP]);
}
/**
* Builds a lock.
* @param tile Central tile of the lock.
* @param dir Uphill direction.
* @param flags Operation to perform.
* @return The cost in case of success, or an error code if it failed.
*/
static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag flags)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
int delta = TileOffsByDiagDir(dir);
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
if (ret.Failed()) return ret;
/* middle tile */
WaterClass wc_middle = IsWaterTile(tile) ? GetWaterClass(tile) : WATER_CLASS_CANAL;
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
/* lower tile */
WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;
if (!IsWaterTile(tile - delta)) {
ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
cost.AddCost(_price[PR_BUILD_CANAL]);
}
if (!IsTileFlat(tile - delta)) {
return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
/* upper tile */
WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;
if (!IsWaterTile(tile + delta)) {
ret = DoCommand(tile + delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
cost.AddCost(_price[PR_BUILD_CANAL]);
}
if (!IsTileFlat(tile + delta)) {
return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if (IsBridgeAbove(tile) || IsBridgeAbove(tile - delta) || IsBridgeAbove(tile + delta)) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
if (flags & DC_EXEC) {
/* Update company infrastructure counts. */
Company *c = Company::GetIfValid(_current_company);
if (c != NULL) {
/* Counts for the water. */
if (!IsWaterTile(tile - delta)) c->infrastructure.water++;
if (!IsWaterTile(tile + delta)) c->infrastructure.water++;
/* Count for the lock itself. */
c->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock is three tiles.
DirtyCompanyInfrastructureWindows(_current_company);
}
MakeLock(tile, _current_company, dir, wc_lower, wc_upper, wc_middle);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile - delta);
MarkTileDirtyByTile(tile + delta);
MarkCanalsAndRiversAroundDirty(tile - delta);
MarkCanalsAndRiversAroundDirty(tile + delta);
}
cost.AddCost(_price[PR_BUILD_LOCK]);
return cost;
}
/**
* Remove a lock.
* @param tile Central tile of the lock.
* @param flags Operation to perform.
* @return The cost in case of success, or an error code if it failed.
*/
static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
{
if (GetTileOwner(tile) != OWNER_NONE) {
CommandCost ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
}
TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));
/* make sure no vehicle is on the tile. */
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
/* Remove middle part from company infrastructure count. */
Company *c = Company::GetIfValid(GetTileOwner(tile));
if (c != NULL) {
c->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // three parts of the lock.
DirtyCompanyInfrastructureWindows(c->index);
}
if (GetWaterClass(tile) == WATER_CLASS_RIVER) {
MakeRiver(tile, Random());
} else {
DoClearSquare(tile);
}
MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
MarkCanalsAndRiversAroundDirty(tile);
MarkCanalsAndRiversAroundDirty(tile - delta);
MarkCanalsAndRiversAroundDirty(tile + delta);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
}
/**
* Builds a lock.
* @param tile tile where to place the lock
* @param flags type of operation
* @param p1 unused
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildLock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
if (dir == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
return DoBuildLock(tile, dir, flags);
}
/** Callback to create non-desert around a river tile. */
bool RiverModifyDesertZone(TileIndex tile, void *)
{
if (GetTropicZone(tile) == TROPICZONE_DESERT) SetTropicZone(tile, TROPICZONE_NORMAL);
return false;
}
/**
* Build a piece of canal.
