OpenTTD Source 20250205-master-gfd85ab1e2c
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 <http://www.gnu.org/licenses/>.
6 */
7
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
44#include "table/strings.h"
45
46#include "safeguards.h"
47
51static const uint8_t _flood_from_dirs[] = {
52 (1 << DIR_NW) | (1 << DIR_SW) | (1 << DIR_SE) | (1 << DIR_NE), // SLOPE_FLAT
53 (1 << DIR_NE) | (1 << DIR_SE), // SLOPE_W
54 (1 << DIR_NW) | (1 << DIR_NE), // SLOPE_S
55 (1 << DIR_NE), // SLOPE_SW
56 (1 << DIR_NW) | (1 << DIR_SW), // SLOPE_E
57 0, // SLOPE_EW
58 (1 << DIR_NW), // SLOPE_SE
59 (1 << DIR_N ) | (1 << DIR_NW) | (1 << DIR_NE), // SLOPE_WSE, SLOPE_STEEP_S
60 (1 << DIR_SW) | (1 << DIR_SE), // SLOPE_N
61 (1 << DIR_SE), // SLOPE_NW
62 0, // SLOPE_NS
63 (1 << DIR_E ) | (1 << DIR_NE) | (1 << DIR_SE), // SLOPE_NWS, SLOPE_STEEP_W
64 (1 << DIR_SW), // SLOPE_NE
65 (1 << DIR_S ) | (1 << DIR_SW) | (1 << DIR_SE), // SLOPE_ENW, SLOPE_STEEP_N
66 (1 << DIR_W ) | (1 << DIR_SW) | (1 << DIR_NW), // SLOPE_SEN, SLOPE_STEEP_E
67};
68
75static inline void MarkTileDirtyIfCanalOrRiver(TileIndex tile)
76{
77 if (IsValidTile(tile) && IsTileType(tile, MP_WATER) && (IsCanal(tile) || IsRiver(tile))) MarkTileDirtyByTile(tile);
78}
79
87{
88 for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
90 }
91}
92
98{
99 for (Direction dir = DIR_BEGIN; dir != DIR_END; dir++) {
100 TileIndex dest = tile + TileOffsByDir(dir);
101 if (IsValidTile(dest) && IsTileType(dest, MP_WATER)) SetNonFloodingWaterTile(dest, false);
102 }
103}
104
113{
114 if (!IsValidAxis(axis)) return CMD_ERROR;
115 TileIndex tile2 = tile + TileOffsByAxis(axis);
116
117 if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) {
118 return CommandCost(STR_ERROR_MUST_BE_BUILT_ON_WATER);
119 }
120
121 if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
122
123 if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
124 /* Prevent depots on rapids */
125 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
126 }
127
128 if (!Depot::CanAllocateItem()) return CMD_ERROR;
129
130 WaterClass wc1 = GetWaterClass(tile);
131 WaterClass wc2 = GetWaterClass(tile2);
132 CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]);
133
134 bool add_cost = !IsWaterTile(tile);
136 if (ret.Failed()) return ret;
137 if (add_cost) {
138 cost.AddCost(ret);
139 }
140 add_cost = !IsWaterTile(tile2);
141 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags | DC_AUTO, tile2);
142 if (ret.Failed()) return ret;
143 if (add_cost) {
144 cost.AddCost(ret);
145 }
146
147 if (flags & DC_EXEC) {
148 Depot *depot = new Depot(tile);
150
151 uint new_water_infra = 2 * LOCK_DEPOT_TILE_FACTOR;
152 /* Update infrastructure counts after the tile clears earlier.
153 * Clearing object tiles may result in water tiles which are already accounted for in the water infrastructure total.
154 * See: MakeWaterKeepingClass() */
155 if (wc1 == WATER_CLASS_CANAL && !(HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_CANAL && IsTileOwner(tile, _current_company))) new_water_infra++;
156 if (wc2 == WATER_CLASS_CANAL && !(HasTileWaterClass(tile2) && GetWaterClass(tile2) == WATER_CLASS_CANAL && IsTileOwner(tile2, _current_company))) new_water_infra++;
157
158 Company::Get(_current_company)->infrastructure.water += new_water_infra;
160
161 MakeShipDepot(tile, _current_company, depot->index, DEPOT_PART_NORTH, axis, wc1);
162 MakeShipDepot(tile2, _current_company, depot->index, DEPOT_PART_SOUTH, axis, wc2);
164 CheckForDockingTile(tile2);
166 MarkTileDirtyByTile(tile2);
167 MakeDefaultName(depot);
168 }
169
170 return cost;
171}
172
173bool IsPossibleDockingTile(Tile t)
174{
175 assert(IsValidTile(t));
176 switch (GetTileType(t)) {
177 case MP_WATER:
178 if (IsLock(t) && GetLockPart(t) == LOCK_PART_MIDDLE) return false;
179 [[fallthrough]];
180 case MP_RAILWAY:
181 case MP_STATION:
182 case MP_TUNNELBRIDGE:
184
185 default:
186 return false;
187 }
188}
189
196{
197 for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
198 TileIndex tile = t + TileOffsByDiagDir(d);
199 if (!IsValidTile(tile)) continue;
200
201 if (IsDockTile(tile) && IsDockWaterPart(tile)) {
202 Station::GetByTile(tile)->docking_station.Add(t);
203 SetDockingTile(t, true);
204 }
205 if (IsTileType(tile, MP_INDUSTRY)) {
207 if (st != nullptr) {
208 st->docking_station.Add(t);
209 SetDockingTile(t, true);
210 }
211 }
212 if (IsTileType(tile, MP_STATION) && IsOilRig(tile)) {
213 Station::GetByTile(tile)->docking_station.Add(t);
214 SetDockingTile(t, true);
215 }
216 }
217}
218
219void MakeWaterKeepingClass(TileIndex tile, Owner o)
220{
221 WaterClass wc = GetWaterClass(tile);
222
223 /* Autoslope might turn an originally canal or river tile into land */
224 auto [slope, z] = GetTileSlopeZ(tile);
225
226 if (slope != SLOPE_FLAT) {
227 if (wc == WATER_CLASS_CANAL) {
228 /* If we clear the canal, we have to remove it from the infrastructure count as well. */
230 if (c != nullptr) {
233 }
234 /* Sloped canals are locks and no natural water remains whatever the slope direction */
236 }
237
238 /* Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */
241 }
242 }
243
244 if (wc == WATER_CLASS_SEA && z > 0) {
245 /* Update company infrastructure count. */
247 if (c != nullptr) {
250 }
251
253 }
254
255 /* Zero map array and terminate animation */
256 DoClearSquare(tile);
257
258 /* Maybe change to water */
259 switch (wc) {
260 case WATER_CLASS_SEA: MakeSea(tile); break;
261 case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
262 case WATER_CLASS_RIVER: MakeRiver(tile, Random()); break;
263 default: break;
264 }
265
268}
269
270static CommandCost RemoveShipDepot(TileIndex tile, DoCommandFlag flags)
271{
272 if (!IsShipDepot(tile)) return CMD_ERROR;
273
275 if (ret.Failed()) return ret;
276
277 TileIndex tile2 = GetOtherShipDepotTile(tile);
278
279 /* do not check for ship on tile when company goes bankrupt */
280 if (!(flags & DC_BANKRUPT)) {
281 ret = EnsureNoVehicleOnGround(tile);
282 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
283 if (ret.Failed()) return ret;
284 }
285
286 bool do_clear = (flags & DC_FORCE_CLEAR_TILE) != 0;
287
288 if (flags & DC_EXEC) {
289 delete Depot::GetByTile(tile);
290
292 if (c != nullptr) {
294 if (do_clear && GetWaterClass(tile) == WATER_CLASS_CANAL) c->infrastructure.water--;
296 }
297
298 if (!do_clear) MakeWaterKeepingClass(tile, GetTileOwner(tile));
299 MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
300 }
301
302 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_SHIP]);
303}
304
313{
315
316 TileIndexDiff delta = TileOffsByDiagDir(dir);
318 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
319 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
320 if (ret.Failed()) return ret;
321
322 /* middle tile */
324 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
325 if (ret.Failed()) return ret;
326 cost.AddCost(ret);
327
328 /* lower tile */
329 if (!IsWaterTile(tile - delta)) {
330 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile - delta);
331 if (ret.Failed()) return ret;
332 cost.AddCost(ret);
333 cost.AddCost(_price[PR_BUILD_CANAL]);
334 }
335 if (!IsTileFlat(tile - delta)) {
336 return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
337 }
338 WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;
339
340 /* upper tile */
341 if (!IsWaterTile(tile + delta)) {
342 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile + delta);
343 if (ret.Failed()) return ret;
344 cost.AddCost(ret);
345 cost.AddCost(_price[PR_BUILD_CANAL]);
346 }
347 if (!IsTileFlat(tile + delta)) {
348 return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
349 }
350 WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;
351
352 if (IsBridgeAbove(tile) || IsBridgeAbove(tile - delta) || IsBridgeAbove(tile + delta)) {
353 return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
354 }
355
356 if (flags & DC_EXEC) {
357 /* Update company infrastructure counts. */
359 if (c != nullptr) {
360 /* Counts for the water. */
361 if (!IsWaterTile(tile - delta)) c->infrastructure.water++;
362 if (!IsWaterTile(tile + delta)) c->infrastructure.water++;
363 /* Count for the lock itself. */
364 c->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock is three tiles.
