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Files
OpenTTD/src/water_cmd.cpp
Peter Nelson fc45bb5a2b Codechange: Replace bitstuffed VehicleEnterTileStatus. (#14027)
VehicleEnterTileStatus was an bitset-style enum, but bitstuffed with a StationID. However the StationID part was only used by trains, and only in two locations.

Instead, return just the enum bitset. The two places which require the StationID just call GetStationIndex() directly.
2025-04-20 21:10:02 +01:00

1433 lines
46 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file water_cmd.cpp Handling of water tiles. */
#include "stdafx.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 "timer/timer_game_calendar.h"
#include "company_base.h"
#include "company_gui.h"
#include "newgrf_generic.h"
#include "industry.h"
#include "water_cmd.h"
#include "landscape_cmd.h"
#include "pathfinder/water_regions.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_t _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));
}
}
/**
* Clear non-flooding state of the tiles around a tile.
* @param tile The centre of the tile where other tiles' non-flooding state is cleared.
*/
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 flags type of operation
* @param tile tile where ship depot is built
* @param axis depot orientation (Axis)
* @return the cost of this operation or an error
*/
CommandCost CmdBuildShipDepot(DoCommandFlags flags, TileIndex tile, Axis axis)
{
if (!IsValidAxis(axis)) return CMD_ERROR;
TileIndex tile2 = tile + TileOffsByAxis(axis);
if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) {
return CommandCost(STR_ERROR_MUST_BE_BUILT_ON_WATER);
}
if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
/* Prevent depots on rapids */
return CommandCost(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 = Command<CMD_LANDSCAPE_CLEAR>::Do(flags | DoCommandFlag::Auto, tile);
if (ret.Failed()) return ret;
if (add_cost) {
cost.AddCost(ret.GetCost());
}
add_cost = !IsWaterTile(tile2);
ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags | DoCommandFlag::Auto, tile2);
if (ret.Failed()) return ret;
if (add_cost) {
cost.AddCost(ret.GetCost());
}
if (flags.Test(DoCommandFlag::Execute)) {
Depot *depot = new Depot(tile);
uint new_water_infra = 2 * LOCK_DEPOT_TILE_FACTOR;
/* Update infrastructure counts after the tile clears earlier.
* Clearing object tiles may result in water tiles which are already accounted for in the water infrastructure total.
* See: MakeWaterKeepingClass() */
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(Tile 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) && IsDockWaterPart(tile)) {
Station::GetByTile(tile)->docking_station.Add(t);
SetDockingTile(t, true);
}
if (IsTileType(tile, MP_INDUSTRY)) {
Station *st = Industry::GetByTile(tile)->neutral_station;
if (st != nullptr) {
st->docking_station.Add(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 */
auto [slope, z] = GetTileSlopeZ(tile);
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, DoCommandFlags 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.Test(DoCommandFlag::Bankrupt)) {
ret = EnsureNoVehicleOnGround(tile);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
if (ret.Failed()) return ret;
}
bool do_clear = flags.Test(DoCommandFlag::ForceClearTile);
if (flags.Test(DoCommandFlag::Execute)) {
delete Depot::GetByTile(tile);
Company *c = Company::GetIfValid(GetTileOwner(tile));
if (c != nullptr) {
c->infrastructure.water -= 2 * LOCK_DEPOT_TILE_FACTOR;
if (do_clear && GetWaterClass(tile) == WATER_CLASS_CANAL) c->infrastructure.water--;
DirtyCompanyInfrastructureWindows(c->index);
}
if (!do_clear) 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, DoCommandFlags flags)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
TileIndexDiff 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 = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
if (ret.Failed()) return ret;
cost.AddCost(ret.GetCost());
/* lower tile */
if (!IsWaterTile(tile - delta)) {
ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile - delta);
if (ret.Failed()) return ret;
cost.AddCost(ret.GetCost());
cost.AddCost(_price[PR_BUILD_CANAL]);
}
if (!IsTileFlat(tile - delta)) {
return CommandCost(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 = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile + delta);
if (ret.Failed()) return ret;
cost.AddCost(ret.GetCost());
cost.AddCost(_price[PR_BUILD_CANAL]);
}
if (!IsTileFlat(tile + delta)) {
return CommandCost(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 CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
if (flags.Test(DoCommandFlag::Execute)) {
/* 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);
InvalidateWaterRegion(tile - delta);
InvalidateWaterRegion(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, DoCommandFlags 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.Test(DoCommandFlag::Execute)) {
/* 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 flags type of operation
* @param tile tile where to place the lock
* @return the cost of this operation or an error
*/
CommandCost CmdBuildLock(DoCommandFlags flags, TileIndex tile)
{
DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
if (dir == INVALID_DIAGDIR) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
return DoBuildLock(tile, dir, flags);
}
/**
* 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. */
for (auto t : SpiralTileSequence(tile, RIVER_OFFSET_DESERT_DISTANCE)) {
if (GetTropicZone(t) == TROPICZONE_DESERT) SetTropicZone(t, TROPICZONE_NORMAL);
}
}
/**
* Build a piece of canal.
