/* * 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 "industry.h" #include "object_base.h" #include "object_map.h" #include "newgrf_object.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 (IsValidTile(tile) && 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)); } } void ClearNeighbourNonFloodingStates(TileIndex tile) { for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) { TileIndex dest = tile + TileOffsByDir(dir); if (IsValidTile(dest) && IsTileType(dest, MP_WATER)) SetNonFloodingWaterTile(dest, false); } } /** * 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 | DC_ALLOW_REMOVE_WATER, 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 | DC_ALLOW_REMOVE_WATER, 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; uint new_water_infra = 2 * LOCK_DEPOT_TILE_FACTOR; /* Update infrastructure counts after the tile clears earlier. */ if (wc1 == WATER_CLASS_CANAL && !(HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_CANAL && IsTileOwner(tile, _current_company))) new_water_infra++; if (wc2 == WATER_CLASS_CANAL && !(HasTileWaterClass(tile2) && GetWaterClass(tile2) == WATER_CLASS_CANAL && IsTileOwner(tile2, _current_company))) new_water_infra++; Company::Get(_current_company)->infrastructure.water += new_water_infra; 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); CheckForDockingTile(tile); CheckForDockingTile(tile2); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(tile2); MakeDefaultName(depot); } return cost; } bool IsPossibleDockingTile(TileIndex t) { assert(IsValidTile(t)); switch (GetTileType(t)) { case MP_WATER: if (IsLock(t) && GetLockPart(t) == LOCK_PART_MIDDLE) return false; FALLTHROUGH; case MP_RAILWAY: case MP_STATION: case MP_TUNNELBRIDGE: return TrackStatusToTrackBits(GetTileTrackStatus(t, TRANSPORT_WATER, 0)) != TRACK_BIT_NONE; default: return false; } } /** * Mark the supplied tile as a docking tile if it is suitable for docking. * Tiles surrounding the tile are tested to be docks with correct orientation. * @param t Tile to test. */ void CheckForDockingTile(TileIndex t) { for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) { TileIndex tile = t + TileOffsByDiagDir(d); if (!IsValidTile(tile)) continue; if (IsDockTile(tile) && IsValidDockingDirectionForDock(tile, d)) { Station *st = Station::GetByTile(tile); st->docking_station.Add(t); st->docking_tiles.push_back(t); SetDockingTile(t, true); } if (IsTileType(tile, MP_INDUSTRY)) { Station *st = Industry::GetByTile(tile)->neutral_station; if (st != nullptr) { st->docking_station.Add(t); st->docking_tiles.push_back(t); SetDockingTile(t, true); } } if (IsTileType(tile, MP_STATION) && IsOilRig(tile)) { Station::GetByTile(tile)->docking_station.Add(t); SetDockingTile(t, true); } } } 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 != nullptr) { 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 != nullptr) { 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; } if (wc != WATER_CLASS_INVALID) CheckForDockingTile(tile); 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 != nullptr) { 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 = HasTileWaterGround(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 */ 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); } WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL; /* upper tile */ 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); } WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL; 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 != nullptr) { /* 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); CheckForDockingTile(tile - delta); CheckForDockingTile(tile + delta); 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 != nullptr) { 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); ClearNeighbourNonFloodingStates(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; } /** * Make a river tile and remove desert directly around it. * @param tile The tile to change into river and create non-desert around */ void MakeRiverAndModifyDesertZoneAround(TileIndex tile) { MakeRiver(tile, Random()); MarkTileDirtyByTile(tile); /* Remove desert directly around the river tile. */ CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr); } /** * 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 various bitstuffed data * bits 0-1: waterclass to build. sea and river can only be built in scenario editor, unless enable_build_river is enabled * bit 2: Whether to use the Orthogonal (0) or Diagonal (1) iterator. * @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 (_game_mode != GM_EDITOR) { if (HasBit(p2, 2)) return CMD_ERROR; if (wc == WATER_CLASS_RIVER) { if (!