OpenTTD Source 20260711-master-g3fb3006dff
water_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "landscape.h"
12#include "viewport_func.h"
13#include "command_func.h"
14#include "town.h"
15#include "news_func.h"
16#include "depot_base.h"
17#include "depot_func.h"
18#include "water.h"
19#include "industry_map.h"
20#include "newgrf_canal.h"
21#include "strings_func.h"
22#include "vehicle_func.h"
23#include "sound_func.h"
24#include "company_func.h"
25#include "clear_map.h"
26#include "tree_map.h"
27#include "aircraft.h"
28#include "effectvehicle_func.h"
29#include "tunnelbridge_map.h"
30#include "station_base.h"
31#include "ai/ai.hpp"
32#include "game/game.hpp"
33#include "core/random_func.hpp"
34#include "core/backup_type.hpp"
36#include "company_base.h"
37#include "company_gui.h"
38#include "newgrf_generic.h"
39#include "industry.h"
40#include "water_cmd.h"
41#include "landscape_cmd.h"
43#include "town_type.h"
44
45#include "table/strings.h"
46
47#include "safeguards.h"
48
52static const Directions _flood_from_dirs[] = {
54 {Direction::NE, Direction::SE}, // SLOPE_W
55 {Direction::NW, Direction::NE}, // SLOPE_S
56 {Direction::NE}, // SLOPE_SW
57 {Direction::NW, Direction::SW}, // SLOPE_E
58 {}, // SLOPE_EW
59 {Direction::NW}, // SLOPE_SE
60 {Direction::N, Direction::NW, Direction::NE}, // SLOPE_WSE, SLOPE_STEEP_S
61 {Direction::SW, Direction::SE}, // SLOPE_N
62 {Direction::SE}, // SLOPE_NW
63 {}, // SLOPE_NS
64 {Direction::E, Direction::NE, Direction::SE}, // SLOPE_NWS, SLOPE_STEEP_W
65 {Direction::SW}, // SLOPE_NE
66 {Direction::S, Direction::SW, Direction::SE}, // SLOPE_ENW, SLOPE_STEEP_N
67 {Direction::W, Direction::SW, Direction::NW}, // SLOPE_SEN, SLOPE_STEEP_E
68};
69
76static inline void MarkTileDirtyIfCanalOrRiver(TileIndex tile)
77{
78 if (IsValidTile(tile) && IsTileType(tile, TileType::Water) && (IsCanal(tile) || IsRiver(tile))) MarkTileDirtyByTile(tile);
79}
80
93
99{
100 for (Direction dir : EnumRange(Direction::End)) {
101 TileIndex dest = tile + TileOffsByDir(dir);
102 if (IsValidTile(dest) && IsTileType(dest, TileType::Water)) SetNonFloodingWaterTile(dest, false);
103 }
104}
105
114{
115 if (!IsValidAxis(axis)) return CMD_ERROR;
116 TileIndex tile2 = tile + TileOffsByAxis(axis);
117
118 if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) {
119 return CommandCost(STR_ERROR_MUST_BE_BUILT_ON_WATER);
120 }
121
122 for (Tile t : {tile, tile2}) {
123 if (IsBridgeAbove(t)) {
125 if (height_diff > 0) return CommandCostWithParam(STR_ERROR_BRIDGE_TOO_LOW_FOR_SHIP_DEPOT, height_diff * TILE_HEIGHT_STEP);
126 }
127 }
128
129 if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
130 /* Prevent depots on rapids */
131 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
132 }
133
134 if (!Depot::CanAllocateItem()) return CMD_ERROR;
135
136 WaterClass wc1 = GetWaterClass(tile);
137 WaterClass wc2 = GetWaterClass(tile2);
139
140 bool add_cost = !IsWaterTile(tile);
141 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags | DoCommandFlag::Auto, tile);
142 if (ret.Failed()) return ret;
143 if (add_cost) {
144 cost.AddCost(ret.GetCost());
145 }
146 add_cost = !IsWaterTile(tile2);
147 ret = Command<Commands::LandscapeClear>::Do(flags | DoCommandFlag::Auto, tile2);
148 if (ret.Failed()) return ret;
149 if (add_cost) {
150 cost.AddCost(ret.GetCost());
151 }
152
153 if (flags.Test(DoCommandFlag::Execute)) {
154 Depot *depot = Depot::Create(tile);
155
156 uint new_water_infra = 2 * LOCK_DEPOT_TILE_FACTOR;
157 /* Update infrastructure counts after the tile clears earlier.
158 * Clearing object tiles may result in water tiles which are already accounted for in the water infrastructure total.
159 * See: MakeWaterKeepingClass() */
160 if (wc1 == WaterClass::Canal && !(HasTileWaterClass(tile) && GetWaterClass(tile) == WaterClass::Canal && IsTileOwner(tile, _current_company))) new_water_infra++;
161 if (wc2 == WaterClass::Canal && !(HasTileWaterClass(tile2) && GetWaterClass(tile2) == WaterClass::Canal && IsTileOwner(tile2, _current_company))) new_water_infra++;
162
163 Company::Get(_current_company)->infrastructure.water += new_water_infra;
165
166 MakeShipDepot(tile, _current_company, depot->index, DepotPart::North, axis, wc1);
167 MakeShipDepot(tile2, _current_company, depot->index, DepotPart::South, axis, wc2);
169 CheckForDockingTile(tile2);
171 MarkTileDirtyByTile(tile2);
172 MakeDefaultName(depot);
173 }
174
175 return cost;
176}
177
185{
186 assert(IsValidTile(t));
187 switch (GetTileType(t)) {
188 case TileType::Water:
189 if (IsLock(t) && GetLockPart(t) == LockPart::Middle) return false;
190 [[fallthrough]];
195
196 default:
197 return false;
198 }
199}
200
207{
209 TileIndex tile = t + TileOffsByDiagDir(d);
210 if (!IsValidTile(tile)) continue;
211
212 if (IsDockTile(tile) && IsDockWaterPart(tile)) {
213 Station::GetByTile(tile)->docking_station.Add(t);
214 SetDockingTile(t, true);
215 }
216 if (IsTileType(tile, TileType::Industry)) {
218 if (st != nullptr) {
219 st->docking_station.Add(t);
220 SetDockingTile(t, true);
221 }
222 }
223 if (IsTileType(tile, TileType::Station) && IsOilRig(tile)) {
224 Station::GetByTile(tile)->docking_station.Add(t);
225 SetDockingTile(t, true);
226 }
227 }
228}
229
230void MakeWaterKeepingClass(TileIndex tile, Owner o)
231{
232 WaterClass wc = GetWaterClass(tile);
233
234 /* Autoslope might turn an originally canal or river tile into land */
235 auto [slope, z] = GetTileSlopeZ(tile);
236
237 if (slope != SLOPE_FLAT) {
238 if (wc == WaterClass::Canal) {
239 /* If we clear the canal, we have to remove it from the infrastructure count as well. */
241 if (c != nullptr) {
244 }
245 /* Sloped canals are locks and no natural water remains whatever the slope direction */
247 }
248
249 /* Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */
252 }
253 }
254
255 if (wc == WaterClass::Sea && z > 0) {
256 /* Update company infrastructure count. */
258 if (c != nullptr) {
261 }
262
264 }
265
266 /* Zero map array and terminate animation */
267 DoClearSquare(tile);
268
269 /* Maybe change to water */
270 switch (wc) {
271 case WaterClass::Sea: MakeSea(tile); break;
272 case WaterClass::Canal: MakeCanal(tile, o, Random()); break;
273 case WaterClass::River: MakeRiver(tile, Random()); break;
274 default: break;
275 }
276
279}
280
281static CommandCost RemoveShipDepot(TileIndex tile, DoCommandFlags flags)
282{
283 if (!IsShipDepot(tile)) return CMD_ERROR;
284
286 if (ret.Failed()) return ret;
287
288 TileIndex tile2 = GetOtherShipDepotTile(tile);
289
290 /* do not check for ship on tile when company goes bankrupt */
291 if (!flags.Test(DoCommandFlag::Bankrupt)) {
292 ret = EnsureNoVehicleOnGround(tile);
293 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
294 if (ret.Failed()) return ret;
295 }
296
297 bool do_clear = flags.Test(DoCommandFlag::ForceClearTile);
298
299 if (flags.Test(DoCommandFlag::Execute)) {
300 delete Depot::GetByTile(tile);
301
303 if (c != nullptr) {
305 if (do_clear && GetWaterClass(tile) == WaterClass::Canal) c->infrastructure.water--;
307 }
308
309 if (!do_clear) MakeWaterKeepingClass(tile, GetTileOwner(tile));
310 MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
311 }
312
314}
315
322{
323 static constexpr uint8_t MINIMAL_BRIDGE_HEIGHT[to_underlying(LockPart::End)] = {
324 2, // LockPart::Middle
325 3, // LockPart::Lower
326 2, // LockPart::Upper
327 };
328 return MINIMAL_BRIDGE_HEIGHT[to_underlying(lock_part)];
329}
330
339{
341
342 TileIndexDiff delta = TileOffsByDiagDir(dir);
344 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
345 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
346 if (ret.Failed()) return ret;
347
348 /* middle tile */
350 ret = Command<Commands::LandscapeClear>::Do(flags, tile);
351 if (ret.Failed()) return ret;
352 cost.AddCost(ret.GetCost());
353
354 /* lower tile */
355 if (!IsWaterTile(tile - delta)) {
356 ret = Command<Commands::LandscapeClear>::Do(flags, tile - delta);
357 if (ret.Failed()) return ret;
358 cost.AddCost(ret.GetCost());
360 }
361 if (!IsTileFlat(tile - delta)) {
362 return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
363 }
364 WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WaterClass::Canal;
365
366 /* upper tile */
367 if (!IsWaterTile(tile + delta)) {
368 ret = Command<Commands::LandscapeClear>::Do(flags, tile + delta);
369 if (ret.Failed()) return ret;
370 cost.AddCost(ret.GetCost());
372 }
373 if (!IsTileFlat(tile + delta)) {
374 return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
375 }
376 WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WaterClass::Canal;
377
378 for (LockPart lock_part = LockPart::Middle; TileIndex t : {tile, tile - delta, tile + delta}) {
379 if (IsBridgeAbove(t)) {
380 int height_diff = GetTileMaxZ(tile) + GetLockPartMinimalBridgeHeight(lock_part) - GetBridgeHeight(GetSouthernBridgeEnd(t));
381 if (height_diff > 0) return CommandCostWithParam(STR_ERROR_BRIDGE_TOO_LOW_FOR_LOCK, height_diff * TILE_HEIGHT_STEP);
382 }
383 ++lock_part;
384 }
385
386 if (flags.Test(DoCommandFlag::Execute)) {
387 /* Update company infrastructure counts. */
389 if (c != nullptr) {
390 /* Counts for the water. */
391 if (!IsWaterTile(tile - delta)) c->infrastructure.water++;
392 if (!IsWaterTile(tile + delta)) c->infrastructure.water++;
393 /* Count for the lock itself. */
394 c->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock is three tiles.
