OpenTTD Source 20260218-master-g2123fca5ea
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[] = {
53 {DIR_NW, DIR_SW, DIR_SE, DIR_NE}, // SLOPE_FLAT
54 {DIR_NE, DIR_SE}, // SLOPE_W
55 {DIR_NW, DIR_NE}, // SLOPE_S
56 {DIR_NE}, // SLOPE_SW
57 {DIR_NW, DIR_SW}, // SLOPE_E
58 {}, // SLOPE_EW
59 {DIR_NW}, // SLOPE_SE
60 {DIR_N, DIR_NW, DIR_NE}, // SLOPE_WSE, SLOPE_STEEP_S
61 {DIR_SW, DIR_SE}, // SLOPE_N
62 {DIR_SE}, // SLOPE_NW
63 {}, // SLOPE_NS
64 {DIR_E, DIR_NE, DIR_SE}, // SLOPE_NWS, SLOPE_STEEP_W
65 {DIR_SW}, // SLOPE_NE
66 {DIR_S, DIR_SW, DIR_SE}, // SLOPE_ENW, SLOPE_STEEP_N
67 {DIR_W, DIR_SW, DIR_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
88{
89 for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
91 }
92}
93
99{
100 for (Direction dir = DIR_BEGIN; dir != DIR_END; dir++) {
101 TileIndex dest = tile + TileOffsByDir(dir);
102 if (IsValidTile(dest) && IsTileType(dest, TileType::Water)) SetNonFloodingWaterTile(dest, false);
103 }
104}
105
113CommandCost CmdBuildShipDepot(DoCommandFlags flags, TileIndex tile, Axis axis)
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 if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
123
124 if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
125 /* Prevent depots on rapids */
126 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
127 }
128
129 if (!Depot::CanAllocateItem()) return CMD_ERROR;
130
131 WaterClass wc1 = GetWaterClass(tile);
132 WaterClass wc2 = GetWaterClass(tile2);
134
135 bool add_cost = !IsWaterTile(tile);
136 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags | DoCommandFlag::Auto, tile);
137 if (ret.Failed()) return ret;
138 if (add_cost) {
139 cost.AddCost(ret.GetCost());
140 }
141 add_cost = !IsWaterTile(tile2);
142 ret = Command<Commands::LandscapeClear>::Do(flags | DoCommandFlag::Auto, tile2);
143 if (ret.Failed()) return ret;
144 if (add_cost) {
145 cost.AddCost(ret.GetCost());
146 }
147
148 if (flags.Test(DoCommandFlag::Execute)) {
149 Depot *depot = Depot::Create(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 == WaterClass::Canal && !(HasTileWaterClass(tile) && GetWaterClass(tile) == WaterClass::Canal && IsTileOwner(tile, _current_company))) new_water_infra++;
156 if (wc2 == WaterClass::Canal && !(HasTileWaterClass(tile2) && GetWaterClass(tile2) == WaterClass::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, DepotPart::North, axis, wc1);
162 MakeShipDepot(tile2, _current_company, depot->index, DepotPart::South, axis, wc2);
164 CheckForDockingTile(tile2);
166 MarkTileDirtyByTile(tile2);
167 MakeDefaultName(depot);
168 }
169
170 return cost;
171}
172
180{
181 assert(IsValidTile(t));
182 switch (GetTileType(t)) {
183 case TileType::Water:
184 if (IsLock(t) && GetLockPart(t) == LockPart::Middle) return false;
185 [[fallthrough]];
190
191 default:
192 return false;
193 }
194}
195
202{
203 for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
204 TileIndex tile = t + TileOffsByDiagDir(d);
205 if (!IsValidTile(tile)) continue;
206
207 if (IsDockTile(tile) && IsDockWaterPart(tile)) {
208 Station::GetByTile(tile)->docking_station.Add(t);
209 SetDockingTile(t, true);
210 }
211 if (IsTileType(tile, TileType::Industry)) {
213 if (st != nullptr) {
214 st->docking_station.Add(t);
215 SetDockingTile(t, true);
216 }
217 }
218 if (IsTileType(tile, TileType::Station) && IsOilRig(tile)) {
219 Station::GetByTile(tile)->docking_station.Add(t);
220 SetDockingTile(t, true);
221 }
222 }
223}
224
225void MakeWaterKeepingClass(TileIndex tile, Owner o)
226{
227 WaterClass wc = GetWaterClass(tile);
228
229 /* Autoslope might turn an originally canal or river tile into land */
230 auto [slope, z] = GetTileSlopeZ(tile);
231
232 if (slope != SLOPE_FLAT) {
233 if (wc == WaterClass::Canal) {
234 /* If we clear the canal, we have to remove it from the infrastructure count as well. */
