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|
/* $Id$ */
/** @file water_cmd.cpp Handling of water tiles. */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "bridge.h"
#include "cmd_helper.h"
#include "station_map.h"
#include "tile_cmd.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 "vehicle_gui.h"
#include "train.h"
#include "roadveh.h"
#include "water.h"
#include "water_map.h"
#include "industry_map.h"
#include "newgrf.h"
#include "newgrf_canal.h"
#include "transparency.h"
#include "strings_func.h"
#include "functions.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "variables.h"
#include "player_func.h"
#include "settings_type.h"
#include "clear_map.h"
#include "tree_map.h"
#include "station_base.h"
#include "airport.h"
#include "aircraft.h"
#include "newgrf_cargo.h"
#include "effectvehicle_func.h"
#include "oldpool_func.h"
#include "tunnelbridge_map.h"
#include "table/sprites.h"
#include "table/strings.h"
/**
* Describes the behaviour of a tile during flooding.
*/
enum FloodingBehaviour {
FLOOD_NONE, ///< The tile does not flood neighboured tiles.
FLOOD_ACTIVE, ///< The tile floods neighboured tiles.
FLOOD_PASSIVE, ///< The tile does not actively flood neighboured tiles, but it prevents them from drying up.
FLOOD_DRYUP, ///< The tile drys up if it is not constantly flooded from neighboured tiles.
};
/**
* 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));
}
}
/**
* 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
* @param flags type of operation
* @param p1 bit 0 depot orientation (Axis)
* @param p2 unused
*/
CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile2;
CommandCost ret;
Axis axis = Extract<Axis, 0>(p1);
tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
if (!IsWaterTile(tile) || !IsWaterTile(tile2)) {
return_cmd_error(STR_3801_MUST_BE_BUILT_ON_WATER);
}
if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
if (GetTileSlope(tile, NULL) != SLOPE_FLAT || GetTileSlope(tile2, NULL) != SLOPE_FLAT) {
/* Prevent depots on rapids */
return_cmd_error(STR_0239_SITE_UNSUITABLE);
}
WaterClass wc1 = GetWaterClass(tile);
WaterClass wc2 = GetWaterClass(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);
if (CmdFailed(ret)) return CMD_ERROR;
if (!Depot::CanAllocateItem()) return CMD_ERROR;
if (flags & DC_EXEC) {
Depot *depot = new Depot(tile);
depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis, wc1);
MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.build_ship_depot);
}
void MakeWaterKeepingClass(TileIndex tile, Owner o)
{
assert(IsTileType(tile, MP_WATER) || (IsTileType(tile, MP_STATION) && (IsBuoy(tile) || IsDock(tile) || IsOilRig(tile))) || IsTileType(tile, MP_INDUSTRY));
WaterClass wc = GetWaterClass(tile);
/* Autoslope might turn an originally canal or river tile into land */
uint z;
if (GetTileSlope(tile, &z) != SLOPE_FLAT) wc = WATER_CLASS_INVALID;
if (wc == WATER_CLASS_SEA && z > 0) wc = WATER_CLASS_CANAL;
switch (wc) {
case WATER_CLASS_SEA: MakeWater(tile); break;
case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
case WATER_CLASS_RIVER: MakeRiver(tile, Random()); break;
default: DoClearSquare(tile); break;
}
}
static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
{
if (!IsShipDepot(tile)) return CMD_ERROR;
if (!CheckTileOwnership(tile)) return CMD_ERROR;
TileIndex tile2 = GetOtherShipDepotTile(tile);
/* do not check for ship on tile when company goes bankrupt */
if (!(flags & DC_BANKRUPT)) {
if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile2)) return CMD_ERROR;
}
if (flags & DC_EXEC) {
/* Kill the depot, which is registered at the northernmost tile. Use that one */
delete GetDepotByTile(tile2 < tile ? tile2 : tile);
MakeWaterKeepingClass(tile, GetTileOwner(tile));
MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.remove_ship_depot);
}
/** build a shiplift */
static CommandCost DoBuildShiplift(TileIndex tile, DiagDirection dir, uint32 flags)
{
CommandCost ret;
int delta;
/* middle tile */
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
delta = TileOffsByDiagDir(dir);
/* lower tile */
WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;
ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
if (GetTileSlope(tile - delta, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
/* upper tile */
WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;
ret = DoCommand(tile + delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
if (GetTileSlope(tile + delta, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) ||
(MayHaveBridgeAbove(tile - delta) && IsBridgeAbove(tile - delta)) ||
(MayHaveBridgeAbove(tile + delta) && IsBridgeAbove(tile + delta))) {
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
if (flags & DC_EXEC) {
MakeLock(tile, _current_player, dir, wc_lower, wc_upper);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile - delta);
MarkTileDirtyByTile(tile + delta);
MarkCanalsAndRiversAroundDirty(tile - delta);
MarkCanalsAndRiversAroundDirty(tile + delta);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 22 >> 3);
}
static CommandCost RemoveShiplift(TileIndex tile, uint32 flags)
{
TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));
if (!CheckTileOwnership(tile) && GetTileOwner(tile) != OWNER_NONE) return CMD_ERROR;
/* make sure no vehicle is on the tile. */
if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile + delta) || !EnsureNoVehicleOnGround(tile - delta))
return CMD_ERROR;
if (flags & DC_EXEC) {
DoClearSquare(tile);
MakeWaterKeepingClass(tile + delta, GetTileOwner(tile));
MakeWaterKeepingClass(tile - delta, GetTileOwner(tile));
MarkTileDirtyByTile(tile - delta);
MarkTileDirtyByTile(tile + delta);
MarkCanalsAndRiversAroundDirty(tile - delta);
MarkCanalsAndRiversAroundDirty(tile + delta);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 2);
}
/** Builds a lock (ship-lift)
* @param tile tile where to place the lock
* @param flags type of operation
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdBuildLock(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile, NULL));
if (dir == INVALID_DIAGDIR) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
/* Disallow building of locks on river rapids */
if (IsWaterTile(tile)) return_cmd_error(STR_0239_SITE_UNSUITABLE);
return DoBuildShiplift(tile, dir, flags);
}
/** 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 specifies canal (0), water (1) or river (2); last two can only be built in scenario editor
*/
CommandCost CmdBuildCanal(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
int size_x, size_y;
int x;
int y;
int sx, sy;
if (p1 >= MapSize()) return CMD_ERROR;
/* Outside of the editor you can only build canals, not oceans */
if (p2 != 0 && _game_mode != GM_EDITOR) return CMD_ERROR;
x = TileX(tile);
y = TileY(tile);
sx = TileX(p1);
sy = TileY(p1);
if (x < sx) Swap(x, sx);
if (y < sy) Swap(y, sy);
size_x = (x - sx) + 1;
size_y = (y - sy) + 1;
/* Outside the editor you can only drag canals, and not areas */
if (_game_mode != GM_EDITOR && (sx != x && sy != y)) return CMD_ERROR;
BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
CommandCost ret;
Slope slope = GetTileSlope(tile, NULL);
if (slope != SLOPE_FLAT && (p2 != 2 || !IsInclinedSlope(slope))) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}
/* can't make water of water! */
if (IsTileType(tile, MP_WATER) && (!IsTileOwner(tile, OWNER_WATER) || p2 == 1)) continue;
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
if (flags & DC_EXEC) {
if (TileHeight(tile) == 0 && p2 == 1) {
MakeWater(tile);
} else if (p2 == 2) {