366 }
367
368 MakeLock(tile, _current_company, dir, wc_lower, wc_upper, wc_middle);
369 CheckForDockingTile(tile - delta);
370 CheckForDockingTile(tile + delta);
372 MarkTileDirtyByTile(tile - delta);
373 MarkTileDirtyByTile(tile + delta);
374 MarkCanalsAndRiversAroundDirty(tile - delta);
375 MarkCanalsAndRiversAroundDirty(tile + delta);
376 InvalidateWaterRegion(tile - delta);
377 InvalidateWaterRegion(tile + delta);
378 }
379 cost.AddCost(_price[PR_BUILD_LOCK]);
380
381 return cost;
382}
383
391{
392 if (GetTileOwner(tile) != OWNER_NONE) {
394 if (ret.Failed()) return ret;
395 }
396
398
399 /* make sure no vehicle is on the tile. */
401 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
402 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
403 if (ret.Failed()) return ret;
404
405 if (flags & DC_EXEC) {
406 /* Remove middle part from company infrastructure count. */
408 if (c != nullptr) {
409 c->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // three parts of the lock.
411 }
412
413 if (GetWaterClass(tile) == WATER_CLASS_RIVER) {
414 MakeRiver(tile, Random());
415 } else {
416 DoClearSquare(tile);
418 }
419 MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
420 MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
422 MarkCanalsAndRiversAroundDirty(tile - delta);
423 MarkCanalsAndRiversAroundDirty(tile + delta);
424 }
425
426 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
427}
428
436{
438 if (dir == INVALID_DIAGDIR) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
439
440 return DoBuildLock(tile, dir, flags);
441}
442
444static bool RiverModifyDesertZone(TileIndex tile, void *)
445{
447 return false;
448}
449
455{
456 MakeRiver(tile, Random());
458
459 /* Remove desert directly around the river tile. */
461}
462
472CommandCost CmdBuildCanal(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
473{
474 if (start_tile >= Map::Size() || !IsValidWaterClass(wc)) return CMD_ERROR;
475
476 /* Outside of the editor you can only build canals, not oceans */
477 if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;
478
480
481 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
482 for (; *iter != INVALID_TILE; ++(*iter)) {
483 TileIndex current_tile = *iter;
484 CommandCost ret;
485
486 Slope slope = GetTileSlope(current_tile);
487 if (slope != SLOPE_FLAT && (wc != WATER_CLASS_RIVER || !IsInclinedSlope(slope))) {
488 return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
489 }
490
491 bool water = IsWaterTile(current_tile);
492
493 /* Outside the editor, prevent building canals over your own or OWNER_NONE owned canals */
494 if (water && IsCanal(current_tile) && _game_mode != GM_EDITOR && (IsTileOwner(current_tile, _current_company) || IsTileOwner(current_tile, OWNER_NONE))) continue;
495
496 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
497 if (ret.Failed()) return ret;
498
499 if (!water) cost.AddCost(ret);
500
501 if (flags & DC_EXEC) {
502 if (IsTileType(current_tile, MP_WATER) && IsCanal(current_tile)) {
503 Owner owner = GetTileOwner(current_tile);
504 if (Company::IsValidID(owner)) {
505 Company::Get(owner)->infrastructure.water--;
507 }
508 }
509
510 switch (wc) {
512 MakeRiver(current_tile, Random());
513 if (_game_mode == GM_EDITOR) {
514 TileIndex tile2 = current_tile;
516 }
517 break;
518
519 case WATER_CLASS_SEA:
520 if (TileHeight(current_tile) == 0) {
521 MakeSea(current_tile);
522 break;
523 }
524 [[fallthrough]];
525
526 default:
527 MakeCanal(current_tile, _current_company, Random());
529 Company::Get(_current_company)->infrastructure.water++;
531 }
532 break;
533 }
534 MarkTileDirtyByTile(current_tile);
535 MarkCanalsAndRiversAroundDirty(current_tile);
536 CheckForDockingTile(current_tile);
537 }
538
539 cost.AddCost(_price[PR_BUILD_CANAL]);
540 }
541
542 if (cost.GetCost() == 0) {
543 return CommandCost(STR_ERROR_ALREADY_BUILT);
544 } else {
545 return cost;
546 }
547}
548
549
550static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
551{
552 switch (GetWaterTileType(tile)) {
553 case WATER_TILE_CLEAR: {
554 if (flags & DC_NO_WATER) return CommandCost(STR_ERROR_CAN_T_BUILD_ON_WATER);
555
556 Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
557 /* Make sure freeform edges are allowed or it's not an edge tile. */
559 !IsInsideMM(TileY(tile), 1, Map::MaxY() - 1))) {
560 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
561 }
562
563 /* Make sure no vehicle is on the tile */
565 if (ret.Failed()) return ret;
566
567 Owner owner = GetTileOwner(tile);
568 if (owner != OWNER_WATER && owner != OWNER_NONE) {
569 ret = CheckTileOwnership(tile);
570 if (ret.Failed()) return ret;
571 }
572
573 if (flags & DC_EXEC) {
574 if (IsCanal(tile) && Company::IsValidID(owner)) {
575 Company::Get(owner)->infrastructure.water--;
577 }
578 DoClearSquare(tile);
581 }
582
583 return CommandCost(EXPENSES_CONSTRUCTION, base_cost);
584 }
585
586 case WATER_TILE_COAST: {
587 Slope slope = GetTileSlope(tile);
588
589 /* Make sure no vehicle is on the tile */
591 if (ret.Failed()) return ret;
592
593 if (flags & DC_EXEC) {
594 DoClearSquare(tile);
597 }
598 if (IsSlopeWithOneCornerRaised(slope)) {
599 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
600 } else {
601 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]);
602 }
603 }
604
605 case WATER_TILE_LOCK: {
606 static const TileIndexDiffC _lock_tomiddle_offs[][DIAGDIR_END] = {
607 /* NE SE SW NW */
608 { { 0, 0}, {0, 0}, { 0, 0}, {0, 0} }, // LOCK_PART_MIDDLE
609 { {-1, 0}, {0, 1}, { 1, 0}, {0, -1} }, // LOCK_PART_LOWER
610 { { 1, 0}, {0, -1}, {-1, 0}, {0, 1} }, // LOCK_PART_UPPER
611 };
612
613 if (flags & DC_AUTO) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
615 /* move to the middle tile.. */
616 return RemoveLock(tile + ToTileIndexDiff(_lock_tomiddle_offs[GetLockPart(tile)][GetLockDirection(tile)]), flags);
617 }
618
619 case WATER_TILE_DEPOT:
620 if (flags & DC_AUTO) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
621 return RemoveShipDepot(tile, flags);
622
623 default:
624 NOT_REACHED();
625 }
626}
627
637{
638 switch (GetTileType(tile)) {
639 case MP_WATER:
640 switch (GetWaterTileType(tile)) {
641 default: NOT_REACHED();
642 case WATER_TILE_DEPOT: case WATER_TILE_CLEAR: return true;
644
645 case WATER_TILE_COAST:
646 switch (GetTileSlope(tile)) {
647 case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
648 case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
649 case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
650 case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
651 default: return false;
652 }
653 }
654
655 case MP_RAILWAY:
656 if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
657 assert(IsPlainRail(tile));
658 switch (GetTileSlope(tile)) {
659 case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
660 case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
661 case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
662 case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
663 default: return false;
664 }
665 }
666 return false;
667
668 case MP_STATION:
669 if (IsOilRig(tile)) {
670 /* Do not draw waterborders inside of industries.