396 }
397
398 MakeLock(tile, _current_company, dir, wc_lower, wc_upper, wc_middle);
399 CheckForDockingTile(tile - delta);
400 CheckForDockingTile(tile + delta);
402 MarkTileDirtyByTile(tile - delta);
403 MarkTileDirtyByTile(tile + delta);
404 MarkCanalsAndRiversAroundDirty(tile - delta);
405 MarkCanalsAndRiversAroundDirty(tile + delta);
406 InvalidateWaterRegion(tile - delta);
407 InvalidateWaterRegion(tile + delta);
408 }
410
411 return cost;
412}
413
421{
422 if (GetTileOwner(tile) != OWNER_NONE) {
424 if (ret.Failed()) return ret;
425 }
426
428
429 /* make sure no vehicle is on the tile. */
431 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
432 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
433 if (ret.Failed()) return ret;
434
435 if (flags.Test(DoCommandFlag::Execute)) {
436 /* Remove middle part from company infrastructure count. */
438 if (c != nullptr) {
439 c->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // three parts of the lock.
441 }
442
443 if (GetWaterClass(tile) == WaterClass::River) {
444 MakeRiver(tile, Random());
445 } else {
446 DoClearSquare(tile);
448 }
449 MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
450 MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
452 MarkCanalsAndRiversAroundDirty(tile - delta);
453 MarkCanalsAndRiversAroundDirty(tile + delta);
454 }
455
457}
458
466{
468 if (dir == DiagDirection::Invalid) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
469
470 TileIndex lower_tile = TileAddByDiagDir(tile, ReverseDiagDir(dir));
471
472 /* If freeform edges are disabled, don't allow building on edge tiles. */
473 if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(lower_tile), 1, Map::MaxX() - 1) || !IsInsideMM(TileY(lower_tile), 1, Map::MaxY() - 1))) {
474 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
475 }
476
477 return DoBuildLock(tile, dir, flags);
478}
479
485{
486 MakeRiver(tile, Random());
488
489 /* Remove desert directly around the river tile. */
492 }
493}
494
504CommandCost CmdBuildCanal(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
505{
506 if (start_tile >= Map::Size() || !IsValidWaterClass(wc)) return CMD_ERROR;
507
508 /* Outside of the editor you can only build canals, not oceans */
509 if (wc != WaterClass::Canal && _game_mode != GameMode::Editor) return CMD_ERROR;
510
512
513 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
514 for (; *iter != INVALID_TILE; ++(*iter)) {
515 TileIndex current_tile = *iter;
516 CommandCost ret;
517
518 Slope slope = GetTileSlope(current_tile);
519 if (slope != SLOPE_FLAT && (wc != WaterClass::River || !IsInclinedSlope(slope))) {
520 return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
521 }
522
523 bool water = IsWaterTile(current_tile);
524
525 /* Outside the editor, prevent building canals over your own or OWNER_NONE owned canals */
526 if (water && IsCanal(current_tile) && _game_mode != GameMode::Editor && (IsTileOwner(current_tile, _current_company) || IsTileOwner(current_tile, OWNER_NONE))) continue;
527
528 ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
529 if (ret.Failed()) return ret;
530
531 if (!water) cost.AddCost(ret.GetCost());
532
533 if (flags.Test(DoCommandFlag::Execute)) {
534 if (IsTileType(current_tile, TileType::Water) && IsCanal(current_tile)) {
535 Owner owner = GetTileOwner(current_tile);
536 if (Company::IsValidID(owner)) {
537 Company::Get(owner)->infrastructure.water--;
539 }
540 }
541
542 switch (wc) {
544 MakeRiver(current_tile, Random());
545 if (_game_mode == GameMode::Editor) {
546 /* Remove desert directly around the river tile. */
547 for (auto t : SpiralTileSequence(current_tile, RIVER_OFFSET_DESERT_DISTANCE)) {
549 }
550 }
551 break;
552
553 case WaterClass::Sea:
554 if (TileHeight(current_tile) == 0) {
555 MakeSea(current_tile);
556 break;
557 }
558 [[fallthrough]];
559
560 default:
561 MakeCanal(current_tile, _current_company, Random());
563 Company::Get(_current_company)->infrastructure.water++;
565 }
566 break;
567 }
568 MarkTileDirtyByTile(current_tile);
569 MarkCanalsAndRiversAroundDirty(current_tile);
570 CheckForDockingTile(current_tile);
571 }
572
574 }
575
576 if (cost.GetCost() == 0) {
577 return CommandCost(STR_ERROR_ALREADY_BUILT);
578 } else {
579 return cost;
580 }
581}
582
583
586{
587 switch (GetWaterTileType(tile)) {
589 if (flags.Test(DoCommandFlag::NoWater)) return CommandCost(STR_ERROR_CAN_T_BUILD_ON_WATER);
590
591 Money base_cost = IsCanal(tile) ? _price[Price::ClearCanal] : _price[Price::ClearWater];
592 /* Make sure freeform edges are allowed or it's not an edge tile. */
593 if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(tile), 1, Map::MaxX() - 1) ||
594 !IsInsideMM(TileY(tile), 1, Map::MaxY() - 1))) {
595 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
596 }
597
598 /* Make sure no vehicle is on the tile */
600 if (ret.Failed()) return ret;
601
602 Owner owner = GetTileOwner(tile);
603 if (owner != OWNER_WATER && owner != OWNER_NONE) {
604 ret = CheckTileOwnership(tile);
605 if (ret.Failed()) return ret;
606 }
607
608 if (flags.Test(DoCommandFlag::Execute)) {
609 if (IsCanal(tile) && Company::IsValidID(owner)) {
610 Company::Get(owner)->infrastructure.water--;
612 }
613
614 /* Handle local authority impact */
615 if (IsRiver(tile)) {
617 Town *town = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
618 if (town != nullptr) ChangeTownRating(town, RATING_WATER_RIVER_DOWN_STEP, RATING_WATER_MINIMUM, flags);
619 }
620 }
621
622 DoClearSquare(tile);
625 }
626
627 return CommandCost(ExpensesType::Construction, base_cost);
628 }
629
631 Slope slope = GetTileSlope(tile);
632
633 /* Make sure no vehicle is on the tile */
635 if (ret.Failed()) return ret;
636
637 if (flags.Test(DoCommandFlag::Execute)) {
638 DoClearSquare(tile);
641 }
642 if (IsSlopeWithOneCornerRaised(slope)) {
644 } else {
646 }
647 }
648
649 case WaterTileType::Lock: {
651 /* NE SE SW NW */
652 {{{ { 0, 0}, {0, 0}, { 0, 0}, {0, 0} }}}, // LockPart::Middle
653 {{{ {-1, 0}, {0, 1}, { 1, 0}, {0, -1} }}}, // LockPart::Lower
654 {{{ { 1, 0}, {0, -1}, {-1, 0}, {0, 1} }}}, // LockPart::Upper
655 }}};
656
657 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
659 /* move to the middle tile.. */
660 return RemoveLock(tile + ToTileIndexDiff(_lock_tomiddle_offs[GetLockPart(tile)][GetLockDirection(tile)]), flags);
661 }
662
664 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
665 return RemoveShipDepot(tile, flags);
666
667 default:
668 NOT_REACHED();
669 }
670}
671
681{
682 switch (GetTileType(tile)) {
683 case TileType::Water:
684 switch (GetWaterTileType(tile)) {
685 default: NOT_REACHED();
686 case WaterTileType::Depot: case WaterTileType::Clear: return true;
688
690 switch (GetTileSlope(tile)) {
691 case SLOPE_W: return (from == Direction::SE) || (from == Direction::E) || (from == Direction::NE);
692 case SLOPE_S: return (from == Direction::NE) || (from == Direction::N) || (from == Direction::NW);
693 case SLOPE_E: return (from == Direction::NW) || (from == Direction::W) || (from == Direction::SW);
694 case SLOPE_N: return (from == Direction::SW) || (from == Direction::S) || (from == Direction::SE);
695 default: return false;
696 }
697 }
698
701 assert(IsPlainRail(tile));
702 switch (GetTileSlope(tile)) {
703 case SLOPE_W: return (from == Direction::SE) || (from == Direction::E) || (from == Direction::NE);
704 case SLOPE_S: return (from == Direction::NE) || (from == Direction::N) || (from == Direction::NW);
705 case SLOPE_E: return (from == Direction::NW) || (from == Direction::W) || (from == Direction::SW);
706 case SLOPE_N: return (from == Direction::SW) || (from == Direction::S) || (from == Direction::SE);
707 default: return false;
708 }
709 }
710 return false;
711
713 if (IsOilRig(tile)) {
714 /* Do not draw waterborders inside of industries.