* @param flags type of operation
* @param tile end tile of stretch-dragging
* @param start_tile start tile of stretch-dragging
* @param wc waterclass to build. sea and river can only be built in scenario editor
* @param diagonal Whether to use the Orthogonal (0) or Diagonal (1) iterator.
* @return the cost of this operation or an error
*/
CommandCost CmdBuildCanal(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
{
if (start_tile >= Map::Size() || !IsValidWaterClass(wc)) return CMD_ERROR;
/* Outside of the editor you can only build canals, not oceans */
if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;
CommandCost cost(EXPENSES_CONSTRUCTION);
std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
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 CommandCost(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 = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
if (ret.Failed()) return ret;
if (!water) cost.AddCost(ret.GetCost());
if (flags.Test(DoCommandFlag::Execute)) {
if (IsTileType(current_tile, MP_WATER) && IsCanal(current_tile)) {
Owner owner = GetTileOwner(current_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) {
/* Remove desert directly around the river tile. */
for (auto t : SpiralTileSequence(current_tile, RIVER_OFFSET_DESERT_DISTANCE)) {
if (GetTropicZone(t) == TROPICZONE_DESERT) SetTropicZone(t, TROPICZONE_NORMAL);
}
}
break;
case WATER_CLASS_SEA:
if (TileHeight(current_tile) == 0) {
MakeSea(current_tile);
break;
}
[[fallthrough]];
default:
MakeCanal(current_tile, _current_company, Random());
if (Company::IsValidID(_current_company)) {
Company::Get(_current_company)->infrastructure.water++;
DirtyCompanyInfrastructureWindows(_current_company);
}
break;
}
MarkTileDirtyByTile(current_tile);
MarkCanalsAndRiversAroundDirty(current_tile);
CheckForDockingTile(current_tile);
}
cost.AddCost(_price[PR_BUILD_CANAL]);
}
if (cost.GetCost() == 0) {
return CommandCost(STR_ERROR_ALREADY_BUILT);
} else {
return cost;
}
}
static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlags flags)
{
switch (GetWaterTileType(tile)) {
case WATER_TILE_CLEAR: {
if (flags.Test(DoCommandFlag::NoWater)) return CommandCost(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, Map::MaxX() - 1) ||
!IsInsideMM(TileY(tile), 1, Map::MaxY() - 1))) {
return CommandCost(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) {
ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
}
if (flags.Test(DoCommandFlag::Execute)) {
if (IsCanal(tile) && Company::IsValidID(owner)) {
Company::Get(owner)->infrastructure.water--;
DirtyCompanyInfrastructureWindows(owner);
}
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(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 (flags.Test(DoCommandFlag::Execute)) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
ClearNeighbourNonFloodingStates(tile);
}
if (IsSlopeWithOneCornerRaised(slope)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
} else {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]);
}
}
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.Test(DoCommandFlag::Auto)) return CommandCost(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.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_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'.
*
*/
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(IsPlainRail(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(TileAddXY(tile, -1, 0), DIR_SW) << 0;
wa += IsWateredTile(TileAddXY(tile, 0, 1), DIR_NW) << 1;
wa += IsWateredTile(TileAddXY(tile, 1, 0), DIR_NE) << 2;
wa += IsWateredTile(TileAddXY(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(TileAddXY(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(TileAddXY(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(TileAddXY(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(TileAddXY(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)
{
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 seq Sprite sequence to draw.
* @param base Base sprite.
* @param offset Additional sprite offset.
* @param palette Palette to use.