_settings_game.construction.enable_build_river && _current_company != OWNER_DEITY) { return CMD_ERROR; } } else if (wc != WATER_CLASS_CANAL) { return CMD_ERROR; } } CommandCost cost(EXPENSES_CONSTRUCTION); OrthogonalOrDiagonalTileIterator iter(tile, p1, HasBit(p2, 2)); for (; *iter != INVALID_TILE; ++iter) { TileIndex current_tile = *iter; CommandCost ret; Slope slope = GetTileSlope(current_tile); if (slope != SLOPE_FLAT && (wc != WATER_CLASS_RIVER || !IsInclinedSlope(slope))) { return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED); } bool water = IsWaterTile(current_tile); /* Outside the editor, prevent building canals over your own or OWNER_NONE owned canals */ if (water && IsCanal(current_tile) && _game_mode != GM_EDITOR && (IsTileOwner(current_tile, _current_company) || IsTileOwner(current_tile, OWNER_NONE))) continue; ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (!water) cost.AddCost(ret); if (flags & DC_EXEC) { if (IsTileType(current_tile, MP_WATER) && IsCanal(current_tile)) { Owner owner = GetTileOwner(tile); if (Company::IsValidID(owner)) { Company::Get(owner)->infrastructure.water--; DirtyCompanyInfrastructureWindows(owner); } } switch (wc) { case WATER_CLASS_RIVER: MakeRiver(current_tile, Random()); if (_game_mode == GM_EDITOR) { TileIndex tile2 = current_tile; CircularTileSearch(&tile2, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr); } break; case WATER_CLASS_SEA: if (TileHeight(current_tile) == 0) { MakeSea(current_tile); break; } FALLTHROUGH; default: /* If we overbuild a water object with a canal, don't update the infrastructure total. */ bool is_existing_canal = IsTileType(current_tile, MP_WATER) && IsCanal(current_tile); if (Company::IsValidID(_current_company) && !is_existing_canal) { Company::Get(_current_company)->infrastructure.water++; DirtyCompanyInfrastructureWindows(_current_company); } MakeCanal(current_tile, _current_company, Random()); break; } MarkTileDirtyByTile(current_tile); MarkCanalsAndRiversAroundDirty(current_tile); CheckForDockingTile(current_tile); } cost.AddCost(_price[PR_BUILD_CANAL]); if (wc == WATER_CLASS_RIVER) { cost.AddCost(_price[PR_BUILD_CANAL] * 3); } } 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); if (!IsCanal(tile) && _game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER) && _current_company != OWNER_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); } bool remove = IsDockingTile(tile); DoClearSquare(tile); MarkCanalsAndRiversAroundDirty(tile); if (remove) RemoveDockingTile(tile); ClearNeighbourNonFloodingStates(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 (IsSlopeWithOneCornerRaised(slope)) { if (_game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); ret = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]); } else { ret = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]); } if (flags & DC_EXEC) { bool remove = IsDockingTile(tile); DoClearSquare(tile); MarkCanalsAndRiversAroundDirty(tile); if (remove) RemoveDockingTile(tile); ClearNeighbourNonFloodingStates(tile); } return ret; } 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(); } } void ForceClearWaterTile(TileIndex tile) { bool remove = IsDockingTile(tile); DoClearSquare(tile); MarkCanalsAndRiversAroundDirty(tile); if (remove) RemoveDockingTile(tile); ClearNeighbourNonFloodingStates(tile); } /** * 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_tile(IsPlainRail(tile), 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, DrawTileProcParams params) { switch (GetWaterTileType(ti->tile)) { case WATER_TILE_CLEAR: if (!params.no_ground_tiles) DrawWaterClassGround(ti); DrawBridgeMiddle(ti); break; case WATER_TILE_COAST: { if (!params.no_ground_tiles) 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; 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(); } 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); AddTileNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE, NT_ACCIDENT, v->tile); 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 nullptr as we always want to remove everything. */ static Vehicle *FloodAircraftProc(Vehicle *v, void *data) { if ((v->vehstatus & VS_CRASHED) != 0) return nullptr; if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) return nullptr; if (v->subtype == AIR_SHADOW) return nullptr; /* 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) return nullptr; FloodVehicle(v); return nullptr; } /** * 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 nullptr as we always want to remove everything. */ static Vehicle *FloodVehicleProc(Vehicle *v, void *data) { if ((v->vehstatus & VS_CRASHED) != 0) return nullptr; int z = static_cast(reinterpret_cast(data)); if (v->z_pos > z) return nullptr; FloodVehicle(v->First()); return nullptr; } static void FindFloodVehicle(TileIndex tile, int z) { FindVehicleOnPos(tile, VEH_AIRCRAFT, reinterpret_cast(static_cast(z)), &FloodAircraftProc); FindVehicleOnPos(tile, VEH_TRAIN, reinterpret_cast(static_cast(z)), &FloodVehicleProc); FindVehicleOnPos(tile, VEH_ROAD, reinterpret_cast(static_cast(z)), &FloodVehicleProc); } /** * 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); for (TileIndex airport_tile : st->airport) { if (st->TileBelongsToAirport(airport_tile)) FindFloodVehicle(airport_tile, z); } /* No vehicle