236 if (c != nullptr) {
239 }
240 /* Sloped canals are locks and no natural water remains whatever the slope direction */
242 }
243
244 /* Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */
247 }
248 }
249
250 if (wc == WaterClass::Sea && z > 0) {
251 /* Update company infrastructure count. */
253 if (c != nullptr) {
256 }
257
259 }
260
261 /* Zero map array and terminate animation */
262 DoClearSquare(tile);
263
264 /* Maybe change to water */
265 switch (wc) {
266 case WaterClass::Sea: MakeSea(tile); break;
267 case WaterClass::Canal: MakeCanal(tile, o, Random()); break;
268 case WaterClass::River: MakeRiver(tile, Random()); break;
269 default: break;
270 }
271
274}
275
276static CommandCost RemoveShipDepot(TileIndex tile, DoCommandFlags flags)
277{
278 if (!IsShipDepot(tile)) return CMD_ERROR;
279
281 if (ret.Failed()) return ret;
282
283 TileIndex tile2 = GetOtherShipDepotTile(tile);
284
285 /* do not check for ship on tile when company goes bankrupt */
286 if (!flags.Test(DoCommandFlag::Bankrupt)) {
287 ret = EnsureNoVehicleOnGround(tile);
288 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
289 if (ret.Failed()) return ret;
290 }
291
292 bool do_clear = flags.Test(DoCommandFlag::ForceClearTile);
293
294 if (flags.Test(DoCommandFlag::Execute)) {
295 delete Depot::GetByTile(tile);
296
298 if (c != nullptr) {
300 if (do_clear && GetWaterClass(tile) == WaterClass::Canal) c->infrastructure.water--;
302 }
303
304 if (!do_clear) MakeWaterKeepingClass(tile, GetTileOwner(tile));
305 MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
306 }
307
309}
310
317{
318 static constexpr uint8_t MINIMAL_BRIDGE_HEIGHT[to_underlying(LockPart::End)] = {
319 2, // LockPart::Middle
320 3, // LockPart::Lower
321 2, // LockPart::Upper
322 };
323 return MINIMAL_BRIDGE_HEIGHT[to_underlying(lock_part)];
324}
325
333static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlags flags)
334{
336
337 TileIndexDiff delta = TileOffsByDiagDir(dir);
339 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
340 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
341 if (ret.Failed()) return ret;
342
343 /* middle tile */
345 ret = Command<Commands::LandscapeClear>::Do(flags, tile);
346 if (ret.Failed()) return ret;
347 cost.AddCost(ret.GetCost());
348
349 /* lower tile */
350 if (!IsWaterTile(tile - delta)) {
351 ret = Command<Commands::LandscapeClear>::Do(flags, tile - delta);
352 if (ret.Failed()) return ret;
353 cost.AddCost(ret.GetCost());
354 cost.AddCost(_price[Price::BuildCanal]);
355 }
356 if (!IsTileFlat(tile - delta)) {
357 return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
358 }
359 WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WaterClass::Canal;
360
361 /* upper tile */
362 if (!IsWaterTile(tile + delta)) {
363 ret = Command<Commands::LandscapeClear>::Do(flags, tile + delta);
364 if (ret.Failed()) return ret;
365 cost.AddCost(ret.GetCost());
366 cost.AddCost(_price[Price::BuildCanal]);
367 }
368 if (!IsTileFlat(tile + delta)) {
369 return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
370 }
371 WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WaterClass::Canal;
372
373 for (LockPart lock_part = LockPart::Middle; TileIndex t : {tile, tile - delta, tile + delta}) {
376 return CommandCostWithParam(STR_ERROR_BRIDGE_TOO_LOW_FOR_LOCK, height_diff);
377 }
378 ++lock_part;
379 }
380
381 if (flags.Test(DoCommandFlag::Execute)) {
382 /* Update company infrastructure counts. */
384 if (c != nullptr) {
385 /* Counts for the water. */
386 if (!IsWaterTile(tile - delta)) c->infrastructure.water++;
387 if (!IsWaterTile(tile + delta)) c->infrastructure.water++;
388 /* Count for the lock itself. */
389 c->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock is three tiles.