* @param tile end tile of stretch-dragging
* @param flags type of operation
* @param p1 start tile of stretch-dragging
* @param p2 waterclass to build. sea and river can only be built in scenario editor
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
WaterClass wc = Extract(p2);
if (p1 >= MapSize() || wc == WATER_CLASS_INVALID) return CMD_ERROR;
/* Outside of the editor you can only build canals, not oceans */
if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;
TileArea ta(tile, p1);
/* Outside the editor you can only drag canals, and not areas */
if (_game_mode != GM_EDITOR && ta.w != 1 && ta.h != 1) return CMD_ERROR;
CommandCost cost(EXPENSES_CONSTRUCTION);
TILE_AREA_LOOP(tile, ta) {
CommandCost ret;
Slope slope = GetTileSlope(tile);
if (slope != SLOPE_FLAT && (wc != WATER_CLASS_RIVER || !IsInclinedSlope(slope))) {
return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
}
/* can't make water of water! */
if (IsTileType(tile, MP_WATER) && (!IsTileOwner(tile, OWNER_WATER) || wc == WATER_CLASS_SEA)) continue;
bool water = IsWaterTile(tile);
ret = DoCommand(tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
if (!water) cost.AddCost(ret);
if (flags & DC_EXEC) {
switch (wc) {
case WATER_CLASS_RIVER:
MakeRiver(tile, Random());
if (_game_mode == GM_EDITOR) {
TileIndex tile2 = tile;
CircularTileSearch(&tile2, 5, RiverModifyDesertZone, NULL);
}
break;
case WATER_CLASS_SEA:
if (TileHeight(tile) == 0) {
MakeSea(tile);
break;
}
/* FALL THROUGH */
default:
MakeCanal(tile, _current_company, Random());
if (Company::IsValidID(_current_company)) {
Company::Get(_current_company)->infrastructure.water++;
DirtyCompanyInfrastructureWindows(_current_company);
}
break;
}
MarkTileDirtyByTile(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
cost.AddCost(_price[PR_BUILD_CANAL]);
}
if (cost.GetCost() == 0) {
return_cmd_error(STR_ERROR_ALREADY_BUILT);
} else {
return cost;
}
}
static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
{
switch (GetWaterTileType(tile)) {
case WATER_TILE_CLEAR: {
if (flags & DC_NO_WATER) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
/* Make sure freeform edges are allowed or it's not an edge tile. */
if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(tile), 1, MapMaxX() - 1) ||
!IsInsideMM(TileY(tile), 1, MapMaxY() - 1))) {
return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
}
/* Make sure no vehicle is on the tile */
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
Owner owner = GetTileOwner(tile);
if (owner != OWNER_WATER && owner != OWNER_NONE) {
CommandCost ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
}
if (flags & DC_EXEC) {
if (IsCanal(tile) && Company::IsValidID(owner)) {
Company::Get(owner)->infrastructure.water--;
DirtyCompanyInfrastructureWindows(owner);
}
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, base_cost);
}
case WATER_TILE_COAST: {
Slope slope = GetTileSlope(tile);
/* Make sure no vehicle is on the tile */
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
if (IsSlopeWithOneCornerRaised(slope)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
} else {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]);
}
}
case WATER_TILE_LOCK: {
static const TileIndexDiffC _lock_tomiddle_offs[][DIAGDIR_END] = {
/* NE SE SW NW */
{ { 0, 0}, {0, 0}, { 0, 0}, {0, 0} }, // LOCK_PART_MIDDLE
{ {-1, 0}, {0, 1}, { 1, 0}, {0, -1} }, // LOCK_PART_LOWER
{ { 1, 0}, {0, -1}, {-1, 0}, {0, 1} }, // LOCK_PART_UPPER
};
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
if (_current_company == OWNER_WATER) return CMD_ERROR;
/* move to the middle tile.. */
return RemoveLock(tile + ToTileIndexDiff(_lock_tomiddle_offs[GetLockPart(tile)][GetLockDirection(tile)]), flags);
}
case WATER_TILE_DEPOT:
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
return RemoveShipDepot(tile, flags);
default:
NOT_REACHED();
}
}
/**
* return true if a tile is a water tile wrt. a certain direction.
*
* @param tile The tile of interest.
* @param from The direction of interest.
* @return true iff the tile is water in the view of 'from'.
*
*/
bool IsWateredTile(TileIndex tile, Direction from)
{
switch (GetTileType(tile)) {
case MP_WATER:
switch (GetWaterTileType(tile)) {
default: NOT_REACHED();
case WATER_TILE_DEPOT: case WATER_TILE_CLEAR: return true;
case WATER_TILE_LOCK: return DiagDirToAxis(GetLockDirection(tile)) == DiagDirToAxis(DirToDiagDir(from));
case WATER_TILE_COAST:
switch (GetTileSlope(tile)) {
case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
default: return false;
}
}
case MP_RAILWAY:
if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
assert(IsPlainRail(tile));
switch (GetTileSlope(tile)) {
case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
default: return false;
}
}
return false;
case MP_STATION:
if (IsOilRig(tile)) {
/* Do not draw waterborders inside of industries.