715 * Note: There is no easy way to detect the industry of an oilrig tile. */
716 TileIndex src_tile = tile + TileOffsByDir(from);
717 if ((IsTileType(src_tile, TileType::Station) && IsOilRig(src_tile)) ||
718 (IsTileType(src_tile, TileType::Industry))) return true;
719
720 return IsTileOnWater(tile);
721 }
722 return (IsDock(tile) && IsTileFlat(tile)) || IsBuoy(tile);
723
724 case TileType::Industry: {
725 /* Do not draw waterborders inside of industries.
726 * Note: There is no easy way to detect the industry of an oilrig tile. */
727 TileIndex src_tile = tile + TileOffsByDir(from);
728 if ((IsTileType(src_tile, TileType::Station) && IsOilRig(src_tile)) ||
729 (IsTileType(src_tile, TileType::Industry) && GetIndustryIndex(src_tile) == GetIndustryIndex(tile))) return true;
730
731 return IsTileOnWater(tile);
732 }
733
734 case TileType::Object: return IsTileOnWater(tile);
735
737
738 case TileType::Void: return true; // consider map border as water, esp. for rivers
739
740 default: return false;
741 }
742}
743
751static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
752{
753 if (base != SPR_FLAT_WATER_TILE) {
754 /* Only call offset callback if the sprite is NewGRF-provided. */
755 offset = GetCanalSpriteOffset(feature, tile, offset);
756 }
757 DrawGroundSprite(base + offset, PAL_NONE);
758}
759
766static void DrawWaterEdges(bool canal, uint offset, TileIndex tile)
767{
768 CanalFeature feature;
769 SpriteID base = 0;
770 if (canal) {
771 feature = CanalFeature::Dikes;
773 if (base == 0) base = SPR_CANAL_DIKES_BASE;
774 } else {
775 feature = CanalFeature::RiverEdge;
777 if (base == 0) return; // Don't draw if no sprites provided.
778 }
779
780 uint wa;
781
782 /* determine the edges around with water. */
783 wa = IsWateredTile(TileAddXY(tile, -1, 0), Direction::SW) << 0;
784 wa += IsWateredTile(TileAddXY(tile, 0, 1), Direction::NW) << 1;
785 wa += IsWateredTile(TileAddXY(tile, 1, 0), Direction::NE) << 2;
786 wa += IsWateredTile(TileAddXY(tile, 0, -1), Direction::SE) << 3;
787
788 if (!(wa & 1)) DrawWaterSprite(base, offset, feature, tile);
789 if (!(wa & 2)) DrawWaterSprite(base, offset + 1, feature, tile);
790 if (!(wa & 4)) DrawWaterSprite(base, offset + 2, feature, tile);
791 if (!(wa & 8)) DrawWaterSprite(base, offset + 3, feature, tile);
792
793 /* right corner */
794 switch (wa & 0x03) {
795 case 0: DrawWaterSprite(base, offset + 4, feature, tile); break;
796 case 3: if (!IsWateredTile(TileAddXY(tile, -1, 1), Direction::W)) DrawWaterSprite(base, offset + 8, feature, tile); break;
797 }
798
799 /* bottom corner */
800 switch (wa & 0x06) {
801 case 0: DrawWaterSprite(base, offset + 5, feature, tile); break;
802 case 6: if (!IsWateredTile(TileAddXY(tile, 1, 1), Direction::N)) DrawWaterSprite(base, offset + 9, feature, tile); break;
803 }
804
805 /* left corner */
806 switch (wa & 0x0C) {
807 case 0: DrawWaterSprite(base, offset + 6, feature, tile); break;
808 case 12: if (!IsWateredTile(TileAddXY(tile, 1, -1), Direction::E)) DrawWaterSprite(base, offset + 10, feature, tile); break;
809 }
810
811 /* upper corner */
812 switch (wa & 0x09) {
813 case 0: DrawWaterSprite(base, offset + 7, feature, tile); break;
814 case 9: if (!IsWateredTile(TileAddXY(tile, -1, -1), Direction::S)) DrawWaterSprite(base, offset + 11, feature, tile); break;
815 }
816}
817
820{
822}
823
828static void DrawCanalWater(TileIndex tile)
829{
832 /* First water slope sprite is flat water. */
834 if (image == 0) image = SPR_FLAT_WATER_TILE;
835 }
837
838 DrawWaterEdges(true, 0, tile);
839}
840
841#include "table/water_land.h"
842
853static void DrawWaterTileStruct(const TileInfo *ti, std::span<const DrawTileSeqStruct> seq, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
854{
855 /* Don't draw if buildings are invisible. */
857
858 for (const DrawTileSeqStruct &dtss : seq) {
859 uint tile_offs = offset + dtss.image.sprite;
860 if (feature < CanalFeature::End) tile_offs = GetCanalSpriteOffset(feature, ti->tile, tile_offs);
861 AddSortableSpriteToDraw(base + tile_offs, palette, *ti, dtss, IsTransparencySet(TransparencyOption::Buildings));
862 }
863}
864
869static void DrawWaterLock(const TileInfo *ti)
870{
871 LockPart part = GetLockPart(ti->tile);
873
874 /* Draw ground sprite. */
875 SpriteID image = dts.ground.sprite;
876
878 if (water_base == 0) {
879 /* Use default sprites. */
880 water_base = SPR_CANALS_BASE;
882 /* NewGRF supplies a flat sprite as first sprite. */
883 if (image == SPR_FLAT_WATER_TILE) {
884 image = water_base;
885 } else {
886 image++;
887 }
888 }
889
890 if (image < 5) image += water_base;
891 DrawGroundSprite(image, PAL_NONE);
892
893 /* Draw structures. */
894 uint zoffs = 0;
896
897 if (base == 0) {
898 /* If no custom graphics, use defaults. */
899 base = SPR_LOCK_BASE;
900 uint8_t z_threshold = part == LockPart::Upper ? 8 : 0;
901 zoffs = ti->z > z_threshold ? 24 : 0;
902 }
903
904 DrawWaterTileStruct(ti, dts.GetSequence(), base, zoffs, PAL_NONE, CanalFeature::Locks);
905}
906
911static void DrawWaterDepot(const TileInfo *ti)
912{
913 DrawWaterClassGround(ti);
915}
916
917static void DrawRiverWater(const TileInfo *ti)
918{
920 uint offset = 0;
921 uint edges_offset = 0;
922
925 if (image == 0) {
926 switch (ti->tileh) {
927 case SLOPE_NW: image = SPR_WATER_SLOPE_Y_DOWN; break;
928 case SLOPE_SW: image = SPR_WATER_SLOPE_X_UP; break;
929 case SLOPE_SE: image = SPR_WATER_SLOPE_Y_UP; break;
930 case SLOPE_NE: image = SPR_WATER_SLOPE_X_DOWN; break;
931 default: image = SPR_FLAT_WATER_TILE; break;
932 }
933 } else {
934 /* Flag bit 0 indicates that the first sprite is flat water. */
936
937 switch (ti->tileh) {
938 case SLOPE_SE: edges_offset += 12; break;
939 case SLOPE_NE: offset += 1; edges_offset += 24; break;
940 case SLOPE_SW: offset += 2; edges_offset += 36; break;
941 case SLOPE_NW: offset += 3; edges_offset += 48; break;
942 default: offset = 0; break;
943 }
944
946 }
947 }
948
949 DrawGroundSprite(image + offset, PAL_NONE);
950
951 /* Draw river edges if available. */
952 DrawWaterEdges(false, edges_offset, ti->tile);
953}
954
955void DrawShoreTile(Slope tileh)
956{
957 /* Converts the enum Slope into an offset based on SPR_SHORE_BASE.