*/
static void DrawWaterTileStruct(const TileInfo *ti, std::span<const DrawTileSeqStruct> seq, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
{
/* Don't draw if buildings are invisible. */
if (IsInvisibilitySet(TO_BUILDINGS)) return;
for (const DrawTileSeqStruct &dtss : seq) {
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_t z_threshold = part == LOCK_PART_UPPER ? 8 : 0;
zoffs = ti->z > z_threshold ? 24 : 0;
}
DrawWaterTileStruct(ti, dts.GetSequence(), 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, GetCompanyPalette(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 uint8_t 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:
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, GetCompanyPalette(_local_company));
}
static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y, bool)
{
auto [tileh, z] = GetTilePixelSlope(tile);
return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
}
static Foundation GetFoundation_Water(TileIndex, Slope)
{
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 victims = v->Crash(true);
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims, v->owner));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims, v->owner));
AddTileNewsItem(GetEncodedString(STR_NEWS_DISASTER_FLOOD_VEHICLE, victims), NewsType::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 *FloodVehicleProc(Vehicle *v, void *data)
{
if (v->vehstatus.Test(VehState::Crashed)) return nullptr;
switch (v->type) {
default: break;
case VEH_AIRCRAFT: {
if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
if (v->subtype == AIR_SHADOW) break;
/* 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) break;
FloodVehicle(v);
break;
}
case VEH_TRAIN:
case VEH_ROAD: {
int z = *(int*)data;
if (v->z_pos > z) break;
FloodVehicle(v->First());
break;
}
}
return nullptr;
}
/**
* 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)) FindVehicleOnPos(airport_tile, &z, &FloodVehicleProc);
}
/* No vehicle could be flooded on this airport anymore */
return;
}
if (!IsBridgeTile(tile)) {
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
return;
}
TileIndex end = GetOtherBridgeEnd(tile);
z = GetBridgePixelHeight(tile);
FindVehicleOnPos(tile, &z, &FloodVehicleProc);
FindVehicleOnPos(end, &z, &FloodVehicleProc);
}
/**
* 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:
case MP_OBJECT:
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_VOID:
return FLOOD_ACTIVE;
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.
Backup<CompanyID> cur_company(_current_company, OWNER_WATER);
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 (Command<CMD_LANDSCAPE_CLEAR>::Do(DoCommandFlag::Execute, target).Succeeded()) {
MakeShore(target);
MarkTileDirtyByTile(target);
flooded = true;
}
break;
default:
break;
}
} else {
/* Flood vehicles */
FloodVehicles(target);
/* flood flat tile */
if (Command<CMD_LANDSCAPE_CLEAR>::Do(DoCommandFlag::Execute, target).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);
InvalidateWaterRegion(target);
}
cur_company.Restore();
}
/**
* Drys a tile up.
*/
static void DoDryUp(TileIndex tile)
{
Backup<CompanyID> cur_company(_current_company, OWNER_WATER);
switch (GetTileType(tile)) {
case MP_RAILWAY:
assert(IsPlainRail(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 (Command<CMD_LANDSCAPE_CLEAR>::Do(DoCommandFlag::Execute, tile).Succeeded()) {
MakeClear(tile, CLEAR_GRASS, 3);
MarkTileDirtyByTile(tile);
}
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);
if (IsNonFloodingWaterTile(tile)) return;
}
switch (GetFloodingBehaviour(tile)) {
case FLOOD_ACTIVE: {
bool continue_flooding = false;
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
/* Contrary to drying up, flooding does not consider MP_VOID tiles. */
if (!IsValidTile(dest)) continue;
/* do not try to flood water tiles - increases performance a lot */
if (IsTileType(dest, MP_WATER)) continue;
/* Buoys and docks cannot be flooded, and when removed turn into flooding water. */
if (IsTileType(dest, MP_STATION) && (IsBuoy(dest) || IsDock(dest))) continue;
/* This neighbour tile might be floodable later if the tile is cleared, so allow flooding to continue. */
continue_flooding = true;
/* TREE_GROUND_SHORE is the sign of a previous flood. */
if (IsTileType(dest, MP_TREES) && GetTreeGround(dest) == TREE_GROUND_SHORE) continue;
auto [slope_dest, z_dest] = GetFoundationSlope(dest);
if (z_dest > 0) continue;
if (!HasBit(_flood_from_dirs[slope_dest & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP], ReverseDir(dir))) continue;
DoFloodTile(dest);
}
if (!continue_flooding && IsTileType(tile, MP_WATER)) SetNonFloodingWaterTile(tile, true);
break;
}
case FLOOD_DRYUP: {
Slope slope_here = std::get<0>(GetFoundationSlope(tile)) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
for (Direction dir : SetBitIterator<Direction>(_flood_from_dirs[slope_here])) {
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
/* Contrary to flooding, drying up does consider MP_VOID tiles. */
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()
{
for (const auto tile : Map::Iterate()) {
auto [slope, z] = GetTileSlopeZ(tile);
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 (Direction dir : SetBitIterator<Direction>(_flood_from_dirs[slope & ~SLOPE_STEEP])) {
TileIndex dest = TileAddByDir(tile, 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, DiagDirection)
{
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)) Command<CMD_LANDSCAPE_CLEAR>::Do({DoCommandFlag::Execute, DoCommandFlag::Bankrupt}, tile);
/* 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 VehicleEnterTileStates VehicleEnter_Water(Vehicle *, TileIndex, int, int)
{
return {};
}
static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlags flags, int, Slope)
{
/* Canals can't be terraformed */
if (IsWaterTile(tile) && IsCanal(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}
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
};