* Note: There is no easy way to detect the industry of an oilrig tile. */
TileIndex src_tile = tile + TileOffsByDir(from);
if ((IsTileType(src_tile, MP_STATION) && IsOilRig(src_tile)) ||
(IsTileType(src_tile, MP_INDUSTRY))) return true;
return IsTileOnWater(tile);
}
return (IsDock(tile) && IsTileFlat(tile)) || IsBuoy(tile);
case MP_INDUSTRY: {
/* Do not draw waterborders inside of industries.
* Note: There is no easy way to detect the industry of an oilrig tile. */
TileIndex src_tile = tile + TileOffsByDir(from);
if ((IsTileType(src_tile, MP_STATION) && IsOilRig(src_tile)) ||
(IsTileType(src_tile, MP_INDUSTRY) && GetIndustryIndex(src_tile) == GetIndustryIndex(tile))) return true;
return IsTileOnWater(tile);
}
case MP_OBJECT: return IsTileOnWater(tile);
case MP_TUNNELBRIDGE: return GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER && ReverseDiagDir(GetTunnelBridgeDirection(tile)) == DirToDiagDir(from);
case MP_VOID: return true; // consider map border as water, esp. for rivers
default: return false;
}
}
/**
* Draw a water sprite, potentially with a NewGRF-modified sprite offset.
* @param base Sprite base.
* @param offset Sprite offset.
* @param feature The type of sprite that is drawn.
* @param tile Tile index to draw.
*/
static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
{
if (base != SPR_FLAT_WATER_TILE) {
/* Only call offset callback if the sprite is NewGRF-provided. */
offset = GetCanalSpriteOffset(feature, tile, offset);
}
DrawGroundSprite(base + offset, PAL_NONE);
}
/**
* Draw canal or river edges.
* @param canal True if canal edges should be drawn, false for river edges.
* @param offset Sprite offset.
* @param tile Tile to draw.
*/
static void DrawWaterEdges(bool canal, uint offset, TileIndex tile)
{
CanalFeature feature;
SpriteID base = 0;
if (canal) {
feature = CF_DIKES;
base = GetCanalSprite(CF_DIKES, tile);
if (base == 0) base = SPR_CANAL_DIKES_BASE;
} else {
feature = CF_RIVER_EDGE;
base = GetCanalSprite(CF_RIVER_EDGE, tile);
if (base == 0) return; // Don't draw if no sprites provided.
}
uint wa;
/* determine the edges around with water. */
wa = IsWateredTile(TILE_ADDXY(tile, -1, 0), DIR_SW) << 0;
wa += IsWateredTile(TILE_ADDXY(tile, 0, 1), DIR_NW) << 1;
wa += IsWateredTile(TILE_ADDXY(tile, 1, 0), DIR_NE) << 2;
wa += IsWateredTile(TILE_ADDXY(tile, 0, -1), DIR_SE) << 3;
if (!(wa & 1)) DrawWaterSprite(base, offset, feature, tile);
if (!(wa & 2)) DrawWaterSprite(base, offset + 1, feature, tile);
if (!(wa & 4)) DrawWaterSprite(base, offset + 2, feature, tile);
if (!(wa & 8)) DrawWaterSprite(base, offset + 3, feature, tile);
/* right corner */
switch (wa & 0x03) {
case 0: DrawWaterSprite(base, offset + 4, feature, tile); break;
case 3: if (!IsWateredTile(TILE_ADDXY(tile, -1, 1), DIR_W)) DrawWaterSprite(base, offset + 8, feature, tile); break;
}
/* bottom corner */
switch (wa & 0x06) {
case 0: DrawWaterSprite(base, offset + 5, feature, tile); break;
case 6: if (!IsWateredTile(TILE_ADDXY(tile, 1, 1), DIR_N)) DrawWaterSprite(base, offset + 9, feature, tile); break;
}
/* left corner */
switch (wa & 0x0C) {
case 0: DrawWaterSprite(base, offset + 6, feature, tile); break;
case 12: if (!IsWateredTile(TILE_ADDXY(tile, 1, -1), DIR_E)) DrawWaterSprite(base, offset + 10, feature, tile); break;
}
/* upper corner */
switch (wa & 0x09) {
case 0: DrawWaterSprite(base, offset + 7, feature, tile); break;