MakeRiver(tile, Random());
} else {
MakeCanal(tile, _current_player, Random());
}
MarkTileDirtyByTile(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
cost.AddCost(_price.clear_water);
} END_TILE_LOOP(tile, size_x, size_y, 0);
if (cost.GetCost() == 0) {
return_cmd_error(STR_1007_ALREADY_BUILT);
} else {
return cost;
}
}
static CommandCost ClearTile_Water(TileIndex tile, byte flags)
{
switch (GetWaterTileType(tile)) {
case WATER_TILE_CLEAR:
if (flags & DC_NO_WATER) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
/* Make sure it's not an edge tile. */
if (!IsInsideMM(TileX(tile), 1, MapMaxX() - 1) ||
!IsInsideMM(TileY(tile), 1, MapMaxY() - 1)) {
return_cmd_error(STR_0002_TOO_CLOSE_TO_EDGE_OF_MAP);
}
/* Make sure no vehicle is on the tile */
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (GetTileOwner(tile) != OWNER_WATER && GetTileOwner(tile) != OWNER_NONE && !CheckTileOwnership(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water);
case WATER_TILE_COAST: {
Slope slope = GetTileSlope(tile, NULL);
/* Make sure no vehicle is on the tile */
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
if (IsSlopeWithOneCornerRaised(slope)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water);
} else {
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_roughland);
}
}
case WATER_TILE_LOCK: {
static const TileIndexDiffC _shiplift_tomiddle_offs[] = {
{ 0, 0}, {0, 0}, { 0, 0}, {0, 0}, // middle
{-1, 0}, {0, 1}, { 1, 0}, {0, -1}, // lower
{ 1, 0}, {0, -1}, {-1, 0}, {0, 1}, // upper
};
if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
if (_current_player == OWNER_WATER) return CMD_ERROR;
/* move to the middle tile.. */
return RemoveShiplift(tile + ToTileIndexDiff(_shiplift_tomiddle_offs[GetSection(tile)]), flags);
}
case WATER_TILE_DEPOT:
if (flags & DC_AUTO) return_cmd_error(STR_2004_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'.
*
*/
static 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, NULL)) {
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(IsPlainRailTile(tile));
switch (GetTileSlope(tile, NULL)) {
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 GetWaterClass(tile) != WATER_CLASS_INVALID;
}
return (IsDock(tile) && GetTileSlope(tile, NULL) == SLOPE_FLAT) || 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 IsIndustryTileOnWater(tile);
}
case MP_TUNNELBRIDGE: return GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER && ReverseDiagDir(GetTunnelBridgeDirection(tile)) == DirToDiagDir(from);
default: return false;
}
}
static void DrawWaterEdges(SpriteID base, TileIndex tile)
{
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)) DrawGroundSprite(base, PAL_NONE);
if (!(wa & 2)) DrawGroundSprite(base + 1, PAL_NONE);
if (!(wa & 4)) DrawGroundSprite(base + 2, PAL_NONE);
if (!(wa & 8)) DrawGroundSprite(base + 3, PAL_NONE);
/* right corner */
switch (wa & 0x03) {
case 0: DrawGroundSprite(base + 4, PAL_NONE); break;
case 3: if (!IsWateredTile(TILE_ADDXY(tile, -1, 1), DIR_W)) DrawGroundSprite(base + 8, PAL_NONE); break;
}
/* bottom corner */
switch (wa & 0x06) {
case 0: DrawGroundSprite(base + 5, PAL_NONE); break;
case 6: if (!IsWateredTile(TILE_ADDXY(tile, 1, 1), DIR_N)) DrawGroundSprite(base + 9, PAL_NONE); break;
}
/* left corner */
switch (wa & 0x0C) {
case 0: DrawGroundSprite(base + 6, PAL_NONE); break;
case 12: if (!IsWateredTile(TILE_ADDXY(tile, 1, -1), DIR_E)) DrawGroundSprite(base + 10, PAL_NONE); break;
}
/* upper corner */
switch (wa & 0x09) {
case 0: DrawGroundSprite(base + 7, PAL_NONE); break;
case 9: if (!IsWateredTile(TILE_ADDXY(tile, -1, -1), DIR_S)) DrawGroundSprite(base + 11, PAL_NONE); 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)
{
DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
