OpenTTD-patches/src/water_cmd.cpp

845 lines
24 KiB
C++

/* $Id$ */
/** @file water_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "bridge.h"
#include "cmd_helper.h"
#include "station_map.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "strings.h"
#include "functions.h"
#include "landscape.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
#include "town.h"
#include "news.h"
#include "sound.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "train.h"
#include "roadveh.h"
#include "water_map.h"
#include "industry_map.h"
#include "newgrf.h"
#include "newgrf_canal.h"
#include "misc/autoptr.hpp"
/** Array for the shore sprites */
static const SpriteID _water_shore_sprites[] = {
0,
SPR_SHORE_TILEH_1, // SLOPE_W
SPR_SHORE_TILEH_2, // SLOPE_S
SPR_SHORE_TILEH_3, // SLOPE_SW
SPR_SHORE_TILEH_4, // SLOPE_E
0,
SPR_SHORE_TILEH_6, // SLOPE_SE
0,
SPR_SHORE_TILEH_8, // SLOPE_N
SPR_SHORE_TILEH_9, // SLOPE_NW
0,
0,
SPR_SHORE_TILEH_12, // SLOPE_NE
0,
0
};
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile);
static void FloodVehicle(Vehicle *v);
/** 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 cost, ret;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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);
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;
Depot *depot = new Depot(tile);
if (depot == NULL) return CMD_ERROR;
AutoPtrT<Depot> d_auto_delete = depot;
if (flags & DC_EXEC) {
depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis);
MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
d_auto_delete.Detach();
}
return cost.AddCost(_price.build_ship_depot);
}
static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
{
TileIndex tile2;
if (!IsShipDepot(tile)) return CMD_ERROR;
if (!CheckTileOwnership(tile)) return CMD_ERROR;
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
tile2 = GetOtherShipDepotTile(tile);
if (!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);
MakeWater(tile);
MakeWater(tile2);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
}
return CommandCost(_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 */
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 */
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);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile - delta);
MarkTileDirtyByTile(tile + delta);
}
return CommandCost(_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);
DoClearSquare(tile + delta);
DoClearSquare(tile - delta);
}
return CommandCost(_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
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdBuildLock(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
DiagDirection dir;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
switch (GetTileSlope(tile, NULL)) {
case SLOPE_SW: dir = DIAGDIR_SW; break;
case SLOPE_SE: dir = DIAGDIR_SE; break;
case SLOPE_NW: dir = DIAGDIR_NW; break;
case SLOPE_NE: dir = DIAGDIR_NE; break;
default: return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
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 ctrl pressed - toggles ocean / canals at sealevel (ocean only allowed in the scenario editor)
*/
CommandCost CmdBuildCanal(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost;
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 (HASBIT(p2, 0) && _game_mode != GM_EDITOR) return CMD_ERROR;
x = TileX(tile);
y = TileY(tile);
sx = TileX(p1);
sy = TileY(p1);
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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;
if (GetTileSlope(tile, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}
/* can't make water of water! */
if (IsTileType(tile, MP_WATER) && (!IsTileOwner(tile, OWNER_WATER) || HASBIT(p2, 0))) 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 && HASBIT(p2, 0)) {
MakeWater(tile);
} else {
MakeCanal(tile, _current_player);
}
MarkTileDirtyByTile(tile);
MarkTilesAroundDirty(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 (!IS_INT_INSIDE(TileX(tile), 1, MapMaxX() - 1) ||
!IS_INT_INSIDE(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);
return CommandCost(_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);
if (slope == SLOPE_N || slope == SLOPE_E || slope == SLOPE_S || slope == SLOPE_W) {
return CommandCost(_price.clear_water);
} else {
return CommandCost(_price.purchase_land);
}
}
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. */
static bool IsWateredTile(TileIndex tile)
{
switch (GetTileType(tile)) {
case MP_WATER:
if (!IsCoast(tile)) return true;
switch (GetTileSlope(tile, NULL)) {
case SLOPE_W:
case SLOPE_S:
case SLOPE_E:
case SLOPE_N:
return true;
default:
return false;
}
case MP_STATION: return IsOilRig(tile) || IsDock(tile) || IsBuoy(tile);
case MP_INDUSTRY: return (GetIndustrySpec(GetIndustryType(tile))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0;
default: return false;
