(svn r12013) -Fix: When modifying watered tiles, mark neighboured canals and rivers dirty in more cases.

pull/155/head
frosch 17 years ago
parent addab235de
commit ab70871734

@ -69,6 +69,30 @@ static const uint8 _flood_from_dirs[] = {
(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.
* This as for example docks and shipdepots do not store
@ -231,6 +255,8 @@ static CommandCost DoBuildShiplift(TileIndex tile, DiagDirection dir, uint32 fla
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile - delta);
MarkTileDirtyByTile(tile + delta);
MarkCanalsAndRiversAroundDirty(tile - delta);
MarkCanalsAndRiversAroundDirty(tile + delta);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 22 >> 3);
@ -250,28 +276,13 @@ static CommandCost RemoveShiplift(TileIndex tile, uint32 flags)
DoClearSquare(tile);
MakeWaterOrCanalDependingOnSurroundings(tile + delta, _current_player);
MakeWaterOrCanalDependingOnSurroundings(tile - delta, _current_player);
MarkCanalsAndRiversAroundDirty(tile - delta);
MarkCanalsAndRiversAroundDirty(tile + delta);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 2);
}
/**
* Marks the tiles around a tile as dirty.
*
* This functions marks the tiles around a given tile as dirty for repaint.
*
* @param tile The center of the tile where all other tiles are marked as dirty
* @ingroup dirty
* @see TerraformAddDirtyTileAround
*/
static void MarkTilesAroundDirty(TileIndex tile)
{
MarkTileDirtyByTile(TILE_ADDXY(tile, 0, 1));
MarkTileDirtyByTile(TILE_ADDXY(tile, 0, -1));
MarkTileDirtyByTile(TILE_ADDXY(tile, 1, 0));
MarkTileDirtyByTile(TILE_ADDXY(tile, -1, 0));
}
/** Builds a lock (ship-lift)
* @param tile tile where to place the lock
* @param flags type of operation
@ -345,7 +356,7 @@ CommandCost CmdBuildCanal(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
MakeCanal(tile, _current_player, Random());
}
MarkTileDirtyByTile(tile);
MarkTilesAroundDirty(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
cost.AddCost(_price.clear_water);
@ -376,7 +387,10 @@ static CommandCost ClearTile_Water(TileIndex tile, byte flags)
if (GetTileOwner(tile) != OWNER_WATER && GetTileOwner(tile) != OWNER_NONE && !CheckTileOwnership(tile)) return CMD_ERROR;
if (flags & DC_EXEC) DoClearSquare(tile);
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water);
case WATER_TILE_COAST: {
@ -385,7 +399,10 @@ static CommandCost ClearTile_Water(TileIndex tile, byte flags)
/* Make sure no vehicle is on the tile */
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) DoClearSquare(tile);
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
if (IsSlopeWithOneCornerRaised(slope)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water);
} else {
@ -678,17 +695,6 @@ static void AnimateTile_Water(TileIndex tile)
/* not used */
}
/**
* Marks tile dirty if it is a canal tile.
* Called to avoid glitches when flooding tiles next to canal tile.
*
* @param tile tile to check
*/
static inline void MarkTileDirtyIfCanal(TileIndex tile)
{
if (IsTileType(tile, MP_WATER) && IsCanal(tile)) MarkTileDirtyByTile(tile);
}
/**
* Finds a vehicle to flood.
@ -904,9 +910,7 @@ static void DoFloodTile(TileIndex target)
if (flooded) {
/* Mark surrounding canal tiles dirty too to avoid glitches */
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
MarkTileDirtyIfCanal(target + TileOffsByDir(dir));
}
MarkCanalsAndRiversAroundDirty(target);
/* update signals if needed */
UpdateSignalsInBuffer();

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