671 * Note: There is no easy way to detect the industry of an oilrig tile. */
672 TileIndex src_tile = tile + TileOffsByDir(from);
673 if ((IsTileType(src_tile, MP_STATION) && IsOilRig(src_tile)) ||
674 (IsTileType(src_tile, MP_INDUSTRY))) return true;
675
676 return IsTileOnWater(tile);
677 }
678 return (IsDock(tile) && IsTileFlat(tile)) || IsBuoy(tile);
679
680 case MP_INDUSTRY: {
681 /* Do not draw waterborders inside of industries.
682 * Note: There is no easy way to detect the industry of an oilrig tile. */
683 TileIndex src_tile = tile + TileOffsByDir(from);
684 if ((IsTileType(src_tile, MP_STATION) && IsOilRig(src_tile)) ||
685 (IsTileType(src_tile, MP_INDUSTRY) && GetIndustryIndex(src_tile) == GetIndustryIndex(tile))) return true;
686
687 return IsTileOnWater(tile);
688 }
689
690 case MP_OBJECT: return IsTileOnWater(tile);
691
693
694 case MP_VOID: return true; // consider map border as water, esp. for rivers
695
696 default: return false;
697 }
698}
699
707static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
708{
709 if (base != SPR_FLAT_WATER_TILE) {
710 /* Only call offset callback if the sprite is NewGRF-provided. */
711 offset = GetCanalSpriteOffset(feature, tile, offset);
712 }
713 DrawGroundSprite(base + offset, PAL_NONE);
714}
715
722static void DrawWaterEdges(bool canal, uint offset, TileIndex tile)
723{
724 CanalFeature feature;
725 SpriteID base = 0;
726 if (canal) {
727 feature = CF_DIKES;
728 base = GetCanalSprite(CF_DIKES, tile);
729 if (base == 0) base = SPR_CANAL_DIKES_BASE;
730 } else {
731 feature = CF_RIVER_EDGE;
732 base = GetCanalSprite(CF_RIVER_EDGE, tile);
733 if (base == 0) return; // Don't draw if no sprites provided.
734 }
735
736 uint wa;
737
738 /* determine the edges around with water. */
739 wa = IsWateredTile(TileAddXY(tile, -1, 0), DIR_SW) << 0;
740 wa += IsWateredTile(TileAddXY(tile, 0, 1), DIR_NW) << 1;
741 wa += IsWateredTile(TileAddXY(tile, 1, 0), DIR_NE) << 2;
742 wa += IsWateredTile(TileAddXY(tile, 0, -1), DIR_SE) << 3;
743
744 if (!(wa & 1)) DrawWaterSprite(base, offset, feature, tile);
745 if (!(wa & 2)) DrawWaterSprite(base, offset + 1, feature, tile);
746 if (!(wa & 4)) DrawWaterSprite(base, offset + 2, feature, tile);
747 if (!(wa & 8)) DrawWaterSprite(base, offset + 3, feature, tile);
748
749 /* right corner */
750 switch (wa & 0x03) {
751 case 0: DrawWaterSprite(base, offset + 4, feature, tile); break;
752 case 3: if (!IsWateredTile(TileAddXY(tile, -1, 1), DIR_W)) DrawWaterSprite(base, offset + 8, feature, tile); break;
753 }
754
755 /* bottom corner */
756 switch (wa & 0x06) {
757 case 0: DrawWaterSprite(base, offset + 5, feature, tile); break;
758 case 6: if (!IsWateredTile(TileAddXY(tile, 1, 1), DIR_N)) DrawWaterSprite(base, offset + 9, feature, tile); break;
759 }
760
761 /* left corner */
762 switch (wa & 0x0C) {
763 case 0: DrawWaterSprite(base, offset + 6, feature, tile); break;
764 case 12: if (!IsWateredTile(TileAddXY(tile, 1, -1), DIR_E)) DrawWaterSprite(base, offset + 10, feature, tile); break;
765 }
766
767 /* upper corner */
768 switch (wa & 0x09) {
769 case 0: DrawWaterSprite(base, offset + 7, feature, tile); break;
770 case 9: if (!IsWateredTile(TileAddXY(tile, -1, -1), DIR_S)) DrawWaterSprite(base, offset + 11, feature, tile); break;
771 }
772}
773
776{
777 DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
778}
779
781static void DrawCanalWater(TileIndex tile)
782{
783 SpriteID image = SPR_FLAT_WATER_TILE;
784 if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
785 /* First water slope sprite is flat water. */
786 image = GetCanalSprite(CF_WATERSLOPE, tile);
787 if (image == 0) image = SPR_FLAT_WATER_TILE;
788 }
789 DrawWaterSprite(image, 0, CF_WATERSLOPE, tile);
790
791 DrawWaterEdges(true, 0, tile);
792}
793
794#include "table/water_land.h"
795
805static void DrawWaterTileStruct(const TileInfo *ti, const DrawTileSeqStruct *dtss, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
806{
807 /* Don't draw if buildings are invisible. */
808 if (IsInvisibilitySet(TO_BUILDINGS)) return;
809
810 for (; !dtss->IsTerminator(); dtss++) {
811 uint tile_offs = offset + dtss->image.sprite;
812 if (feature < CF_END) tile_offs = GetCanalSpriteOffset(feature, ti->tile, tile_offs);
813 AddSortableSpriteToDraw(base + tile_offs, palette,
814 ti->x + dtss->delta_x, ti->y + dtss->delta_y,
815 dtss->size_x, dtss->size_y,
816 dtss->size_z, ti->z + dtss->delta_z,
818 }
819}
820
822static void DrawWaterLock(const TileInfo *ti)
823{
824 int part = GetLockPart(ti->tile);
825 const DrawTileSprites &dts = _lock_display_data[part][GetLockDirection(ti->tile)];
826
827 /* Draw ground sprite. */
828 SpriteID image = dts.ground.sprite;
829
830 SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile);
831 if (water_base == 0) {
832 /* Use default sprites. */
833 water_base = SPR_CANALS_BASE;
834 } else if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
835 /* NewGRF supplies a flat sprite as first sprite. */
836 if (image == SPR_FLAT_WATER_TILE) {
837 image = water_base;
838 } else {
839 image++;
840 }
841 }
842
843 if (image < 5) image += water_base;
844 DrawGroundSprite(image, PAL_NONE);
845
846 /* Draw structures. */
847 uint zoffs = 0;
848 SpriteID base = GetCanalSprite(CF_LOCKS, ti->tile);
849
850 if (base == 0) {
851 /* If no custom graphics, use defaults. */
852 base = SPR_LOCK_BASE;
853 uint8_t z_threshold = part == LOCK_PART_UPPER ? 8 : 0;
854 zoffs = ti->z > z_threshold ? 24 : 0;
855 }
856
857 DrawWaterTileStruct(ti, dts.seq, base, zoffs, PAL_NONE, CF_LOCKS);
858}
859
861static void DrawWaterDepot(const TileInfo *ti)
862{
863 DrawWaterClassGround(ti);
864 DrawWaterTileStruct(ti, _shipdepot_display_data[GetShipDepotAxis(ti->tile)][GetShipDepotPart(ti->tile)].seq, 0, 0, COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile)), CF_END);
865}
866
867static void DrawRiverWater(const TileInfo *ti)
868{
869 SpriteID image = SPR_FLAT_WATER_TILE;