case 9: if (!IsWateredTile(TILE_ADDXY(tile, -1, -1), DIR_S)) DrawWaterSprite(base, offset + 11, feature, tile); break;
}
}
/** Draw a plain sea water tile with no edges */
static void DrawSeaWater(TileIndex tile)
{
DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
}
/** draw a canal styled water tile with dikes around */
static void DrawCanalWater(TileIndex tile)
{
SpriteID image = SPR_FLAT_WATER_TILE;
if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
/* First water slope sprite is flat water. */
image = GetCanalSprite(CF_WATERSLOPE, tile);
if (image == 0) image = SPR_FLAT_WATER_TILE;
}
DrawWaterSprite(image, 0, CF_WATERSLOPE, tile);
DrawWaterEdges(true, 0, tile);
}
#include "table/water_land.h"
/**
* Draw a build sprite sequence for water tiles.
* If buildings are invisible, nothing will be drawn.
* @param ti Tile info.
* @param dtss Sprite sequence to draw.
* @param base Base sprite.
* @param offset Additional sprite offset.
* @param palette Palette to use.
*/
static void DrawWaterTileStruct(const TileInfo *ti, const DrawTileSeqStruct *dtss, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
{
/* Don't draw if buildings are invisible. */
if (IsInvisibilitySet(TO_BUILDINGS)) return;
for (; !dtss->IsTerminator(); dtss++) {
uint tile_offs = offset + dtss->image.sprite;
if (feature < CF_END) tile_offs = GetCanalSpriteOffset(feature, ti->tile, tile_offs);
AddSortableSpriteToDraw(base + tile_offs, palette,
ti->x + dtss->delta_x, ti->y + dtss->delta_y,
dtss->size_x, dtss->size_y,
dtss->size_z, ti->z + dtss->delta_z,
IsTransparencySet(TO_BUILDINGS));
}
}
/** Draw a lock tile. */
static void DrawWaterLock(const TileInfo *ti)
{
int part = GetLockPart(ti->tile);
const DrawTileSprites &dts = _lock_display_data[part][GetLockDirection(ti->tile)];
/* Draw ground sprite. */
SpriteID image = dts.ground.sprite;
SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile);
if (water_base == 0) {
/* Use default sprites. */
water_base = SPR_CANALS_BASE;
} else if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
/* NewGRF supplies a flat sprite as first sprite. */
if (image == SPR_FLAT_WATER_TILE) {
image = water_base;
} else {
image++;
}
}
if (image < 5) image += water_base;
DrawGroundSprite(image, PAL_NONE);
/* Draw structures. */
uint zoffs = 0;
SpriteID base = GetCanalSprite(CF_LOCKS, ti->tile);
if (base == 0) {
/* If no custom graphics, use defaults. */
base = SPR_LOCK_BASE;
uint8 z_threshold = part == LOCK_PART_UPPER ? 8 : 0;
zoffs = ti->z > z_threshold ? 24 : 0;
}
DrawWaterTileStruct(ti, dts.seq, base, zoffs, PAL_NONE, CF_LOCKS);
}
/** Draw a ship depot tile. */
static void DrawWaterDepot(const TileInfo *ti)
{
DrawWaterClassGround(ti);
DrawWaterTileStruct(ti, _shipdepot_display_data[GetShipDepotAxis(ti->tile)][GetShipDepotPart(ti->tile)].seq, 0, 0, COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile)), CF_END);
}
static void DrawRiverWater(const TileInfo *ti)
{
SpriteID image = SPR_FLAT_WATER_TILE;
uint offset = 0;
uint edges_offset = 0;
if (ti->tileh != SLOPE_FLAT || HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
image = GetCanalSprite(CF_RIVER_SLOPE, ti->tile);
if (image == 0) {
switch (ti->tileh) {
case SLOPE_NW: image = SPR_WATER_SLOPE_Y_DOWN; break;
case SLOPE_SW: image = SPR_WATER_SLOPE_X_UP; break;
case SLOPE_SE: image = SPR_WATER_SLOPE_Y_UP; break;
case SLOPE_NE: image = SPR_WATER_SLOPE_X_DOWN; break;