/* Test for custom graphics, else use the default */
SpriteID dikes_base = GetCanalSprite(CF_DIKES, tile);
if (dikes_base == 0) dikes_base = SPR_CANAL_DIKES_BASE;
DrawWaterEdges(dikes_base, tile);
}
struct LocksDrawTileStruct {
int8 delta_x, delta_y, delta_z;
byte width, height, depth;
SpriteID image;
};
#include "table/water_land.h"
static void DrawWaterStuff(const TileInfo *ti, const WaterDrawTileStruct *wdts,
SpriteID palette, uint base, bool draw_ground
)
{
SpriteID image;
SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile);
SpriteID locks_base = GetCanalSprite(CF_LOCKS, ti->tile);
/* If no custom graphics, use defaults */
if (water_base == 0) water_base = SPR_CANALS_BASE;
if (locks_base == 0) {
locks_base = SPR_SHIPLIFT_BASE;
} else {
/* If using custom graphics, ignore the variation on height */
base = 0;
}
image = wdts++->image;
if (image < 4) image += water_base;
if (draw_ground) DrawGroundSprite(image, PAL_NONE);
/* End now if buildings are invisible */
if (IsInvisibilitySet(TO_BUILDINGS)) return;
for (; wdts->delta_x != 0x80; wdts++) {
AddSortableSpriteToDraw(wdts->image + base + ((wdts->image < 24) ? locks_base : 0), palette,
ti->x + wdts->delta_x, ti->y + wdts->delta_y,
wdts->width, wdts->height,
wdts->unk, ti->z + wdts->delta_z,
IsTransparencySet(TO_BUILDINGS));
}
}
static void DrawRiverWater(const TileInfo *ti)
{
SpriteID image = SPR_FLAT_WATER_TILE;
SpriteID edges_base = GetCanalSprite(CF_RIVER_EDGE, ti->tile);
if (ti->tileh != SLOPE_FLAT) {
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 {
switch (ti->tileh) {
default: NOT_REACHED();
case SLOPE_SE: edges_base += 12; break;
case SLOPE_NE: image += 1; edges_base += 24; break;
case SLOPE_SW: image += 2; edges_base += 36; break;
case SLOPE_NW: image += 3; edges_base += 48; break;
}
}
}
DrawGroundSprite(image, PAL_NONE);
/* Draw river edges if available. */
if (edges_base > 48) DrawWaterEdges(edges_base, 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: {
const WaterDrawTileStruct *t = _shiplift_display_seq[GetSection(ti->tile)];
DrawWaterStuff(ti, t, 0, ti->z > t[3].delta_y ? 24 : 0, true);
} break;
case WATER_TILE_DEPOT:
DrawWaterClassGround(ti);
DrawWaterStuff(ti, _shipdepot_display_seq[GetSection(ti->tile)], PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), 0, false);
break;
}
}
void DrawShipDepotSprite(int x, int y, int image)
{
const WaterDrawTileStruct *wdts = _shipdepot_display_seq[image];
DrawSprite(wdts++->image, PAL_NONE, x, y);
for (; wdts->delta_x != 0x80; wdts++) {
Point pt = RemapCoords(wdts->delta_x, wdts->delta_y, wdts->delta_z);
DrawSprite(wdts->image, PLAYER_SPRITE_COLOR(_local_player), x + pt.x, y + pt.y);
}
}
static uint GetSlopeZ_Water(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
}
static Foundation GetFoundation_Water(TileIndex tile, Slope tileh)
{
return FOUNDATION_NONE;
}
static void GetAcceptedCargo_Water(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
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_3804_WATER; break;
case WATER_CLASS_CANAL: td->str = STR_LANDINFO_CANAL; break;
case WATER_CLASS_RIVER: td->str = STR_LANDINFO_RIVER; break;
default: assert(0); break;
}
break;
case WATER_TILE_COAST: td->str = STR_3805_COAST_OR_RIVERBANK; break;
case WATER_TILE_LOCK : td->str = STR_LANDINFO_LOCK; break;
case WATER_TILE_DEPOT: td->str = STR_3806_SHIP_DEPOT; break;
default: assert(0); break;
}
td->owner[0] = GetTileOwner(tile);
}
static void AnimateTile_Water(TileIndex tile)
{
/* not used */
}
static void FloodVehicle(Vehicle *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)
{
byte z = *(byte*)data;
if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
if (v->z_pos > z || (v->vehstatus & VS_CRASHED) != 0) return NULL;
FloodVehicle(v);
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)