870 uint offset = 0;
871 uint edges_offset = 0;
872
873 if (ti->tileh != SLOPE_FLAT || HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
874 image = GetCanalSprite(CF_RIVER_SLOPE, ti->tile);
875 if (image == 0) {
876 switch (ti->tileh) {
877 case SLOPE_NW: image = SPR_WATER_SLOPE_Y_DOWN; break;
878 case SLOPE_SW: image = SPR_WATER_SLOPE_X_UP; break;
879 case SLOPE_SE: image = SPR_WATER_SLOPE_Y_UP; break;
880 case SLOPE_NE: image = SPR_WATER_SLOPE_X_DOWN; break;
881 default: image = SPR_FLAT_WATER_TILE; break;
882 }
883 } else {
884 /* Flag bit 0 indicates that the first sprite is flat water. */
885 offset = HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE) ? 1 : 0;
886
887 switch (ti->tileh) {
888 case SLOPE_SE: edges_offset += 12; break;
889 case SLOPE_NE: offset += 1; edges_offset += 24; break;
890 case SLOPE_SW: offset += 2; edges_offset += 36; break;
891 case SLOPE_NW: offset += 3; edges_offset += 48; break;
892 default: offset = 0; break;
893 }
894
895 offset = GetCanalSpriteOffset(CF_RIVER_SLOPE, ti->tile, offset);
896 }
897 }
898
899 DrawGroundSprite(image + offset, PAL_NONE);
900
901 /* Draw river edges if available. */
902 DrawWaterEdges(false, edges_offset, ti->tile);
903}
904
905void DrawShoreTile(Slope tileh)
906{
907 /* Converts the enum Slope into an offset based on SPR_SHORE_BASE.
908 * This allows to calculate the proper sprite to display for this Slope */
909 static const uint8_t tileh_to_shoresprite[32] = {
910 0, 1, 2, 3, 4, 16, 6, 7, 8, 9, 17, 11, 12, 13, 14, 0,
911 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 10, 15, 0,
912 };
913
914 assert(!IsHalftileSlope(tileh)); // Halftile slopes need to get handled earlier.
915 assert(tileh != SLOPE_FLAT); // Shore is never flat
916
917 assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour
918
919 DrawGroundSprite(SPR_SHORE_BASE + tileh_to_shoresprite[tileh], PAL_NONE);
920}
921
922void DrawWaterClassGround(const TileInfo *ti)
923{
924 switch (GetWaterClass(ti->tile)) {
925 case WATER_CLASS_SEA: DrawSeaWater(ti->tile); break;
926 case WATER_CLASS_CANAL: DrawCanalWater(ti->tile); break;
927 case WATER_CLASS_RIVER: DrawRiverWater(ti); break;
928 default: NOT_REACHED();
929 }
930}
931
932static void DrawTile_Water(TileInfo *ti)
933{
934 switch (GetWaterTileType(ti->tile)) {
935 case WATER_TILE_CLEAR:
936 DrawWaterClassGround(ti);
938 break;
939
940 case WATER_TILE_COAST: {
941 DrawShoreTile(ti->tileh);
943 break;
944 }
945
946 case WATER_TILE_LOCK:
947 DrawWaterLock(ti);
948 break;
949
950 case WATER_TILE_DEPOT:
951 DrawWaterDepot(ti);
952 break;
953 }
954}
955
956void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part)
957{
958 const DrawTileSprites &dts = _shipdepot_display_data[axis][part];
959
960 DrawSprite(dts.ground.sprite, dts.ground.pal, x, y);
961 DrawOrigTileSeqInGUI(x, y, &dts, COMPANY_SPRITE_COLOUR(_local_company));
962}
963
964
965static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y, bool)
966{
967 auto [tileh, z] = GetTilePixelSlope(tile);
968
969 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
970}
971
972static Foundation GetFoundation_Water(TileIndex, Slope)
973{
974 return FOUNDATION_NONE;
975}
976
977static void GetTileDesc_Water(TileIndex tile, TileDesc *td)
978{
979 switch (GetWaterTileType(tile)) {
980 case WATER_TILE_CLEAR:
981 switch (GetWaterClass(tile)) {
982 case WATER_CLASS_SEA: td->str = STR_LAI_WATER_DESCRIPTION_WATER; break;
983 case WATER_CLASS_CANAL: td->str = STR_LAI_WATER_DESCRIPTION_CANAL; break;
984 case WATER_CLASS_RIVER: td->str = STR_LAI_WATER_DESCRIPTION_RIVER; break;
985 default: NOT_REACHED();
986 }
987 break;
988 case WATER_TILE_COAST: td->str = STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK; break;
989 case WATER_TILE_LOCK : td->str = STR_LAI_WATER_DESCRIPTION_LOCK; break;
990 case WATER_TILE_DEPOT:
991 td->str = STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT;
992 td->build_date = Depot::GetByTile(tile)->build_date;
993 break;
994 default: NOT_REACHED();
995 }
996
997 td->owner[0] = GetTileOwner(tile);
998}
999
1005static void FloodVehicle(Vehicle *v)
1006{
1007 uint victims = v->Crash(true);
1008
1009 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims));
1010 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims));
1011 SetDParam(0, victims);
1012 AddTileNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE, NT_ACCIDENT, v->tile);
1014 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1015}
1016
1023static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
1024{
1025 if ((v->vehstatus & VS_CRASHED) != 0) return nullptr;
1026
1027 switch (v->type) {
1028 default: break;
1029
1030 case VEH_AIRCRAFT: {
1031 if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
1032 if (v->subtype == AIR_SHADOW) break;
1033
1034 /* We compare v->z_pos against delta_z + 1 because the shadow
1035 * is at delta_z and the actual aircraft at delta_z + 1. */
1036 const Station *st = Station::GetByTile(v->tile);
1037 const AirportFTAClass *airport = st->airport.GetFTA();
1038 if (v->z_pos != airport->delta_z + 1) break;
1039
1040 FloodVehicle(v);
1041 break;
1042 }
1043
1044 case VEH_TRAIN:
1045 case VEH_ROAD: {
1046 int z = *(int*)data;
1047 if (v->z_pos > z) break;
1048 FloodVehicle(v->First());
1049 break;
1050 }
1051 }
1052
1053 return nullptr;
1054}
1055
1061static void FloodVehicles(TileIndex tile)
1062{
1063 int z = 0;
1064
1065 if (IsAirportTile(tile)) {
1066 const Station *st = Station::GetByTile(tile);
1067 for (TileIndex airport_tile : st->airport) {
1068 if (st->TileBelongsToAirport(airport_tile)) FindVehicleOnPos(airport_tile, &z, &FloodVehicleProc);
1069 }
1070
1071 /* No vehicle could be flooded on this airport anymore */
1072 return;
1073 }
1074
1075 if (!IsBridgeTile(tile)) {
1077 return;
1078 }
1079
1080 TileIndex end = GetOtherBridgeEnd(tile);
1081 z = GetBridgePixelHeight(tile);
1082
1085}
1086
1093{