default: image = SPR_FLAT_WATER_TILE; break;
}
} else {
/* Flag bit 0 indicates that the first sprite is flat water. */
offset = HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE) ? 1 : 0;
switch (ti->tileh) {
case SLOPE_SE: edges_offset += 12; break;
case SLOPE_NE: offset += 1; edges_offset += 24; break;
case SLOPE_SW: offset += 2; edges_offset += 36; break;
case SLOPE_NW: offset += 3; edges_offset += 48; break;
default: offset = 0; break;
}
offset = GetCanalSpriteOffset(CF_RIVER_SLOPE, ti->tile, offset);
}
}
DrawGroundSprite(image + offset, PAL_NONE);
/* Draw river edges if available. */
DrawWaterEdges(false, edges_offset, ti->tile);
}
void DrawShoreTile(Slope tileh)
{
/* Converts the enum Slope into an offset based on SPR_SHORE_BASE.
* This allows to calculate the proper sprite to display for this Slope */
static const byte tileh_to_shoresprite[32] = {
0, 1, 2, 3, 4, 16, 6, 7, 8, 9, 17, 11, 12, 13, 14, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 10, 15, 0,
};
assert(!IsHalftileSlope(tileh)); // Halftile slopes need to get handled earlier.
assert(tileh != SLOPE_FLAT); // Shore is never flat
assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour
DrawGroundSprite(SPR_SHORE_BASE + tileh_to_shoresprite[tileh], PAL_NONE);
}
void DrawWaterClassGround(const TileInfo *ti)
{
switch (GetWaterClass(ti->tile)) {
case WATER_CLASS_SEA: DrawSeaWater(ti->tile); break;
case WATER_CLASS_CANAL: DrawCanalWater(ti->tile); break;
case WATER_CLASS_RIVER: DrawRiverWater(ti); break;
default: NOT_REACHED();
}
}
static void DrawTile_Water(TileInfo *ti)
{
switch (GetWaterTileType(ti->tile)) {
case WATER_TILE_CLEAR:
DrawWaterClassGround(ti);
DrawBridgeMiddle(ti);
break;
case WATER_TILE_COAST: {
DrawShoreTile(ti->tileh);
DrawBridgeMiddle(ti);
break;
}
case WATER_TILE_LOCK:
DrawWaterLock(ti);
break;
case WATER_TILE_DEPOT:
DrawWaterDepot(ti);
break;
}
}
void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part)
{
const DrawTileSprites &dts = _shipdepot_display_data[axis][part];
DrawSprite(dts.ground.sprite, dts.ground.pal, x, y);
DrawOrigTileSeqInGUI(x, y, &dts, COMPANY_SPRITE_COLOUR(_local_company));
}
static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y)
{
int z;
Slope tileh = GetTilePixelSlope(tile, &z);
return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
}
static Foundation GetFoundation_Water(TileIndex tile, Slope tileh)
{
return FOUNDATION_NONE;
}
static void GetTileDesc_Water(TileIndex tile, TileDesc *td)
{
switch (GetWaterTileType(tile)) {
case WATER_TILE_CLEAR:
switch (GetWaterClass(tile)) {
case WATER_CLASS_SEA: td->str = STR_LAI_WATER_DESCRIPTION_WATER; break;
case WATER_CLASS_CANAL: td->str = STR_LAI_WATER_DESCRIPTION_CANAL; break;
case WATER_CLASS_RIVER: td->str = STR_LAI_WATER_DESCRIPTION_RIVER; break;
default: NOT_REACHED(); break;
}
break;
case WATER_TILE_COAST: td->str = STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK; break;
case WATER_TILE_LOCK : td->str = STR_LAI_WATER_DESCRIPTION_LOCK; break;
case WATER_TILE_DEPOT:
td->str = STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT;
td->build_date = Depot::GetByTile(tile)->build_date;
break;
default: NOT_REACHED(); break;
}
td->owner[0] = GetTileOwner(tile);
}
/**
* Handle the flooding of a vehicle. This sets the vehicle state to crashed,
* creates a newsitem and dirties the necessary windows.