958 * This allows to calculate the proper sprite to display for this Slope */
959 static const uint8_t tileh_to_shoresprite[32] = {
960 0, 1, 2, 3, 4, 16, 6, 7, 8, 9, 17, 11, 12, 13, 14, 0,
961 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 10, 15, 0,
962 };
963
964 assert(!IsHalftileSlope(tileh)); // Halftile slopes need to get handled earlier.
965 assert(tileh != SLOPE_FLAT); // Shore is never flat
966
967 assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour
968
969 DrawGroundSprite(SPR_SHORE_BASE + tileh_to_shoresprite[tileh], PAL_NONE);
970}
971
972void DrawWaterClassGround(const TileInfo *ti)
973{
974 switch (GetWaterClass(ti->tile)) {
975 case WaterClass::Sea: DrawSeaWater(ti->tile); break;
976 case WaterClass::Canal: DrawCanalWater(ti->tile); break;
977 case WaterClass::River: DrawRiverWater(ti); break;
978 default: NOT_REACHED();
979 }
980}
981
983static void DrawTile_Water(TileInfo *ti)
984{
985 switch (GetWaterTileType(ti->tile)) {
987 DrawWaterClassGround(ti);
988 /* A plain water tile can be traversed in any direction, so setting blocked pillars here would mean all bridges
989 * with edges would have no pillars above water. Instead prefer current behaviour of ships passing through. */
990 DrawBridgeMiddle(ti, {});
991 break;
992
994 DrawShoreTile(ti->tileh);
995 DrawBridgeMiddle(ti, {});
996 break;
997 }
998
1000 DrawWaterLock(ti);
1002 ? BridgePillarFlags{BridgePillarFlag::EdgeNE, BridgePillarFlag::EdgeSW}
1003 : BridgePillarFlags{BridgePillarFlag::EdgeNW, BridgePillarFlag::EdgeSE});
1004 break;
1005
1007 DrawWaterDepot(ti);
1008 DrawBridgeMiddle(ti, BRIDGEPILLARFLAGS_ALL);
1009 break;
1010 }
1011}
1012
1013void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part)
1014{
1015 const DrawTileSprites &dts = _shipdepot_display_data[axis][part];
1016
1017 DrawSprite(dts.ground.sprite, dts.ground.pal, x, y);
1019}
1020
1021
1023static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y, [[maybe_unused]] bool ground_vehicle)
1024{
1025 auto [tileh, z] = GetTilePixelSlope(tile);
1026
1027 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
1028}
1029
1032{
1033 switch (GetWaterTileType(tile)) {
1035 switch (GetWaterClass(tile)) {
1036 case WaterClass::Sea: td.str = STR_LAI_WATER_DESCRIPTION_WATER; break;
1037 case WaterClass::Canal: td.str = STR_LAI_WATER_DESCRIPTION_CANAL; break;
1038 case WaterClass::River: td.str = STR_LAI_WATER_DESCRIPTION_RIVER; break;
1039 default: NOT_REACHED();
1040 }
1041 break;
1042 case WaterTileType::Coast: td.str = STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK; break;
1043 case WaterTileType::Lock : td.str = STR_LAI_WATER_DESCRIPTION_LOCK; break;
1045 td.str = STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT;
1046 td.build_date = Depot::GetByTile(tile)->build_date;
1047 break;
1048 default: NOT_REACHED();
1049 }
1050
1051 td.owner[0] = GetTileOwner(tile);
1052}
1053
1059static void FloodVehicle(Vehicle *v)
1060{
1061 uint victims = v->Crash(true);
1062
1063 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims, v->owner));
1064 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims, v->owner));
1065 AddTileNewsItem(GetEncodedString(STR_NEWS_DISASTER_FLOOD_VEHICLE, victims), NewsType::Accident, v->tile);
1067 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1068}
1069
1075static void FloodVehicleProc(Vehicle *v, int z)
1076{
1077 if (v->vehstatus.Test(VehState::Crashed)) return;
1078
1079 switch (v->type) {
1080 default: break;
1081
1082 case VehicleType::Aircraft: {
1083 if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
1084 if (v->subtype == AIR_SHADOW) break;
1085
1086 /* We compare v->z_pos against delta_z + 1 because the shadow
1087 * is at delta_z and the actual aircraft at delta_z + 1. */
1088 const Station *st = Station::GetByTile(v->tile);
1089 const AirportFTAClass *airport = st->airport.GetFTA();
1090 if (v->z_pos != airport->delta_z + 1) break;
1091
1092 FloodVehicle(v);
1093 break;
1094 }
1095
1096 case VehicleType::Train:
1097 case VehicleType::Road: {
1098 if (v->z_pos > z) break;
1099 FloodVehicle(v->First());
1100 break;
1101 }
1102 }
1103}
1104
1105static void FloodVehiclesOnTile(TileIndex tile, int z)
1106{
1107 for (Vehicle *v : VehiclesOnTile(tile)) {
1108 FloodVehicleProc(v, z);
1109 }
1110}
1111
1117static void FloodVehicles(TileIndex tile)
1118{
1119 if (IsAirportTile(tile)) {
1120 const Station *st = Station::GetByTile(tile);
1121 for (TileIndex airport_tile : st->airport) {
1122 if (st->TileBelongsToAirport(airport_tile)) FloodVehiclesOnTile(airport_tile, 0);
1123 }
1124
1125 /* No vehicle could be flooded on this airport anymore */
1126 return;
1127 }
1128
1129 if (!IsBridgeTile(tile)) {
1130 FloodVehiclesOnTile(tile, 0);
1131 return;
1132 }
1133
1134 TileIndex end = GetOtherBridgeEnd(tile);
1135 int z = GetBridgePixelHeight(tile);
1136
1137 FloodVehiclesOnTile(tile, z);
1138 FloodVehiclesOnTile(end, z);
1139}
1140
1147{
1148 /* FloodingBehaviour::Active: 'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile, sea-water-industries, sea-oilrigs
1149 * FloodingBehaviour::DryOut: coast with more than one corner raised, coast with rail-track, coast with trees
1150 * FloodingBehaviour::Passive: (not used)
1151 * FloodingBehaviour::None: canals, rivers, everything else
1152 */
1153 switch (GetTileType(tile)) {
1154 case TileType::Water:
1155 if (IsCoast(tile)) {
1156 Slope tileh = GetTileSlope(tile);
1158 }
1159 [[fallthrough]];
1160 case TileType::Station:
1161 case TileType::Industry:
1162 case TileType::Object:
1164
1165 case TileType::Railway:
1168 }
1170
1171 case TileType::Trees:
1173
1174 case TileType::Void:
1176
1177 default:
1179 }
1180}
1181
1186static void DoFloodTile(TileIndex target)
1187{
1188 assert(!IsTileType(target, TileType::Water));
1189
1190 bool flooded = false; // Will be set to true if something is changed.