1094 /* FLOOD_ACTIVE: 'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile, sea-water-industries, sea-oilrigs
1095 * FLOOD_DRYUP: coast with more than one corner raised, coast with rail-track, coast with trees
1096 * FLOOD_PASSIVE: (not used)
1097 * FLOOD_NONE: canals, rivers, everything else
1098 */
1099 switch (GetTileType(tile)) {
1100 case MP_WATER:
1101 if (IsCoast(tile)) {
1102 Slope tileh = GetTileSlope(tile);
1104 }
1105 [[fallthrough]];
1106 case MP_STATION:
1107 case MP_INDUSTRY:
1108 case MP_OBJECT:
1110
1111 case MP_RAILWAY:
1112 if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
1114 }
1115 return FLOOD_NONE;
1116
1117 case MP_TREES:
1119
1120 case MP_VOID:
1121 return FLOOD_ACTIVE;
1122
1123 default:
1124 return FLOOD_NONE;
1125 }
1126}
1127
1131static void DoFloodTile(TileIndex target)
1132{
1133 assert(!IsTileType(target, MP_WATER));
1134
1135 bool flooded = false; // Will be set to true if something is changed.
1136
1138
1139 Slope tileh = GetTileSlope(target);
1140 if (tileh != SLOPE_FLAT) {
1141 /* make coast.. */
1142 switch (GetTileType(target)) {
1143 case MP_RAILWAY: {
1144 if (!IsPlainRail(target)) break;
1145 FloodVehicles(target);
1146 flooded = FloodHalftile(target);
1147 break;
1148 }
1149
1150 case MP_TREES:
1151 if (!IsSlopeWithOneCornerRaised(tileh)) {
1153 MarkTileDirtyByTile(target);
1154 flooded = true;
1155 break;
1156 }
1157 [[fallthrough]];
1158
1159 case MP_CLEAR:
1160 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, target).Succeeded()) {
1161 MakeShore(target);
1162 MarkTileDirtyByTile(target);
1163 flooded = true;
1164 }
1165 break;
1166
1167 default:
1168 break;
1169 }
1170 } else {
1171 /* Flood vehicles */
1172 FloodVehicles(target);
1173
1174 /* flood flat tile */
1175 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, target).Succeeded()) {
1176 MakeSea(target);
1177 MarkTileDirtyByTile(target);
1178 flooded = true;
1179 }
1180 }
1181
1182 if (flooded) {
1183 /* Mark surrounding canal tiles dirty too to avoid glitches */
1185
1186 /* update signals if needed */
1188
1189 if (IsPossibleDockingTile(target)) CheckForDockingTile(target);
1190 InvalidateWaterRegion(target);
1191 }
1192
1193 cur_company.Restore();
1194}
1195
1199static void DoDryUp(TileIndex tile)
1200{
1202
1203 switch (GetTileType(tile)) {
1204 case MP_RAILWAY:
1205 assert(IsPlainRail(tile));
1206 assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
1207
1208 RailGroundType new_ground;
1209 switch (GetTrackBits(tile)) {
1210 case TRACK_BIT_UPPER: new_ground = RAIL_GROUND_FENCE_HORIZ1; break;
1211 case TRACK_BIT_LOWER: new_ground = RAIL_GROUND_FENCE_HORIZ2; break;
1212 case TRACK_BIT_LEFT: new_ground = RAIL_GROUND_FENCE_VERT1; break;
1213 case TRACK_BIT_RIGHT: new_ground = RAIL_GROUND_FENCE_VERT2; break;
1214 default: NOT_REACHED();
1215 }
1216 SetRailGroundType(tile, new_ground);
1217 MarkTileDirtyByTile(tile);
1218 break;
1219
1220 case MP_TREES:
1222 MarkTileDirtyByTile(tile);
1223 break;
1224
1225 case MP_WATER:
1226 assert(IsCoast(tile));
1227
1228 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, tile).Succeeded()) {
1229 MakeClear(tile, CLEAR_GRASS, 3);
1230 MarkTileDirtyByTile(tile);
1231 }
1232 break;
1233
1234 default: NOT_REACHED();
1235 }
1236
1237 cur_company.Restore();
1238}
1239
1247{
1248 if (IsTileType(tile, MP_WATER)) {
1249 AmbientSoundEffect(tile);
1250 if (IsNonFloodingWaterTile(tile)) return;
1251 }
1252
1253 switch (GetFloodingBehaviour(tile)) {
1254 case FLOOD_ACTIVE: {
1255 bool continue_flooding = false;
1256 for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
1258 /* Contrary to drying up, flooding does not consider MP_VOID tiles. */
1259 if (!IsValidTile(dest)) continue;
1260 /* do not try to flood water tiles - increases performance a lot */
1261 if (IsTileType(dest, MP_WATER)) continue;
1262
1263 /* Buoys and docks cannot be flooded, and when removed turn into flooding water. */
1264 if (IsTileType(dest, MP_STATION) && (IsBuoy(dest) || IsDock(dest))) continue;
1265
1266 /* This neighbour tile might be floodable later if the tile is cleared, so allow flooding to continue. */
1267 continue_flooding = true;
1268
1269 /* TREE_GROUND_SHORE is the sign of a previous flood. */
1270 if (IsTileType(dest, MP_TREES) && GetTreeGround(dest) == TREE_GROUND_SHORE) continue;
1271
1272 auto [slope_dest, z_dest] = GetFoundationSlope(dest);
1273 if (z_dest > 0) continue;
1274
1275 if (!HasBit(_flood_from_dirs[slope_dest & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP], ReverseDir(dir))) continue;
1276
1277 DoFloodTile(dest);
1278 }
1279 if (!continue_flooding && IsTileType(tile, MP_WATER)) SetNonFloodingWaterTile(tile, true);
1280 break;
1281 }
1282
1283 case FLOOD_DRYUP: {
1284 Slope slope_here = std::get<0>(GetFoundationSlope(tile)) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
1285 for (Direction dir : SetBitIterator<Direction>(_flood_from_dirs[slope_here])) {
1287 /* Contrary to flooding, drying up does consider MP_VOID tiles. */
1288 if (dest == INVALID_TILE) continue;
1289
1290 FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
1291 if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
1292 }
1293 DoDryUp(tile);
1294 break;
1295 }
1296
1297 default: return;
1298 }
1299}
1300
1301void ConvertGroundTilesIntoWaterTiles()
1302{
1303 for (const auto tile : Map::Iterate()) {
1304 auto [slope, z] = GetTileSlopeZ(tile);
1305 if (IsTileType(tile, MP_CLEAR) && z == 0) {
1306 /* Make both water for tiles at level 0
1307 * and make shore, as that looks much better
1308 * during the generation. */
1309 switch (slope) {
1310 case SLOPE_FLAT:
1311 MakeSea(tile);
1312 break;
1313
1314 case SLOPE_N:
1315 case SLOPE_E:
1316 case SLOPE_S:
1317 case SLOPE_W:
1318 MakeShore(tile);
1319 break;
1320
1321 default:
1323 TileIndex dest = TileAddByDir(tile, dir);
1324 Slope slope_dest = GetTileSlope(dest) & ~SLOPE_STEEP;
1325 if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest) || IsTileType(dest, MP_VOID)) {