391 }
392
393 MakeLock(tile, _current_company, dir, wc_lower, wc_upper, wc_middle);
394 CheckForDockingTile(tile - delta);
395 CheckForDockingTile(tile + delta);
397 MarkTileDirtyByTile(tile - delta);
398 MarkTileDirtyByTile(tile + delta);
399 MarkCanalsAndRiversAroundDirty(tile - delta);
400 MarkCanalsAndRiversAroundDirty(tile + delta);
401 InvalidateWaterRegion(tile - delta);
402 InvalidateWaterRegion(tile + delta);
403 }
404 cost.AddCost(_price[Price::BuildLock]);
405
406 return cost;
407}
408
415static CommandCost RemoveLock(TileIndex tile, DoCommandFlags flags)
416{
417 if (GetTileOwner(tile) != OWNER_NONE) {
419 if (ret.Failed()) return ret;
420 }
421
423
424 /* make sure no vehicle is on the tile. */
426 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
427 if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
428 if (ret.Failed()) return ret;
429
430 if (flags.Test(DoCommandFlag::Execute)) {
431 /* Remove middle part from company infrastructure count. */
433 if (c != nullptr) {
434 c->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // three parts of the lock.
436 }
437
438 if (GetWaterClass(tile) == WaterClass::River) {
439 MakeRiver(tile, Random());
440 } else {
441 DoClearSquare(tile);
443 }
444 MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
445 MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
447 MarkCanalsAndRiversAroundDirty(tile - delta);
448 MarkCanalsAndRiversAroundDirty(tile + delta);
449 }
450
452}
453
460CommandCost CmdBuildLock(DoCommandFlags flags, TileIndex tile)
461{
463 if (dir == INVALID_DIAGDIR) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
464
465 TileIndex lower_tile = TileAddByDiagDir(tile, ReverseDiagDir(dir));
466
467 /* If freeform edges are disabled, don't allow building on edge tiles. */
468 if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(lower_tile), 1, Map::MaxX() - 1) || !IsInsideMM(TileY(lower_tile), 1, Map::MaxY() - 1))) {
469 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
470 }
471
472 return DoBuildLock(tile, dir, flags);
473}
474
480{
481 MakeRiver(tile, Random());
483
484 /* Remove desert directly around the river tile. */
487 }
488}
489
499CommandCost CmdBuildCanal(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
500{
501 if (start_tile >= Map::Size() || !IsValidWaterClass(wc)) return CMD_ERROR;
502
503 /* Outside of the editor you can only build canals, not oceans */
504 if (wc != WaterClass::Canal && _game_mode != GM_EDITOR) return CMD_ERROR;
505
507
508 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
509 for (; *iter != INVALID_TILE; ++(*iter)) {
510 TileIndex current_tile = *iter;
511 CommandCost ret;
512
513 Slope slope = GetTileSlope(current_tile);
514 if (slope != SLOPE_FLAT && (wc != WaterClass::River || !IsInclinedSlope(slope))) {
515 return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
516 }
517
518 bool water = IsWaterTile(current_tile);
519
520 /* Outside the editor, prevent building canals over your own or OWNER_NONE owned canals */
521 if (water && IsCanal(current_tile) && _game_mode != GM_EDITOR && (IsTileOwner(current_tile, _current_company) || IsTileOwner(current_tile, OWNER_NONE))) continue;
522
523 ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
524 if (ret.Failed()) return ret;
525
526 if (!water) cost.AddCost(ret.GetCost());
527
528 if (flags.Test(DoCommandFlag::Execute)) {
529 if (IsTileType(current_tile, TileType::Water) && IsCanal(current_tile)) {
530 Owner owner = GetTileOwner(current_tile);
531 if (Company::IsValidID(owner)) {
532 Company::Get(owner)->infrastructure.water--;
534 }
535 }
536
537 switch (wc) {
539 MakeRiver(current_tile, Random());
540 if (_game_mode == GM_EDITOR) {
541 /* Remove desert directly around the river tile. */
542 for (auto t : SpiralTileSequence(current_tile, RIVER_OFFSET_DESERT_DISTANCE)) {
544 }
545 }
546 break;
547
548 case WaterClass::Sea:
549 if (TileHeight(current_tile) == 0) {