* @param v The vehicle to flood.
*/
static void FloodVehicle(Vehicle *v)
{
uint pass = v->Crash(true);
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED));
SetDParam(0, pass);
AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE, NT_ACCIDENT, v->index);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
/**
* Flood a vehicle if we are allowed to flood it, i.e. when it is on the ground.
* @param v The vehicle to test for flooding.
* @param data The z of level to flood.
* @return NULL as we always want to remove everything.
*/
static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
{
if ((v->vehstatus & VS_CRASHED) != 0) return NULL;
switch (v->type) {
default: break;
case VEH_AIRCRAFT: {
if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
if (v->subtype == AIR_SHADOW) break;
/* We compare v->z_pos against delta_z + 1 because the shadow
* is at delta_z and the actual aircraft at delta_z + 1. */
const Station *st = Station::GetByTile(v->tile);
const AirportFTAClass *airport = st->airport.GetFTA();
if (v->z_pos != airport->delta_z + 1) break;
FloodVehicle(v);
break;
}
case VEH_TRAIN:
case VEH_ROAD: {
int z = *(int*)data;
if (v->z_pos > z) break;
FloodVehicle(v->First());
break;
}
}
return NULL;
}
/**
* Finds a vehicle to flood.
* It does not find vehicles that are already crashed on bridges, i.e. flooded.
* @param tile the tile where to find a vehicle to flood
*/
static void FloodVehicles(TileIndex tile)
{
int z = 0;
if (IsAirportTile(tile)) {
const Station *st = Station::GetByTile(tile);
TILE_AREA_LOOP(tile, st->airport) {
if (st->TileBelongsToAirport(tile)) FindVehicleOnPos(tile, &z, &FloodVehicleProc);
}
/* No vehicle could be flooded on this airport anymore */
return;
}
if (!IsBridgeTile(tile)) {
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
return;
}
TileIndex end = GetOtherBridgeEnd(tile);
z = GetBridgePixelHeight(tile);
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
FindVehicleOnPos(end, &z, &FloodVehicleProc);
}
/**
* Returns the behaviour of a tile during flooding.
*
* @return Behaviour of the tile
*/
FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
{
/* FLOOD_ACTIVE: 'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile, sea-water-industries, sea-oilrigs
* FLOOD_DRYUP: coast with more than one corner raised, coast with rail-track, coast with trees
* FLOOD_PASSIVE: (not used)
* FLOOD_NONE: canals, rivers, everything else
*/
switch (GetTileType(tile)) {
case MP_WATER:
if (IsCoast(tile)) {
Slope tileh = GetTileSlope(tile);
return (IsSlopeWithOneCornerRaised(tileh) ? FLOOD_ACTIVE : FLOOD_DRYUP);
}
/* FALL THROUGH */
case MP_STATION:
case MP_INDUSTRY:
case MP_OBJECT:
return (GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE;
case MP_RAILWAY:
if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
return (IsSlopeWithOneCornerRaised(GetTileSlope(tile)) ? FLOOD_ACTIVE : FLOOD_DRYUP);
}
return FLOOD_NONE;
case MP_TREES:
return (GetTreeGround(tile) == TREE_GROUND_SHORE ? FLOOD_DRYUP : FLOOD_NONE);
default:
return FLOOD_NONE;
}
}
/**
* Floods a tile.
*/
void DoFloodTile(TileIndex target)
{
assert(!IsTileType(target, MP_WATER));
bool flooded = false; // Will be set to true if something is changed.