1326 MakeShore(tile);
1327 break;
1328 }
1329 }
1330 break;
1331 }
1332 }
1333 }
1334}
1335
1336static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint, DiagDirection)
1337{
1340
1341 TrackBits ts;
1342
1343 if (mode != TRANSPORT_WATER) return 0;
1344
1345 switch (GetWaterTileType(tile)) {
1346 case WATER_TILE_CLEAR: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
1347 case WATER_TILE_COAST: ts = coast_tracks[GetTileSlope(tile) & 0xF]; break;
1349 case WATER_TILE_DEPOT: ts = AxisToTrackBits(GetShipDepotAxis(tile)); break;
1350 default: return 0;
1351 }
1352 if (TileX(tile) == 0) {
1353 /* NE border: remove tracks that connects NE tile edge */
1355 }
1356 if (TileY(tile) == 0) {
1357 /* NW border: remove tracks that connects NW tile edge */
1359 }
1361}
1362
1363static bool ClickTile_Water(TileIndex tile)
1364{
1365 if (GetWaterTileType(tile) == WATER_TILE_DEPOT) {
1367 return true;
1368 }
1369 return false;
1370}
1371
1372static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
1373{
1374 if (!IsTileOwner(tile, old_owner)) return;
1375
1376 bool is_lock_middle = IsLock(tile) && GetLockPart(tile) == LOCK_PART_MIDDLE;
1377
1378 /* No need to dirty company windows here, we'll redraw the whole screen anyway. */
1379 if (is_lock_middle) Company::Get(old_owner)->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
1380 if (new_owner != INVALID_OWNER) {
1381 if (is_lock_middle) Company::Get(new_owner)->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
1382 /* Only subtract from the old owner here if the new owner is valid,
1383 * otherwise we clear ship depots and canal water below. */
1384 if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) {
1385 Company::Get(old_owner)->infrastructure.water--;
1386 Company::Get(new_owner)->infrastructure.water++;
1387 }
1388 if (IsShipDepot(tile)) {
1389 Company::Get(old_owner)->infrastructure.water -= LOCK_DEPOT_TILE_FACTOR;
1390 Company::Get(new_owner)->infrastructure.water += LOCK_DEPOT_TILE_FACTOR;
1391 }
1392
1393 SetTileOwner(tile, new_owner);
1394 return;
1395 }
1396
1397 /* Remove depot */
1399
1400 /* Set owner of canals and locks ... and also canal under dock there was before.
1401 * Check if the new owner after removing depot isn't OWNER_WATER. */
1402 if (IsTileOwner(tile, old_owner)) {
1403 if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
1404 SetTileOwner(tile, OWNER_NONE);
1405 }
1406}
1407
1408static VehicleEnterTileStatus VehicleEnter_Water(Vehicle *, TileIndex, int, int)
1409{
1410 return VETSB_CONTINUE;
1411}
1412
1413static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlag flags, int, Slope)
1414{
1415 /* Canals can't be terraformed */
1416 if (IsWaterTile(tile) && IsCanal(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
1417
1418 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
1419}
1420
1421
1422extern const TileTypeProcs _tile_type_water_procs = {
1423 DrawTile_Water, // draw_tile_proc
1424 GetSlopePixelZ_Water, // get_slope_z_proc
1425 ClearTile_Water, // clear_tile_proc
1426 nullptr, // add_accepted_cargo_proc
1427 GetTileDesc_Water, // get_tile_desc_proc
1428 GetTileTrackStatus_Water, // get_tile_track_status_proc
1429 ClickTile_Water, // click_tile_proc
1430 nullptr, // animate_tile_proc
1431 TileLoop_Water, // tile_loop_proc
1432 ChangeTileOwner_Water, // change_tile_owner_proc
1433 nullptr, // add_produced_cargo_proc
1434 VehicleEnter_Water, // vehicle_enter_tile_proc
1435 GetFoundation_Water, // get_foundation_proc
1436 TerraformTile_Water, // terraform_tile_proc
1437};
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.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
void DrawBridgeMiddle(const TileInfo *ti)
Draw the middle bits of a bridge.
TileIndex GetOtherBridgeEnd(TileIndex tile)
Starting at one bridge end finds the other bridge end.
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
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:243
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?
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
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:291
Wrapper class to abstract away the way the tiles are stored.
Definition map_func.h:25
static Date date
Current date in days (day counter).
Map accessors for 'clear' tiles.
@ CLEAR_GRASS
0-3
Definition clear_map.h:20
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:259
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
DoCommandFlag
List of flags for a command.
@ DC_AUTO
don't allow building on structures
@ DC_FORCE_CLEAR_TILE
do not only remove the object on the tile, but also clear any water left on it
@ DC_NO_WATER
don't allow building on water
@ DC_BANKRUPT
company bankrupts, skip money check, skip vehicle on tile check in some cases
@ DC_EXEC
execute the given command
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.
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.
Owner
Enum for all companies/owners.
@ INVALID_OWNER
An invalid owner.
@ OWNER_NONE
The tile has no ownership.
@ 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.
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.
@ DIR_BEGIN
Used to iterate.
@ DIR_SW
Southwest.
@ DIR_NW
Northwest.
@ DIR_N
North.
@ DIR_SE
Southeast.
@ DIR_S
South.
@ DIR_NE
Northeast.
@ DIR_END
Used to iterate.
@ DIR_W
West.
@ DIR_E
East.
Axis
Allow incrementing of DiagDirDiff variables.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_END
Used for iterations.
@ DIAGDIR_BEGIN
Used for iterations.
@ INVALID_DIAGDIR
Flag for an invalid DiagDirection.
static const uint LOCK_DEPOT_TILE_FACTOR
Multiplier for how many regular tiles a lock counts.
@ EXPENSES_CONSTRUCTION
Construction costs.
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.
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:988
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:86
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Base of all industries.