}
}
/** draw a canal styled water tile with dikes around */
void DrawCanalWater(TileIndex tile)
{
uint wa;
/* Test for custom graphics, else use the default */
SpriteID dikes_base = GetCanalSprite(CF_DIKES, tile);
if (dikes_base == 0) dikes_base = SPR_CANALS_BASE + 57;
/* determine the edges around with water. */
wa = IsWateredTile(TILE_ADDXY(tile, -1, 0)) << 0;
wa += IsWateredTile(TILE_ADDXY(tile, 0, 1)) << 1;
wa += IsWateredTile(TILE_ADDXY(tile, 1, 0)) << 2;
wa += IsWateredTile(TILE_ADDXY(tile, 0, -1)) << 3;
if (!(wa & 1)) DrawGroundSprite(dikes_base, PAL_NONE);
if (!(wa & 2)) DrawGroundSprite(dikes_base + 1, PAL_NONE);
if (!(wa & 4)) DrawGroundSprite(dikes_base + 2, PAL_NONE);
if (!(wa & 8)) DrawGroundSprite(dikes_base + 3, PAL_NONE);
/* right corner */
switch (wa & 0x03) {
case 0: DrawGroundSprite(dikes_base + 4, PAL_NONE); break;
case 3: if (!IsWateredTile(TILE_ADDXY(tile, -1, 1))) DrawGroundSprite(dikes_base + 8, PAL_NONE); break;
}
/* bottom corner */
switch (wa & 0x06) {
case 0: DrawGroundSprite(dikes_base + 5, PAL_NONE); break;
case 6: if (!IsWateredTile(TILE_ADDXY(tile, 1, 1))) DrawGroundSprite(dikes_base + 9, PAL_NONE); break;
}
/* left corner */
switch (wa & 0x0C) {
case 0: DrawGroundSprite(dikes_base + 6, PAL_NONE); break;
case 12: if (!IsWateredTile(TILE_ADDXY(tile, 1, -1))) DrawGroundSprite(dikes_base + 10, PAL_NONE); break;
}
/* upper corner */
switch (wa & 0x09) {
case 0: DrawGroundSprite(dikes_base + 7, PAL_NONE); break;
case 9: if (!IsWateredTile(TILE_ADDXY(tile, -1, -1))) DrawGroundSprite(dikes_base + 11, PAL_NONE); break;
}
}
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
)
{
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 + 5;
if (locks_base == 0) {
locks_base = SPR_CANALS_BASE + 9;
} else {
/* If using custom graphics, ignore the variation on height */
base = 0;
}
image = wdts++->image;
if (image < 4) image += water_base;
DrawGroundSprite(image, PAL_NONE);
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,
HASBIT(_transparent_opt, TO_BUILDINGS));
}
}
static void DrawTile_Water(TileInfo *ti)
{
switch (GetWaterTileType(ti->tile)) {
case WATER_TILE_CLEAR:
DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
if (IsCanal(ti->tile)) DrawCanalWater(ti->tile);
DrawBridgeMiddle(ti);
break;
case WATER_TILE_COAST:
assert(!IsSteepSlope(ti->tileh));
if (_loaded_newgrf_features.has_newwater) {
DrawGroundSprite(_coast_base + ti->tileh, PAL_NONE);
} else {
DrawGroundSprite(_water_shore_sprites[ti->tileh], PAL_NONE);
}
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);
} break;
case WATER_TILE_DEPOT:
DrawWaterStuff(ti, _shipdepot_display_seq[GetSection(ti->tile)], PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), 0);
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:
if (!IsCanal(tile)) {
td->str = STR_3804_WATER;
} else {
td->str = STR_LANDINFO_CANAL;
}
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 = GetTileOwner(tile);
}
static void AnimateTile_Water(TileIndex tile)
{
/* not used */
}
/**
* Floods neighboured floodable tiles
*
* @param tile The water source tile that causes the flooding.
* @param offs[0] Destination tile to flood.
* @param offs[1] First corner of edge between source and dest tile.
* @param offs[2] Second corder of edge between source and dest tile.
* @param offs[3] Third corner of dest tile.
* @param offs[4] Fourth corner of dest tile.
*/
static void TileLoopWaterHelper(TileIndex tile, const TileIndexDiffC *offs)
{
TileIndex target = TILE_ADD(tile, ToTileIndexDiff(offs[0]));
/* type of this tile mustn't be water already. */
if (IsTileType(target, MP_WATER)) return;
/* Are both corners of the edge between source and dest on height 0 ? */
if (TileHeight(TILE_ADD(tile, ToTileIndexDiff(offs[1]))) != 0 ||
TileHeight(TILE_ADD(tile, ToTileIndexDiff(offs[2]))) != 0) {
return;
}
/* Is any corner of the dest tile raised? (First two corners already checked above. */
if (TileHeight(TILE_ADD(tile, ToTileIndexDiff(offs[3]))) != 0 ||
TileHeight(TILE_ADD(tile, ToTileIndexDiff(offs[4]))) != 0) {
/* make coast.. */
switch (GetTileType(target)) {
case MP_RAILWAY: {
if (!IsPlainRailTile(target)) break;
FloodHalftile(target);
Vehicle *v = FindFloodableVehicleOnTile(target);
if (v != NULL) FloodVehicle(v);
break;
}
case MP_CLEAR:
case MP_TREES:
_current_player = OWNER_WATER;
if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
MakeShore(target);
MarkTileDirtyByTile(target);
}
break;
default:
break;
}
} else {
/* Flood vehicles */
_current_player = OWNER_WATER;
Vehicle *v = FindFloodableVehicleOnTile(target);
if (v != NULL) FloodVehicle(v);
/* flood flat tile */
if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
MakeWater(target);
MarkTileDirtyByTile(target);
}
}
}
/**
* 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
* @return a vehicle too flood or NULL when there is no vehicle too flood.