{
byte z = 0;
if (IsTileType(tile, MP_STATION) && IsAirport(tile)) {
const Station *st = GetStationByTile(tile);
const AirportFTAClass *airport = st->Airport();
z = 1 + airport->delta_z;
for (uint x = 0; x < airport->size_x; x++) {
for (uint y = 0; y < airport->size_y; y++) {
tile = TILE_ADDXY(st->airport_tile, x, y);
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
}
}
/* No vehicle could be flooded on this airport anymore */
return;
}
/* if non-uniform stations are disabled, flood some train in this train station (if there is any) */
if (!_settings_game.station.nonuniform_stations && IsTileType(tile, MP_STATION) && GetStationType(tile) == STATION_RAIL) {
const Station *st = GetStationByTile(tile);
BEGIN_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile)
if (st->TileBelongsToRailStation(t)) {
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
}
END_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile)
return;
}
if (!IsBridgeTile(tile)) {
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
return;
}
TileIndex end = GetOtherBridgeEnd(tile);
z = GetBridgeHeight(tile);
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
FindVehicleOnPos(end, &z, &FloodVehicleProc);
}
static void FloodVehicle(Vehicle *v)
{
if (!(v->vehstatus & VS_CRASHED)) {
uint16 pass = 0;
if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_AIRCRAFT) {
if (v->type == VEH_AIRCRAFT) {
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
const Station *st = GetStationByTile(v->tile);
const AirportFTAClass *airport = st->Airport();
if (v->z_pos != airport->delta_z + 1) return;
}
if (v->type != VEH_AIRCRAFT) v = v->First();
/* crash all wagons, and count passengers */
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
u->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(u);
}
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN:
if (IsFrontEngine(v)) {
pass += 4; // driver
/* FreeTrainTrackReservation() calls GetVehicleTrackdir() that doesn't like crashed vehicles.
* In this case, v->direction matches v->u.rail.track, so we can do this (it wasn't crashed before) */
v->vehstatus &= ~VS_CRASHED;
FreeTrainTrackReservation(v);
v->vehstatus |= VS_CRASHED;
}
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
break;
case VEH_ROAD:
if (IsRoadVehFront(v)) pass += 1; // driver
v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
break;
case VEH_AIRCRAFT:
pass += 2; // driver
v->u.air.crashed_counter = 9000; // max 10000, disappear pretty fast
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
break;
}
} else {
return;
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
SetDParam(0, pass);
AddNewsItem(STR_B006_FLOOD_VEHICLE_DESTROYED,
NS_ACCIDENT_VEHICLE,
v->index,
0);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
}
/**
* Returns the behaviour of a tile during flooding.
*
* @return Behaviour of the tile
*/
static 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, NULL);
return (IsSlopeWithOneCornerRaised(tileh) ? FLOOD_ACTIVE : FLOOD_DRYUP);
} else {
return (GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE;
}
case MP_RAILWAY:
if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
return (IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL)) ? FLOOD_ACTIVE : FLOOD_DRYUP);
}
return FLOOD_NONE;
case MP_TREES:
return (GetTreeGround(tile) == TREE_GROUND_SHORE ? FLOOD_DRYUP : FLOOD_NONE);
case MP_STATION:
if (IsBuoy(tile) || (IsDock(tile) && GetTileSlope(tile, NULL) == SLOPE_FLAT) || IsOilRig(tile)) {
return (GetWaterClass(tile) == WATER_CLASS_SEA ? FLOOD_ACTIVE : FLOOD_NONE);
}
return FLOOD_NONE;
case MP_INDUSTRY:
return ((IsIndustryTileOnWater(tile) && GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE);
default:
return FLOOD_NONE;
}
}
/**
* Floods a tile.