Accessors 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.
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
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,...
Functions related to OTTD's landscape.
Command definitions related to landscape (slopes etc.).
@ Random
Randomise borders.
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition map.cpp:244
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:470
TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff)
Add a TileIndexDiffC to a TileIndex and returns the new one.
Definition map_func.h:515
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:599
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:440
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:555
TileIndexDiffC TileIndexDiffCByDir(Direction dir)
Returns the TileIndexDiffC offset from a Direction.
Definition map_func.h:497
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition map_func.h:584
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:425
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:415
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:570
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
uint GetCanalSpriteOffset(CanalFeature feature, TileIndex tile, uint cur_offset)
Get the new sprite offset for a water tile.
std::array< WaterFeature, CF_END > _water_feature
Table of canal 'feature' sprite groups.
SpriteID GetCanalSprite(CanalFeature feature, TileIndex tile)
Lookup the base sprite to use for a canal.
Handling of NewGRF canals.
@ CFF_HAS_FLAT_SPRITE
Additional flat ground sprite in the beginning.
Functions related to generic callbacks.
void AmbientSoundEffect(TileIndex tile)
Play an ambient sound effect for an empty tile.
Functions related to news.
@ NT_ACCIDENT
An accident or disaster has occurred.
Definition news_type.h:26
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:762
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:485
@ RAIL_GROUND_FENCE_HORIZ1
Grass with a fence at the southern side.
Definition rail_map.h:496
@ RAIL_GROUND_FENCE_VERT1
Grass with a fence at the eastern side.
Definition rail_map.h:494
@ RAIL_GROUND_FENCE_HORIZ2
Grass with a fence at the northern side.
Definition rail_map.h:497
@ RAIL_GROUND_WATER
Grass with a fence and shore or water on the free halftile.
Definition rail_map.h:499
@ RAIL_GROUND_FENCE_VERT2
Grass with a fence at the western side.
Definition rail_map.h:495
static debug_inline bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
Pseudo random number generator.
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:57
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
void UpdateSignalsInBuffer()
Update signals in buffer Called from 'outside'.
Definition signal.cpp:576
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:88
bool IsInclinedSlope(Slope s)
Tests if a specific slope is an inclined slope.
Definition slope_func.h:228
static constexpr bool IsHalftileSlope(Slope s)
Checks for non-continuous slope on halftile foundations.
Definition slope_func.h:47
DiagDirection GetInclinedSlopeDirection(Slope s)
Returns the direction of an inclined slope.
Definition slope_func.h:239
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:50
@ SLOPE_HALFTILE_MASK
three bits used for halftile slopes
Definition slope_type.h:72
@ SLOPE_NS
north and south corner are raised
Definition slope_type.h:60
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:52
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:51
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:53
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:56
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:49
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:58
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:57
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:55
@ SLOPE_EW
east and west corner are raised
Definition slope_type.h:59
@ SLOPE_STEEP
indicates the slope is steep
Definition slope_type.h:54
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
Functions related to sound.
@ SND_12_EXPLOSION
16 == 0x10 Destruction, crashes, disasters, ...
Definition sound_type.h:63
void DrawOrigTileSeqInGUI(int x, int y, const DrawTileSprites *dts, PaletteID default_palette)
Draw TTD sprite sequence in GUI.
Definition sprite.h:115
static const SpriteID SPR_SHORE_BASE
shore tiles - action 05-0D
Definition sprites.h:224
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.
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition strings.cpp:104
Functions related to OTTD's strings.
Finite sTate mAchine (FTA) of an airport.
Definition airport.h:143
uint8_t delta_z
Z adjustment for helicopter pads.
Definition airport.h:183
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 later.
void Restore()
Restore the variable.
static BaseStation * GetByTile(TileIndex tile)
Get the base station belonging to a specific tile.
VehicleType type
Type of vehicle.
SoundSettings sound
sound effect settings
uint32_t water
Count of company owned track bits for canals.
CompanyInfrastructure infrastructure
NOSAVE: Counts of company owned infrastructure.
bool freeform_edges
allow terraforming the tiles at the map edges
TimerGameCalendar::Date build_date
Date of construction.
Definition depot_base.h:26
A tile child sprite and palette to draw for stations etc, with 3D bounding box.
Definition sprite.h:25
int8_t delta_z
0x80 identifies child sprites
Definition sprite.h:28
bool IsTerminator() const
Check whether this is a sequence terminator.
Definition sprite.h:41
int8_t delta_x
0x80 is sequence terminator
Definition sprite.h:26
Ground palette sprite of a tile, together with its sprite layout.
Definition sprite.h:58
const DrawTileSeqStruct * seq
Array of child sprites. Terminated with a terminator entry.
Definition sprite.h:60
PalSpriteID ground
Palette and sprite for the ground.
Definition sprite.h:59
ConstructionSettings construction
construction of things in-game
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:238
Station * neutral_station
Associated neutral station.
Definition industry.h:96
Size related data of the map.
Definition map_func.h:206
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:306
static debug_inline uint Size()
Get the size of the map.
Definition map_func.h:288
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:297
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
Tindex index
Index of this pool item.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static Titem * Get(size_t index)
Returns Titem with given index.
Iterable ensemble of each set bit in a value.
bool disaster
Play disaster and accident sounds.
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:52
StringID str
Description of the tile.
Definition tile_cmd.h:53
TimerGameCalendar::Date build_date
Date of construction of tile contents.
Definition tile_cmd.h:57
Owner owner[4]
Name of the owner(s)
Definition tile_cmd.h:55
A pair-construct of a TileIndexDiff.
Definition map_type.h:31
Tile information, used while rendering the tile.
Definition tile_cmd.h:43
int z
Height.
Definition tile_cmd.h:48
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:44
Slope tileh
Slope of the tile.
Definition tile_cmd.h:46
TileIndex tile
Tile index.
Definition tile_cmd.h:47
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:45
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:158
Vehicle data structure.
int32_t z_pos
z coordinate.
virtual uint Crash(bool flooded=false)
Crash the (whole) vehicle chain.
Definition vehicle.cpp:280
uint8_t subtype
subtype (Filled with values from AircraftSubType/DisasterSubType/EffectVehicleType/GroundVehicleSubty...
Vehicle * First() const
Get the first vehicle of this vehicle chain.
uint8_t vehstatus
Status.
TileIndex tile
Current tile index.
Owner owner
Which company owns the vehicle?
VehicleEnterTileStatus
The returned bits of VehicleEnterTile.
Definition tile_cmd.h:21
@ VETSB_CONTINUE
Bit sets of the above specified bits.
Definition tile_cmd.h:35
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
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:136
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
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
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
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
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 debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition tile_type.h:77
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_WATER
Water tile.
Definition tile_type.h:54
@ MP_RAILWAY
A railway.
Definition tile_type.h:49
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition tile_type.h:58
Definition of the game-calendar-timer.
Base of the town class.
void MakeDefaultName(T *obj)
Set the default name for a depot/waypoint.
Definition town.h:252
TrackdirBits TrackBitsToTrackdirBits(TrackBits bits)
Converts TrackBits to TrackdirBits while allowing both directions.
Definition track_func.h:319
TrackStatus CombineTrackStatus(TrackdirBits trackdirbits, TrackdirBits red_signals)
Builds a TrackStatus.
Definition track_func.h:388
TrackBits AxisToTrackBits(Axis a)
Maps an Axis to the corresponding TrackBits value.