1191
1193
1194 Slope tileh = GetTileSlope(target);
1195 if (tileh != SLOPE_FLAT) {
1196 /* make coast.. */
1197 switch (GetTileType(target)) {
1198 case TileType::Railway: {
1199 if (!IsPlainRail(target)) break;
1200 FloodVehicles(target);
1201 flooded = FloodHalftile(target);
1202 break;
1203 }
1204
1205 case TileType::Trees:
1206 if (!IsSlopeWithOneCornerRaised(tileh)) {
1208 MarkTileDirtyByTile(target);
1209 flooded = true;
1210 break;
1211 }
1212 [[fallthrough]];
1213
1214 case TileType::Clear:
1215 if (Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, target).Succeeded()) {
1216 MakeShore(target);
1217 MarkTileDirtyByTile(target);
1218 flooded = true;
1219 }
1220 break;
1221
1222 default:
1223 break;
1224 }
1225 } else {
1226 /* Flood vehicles */
1227 FloodVehicles(target);
1228
1229 /* flood flat tile */
1230 if (Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, target).Succeeded()) {
1231 MakeSea(target);
1232 MarkTileDirtyByTile(target);
1233 flooded = true;
1234 }
1235 }
1236
1237 if (flooded) {
1238 /* Mark surrounding canal tiles dirty too to avoid glitches */
1240
1241 /* update signals if needed */
1243
1244 if (IsPossibleDockingTile(target)) CheckForDockingTile(target);
1245 InvalidateWaterRegion(target);
1246 }
1247}
1248
1253static void DoDryUp(TileIndex tile)
1254{
1256
1257 switch (GetTileType(tile)) {
1258 case TileType::Railway:
1259 assert(IsPlainRail(tile));
1261
1262 RailGroundType new_ground;
1263 switch (TrackBitsToTrack(GetTrackBits(tile))) {
1264 case Track::Upper: new_ground = RailGroundType::FenceHoriz1; break;
1265 case Track::Lower: new_ground = RailGroundType::FenceHoriz2; break;
1266 case Track::Left: new_ground = RailGroundType::FenceVert1; break;
1267 case Track::Right: new_ground = RailGroundType::FenceVert2; break;
1268 default: NOT_REACHED();
1269 }
1270 SetRailGroundType(tile, new_ground);
1271 MarkTileDirtyByTile(tile);
1272 break;
1273
1274 case TileType::Trees:
1276 MarkTileDirtyByTile(tile);
1277 break;
1278
1279 case TileType::Water:
1280 assert(IsCoast(tile));
1281
1282 if (Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, tile).Succeeded()) {
1283 MakeClear(tile, ClearGround::Grass, 3);
1284 MarkTileDirtyByTile(tile);
1285 }
1286 break;
1287
1288 default: NOT_REACHED();
1289 }
1290}
1291
1299{
1300 if (IsTileType(tile, TileType::Water)) {
1301 AmbientSoundEffect(tile);
1302 if (IsNonFloodingWaterTile(tile)) return;
1303 }
1304
1305 switch (GetFloodingBehaviour(tile)) {
1307 bool continue_flooding = false;
1308 for (Direction dir : EnumRange(Direction::End)) {
1310 /* Contrary to drying up, flooding does not consider TileType::Void tiles. */
1311 if (!IsValidTile(dest)) continue;
1312 /* do not try to flood water tiles - increases performance a lot */
1313 if (IsTileType(dest, TileType::Water)) continue;
1314
1315 /* Buoys and docks cannot be flooded, and when removed turn into flooding water. */
1316 if (IsTileType(dest, TileType::Station) && (IsBuoy(dest) || IsDock(dest))) continue;
1317
1318 /* This neighbour tile might be floodable later if the tile is cleared, so allow flooding to continue. */
1319 continue_flooding = true;
1320
1321 /* TreeGround::Shore is the sign of a previous flood. */
1322 if (IsTileType(dest, TileType::Trees) && GetTreeGround(dest) == TreeGround::Shore) continue;
1323
1324 auto [slope_dest, z_dest] = GetFoundationSlope(dest);
1325 if (z_dest > 0) continue;
1326
1327 if (!_flood_from_dirs[RemoveSteepSlope(RemoveHalftileSlope(slope_dest))].Test(ReverseDir(dir))) continue;
1328
1329 DoFloodTile(dest);
1330 }
1331 if (!continue_flooding && IsTileType(tile, TileType::Water)) SetNonFloodingWaterTile(tile, true);
1332 break;
1333 }
1334
1336 Slope slope_here = RemoveHalftileSlope(RemoveSteepSlope(std::get<Slope>(GetFoundationSlope(tile))));
1337 for (Direction dir : _flood_from_dirs[slope_here]) {
1339 /* Contrary to flooding, drying up does consider TileType::Void tiles. */
1340 if (dest == INVALID_TILE) continue;
1341
1342 FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
1343 if (dest_behaviour == FloodingBehaviour::Active || dest_behaviour == FloodingBehaviour::Passive) return;
1344 }
1345 DoDryUp(tile);
1346 break;
1347 }
1348
1349 default: return;
1350 }
1351}
1352
1353void ConvertGroundTilesIntoWaterTiles()
1354{
1355 for (const auto tile : Map::Iterate()) {
1356 auto [slope, z] = GetTileSlopeZ(tile);
1357 if (IsTileType(tile, TileType::Clear) && z == 0) {
1358 /* Make both water for tiles at level 0
1359 * and make shore, as that looks much better
1360 * during the generation. */
1361 switch (slope) {
1362 case SLOPE_FLAT:
1363 MakeSea(tile);
1364 break;
1365
1366 case SLOPE_N:
1367 case SLOPE_E:
1368 case SLOPE_S:
1369 case SLOPE_W:
1370 MakeShore(tile);
1371 break;
1372
1373 default:
1374 for (Direction dir : _flood_from_dirs[RemoveSteepSlope(slope)]) {
1375 TileIndex dest = TileAddByDir(tile, dir);
1376 Slope slope_dest = RemoveSteepSlope(GetTileSlope(dest));
1377 if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest) || IsTileType(dest, TileType::Void)) {
1378 MakeShore(tile);
1379 break;
1380 }
1381 }
1382 break;
1383 }
1384 }
1385 }
1386}
1387
1389static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, [[maybe_unused]] RoadTramType sub_mode, [[maybe_unused]] DiagDirection side)
1390{
1391 static const TrackBits coast_tracks[] = {{}, Track::Right, Track::Upper, {}, Track::Left, {}, {}, {}, Track::Lower, {}, {}, {}, {}, {}, {}, {}};
1392
1393 TrackBits ts;
1394
1395 if (mode != TransportType::Water) return {};
1396
1397 switch (GetWaterTileType(tile)) {
1398 case WaterTileType::Clear: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : TrackBits{}; break;
1399 case WaterTileType::Coast: ts = coast_tracks[GetTileSlope(tile) & 0xF]; break;
1401 case WaterTileType::Depot: ts = AxisToTrack(GetShipDepotAxis(tile)); break;
1402 default: return {};
1403 }
1404 if (TileX(tile) == 0) {
1405 /* NE border: remove tracks that connects NE tile edge */
1407 }
1408 if (TileY(tile) == 0) {
1409 /* NW border: remove tracks that connects NW tile edge */
1411 }
1412 return {TrackBitsToTrackdirBits(ts), {}};
1413}
1414
1417{
1420 return true;
1421 }
1422 return false;
1423}
1424
1426static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
1427{
1428 if (!IsTileOwner(tile, old_owner)) return;
1429
1430 bool is_lock_middle = IsLock(tile) && GetLockPart(tile) == LockPart::Middle;
1431
1432 /* No need to dirty company windows here, we'll redraw the whole screen anyway. */
1433 if (is_lock_middle) Company::Get(old_owner)->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
1434 if (new_owner != INVALID_OWNER) {
1435 if (is_lock_middle) Company::Get(new_owner)->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
1436 /* Only subtract from the old owner here if the new owner is valid,
1437 * otherwise we clear ship depots and canal water below. */
1438 if (GetWaterClass(tile) == WaterClass::Canal && !is_lock_middle) {
1439 Company::Get(old_owner)->infrastructure.water--;
1440 Company::Get(new_owner)->infrastructure.water++;
1441 }
1442 if (IsShipDepot(tile)) {
1443 Company::Get(old_owner)->infrastructure.water -= LOCK_DEPOT_TILE_FACTOR;
1444 Company::Get(new_owner)->infrastructure.water += LOCK_DEPOT_TILE_FACTOR;
1445 }
1446
1447 SetTileOwner(tile, new_owner);
1448 return;
1449 }
1450
1451 /* Remove depot */
1452 if (IsShipDepot(tile)) Command<Commands::LandscapeClear>::Do({DoCommandFlag::Execute, DoCommandFlag::Bankrupt}, tile);
1453
1454 /* Set owner of canals and locks ... and also canal under dock there was before.
1455 * Check if the new owner after removing depot isn't OWNER_WATER. */
1456 if (IsTileOwner(tile, old_owner)) {
1457 if (GetWaterClass(tile) == WaterClass::Canal && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
1458 SetTileOwner(tile, OWNER_NONE);
1459 }
1460}
1461
1463static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlags flags, [[maybe_unused]] int z_new, [[maybe_unused]] Slope tileh_new)
1464{
1465 /* Canals can't be terraformed */
1466 if (IsWaterTile(tile) && IsCanal(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
1467
1468 /* Rivers can't be terraformed */
1469 if (IsWaterTile(tile) && IsRiver(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_RIVER_FIRST);
1470
1471 return Command<Commands::LandscapeClear>::Do(flags, tile);
1472}
1473
1475static CommandCost CheckBuildAbove_Water(TileIndex tile, [[maybe_unused]] DoCommandFlags flags, [[maybe_unused]] Axis axis, int height)
1476{
1477 switch (GetWaterTileType(tile)) {
1480 break;
1481
1482 case WaterTileType::Lock: {
1483 int height_diff = GetTileMaxZ(tile) + GetLockPartMinimalBridgeHeight(GetLockPart(tile)) - height;
1484 if (height_diff > 0) return CommandCostWithParam(STR_ERROR_BRIDGE_TOO_LOW_FOR_LOCK, height_diff * TILE_HEIGHT_STEP);
1485 break;
1486 }
1487
1488 case WaterTileType::Depot: {
1489 int height_diff = GetTileMaxZ(tile) + MINIMAL_DEPOT_BRIDGE_HEIGHT - height;
1490 if (height_diff > 0) return CommandCostWithParam(STR_ERROR_BRIDGE_TOO_LOW_FOR_SHIP_DEPOT, height_diff * TILE_HEIGHT_STEP);
1491 break;
1492 }
1493 }
1494
1495 return CommandCost();
1496}
1497
1500 .draw_tile_proc = DrawTile_Water,
1501 .get_slope_pixel_z_proc = GetSlopePixelZ_Water,
1502 .clear_tile_proc = ClearTile_Water,
1503 .get_tile_desc_proc = GetTileDesc_Water,
1504 .get_tile_track_status_proc = GetTileTrackStatus_Water,
1505 .click_tile_proc = ClickTile_Water,
1506 .tile_loop_proc = TileLoop_Water,
1507 .change_tile_owner_proc = ChangeTileOwner_Water,
1508 .vehicle_enter_tile_proc = [](Vehicle *, TileIndex, int, int) -> VehicleEnterTileStates { return {}; },
1509 .terraform_tile_proc = TerraformTile_Water,
1510 .check_build_above_proc = CheckBuildAbove_Water,
1511};
Base functions for all AIs.