550 MakeSea(current_tile);
551 break;
552 }
553 [[fallthrough]];
554
555 default:
556 MakeCanal(current_tile, _current_company, Random());
558 Company::Get(_current_company)->infrastructure.water++;
560 }
561 break;
562 }
563 MarkTileDirtyByTile(current_tile);
564 MarkCanalsAndRiversAroundDirty(current_tile);
565 CheckForDockingTile(current_tile);
566 }
567
568 cost.AddCost(_price[Price::BuildCanal]);
569 }
570
571 if (cost.GetCost() == 0) {
572 return CommandCost(STR_ERROR_ALREADY_BUILT);
573 } else {
574 return cost;
575 }
576}
577
578
579static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlags flags)
580{
581 switch (GetWaterTileType(tile)) {
583 if (flags.Test(DoCommandFlag::NoWater)) return CommandCost(STR_ERROR_CAN_T_BUILD_ON_WATER);
584
585 Money base_cost = IsCanal(tile) ? _price[Price::ClearCanal] : _price[Price::ClearWater];
586 /* Make sure freeform edges are allowed or it's not an edge tile. */
587 if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(tile), 1, Map::MaxX() - 1) ||
588 !IsInsideMM(TileY(tile), 1, Map::MaxY() - 1))) {
589 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
590 }
591
592 /* Make sure no vehicle is on the tile */
594 if (ret.Failed()) return ret;
595
596 Owner owner = GetTileOwner(tile);
597 if (owner != OWNER_WATER && owner != OWNER_NONE) {
598 ret = CheckTileOwnership(tile);
599 if (ret.Failed()) return ret;
600 }
601
602 if (flags.Test(DoCommandFlag::Execute)) {
603 if (IsCanal(tile) && Company::IsValidID(owner)) {
604 Company::Get(owner)->infrastructure.water--;
606 }
607
608 /* Handle local authority impact */
609 if (IsRiver(tile)) {
611 Town *town = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
612 if (town != nullptr) ChangeTownRating(town, RATING_WATER_RIVER_DOWN_STEP, RATING_WATER_MINIMUM, flags);
613 }
614 }
615
616 DoClearSquare(tile);
619 }
620
621 return CommandCost(EXPENSES_CONSTRUCTION, base_cost);
622 }
623
625 Slope slope = GetTileSlope(tile);
626
627 /* Make sure no vehicle is on the tile */
629 if (ret.Failed()) return ret;
630
631 if (flags.Test(DoCommandFlag::Execute)) {
632 DoClearSquare(tile);
635 }
636 if (IsSlopeWithOneCornerRaised(slope)) {
638 } else {
640 }
641 }
642
643 case WaterTileType::Lock: {
644 static const TileIndexDiffC _lock_tomiddle_offs[to_underlying(LockPart::End)][DIAGDIR_END] = {
645 /* NE SE SW NW */
646 { { 0, 0}, {0, 0}, { 0, 0}, {0, 0} }, // LockPart::Middle
647 { {-1, 0}, {0, 1}, { 1, 0}, {0, -1} }, // LockPart::Lower
648 { { 1, 0}, {0, -1}, {-1, 0}, {0, 1} }, // LockPart::Upper
649 };
650
651 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
653 /* move to the middle tile.. */
654 return RemoveLock(tile + ToTileIndexDiff(_lock_tomiddle_offs[to_underlying(GetLockPart(tile))][GetLockDirection(tile)]), flags);
655 }
656
658 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
659 return RemoveShipDepot(tile, flags);
660
661 default:
662 NOT_REACHED();
663 }
664}
665
675{
676 switch (GetTileType(tile)) {
677 case TileType::Water:
678 switch (GetWaterTileType(tile)) {
679 default: NOT_REACHED();
680 case WaterTileType::Depot: case WaterTileType::Clear: return true;
682
684 switch (GetTileSlope(tile)) {
685 case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
686 case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
687 case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
688 case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
689 default: return false;
690 }
691 }
692
695 assert(IsPlainRail(tile));
696 switch (GetTileSlope(tile)) {
697 case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
698 case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
699 case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
700 case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
701 default: return false;
702 }
703 }
704 return false;
705
707 if (IsOilRig(tile)) {
708 /* Do not draw waterborders inside of industries.