Definition track_func.h:88
TrackBits DiagDirToDiagTrackBits(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track bits incidating with that diagdir.
Definition track_func.h:524
TrackBits TrackStatusToTrackBits(TrackStatus ts)
Returns the present-track-information of a TrackStatus.
Definition track_func.h:363
TrackBits
Allow incrementing of Track variables.
Definition track_type.h:35
@ TRACK_BIT_UPPER
Upper track.
Definition track_type.h:39
@ TRACK_BIT_LEFT
Left track.
Definition track_type.h:41
@ TRACK_BIT_Y
Y-axis track.
Definition track_type.h:38
@ TRACK_BIT_NONE
No track.
Definition track_type.h:36
@ TRACK_BIT_X
X-axis track.
Definition track_type.h:37
@ TRACK_BIT_LOWER
Lower track.
Definition track_type.h:40
@ TRACK_BIT_ALL
All possible tracks.
Definition track_type.h:50
@ TRACK_BIT_RIGHT
Right track.
Definition track_type.h:42
@ TRACKDIR_BIT_NONE
No track build.
Definition track_type.h:99
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...
@ TO_BUILDINGS
company buildings - depots, stations, HQ, ...
TransportType
Available types of transport.
@ 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
@ TREE_GROUND_GRASS
normal grass
Definition tree_map.h:53
@ TREE_GROUND_SHORE
shore
Definition tree_map.h:56
void SetTreeGroundDensity(Tile t, TreeGround g, uint d)
Set the density and ground type of a tile with trees.
Definition tree_map.h:144
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:546
void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
Find a vehicle from a specific location.
Definition vehicle.cpp:505
@ VS_CRASHED
Vehicle is crashed.
Functions related to vehicles.
@ VEH_ROAD
Road vehicle type.
@ VEH_AIRCRAFT
Aircraft vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_TRAIN
Train vehicle type.
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:671
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:587
Functions related to (drawing on) viewports.
Functions related to water (management)
FloodingBehaviour
Describes the behaviour of a tile during flooding.
Definition water.h:19
@ FLOOD_NONE
The tile does not flood neighboured tiles.
Definition water.h:20
@ FLOOD_ACTIVE
The tile floods neighboured tiles.
Definition water.h:21
@ FLOOD_DRYUP
The tile drys up if it is not constantly flooded from neighboured tiles.
Definition water.h:23
@ FLOOD_PASSIVE
The tile does not actively flood neighboured tiles, but it prevents them from drying up.
Definition water.h:22
static const uint RIVER_OFFSET_DESERT_DISTANCE
Circular tile search radius to create non-desert around a river tile.
Definition water.h:42
void TileLoop_Water(TileIndex tile)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag flags)
Builds a lock.
static void DrawWaterDepot(const TileInfo *ti)
Draw a ship depot tile.
static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
Remove a lock.
static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
Draw a water sprite, potentially with a NewGRF-modified sprite offset.
static void DrawWaterLock(const TileInfo *ti)
Draw a lock tile.
static bool RiverModifyDesertZone(TileIndex tile, void *)
Callback to create non-desert around a river 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.
void ClearNeighbourNonFloodingStates(TileIndex tile)
Clear non-flooding state of the tiles around a tile.
Definition water_cmd.cpp:97
static void DoDryUp(TileIndex tile)
Drys a tile up.
static Vehicle * FloodVehicleProc(Vehicle *v, void *data)
Flood a vehicle if we are allowed to flood it, i.e.
CommandCost CmdBuildLock(DoCommandFlag flags, TileIndex tile)
Builds a lock.
static void MarkTileDirtyIfCanalOrRiver(TileIndex tile)
Marks tile dirty if it is a canal or river tile.
Definition water_cmd.cpp:75
FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
Returns the behaviour of a tile during flooding.
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.
static void DrawWaterTileStruct(const TileInfo *ti, const DrawTileSeqStruct *dtss, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
Draw a build sprite sequence for water tiles.
static const uint8_t _flood_from_dirs[]
Describes from which directions a specific slope can be flooded (if the tile is floodable at all).
Definition water_cmd.cpp:51
static void DrawCanalWater(TileIndex tile)
draw a canal styled water tile with dikes around
CommandCost CmdBuildShipDepot(DoCommandFlag flags, TileIndex tile, Axis axis)
Build a ship depot.
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.
CommandCost CmdBuildCanal(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
Build a piece of canal.
Command definitions related to water tiles.
Sprites to use and how to display them for water tiles (depots/locks).
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition water_map.h:381
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:350
TileIndex GetShipDepotNorthTile(Tile t)
Get the most northern tile of a ship depot.
Definition water_map.h:289
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:506
DepotPart GetShipDepotPart(Tile t)
Get the part of a ship depot.
Definition water_map.h:255
bool IsTileOnWater(Tile t)
Tests if the tile was built on water.
Definition water_map.h:136
bool IsShipDepot(Tile t)
Is it a water tile with a ship depot on it?
Definition water_map.h:222
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:180
DiagDirection GetLockDirection(Tile t)
Get the direction of the water lock.
Definition water_map.h:314
WaterClass
classes of water (for WATER_TILE_CLEAR water tile type).
Definition water_map.h:39
@ WATER_CLASS_SEA
Sea.
Definition water_map.h:40
@ WATER_CLASS_CANAL
Canal.
Definition water_map.h:41
@ WATER_CLASS_INVALID
Used for industry tiles on land (also for oilrig if newgrf says so).
Definition water_map.h:43
@ WATER_CLASS_RIVER
River.
Definition water_map.h:42
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:101
bool IsCanal(Tile t)
Is it a canal tile?
Definition water_map.h:169
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:201
void MakeRiver(Tile t, uint8_t random_bits)
Make a river tile.
Definition water_map.h:432
WaterTileType GetWaterTileType(Tile t)
Get the water tile type of a tile.
Definition water_map.h:78
void SetNonFloodingWaterTile(Tile t, bool b)
Set the non-flooding water tile state of a tile.
Definition water_map.h:524
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:112
void MakeCanal(Tile t, Owner o, uint8_t random_bits)
Make a canal tile.
Definition water_map.h:443
uint8_t GetLockPart(Tile t)
Get the part of a lock.
Definition water_map.h:326
TileIndex GetOtherShipDepotTile(Tile t)
Get the other tile of the ship depot.
Definition water_map.h:278
DepotPart
Sections of the water depot.
Definition water_map.h:58
@ DEPOT_PART_NORTH
Northern part of a depot.
Definition water_map.h:59
@ DEPOT_PART_SOUTH
Southern part of a depot.
Definition water_map.h:60
@ WATER_TILE_COAST
Coast.
Definition water_map.h:33
@ WATER_TILE_LOCK
Water lock.
Definition water_map.h:34
@ WATER_TILE_DEPOT
Water Depot.
Definition water_map.h:35
@ WATER_TILE_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:533
void SetDockingTile(Tile t, bool b)
Set the docking tile state of a tile.
Definition water_map.h:361
@ LOCK_PART_UPPER
Upper part of a lock.
Definition water_map.h:68
@ LOCK_PART_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:190
bool IsLock(Tile t)
Is there a lock on a given water tile?
Definition water_map.h:303
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:458
void MakeSea(Tile t)
Make a sea tile.
Definition water_map.h:422
Axis GetShipDepotAxis(Tile t)
Get the axis of the ship depot.
Definition water_map.h:243
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.