*/
static void DoFloodTile(TileIndex target)
{
assert(!IsTileType(target, MP_WATER));
bool flooded = false; // Will be set to true if something is changed.
_current_player = OWNER_WATER;
Slope tileh = GetTileSlope(target, NULL);
if (tileh != SLOPE_FLAT) {
/* make coast.. */
switch (GetTileType(target)) {
case MP_RAILWAY: {
if (!IsPlainRailTile(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 (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
MakeShore(target);
MarkTileDirtyByTile(target);
flooded = true;
}
break;
default:
break;
}
} else {
/* Flood vehicles */
FloodVehicles(target);
/* flood flat tile */
if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
MakeWater(target);
MarkTileDirtyByTile(target);
flooded = true;
}
}
if (flooded) {
/* Mark surrounding canal tiles dirty too to avoid glitches */
MarkCanalsAndRiversAroundDirty(target);
/* update signals if needed */
UpdateSignalsInBuffer();
}
_current_player = OWNER_NONE;
}
/**
* Drys a tile up.
*/
static void DoDryUp(TileIndex tile)
{
_current_player = OWNER_WATER;
switch (GetTileType(tile)) {
case MP_RAILWAY:
assert(IsPlainRailTile(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 (CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
MakeClear(tile, CLEAR_GRASS, 3);
MarkTileDirtyByTile(tile);
}
break;
default: NOT_REACHED();
}
_current_player = OWNER_NONE;
}
/**
* 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)
{
switch (GetFloodingBehaviour(tile)) {
case FLOOD_ACTIVE:
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
if (dest == INVALID_TILE) continue;
/* do not try to flood water tiles - increases performance a lot */
if (IsTileType(dest, MP_WATER)) continue;
uint 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, NULL) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
uint check_dirs = _flood_from_dirs[slope_here];
uint dir;
FOR_EACH_SET_BIT(dir, check_dirs) {
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir((Direction)dir));
if (dest == INVALID_TILE) continue;
FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
}
DoDryUp(tile);
break;
}
default: return;
}
}
void ConvertGroundTilesIntoWaterTiles()
{
TileIndex tile;
uint z;
Slope slope;
for (tile = 0; tile < MapSize(); ++tile) {
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:
MakeWater(tile);
break;
case SLOPE_N:
case SLOPE_E:
case SLOPE_S:
case SLOPE_W:
MakeShore(tile);
break;
default:
uint check_dirs = _flood_from_dirs[slope & ~SLOPE_STEEP];
uint dir;
FOR_EACH_SET_BIT(dir, check_dirs) {
TileIndex dest = TILE_ADD(tile, TileOffsByDir((Direction)dir));
Slope slope_dest = GetTileSlope(dest, NULL) & ~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 = (GetTileSlope(tile, NULL) == SLOPE_FLAT) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile, NULL) & 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 void ClickTile_Water(TileIndex tile)
{
if (GetWaterTileType(tile) == WATER_TILE_DEPOT) {
TileIndex tile2 = GetOtherShipDepotTile(tile);
ShowDepotWindow(tile < tile2 ? tile : tile2, VEH_SHIP);
}
}
static void ChangeTileOwner_Water(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (!IsTileOwner(tile, old_player)) return;
if (new_player != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player);
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_player)) 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, uint32 flags, uint z_new, Slope tileh_new)
{
/* Canals can't be terraformed */
if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_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 */
GetSlopeZ_Water, /* get_slope_z_proc */
ClearTile_Water, /* clear_tile_proc */
GetAcceptedCargo_Water, /* get_accepted_cargo_proc */
GetTileDesc_Water, /* get_tile_desc_proc */
GetTileTrackStatus_Water, /* get_tile_track_status_proc */
ClickTile_Water, /* click_tile_proc */
AnimateTile_Water, /* animate_tile_proc */
TileLoop_Water, /* tile_loop_clear */
ChangeTileOwner_Water, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_Water, /* vehicle_enter_tile_proc */
GetFoundation_Water, /* get_foundation_proc */
TerraformTile_Water, /* terraform_tile_proc */
};
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