Base for aircraft.
@ AIR_SHADOW
shadow of the aircraft
Definition aircraft.h:31
Class for backupping variables and making sure they are restored later.
void DrawBridgeMiddle(const TileInfo *ti, BridgePillarFlags blocked_pillars)
Draw the middle bits of a bridge.
TileIndex GetSouthernBridgeEnd(TileIndex t)
Finds the southern end of a bridge starting at a middle tile.
TileIndex GetOtherBridgeEnd(TileIndex tile)
Starting at one bridge end finds the other bridge end.
int GetBridgeHeight(TileIndex t)
Get the height ('z') of a bridge.
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
int GetBridgePixelHeight(TileIndex tile)
Get the height ('z') of a bridge in pixels.
Definition bridge_map.h:84
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
EnumBitSet< BridgePillarFlag, uint8_t > BridgePillarFlags
Bitset of BridgePillarFlag elements.
Definition bridge_type.h:53
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:231
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Timpl & Reset()
Reset all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
Iterate a range of enum values.
static void NewEvent(class ScriptEvent *event)
Queue a new event for the game script.
Generate TileIndices around a center tile or tile area, with increasing distance.
static std::unique_ptr< TileIterator > Create(TileIndex corner1, TileIndex corner2, bool diagonal)
Create either an OrthogonalTileIterator or DiagonalTileIterator given the diagonal parameter.
Definition tilearea.cpp:292
Wrapper class to abstract away the way the tiles are stored.
Definition map_func.h:25
Iterate over all vehicles on a tile.
Map accessors for 'clear' tiles.
@ Grass
Plain grass with dirt transition (0-3).
Definition clear_map.h:22
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:253
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:416
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Auto
don't allow building on structures
@ NoWater
don't allow building on water
@ Execute
execute the given command
@ Bankrupt
company bankrupts, skip money check, skip vehicle on tile check in some cases
@ ForceClearTile
do not only remove the object on the tile, but also clear any water left on it
EnumBitSet< DoCommandFlag, uint16_t > DoCommandFlags
Bitset of DoCommandFlag elements.
Definition of stuff that is very close to a company, like the company struct itself.
CommandCost CheckTileOwnership(TileIndex tile)
Check whether the current owner owns the stuff on the given tile.
PaletteID GetCompanyPalette(CompanyID company)
Get the palette for recolouring with a company colour.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
void DirtyCompanyInfrastructureWindows(CompanyID company)
Redraw all windows with company infrastructure counts.
GUI Functions related to companies.
static constexpr Owner OWNER_NONE
The tile has no ownership.
static constexpr Owner INVALID_OWNER
An invalid owner.
static constexpr Owner OWNER_WATER
The tile/execution is done by "water".
Base for all depots (except hangars).
Functions related to depots.
void ShowDepotWindow(TileIndex tile, VehicleType type)
Opens a depot window.
static constexpr uint8_t MINIMAL_DEPOT_BRIDGE_HEIGHT
Minimal height for a bridge above any depot tile.
Definition depot_type.h:21
bool IsValidAxis(Axis d)
Checks if an integer value is a valid Axis.
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Direction ReverseDir(Direction d)
Return the reverse of a direction.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
Direction
Defines the 8 directions on the map.
@ SW
Southwest.
@ NW
Northwest.
@ End
Used to iterate.
@ NE
Northeast.
@ SE
Southeast.
EnumBitSet< Direction, uint8_t > Directions
Bitset of Direction elements.
Axis
Enumeration for the two axis X and Y.
@ X
The X axis.
DiagDirection
Enumeration for diagonal directions.
@ Invalid
Flag for an invalid DiagDirection.
@ End
Used for iterations.
Prices _price
Prices and also the fractional part.
Definition economy.cpp:106
static const uint LOCK_DEPOT_TILE_FACTOR
Multiplier for how many regular tiles a lock counts.
@ Construction
Construction costs.
@ ClearCanal
Price for destroying canals.
@ ClearRough
Price for destroying rough land.
@ BuildDepotShip
Price for building ship depots.
@ BuildCanal
Price for building new canals.
@ ClearWater
Price for destroying water e.g. see, rives.
@ ClearDepotShip
Price for destroying ship depots.
@ ClearLock
Price for destroying locks.
@ BuildLock
Price for building new locks.
EffectVehicle * CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular vehicle.
Functions related to effect vehicles.
@ EV_EXPLOSION_LARGE
Various explosions.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
EnumClassIndexContainer< std::array< T, to_underlying(N)>, Index > EnumIndexArray
A typedef for EnumClassIndexContainer using std::array as the backing container type.
Base functions for all Games.
void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
Draw a sprite, not in a viewport.
Definition gfx.cpp:1037
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
static void MarkCanalsAndRiversAroundDirty(TileIndex tile)
Marks the tiles around a tile as dirty, if they are canals or rivers.
Definition water_cmd.cpp:87
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
static const SpriteID SPR_LOCK_BASE
Definition sprites.h:733
static const SpriteID SPR_CANAL_DIKES_BASE
Definition sprites.h:758
static const SpriteID SPR_WATER_SLOPE_X_UP
Water flowing negative X direction.
Definition sprites.h:723
static const SpriteID SPR_WATER_SLOPE_Y_DOWN
Water flowing positive Y direction.
Definition sprites.h:724
static const SpriteID SPR_WATER_SLOPE_X_DOWN
Water flowing positive X direction.
Definition sprites.h:722
static const SpriteID SPR_WATER_SLOPE_Y_UP
Water flowing negative Y direction.
Definition sprites.h:721
Base of all industries.
Accessors to map for industries.
IndustryID GetIndustryIndex(Tile t)
Get the industry ID of the given tile.
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
std::tuple< Slope, int > GetFoundationSlope(TileIndex tile)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, RoadTramType sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
const TileTypeProcs _tile_type_water_procs
TileTypeProcs definitions for TileType::Water tiles.
Definition landscape.cpp:58
Functions related to OTTD's landscape.
Command definitions related to landscape (slopes etc.).
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:474
TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff)
Add a TileIndexDiffC to a TileIndex and returns the new one.
Definition map_func.h:519
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:603
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:444
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:615
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:559
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
TileIndexDiffC TileIndexDiffCByDir(Direction dir)
Returns the TileIndexDiffC offset from a Direction.
Definition map_func.h:501
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition map_func.h:588
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:574
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
CanalFeature
List of different canal 'features'.
Definition newgrf.h:27
@ RiverEdge
The river banks.
Definition newgrf.h:34
@ Locks
The sides of the lock.
Definition newgrf.h:29
@ End
End marker.
Definition newgrf.h:37
@ LockWaterSlope
The sloped water tiles in locks.
Definition newgrf.h:28
@ RiverSlope
The sloped water tiles for rivers.
Definition newgrf.h:33
@ Dikes
The canal dikes/embankment.
Definition newgrf.h:30
@ HasFlatSprite
Additional flat ground sprite in the beginning.
Definition newgrf.h:42
EnumIndexArray< WaterFeature, CanalFeature, CanalFeature::End > _water_feature
Table of canal 'feature' sprite groups.
uint GetCanalSpriteOffset(CanalFeature feature, TileIndex tile, uint cur_offset)
Get the new sprite offset for a water tile.
SpriteID GetCanalSprite(CanalFeature feature, TileIndex tile)
Lookup the base sprite to use for a canal.
Handling of NewGRF canals.
Functions related to generic callbacks.
void AmbientSoundEffect(TileIndex tile)
Play an ambient sound effect for an empty tile.
Functions related to news.
@ Accident
An accident or disaster has occurred.
Definition news_type.h:32
@ Editor
In the scenario editor.
Definition openttd.h:21
bool FloodHalftile(TileIndex t)
Called from water_cmd if a non-flat rail-tile gets flooded and should be converted to shore.
Definition rail_cmd.cpp:759
static bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
RailGroundType GetRailGroundType(Tile t)
Get the ground type for rail tiles.
Definition rail_map.h:601
TrackBits GetTrackBits(Tile tile)
Gets the track bits of the given tile.
Definition rail_map.h:136
RailGroundType
The ground 'under' the rail.
Definition rail_map.h:568
@ FenceVert2
Grass with a fence at the western side.
Definition rail_map.h:578
@ FenceHoriz2
Grass with a fence at the northern side.