Backup cur_company(_current_company, OWNER_WATER, FILE_LINE);
Slope tileh = GetTileSlope(target);
if (tileh != SLOPE_FLAT) {
/* make coast.. */
switch (GetTileType(target)) {
case MP_RAILWAY: {
if (!IsPlainRail(target)) break;
FloodVehicles(target);
flooded = FloodHalftile(target);
break;
}
case MP_TREES:
if (!IsSlopeWithOneCornerRaised(tileh)) {
SetTreeGroundDensity(target, TREE_GROUND_SHORE, 3);
MarkTileDirtyByTile(target);
flooded = true;
break;
}
/* FALL THROUGH */
case MP_CLEAR:
if (DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR).Succeeded()) {
MakeShore(target);
MarkTileDirtyByTile(target);
flooded = true;
}
break;
default:
break;
}
} else {
/* Flood vehicles */
FloodVehicles(target);
/* flood flat tile */
if (DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR).Succeeded()) {
MakeSea(target);
MarkTileDirtyByTile(target);
flooded = true;
}
}
if (flooded) {
/* Mark surrounding canal tiles dirty too to avoid glitches */
MarkCanalsAndRiversAroundDirty(target);
/* update signals if needed */
UpdateSignalsInBuffer();
}
cur_company.Restore();
}
/**
* Drys a tile up.
*/
static void DoDryUp(TileIndex tile)
{
Backup cur_company(_current_company, OWNER_WATER, FILE_LINE);
switch (GetTileType(tile)) {
case MP_RAILWAY:
assert(IsPlainRail(tile));
assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
RailGroundType new_ground;
switch (GetTrackBits(tile)) {
case TRACK_BIT_UPPER: new_ground = RAIL_GROUND_FENCE_HORIZ1; break;
case TRACK_BIT_LOWER: new_ground = RAIL_GROUND_FENCE_HORIZ2; break;
case TRACK_BIT_LEFT: new_ground = RAIL_GROUND_FENCE_VERT1; break;
case TRACK_BIT_RIGHT: new_ground = RAIL_GROUND_FENCE_VERT2; break;
default: NOT_REACHED();
}
SetRailGroundType(tile, new_ground);
MarkTileDirtyByTile(tile);
break;
case MP_TREES:
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
MarkTileDirtyByTile(tile);
break;
case MP_WATER:
assert(IsCoast(tile));
if (DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR).Succeeded()) {
MakeClear(tile, CLEAR_GRASS, 3);
MarkTileDirtyByTile(tile);
}
break;
default: NOT_REACHED();
}
cur_company.Restore();
}
/**
* Let a water tile floods its diagonal adjoining tiles
* called from tunnelbridge_cmd, and by TileLoop_Industry() and TileLoop_Track()
*
* @param tile the water/shore tile that floods
*/
void TileLoop_Water(TileIndex tile)
{
if (IsTileType(tile, MP_WATER)) AmbientSoundEffect(tile);
switch (GetFloodingBehaviour(tile)) {
case FLOOD_ACTIVE:
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
TileIndex dest = tile + TileOffsByDir(dir);
if (!IsValidTile(dest)) continue;
/* do not try to flood water tiles - increases performance a lot */
if (IsTileType(dest, MP_WATER)) continue;
/* TREE_GROUND_SHORE is the sign of a previous flood. */
if (IsTileType(dest, MP_TREES) && GetTreeGround(dest) == TREE_GROUND_SHORE) continue;
int z_dest;
Slope slope_dest = GetFoundationSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
if (z_dest > 0) continue;
if (!HasBit(_flood_from_dirs[slope_dest], ReverseDir(dir))) continue;
DoFloodTile(dest);
}
break;
case FLOOD_DRYUP: {
Slope slope_here = GetFoundationSlope(tile) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
uint dir;
FOR_EACH_SET_BIT(dir, _flood_from_dirs[slope_here]) {
TileIndex dest = tile + TileOffsByDir((Direction)dir);
if (!IsValidTile(dest)) continue;
FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
}
DoDryUp(tile);
break;
}
default: return;
}
}
void ConvertGroundTilesIntoWaterTiles()
{
int z;
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
Slope slope = GetTileSlope(tile, &z);
if (IsTileType(tile, MP_CLEAR) && z == 0) {
/* Make both water for tiles at level 0
* and make shore, as that looks much better