could be flooded on this airport anymore */ return; } if (!IsBridgeTile(tile)) { FindFloodVehicle(tile, z); return; } TileIndex end = GetOtherBridgeEnd(tile); z = GetBridgePixelHeight(tile); FindFloodVehicle(tile, z); FindFloodVehicle(end, z); } /** * 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); } FALLTHROUGH; case MP_STATION: case MP_INDUSTRY: 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); case MP_OBJECT: return (GetObjectGroundType(tile) == OBJECT_GROUND_SHORE ? FLOOD_DRYUP : ((GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE)); case MP_VOID: return FLOOD_ACTIVE; default: return FLOOD_NONE; } } /** * Floods a tile. */ void DoFloodTile(TileIndex target) { assert_tile(!IsTileType(target, MP_WATER), target); 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; } FALLTHROUGH; case MP_CLEAR: if (DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR).Succeeded()) { MakeShore(target); MarkTileDirtyByTile(target); flooded = true; } break; case MP_OBJECT: { const ObjectSpec *spec = ObjectSpec::GetByTile(target); if ((spec->ctrl_flags & OBJECT_CTRL_FLAG_USE_LAND_GROUND) && (spec->ctrl_flags & OBJECT_CTRL_FLAG_EDGE_FOUNDATION)) { Object *obj = Object::GetByTile(target); uint8 flags = spec->edge_foundation[obj->view]; DiagDirection edge = (DiagDirection)GB(flags, 0, 2); Slope incline = InclinedSlope(edge); if (!(tileh & incline) && !(flags & OBJECT_EF_FLAG_FOUNDATION_LOWER)) { /* object is on the lower edge with no foundation, and now underwater, clear the tile and then flood it */ if (DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR).Succeeded()) { MakeShore(target); MarkTileDirtyByTile(target); flooded = true; } break; } SetWaterClass(target, WATER_CLASS_SEA); SetObjectGroundTypeDensity(target, OBJECT_GROUND_SHORE, 3); MarkTileDirtyByTile(target, VMDF_NOT_MAP_MODE); 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(); if (IsPossibleDockingTile(target)) CheckForDockingTile(target); } 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_tile(IsPlainRail(tile), tile); assert_tile(GetRailGroundType(tile) == RAIL_GROUND_WATER, tile); 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, VMDF_NOT_MAP_MODE); break; case MP_WATER: assert_tile(IsCoast(tile), tile); if (DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR).Succeeded()) { MakeClear(tile, CLEAR_GRASS, 3); MarkTileDirtyByTile(tile); } break; case MP_OBJECT: SetWaterClass(tile, WATER_CLASS_INVALID); SetObjectGroundTypeDensity(tile, OBJECT_GROUND_GRASS, 3); MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); 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); /* At day lengths > 4, handle flooding in auxiliary tile loop */ if (_settings_game.economy.day_length_factor > 4) return; if (IsNonFloodingWaterTile(tile)) return; TileLoopWaterFlooding(GetFloodingBehaviour(tile), tile); } void TileLoopWaterFlooding(FloodingBehaviour flooding_behaviour, TileIndex tile) { switch (flooding_behaviour) { case FLOOD_ACTIVE: { int non_water_neighbours = 0; 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; non_water_neighbours++; /* TREE_GROUND_SHORE is the sign of a previous flood. */ if (IsTileType(dest, MP_TREES) && GetTreeGround(dest) == TREE_GROUND_SHORE) continue; if (IsTileType(dest, MP_OBJECT) && (GetObjectEffectiveFoundationType(dest) != OEFT_NONE || GetObjectGroundType(dest) == OBJECT_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); } if (non_water_neighbours == 0 && IsTileType(tile, MP_WATER)) SetNonFloodingWaterTile(tile, true); break; } case FLOOD_DRYUP: { Slope slope_here = GetFoundationSlope(tile) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP; for (uint dir : SetBitIterator(_flood_from_dirs[slope_here])) { TileIndex dest = tile + TileOffsByDir((Direction)dir); if (dest >= MapSize()) 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: for (uint dir : SetBitIterator(_flood_from_dirs[slope & ~SLOPE_STEEP])) { TileIndex dest = TileAddByDir(tile, (Direction)dir); Slope slope_dest = GetTileSlope(dest) & ~SLOPE_STEEP; if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest) || IsTileType(dest, MP_VOID)) { MakeShore(tile); break; } } break; } } } } static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { static const TrackBits coast_tracks[] = {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_UPPER, TRACK_BIT_NONE, TRACK_BIT_LEFT, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE}; 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 = 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 nullptr, // add_accepted_cargo_proc GetTileDesc_Water, // get_tile_desc_proc GetTileTrackStatus_Water, // get_tile_track_status_proc ClickTile_Water, // click_tile_proc nullptr, // animate_tile_proc TileLoop_Water, // tile_loop_proc ChangeTileOwner_Water, // change_tile_owner_proc nullptr, // add_produced_cargo_proc VehicleEnter_Water, // vehicle_enter_tile_proc GetFoundation_Water, // get_foundation_proc TerraformTile_Water, // terraform_tile_proc };