Definition rail_map.h:580
@ HalfTileWater
Grass with a fence and shore or water on the free halftile.
Definition rail_map.h:582
@ FenceVert1
Grass with a fence at the eastern side.
Definition rail_map.h:577
@ FenceHoriz1
Grass with a fence at the southern side.
Definition rail_map.h:579
void SetRailGroundType(Tile t, RailGroundType rgt)
Set the ground type for rail tiles.
Definition rail_map.h:591
Pseudo random number generator.
RoadTramType
The different types of road type.
Definition road_type.h:37
@ Invalid
Invalid marker.
Definition road_type.h:41
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
void UpdateSignalsInBuffer()
Update signals in buffer Called from 'outside'.
Definition signal.cpp:582
static constexpr Slope RemoveHalftileSlope(Slope s)
Removes a halftile slope from a slope.
Definition slope_func.h:70
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:98
static constexpr Slope RemoveSteepSlope(Slope s)
Removes a steep flag from a slope.
Definition slope_func.h:46
bool IsInclinedSlope(Slope s)
Tests if a specific slope is an inclined slope.
Definition slope_func.h:238
static constexpr bool IsHalftileSlope(Slope s)
Checks for non-continuous slope on halftile foundations.
Definition slope_func.h:57
DiagDirection GetInclinedSlopeDirection(Slope s)
Returns the direction of an inclined slope.
Definition slope_func.h:249
Slope
Enumeration for the slope-type.
Definition slope_type.h:53
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:55
@ SLOPE_NS
north and south corner are raised
Definition slope_type.h:65
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:57
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:56
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:58
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:61
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:54
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:63
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:62
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:60
@ SLOPE_EW
east and west corner are raised
Definition slope_type.h:64
Functions related to sound.
@ SND_12_EXPLOSION
16 == 0x10 Destruction, crashes, disasters, ...
Definition sound_type.h:64
void DrawOrigTileSeqInGUI(int x, int y, const DrawTileSprites *dts, PaletteID default_palette)
Draw TTD sprite sequence in GUI.
Definition sprite.h:146
static const SpriteID SPR_FLAT_WATER_TILE
Definition sprites.h:679
static const SpriteID SPR_SHORE_BASE
Definition sprites.h:243
Base classes/functions for stations.
bool IsAirportTile(Tile t)
Is this tile a station tile and an airport tile?
bool IsBuoy(Tile t)
Is tile t a buoy tile?
bool IsDockTile(Tile t)
Is tile t a dock tile?
bool IsOilRig(Tile t)
Is tile t part of an oilrig?
bool IsDockWaterPart(Tile t)
Check whether a dock tile is the tile on water.
bool IsDock(Tile t)
Is tile t a dock tile?
Definition of base types and functions in a cross-platform compatible way.
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
Finite sTate mAchine (FTA) of an airport.
Definition airport.h:161
uint8_t delta_z
Z adjustment for helicopter pads.
Definition airport.h:201
const AirportFTAClass * GetFTA() const
Get the finite-state machine for this airport or the finite-state machine for the dummy airport in ca...
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
static BaseStation * GetByTile(TileIndex tile)
Get the base station belonging to a specific tile.
VehicleType type
Type of vehicle.
uint32_t water
Count of company owned track bits for canals.
CompanyInfrastructure infrastructure
NOSAVE: Counts of company owned infrastructure.
T z
Z coordinate.
A tile child sprite and palette to draw for stations etc, with 3D bounding box.
Definition sprite.h:33
Ground palette sprite of a tile, together with its sprite layout.
Definition sprite.h:55
PalSpriteID ground
Palette and sprite for the ground.
Definition sprite.h:56
virtual std::span< const DrawTileSeqStruct > GetSequence() const =0
The child sprites to draw.
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:253
Station * neutral_station
Associated neutral station.
Definition industry.h:110
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:366
static uint MaxY()
Gets the maximum Y coordinate within the map, including TileType::Void.
Definition map_func.h:298
static uint MaxX()
Gets the maximum X coordinate within the map, including TileType::Void.
Definition map_func.h:289
static uint Size()
Get the size of the map.
Definition map_func.h:280
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition tilearea.cpp:43
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed).
Definition gfx_type.h:24
static T * Create(Targs &&... args)
static Company * Get(auto index)
static bool CanAllocateItem(size_t n=1)
static Company * GetIfValid(auto index)
Station data structure.
TileArea docking_station
Tile area the docking tiles cover.
Airport airport
Tile area the airport covers.
Tile description for the 'land area information' tool.
Definition tile_cmd.h:40
StringID str
Description of the tile.
Definition tile_cmd.h:41
TimerGameCalendar::Date build_date
Date of construction of tile contents.
Definition tile_cmd.h:45
std::array< Owner, 4 > owner
Name of the owner(s).
Definition tile_cmd.h:43
Tile information, used while rendering the tile.
Definition tile_cmd.h:34
Slope tileh
Slope of the tile.
Definition tile_cmd.h:35
TileIndex tile
Tile index.
Definition tile_cmd.h:36
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:214
Town data structure.
Definition town.h:64
Track status of a tile.
Definition track_type.h:105
Vehicle data structure.
int32_t z_pos
z coordinate.
virtual uint Crash(bool flooded=false)
Crash the (whole) vehicle chain.
Definition vehicle.cpp:300
uint8_t subtype
subtype (Filled with values from AircraftSubType/DisasterSubType/EffectVehicleType/GroundVehicleSubty...
VehStates vehstatus
Status.
Vehicle * First() const
Get the first vehicle of this vehicle chain.
TileIndex tile
Current tile index.
Owner owner
Which company owns the vehicle?
EnumBitSet< VehicleEnterTileState, uint8_t > VehicleEnterTileStates
Bitset of VehicleEnterTileState elements.
Definition tile_cmd.h:31
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:94
std::tuple< Slope, int > GetTileSlopeZ(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.cpp:55
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:135
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
void SetTileOwner(Tile tile, Owner owner)
Sets the owner of a tile.
Definition tile_map.h:198
std::tuple< Slope, int > GetTilePixelSlope(TileIndex tile)
Return the slope of a given tile.
Definition tile_map.h:289
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition tile_map.h:225
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
@ Desert
Tile is desert.
Definition tile_type.h:83
@ Normal
Normal tropiczone.
Definition tile_type.h:82
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
@ TunnelBridge
Tunnel entry/exit and bridge heads.
Definition tile_type.h:58
@ Water
Water tile.
Definition tile_type.h:55
@ Station
A tile of a station or airport.
Definition tile_type.h:54
@ Object
Contains objects such as transmitters and owned land.
Definition tile_type.h:59
@ Industry
Part of an industry.
Definition tile_type.h:57
@ Railway
A tile with railway.
Definition tile_type.h:50
@ Void
Invisible tiles at the SW and SE border.
Definition tile_type.h:56
@ Trees
Tile with one or more trees.
Definition tile_type.h:53
@ Clear
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:49
Definition of the game-calendar-timer.
Base of the town class.
void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
Changes town rating of the current company.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
void MakeDefaultName(T *obj)
Set the default name for a depot/waypoint.
Definition town.h:334
Types related to towns.
static constexpr int RATING_WATER_MINIMUM
minimum rating after removing water features near town
Definition town_type.h:80
static constexpr int RATING_WATER_RIVER_DOWN_STEP
removing a river tile
Definition town_type.h:79
TrackdirBits TrackBitsToTrackdirBits(TrackBits bits)
Converts TrackBits to TrackdirBits while allowing both directions.
Definition track_func.h:292
Track TrackBitsToTrack(TrackBits tracks)
Converts TrackBits to Track.
Definition track_func.h:166
Track AxisToTrack(Axis a)
Convert an Axis to the corresponding Track Axis::X -> Track::X Axis::Y -> Track::Y Uses the fact that...
Definition track_func.h:62
Track DiagDirToDiagTrack(DiagDirection diagdir)
Maps a DiagDirection to the associated diagonal Track.
Definition track_func.h:419
TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
Discards all directional information from a TrackdirBits value.
Definition track_func.h:281
EnumBitSet< Track, uint8_t > TrackBits
Bitset of Track elements.
Definition track_type.h:43
static constexpr TrackBits TRACK_BIT_ALL
All possible tracks.
Definition track_type.h:52
@ X
Track along the x-axis (north-east to south-west).
Definition track_type.h:21
@ Upper
Track in the upper corner of the tile (north).
Definition track_type.h:23
@ Y
Track along the y-axis (north-west to south-east).
Definition track_type.h:22
@ Right
Track in the right corner of the tile (east).
Definition track_type.h:26
@ Left
Track in the left corner of the tile (west).
Definition track_type.h:25
@ Lower
Track in the lower corner of the tile (south).
Definition track_type.h:24
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
@ Buildings
company buildings - depots, stations, HQ, ...
TransportType
Available types of transport.
@ Water
Transport over water.
Map accessors for tree tiles.
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
@ Shore
Shore.
Definition tree_map.h:56
@ Grass
Normal grass.