* during the generation. */
switch (slope) {
case SLOPE_FLAT:
MakeSea(tile);
break;
case SLOPE_N:
case SLOPE_E:
case SLOPE_S:
case SLOPE_W:
MakeShore(tile);
break;
default:
uint dir;
FOR_EACH_SET_BIT(dir, _flood_from_dirs[slope & ~SLOPE_STEEP]) {
TileIndex dest = TILE_ADD(tile, TileOffsByDir((Direction)dir));
Slope slope_dest = GetTileSlope(dest) & ~SLOPE_STEEP;
if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest)) {
MakeShore(tile);
break;
}
}
break;
}
}
}
}
static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
static const byte coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0};
TrackBits ts;
if (mode != TRANSPORT_WATER) return 0;
switch (GetWaterTileType(tile)) {
case WATER_TILE_CLEAR: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile) & 0xF]; break;
case WATER_TILE_LOCK: ts = DiagDirToDiagTrackBits(GetLockDirection(tile)); break;
case WATER_TILE_DEPOT: ts = AxisToTrackBits(GetShipDepotAxis(tile)); break;
default: return 0;
}
if (TileX(tile) == 0) {
/* NE border: remove tracks that connects NE tile edge */
ts &= ~(TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT);
}
if (TileY(tile) == 0) {
/* NW border: remove tracks that connects NW tile edge */
ts &= ~(TRACK_BIT_Y | TRACK_BIT_LEFT | TRACK_BIT_UPPER);
}
return CombineTrackStatus(TrackBitsToTrackdirBits(ts), TRACKDIR_BIT_NONE);
}
static bool ClickTile_Water(TileIndex tile)
{
if (GetWaterTileType(tile) == WATER_TILE_DEPOT) {
ShowDepotWindow(GetShipDepotNorthTile(tile), VEH_SHIP);
return true;
}
return false;
}
static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
{
if (!IsTileOwner(tile, old_owner)) return;
bool is_lock_middle = IsLock(tile) && GetLockPart(tile) == LOCK_PART_MIDDLE;
/* No need to dirty company windows here, we'll redraw the whole screen anyway. */
if (is_lock_middle) Company::Get(old_owner)->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
if (new_owner != INVALID_OWNER) {
if (is_lock_middle) Company::Get(new_owner)->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
/* Only subtract from the old owner here if the new owner is valid,
* otherwise we clear ship depots and canal water below. */
if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) {
Company::Get(old_owner)->infrastructure.water--;
Company::Get(new_owner)->infrastructure.water++;
}
if (IsShipDepot(tile)) {
Company::Get(old_owner)->infrastructure.water -= LOCK_DEPOT_TILE_FACTOR;
Company::Get(new_owner)->infrastructure.water += LOCK_DEPOT_TILE_FACTOR;
}
SetTileOwner(tile, new_owner);
return;
}
/* Remove depot */
if (IsShipDepot(tile)) DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
/* Set owner of canals and locks ... and also canal under dock there was before.
* Check if the new owner after removing depot isn't OWNER_WATER. */
if (IsTileOwner(tile, old_owner)) {
if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
SetTileOwner(tile, OWNER_NONE);
}
}
static VehicleEnterTileStatus VehicleEnter_Water(Vehicle *v, TileIndex tile, int x, int y)
{
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
{
/* Canals can't be terraformed */
if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_water_procs = {
DrawTile_Water, // draw_tile_proc
GetSlopePixelZ_Water, // get_slope_z_proc
ClearTile_Water, // clear_tile_proc
NULL, // add_accepted_cargo_proc
GetTileDesc_Water, // get_tile_desc_proc
GetTileTrackStatus_Water, // get_tile_track_status_proc
ClickTile_Water, // click_tile_proc
NULL, // animate_tile_proc
TileLoop_Water, // tile_loop_proc
ChangeTileOwner_Water, // change_tile_owner_proc
NULL, // add_produced_cargo_proc
VehicleEnter_Water, // vehicle_enter_tile_proc
GetFoundation_Water, // get_foundation_proc
TerraformTile_Water, // terraform_tile_proc
};