*/
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
{
if (IsTileType(tile, MP_STATION) && IsAirport(tile)) {
const Station *st = GetStationByTile(tile);
const AirportFTAClass *airport = st->Airport();
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);
Vehicle *v = FindVehicleOnTileZ(tile, 1 + airport->delta_z);
if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
}
}
/* No vehicle could be flooded on this airport anymore */
return NULL;
}
if (!IsBridgeTile(tile)) return FindVehicleOnTileZ(tile, 0);
TileIndex end = GetOtherBridgeEnd(tile);
byte z = GetBridgeHeight(tile);
Vehicle *v;
/* check the start tile first since as this is closest to the water */
v = FindVehicleOnTileZ(tile, z);
if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
/* check a vehicle in between both bridge heads */
v = FindVehicleBetween(tile, end, z, true);
if (v != NULL) return v;
/* check the end tile last to give fleeing vehicles a chance to escape */
v = FindVehicleOnTileZ(end, z);
return (v != NULL && (v->vehstatus & VS_CRASHED) == 0) ? v : NULL;
}
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;
}
Vehicle *u;
if (v->type != VEH_AIRCRAFT) v = v->First();
u = v;
/* crash all wagons, and count passengers */
BEGIN_ENUM_WAGONS(v)
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count();
v->vehstatus |= VS_CRASHED;
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
END_ENUM_WAGONS(v)
v = u;
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN:
if (IsFrontEngine(v)) pass += 4; // driver
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
break;
case VEH_ROAD:
if (IsRoadVehFront(v)) pass += 1; // driver
v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
break;
case VEH_AIRCRAFT:
pass += 2; // driver
v->u.air.crashed_counter = 9000; // max 10000, disappear pretty fast
break;
}
RebuildVehicleLists();
} else {
return;
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
SetDParam(0, pass);
AddNewsItem(STR_B006_FLOOD_VEHICLE_DESTROYED,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
}
/**
* 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)
{
static const TileIndexDiffC _tile_loop_offs_array[][5] = {
// tile to mod shore? shore?
{{-1, 0}, {0, 0}, {0, 1}, {-1, 0}, {-1, 1}},
{{ 0, 1}, {0, 1}, {1, 1}, { 0, 2}, { 1, 2}},
{{ 1, 0}, {1, 0}, {1, 1}, { 2, 0}, { 2, 1}},
{{ 0, -1}, {0, 0}, {1, 0}, { 0, -1}, { 1, -1}}
};
/* Ensure buoys on canal borders do not flood */
if (IsCanalBuoyTile(tile)) return;
/* Ensure only sea and coast floods, not canals or rivers */
if (IsTileType(tile, MP_WATER) && !(IsSea(tile) || IsCoast(tile))) return;
/* floods in all four diagonal directions with the exception of the edges */
if (IS_INT_INSIDE(TileX(tile), 1, MapSizeX() - 3 + 1) &&
IS_INT_INSIDE(TileY(tile), 1, MapSizeY() - 3 + 1)) {
uint i;
for (i = 0; i != lengthof(_tile_loop_offs_array); i++) {
TileLoopWaterHelper(tile, _tile_loop_offs_array[i]);
}
}
/* _current_player can be changed by TileLoopWaterHelper.. reset it back here */
_current_player = OWNER_NONE;
/* edges */
if (TileX(tile) == 0 && IS_INT_INSIDE(TileY(tile), 1, MapSizeY() - 3 + 1)) { //NE
TileLoopWaterHelper(tile, _tile_loop_offs_array[2]);
}
if (TileX(tile) == MapSizeX() - 2 && IS_INT_INSIDE(TileY(tile), 1, MapSizeY() - 3 + 1)) { //SW
TileLoopWaterHelper(tile, _tile_loop_offs_array[0]);
}
if (TileY(tile) == 0 && IS_INT_INSIDE(TileX(tile), 1, MapSizeX() - 3 + 1)) { //NW
TileLoopWaterHelper(tile, _tile_loop_offs_array[1]);
}
if (TileY(tile) == MapSizeY() - 2 && IS_INT_INSIDE(TileX(tile), 1, MapSizeX() - 3 + 1)) { //SE
TileLoopWaterHelper(tile, _tile_loop_offs_array[3]);
}
}
static uint32 GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode)
{
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 = TRACK_BIT_ALL; break;
case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile, NULL) & 0xF]; break;
case WATER_TILE_LOCK: ts = AxisToTrackBits(DiagDirToAxis(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 ts * 0x101;
}
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);
} else if (IsShipDepot(tile)) {
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
} else {
SetTileOwner(tile, OWNER_NONE);
}
}
static uint32 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 */
};