Definition tree_map.h:53
void SetTreeGroundDensity(Tile t, TreeGround g, uint d)
Set the density and ground type of a tile with trees.
Definition tree_map.h:145
Functions that have tunnels and bridges in common.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
Ensure there is no vehicle at the ground at the given position.
Definition vehicle.cpp:557
@ Crashed
Vehicle is crashed.
Functions related to vehicles.
@ Ship
Ship vehicle type.
@ Aircraft
Aircraft vehicle type.
@ Road
Road vehicle type.
@ Train
Train vehicle type.
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:664
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition viewport.cpp:579
Functions related to (drawing on) viewports.
static const int TILE_HEIGHT_STEP
One Z unit tile height difference is displayed as 50m.
Functions related to water management.
void TileLoop_Water(TileIndex tile)
Tile callback function signature for running periodic tile updates.
FloodingBehaviour
Describes the behaviour of a tile during flooding.
Definition water.h:19
@ Active
The tile floods neighboured tiles.
Definition water.h:21
@ None
The tile does not flood neighboured tiles.
Definition water.h:20
@ DryOut
The tile drys out if it is not constantly flooded from neighboured tiles.
Definition water.h:23
@ Passive
The tile does not actively flood neighboured tiles, but it prevents them from drying out.
Definition water.h:22
static const uint RIVER_OFFSET_DESERT_DISTANCE
Circular tile search diameter to create non-desert around a river tile.
Definition water.h:44
static uint8_t GetLockPartMinimalBridgeHeight(LockPart lock_part)
Get the minimal height required for a bridge above a lock part.
void TileLoop_Water(TileIndex tile)
Tile callback function signature for running periodic tile updates.
static void DrawWaterDepot(const TileInfo *ti)
Draw a ship depot tile.
static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
Draw a water sprite, potentially with a NewGRF-modified sprite offset.
static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
Tile callback function signature of the terraforming callback.
static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlags flags)
Builds a lock.
CommandCost CmdBuildLock(DoCommandFlags flags, TileIndex tile)
Builds a lock.
static CommandCost RemoveLock(TileIndex tile, DoCommandFlags flags)
Remove a lock.
static void DrawWaterLock(const TileInfo *ti)
Draw a lock tile.
static void FloodVehicle(Vehicle *v)
Handle the flooding of a vehicle.
static void FloodVehicles(TileIndex tile)
Finds a vehicle to flood.
static void DrawWaterEdges(bool canal, uint offset, TileIndex tile)
Draw canal or river edges.
static void GetTileDesc_Water(TileIndex tile, TileDesc &td)
Tile callback function signature for obtaining a tile description.
static void FloodVehicleProc(Vehicle *v, int z)
Flood a vehicle if we are allowed to flood it, i.e.
static const Directions _flood_from_dirs[]
Describes from which directions a specific slope can be flooded (if the tile is floodable at all).
Definition water_cmd.cpp:52
void ClearNeighbourNonFloodingStates(TileIndex tile)
Clear non-flooding state of the tiles around a tile.
Definition water_cmd.cpp:98
static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y, bool ground_vehicle)
Tile callback function signature for obtaining the world Z coordinate of a given point of a tile.
static void DrawWaterTileStruct(const TileInfo *ti, std::span< const DrawTileSeqStruct > seq, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
Draw a build sprite sequence for water tiles.
static void DoDryUp(TileIndex tile)
Drys a tile up.
static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, RoadTramType sub_mode, DiagDirection side)
Tile callback function signature for getting the possible tracks that can be taken on a given tile by...
static void MarkTileDirtyIfCanalOrRiver(TileIndex tile)
Marks tile dirty if it is a canal or river tile.
Definition water_cmd.cpp:76
FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
Returns the behaviour of a tile during flooding.
bool IsPossibleDockingTile(Tile t)
Check whether it is feasible that the given tile could be a docking tile.
void CheckForDockingTile(TileIndex t)
Mark the supplied tile as a docking tile if it is suitable for docking.
static void DrawSeaWater(TileIndex)
Draw a plain sea water tile with no edges.
CommandCost CmdBuildShipDepot(DoCommandFlags flags, TileIndex tile, Axis axis)
Build a ship depot.
static void DrawCanalWater(TileIndex tile)
Draw a canal styled water tile with dikes around.
static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlags flags)
Tile callback function signature for clearing a tile.
static CommandCost CheckBuildAbove_Water(TileIndex tile, DoCommandFlags flags, Axis axis, int height)
Tile callback function signature to test if a bridge can be built above a tile.
static bool ClickTile_Water(TileIndex tile)
Tile callback function signature for clicking a tile.
void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
Make a river tile and remove desert directly around it.
static void DoFloodTile(TileIndex target)
Floods a tile.
bool IsWateredTile(TileIndex tile, Direction from)
return true if a tile is a water tile wrt.
static void DrawTile_Water(TileInfo *ti)
Tile callback function signature for drawing a tile and its contents to the screen.
CommandCost CmdBuildCanal(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
Build a piece of canal.
static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
Tile callback function signature for changing the owner of a tile.
Command definitions related to water tiles.
Sprites to use and how to display them for water tiles (depots/locks).
static const AxisIndexArray< EnumIndexArray< DrawTileSpriteSpan, DepotPart, DepotPart::End > > _shipdepot_display_data
Data for drawing ship depots by Axis and DepotPart.
Definition water_land.h:48
static const EnumIndexArray< DiagDirectionIndexArray< DrawTileSpriteSpan >, LockPart, LockPart::End > _lock_display_data
Sprite layout of a lock for each lock part and direction.
Definition water_land.h:127
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition water_map.h:385
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:353
TileIndex GetShipDepotNorthTile(Tile t)
Get the most northern tile of a ship depot.
Definition water_map.h:291
void MakeLock(Tile t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle)
Make a water lock.
Definition water_map.h:514
DepotPart GetShipDepotPart(Tile t)
Get the part of a ship depot.
Definition water_map.h:257
bool IsTileOnWater(Tile t)
Tests if the tile was built on water.
Definition water_map.h:138
bool IsShipDepot(Tile t)
Is it a water tile with a ship depot on it?
Definition water_map.h:224
bool IsValidWaterClass(WaterClass wc)
Checks if a water class is valid.
Definition water_map.h:52
bool IsRiver(Tile t)
Is it a river water tile?
Definition water_map.h:182
DiagDirection GetLockDirection(Tile t)
Get the direction of the water lock.
Definition water_map.h:316
WaterClass
classes of water (for WaterTileType::Clear water tile type).
Definition water_map.h:39
@ River
River.
Definition water_map.h:42
@ Invalid
Used for industry tiles on land (also for oilrig if newgrf says so).
Definition water_map.h:43
@ Canal
Canal.
Definition water_map.h:41
@ Sea
Sea.
Definition water_map.h:40
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:103
bool IsCanal(Tile t)
Is it a canal tile?
Definition water_map.h:171
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:203
void MakeRiver(Tile t, uint8_t random_bits)
Make a river tile.
Definition water_map.h:438
WaterTileType GetWaterTileType(Tile t)
Get the water tile type of a tile.
Definition water_map.h:80
void SetNonFloodingWaterTile(Tile t, bool b)
Set the non-flooding water tile state of a tile.
Definition water_map.h:532
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:114
void MakeCanal(Tile t, Owner o, uint8_t random_bits)
Make a canal tile.
Definition water_map.h:449
TileIndex GetOtherShipDepotTile(Tile t)
Get the other tile of the ship depot.
Definition water_map.h:280
DepotPart
Sections of the water depot.
Definition water_map.h:58
@ South
Southern part of a depot.
Definition water_map.h:60
@ North
Northern part of a depot.
Definition water_map.h:59
@ Coast
Coast.
Definition water_map.h:33
@ Depot
Water Depot.
Definition water_map.h:35
@ Lock
Water lock.
Definition water_map.h:34
@ Clear
Plain water.
Definition water_map.h:32
bool IsNonFloodingWaterTile(Tile t)
Checks whether the tile is marked as a non-flooding water tile.
Definition water_map.h:542
void SetDockingTile(Tile t, bool b)
Set the docking tile state of a tile.
Definition water_map.h:364
LockPart
Sections of the water lock.
Definition water_map.h:65
@ Upper
Upper part of a lock.
Definition water_map.h:68
@ End
End marker.
Definition water_map.h:69
@ Middle
Middle part of a lock.
Definition water_map.h:66
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:192
bool IsLock(Tile t)
Is there a lock on a given water tile?
Definition water_map.h:305
void MakeShipDepot(Tile t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class)
Make a ship depot section.
Definition water_map.h:464
void MakeSea(Tile t)
Make a sea tile.
Definition water_map.h:428
LockPart GetLockPart(Tile t)
Get the part of a lock.
Definition water_map.h:328
Axis GetShipDepotAxis(Tile t)
Get the axis of the ship depot.
Definition water_map.h:245
void InvalidateWaterRegion(TileIndex tile)
Marks the water region that tile is part of as invalid.
Handles dividing the water in the map into regions to assist pathfinding.