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@ -96,6 +96,9 @@ static void MarkCanalsAndRiversAroundDirty(TileIndex tile)
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/**
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* Makes a tile canal or water depending on the surroundings.
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*
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* Must only be used for converting old savegames. Use WaterClass now.
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*
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* This as for example docks and shipdepots do not store
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* whether the tile used to be canal or 'normal' water.
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* @param t the tile to change.
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@ -116,9 +119,17 @@ void SetWaterClassDependingOnSurroundings(TileIndex t)
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TileIndex neighbour = TileAddByDiagDir(t, dir);
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switch (GetTileType(neighbour)) {
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case MP_WATER:
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has_water |= IsSea(neighbour) || IsCoast(neighbour) || (IsShipDepot(neighbour) && GetShipDepotWaterOwner(neighbour) == OWNER_WATER);
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has_canal |= IsCanal(neighbour) || (IsShipDepot(neighbour) && GetShipDepotWaterOwner(neighbour) != OWNER_WATER);
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has_river |= IsRiver(neighbour);
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/* clear water and shipdepots have already a WaterClass associated */
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if (IsCoast(neighbour)) {
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has_water = true;
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} else if (!IsLock(neighbour)) {
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switch (GetWaterClass(neighbour)) {
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case WATER_CLASS_SEA: has_water = true; break;
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case WATER_CLASS_CANAL: has_canal = true; break;
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case WATER_CLASS_RIVER: has_river = true; break;
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default: NOT_REACHED();
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}
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}
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break;
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case MP_RAILWAY:
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@ -174,8 +185,6 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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WaterClass wc1 = GetWaterClass(tile);
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WaterClass wc2 = GetWaterClass(tile2);
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Owner o1 = GetTileOwner(tile);
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Owner o2 = GetTileOwner(tile2);
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ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return CMD_ERROR;
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ret = DoCommand(tile2, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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@ -188,8 +197,8 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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if (flags & DC_EXEC) {
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depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
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MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis, wc1, o1);
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MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2, o2);
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MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis, wc1);
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MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2);
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MarkTileDirtyByTile(tile);
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MarkTileDirtyByTile(tile2);
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d_auto_delete.Detach();
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@ -225,8 +234,8 @@ static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
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/* Kill the depot, which is registered at the northernmost tile. Use that one */
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delete GetDepotByTile(tile2 < tile ? tile2 : tile);
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MakeWaterKeepingClass(tile, GetShipDepotWaterOwner(tile));
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MakeWaterKeepingClass(tile2, GetShipDepotWaterOwner(tile2));
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MakeWaterKeepingClass(tile, GetTileOwner(tile));
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MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
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MarkTileDirtyByTile(tile);
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MarkTileDirtyByTile(tile2);
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}
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