709 * Note: There is no easy way to detect the industry of an oilrig tile. */
710 TileIndex src_tile = tile + TileOffsByDir(from);
711 if ((IsTileType(src_tile, TileType::Station) && IsOilRig(src_tile)) ||
712 (IsTileType(src_tile, TileType::Industry))) return true;
713
714 return IsTileOnWater(tile);
715 }
716 return (IsDock(tile) && IsTileFlat(tile)) || IsBuoy(tile);
717
718 case TileType::Industry: {
719 /* Do not draw waterborders inside of industries.
720 * Note: There is no easy way to detect the industry of an oilrig tile. */
721 TileIndex src_tile = tile + TileOffsByDir(from);
722 if ((IsTileType(src_tile, TileType::Station) && IsOilRig(src_tile)) ||
723 (IsTileType(src_tile, TileType::Industry) && GetIndustryIndex(src_tile) == GetIndustryIndex(tile))) return true;
724
725 return IsTileOnWater(tile);
726 }
727
728 case TileType::Object: return IsTileOnWater(tile);
729
731
732 case TileType::Void: return true; // consider map border as water, esp. for rivers
733
734 default: return false;
735 }
736}
737
745static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
746{
747 if (base != SPR_FLAT_WATER_TILE) {
748 /* Only call offset callback if the sprite is NewGRF-provided. */
749 offset = GetCanalSpriteOffset(feature, tile, offset);
750 }
751 DrawGroundSprite(base + offset, PAL_NONE);
752}
753
760static void DrawWaterEdges(bool canal, uint offset, TileIndex tile)
761{
762 CanalFeature feature;
763 SpriteID base = 0;
764 if (canal) {
765 feature = CF_DIKES;
766 base = GetCanalSprite(CF_DIKES, tile);
767 if (base == 0) base = SPR_CANAL_DIKES_BASE;
768 } else {
769 feature = CF_RIVER_EDGE;
770 base = GetCanalSprite(CF_RIVER_EDGE, tile);
771 if (base == 0) return; // Don't draw if no sprites provided.
772 }
773
774 uint wa;
775
776 /* determine the edges around with water. */
777 wa = IsWateredTile(TileAddXY(tile, -1, 0), DIR_SW) << 0;
778 wa += IsWateredTile(TileAddXY(tile, 0, 1), DIR_NW) << 1;
779 wa += IsWateredTile(TileAddXY(tile, 1, 0), DIR_NE) << 2;
780 wa += IsWateredTile(TileAddXY(tile, 0, -1), DIR_SE) << 3;
781
782 if (!(wa & 1)) DrawWaterSprite(base, offset, feature, tile);
783 if (!(wa & 2)) DrawWaterSprite(base, offset + 1, feature, tile);
784 if (!(wa & 4)) DrawWaterSprite(base, offset + 2, feature, tile);
785 if (!(wa & 8)) DrawWaterSprite(base, offset + 3, feature, tile);
786
787 /* right corner */
788 switch (wa & 0x03) {
789 case 0: DrawWaterSprite(base, offset + 4, feature, tile); break;
790 case 3: if (!IsWateredTile(TileAddXY(tile, -1, 1), DIR_W)) DrawWaterSprite(base, offset + 8, feature, tile); break;
791 }
792
793 /* bottom corner */
794 switch (wa & 0x06) {
795 case 0: DrawWaterSprite(base, offset + 5, feature, tile); break;
796 case 6: if (!IsWateredTile(TileAddXY(tile, 1, 1), DIR_N)) DrawWaterSprite(base, offset + 9, feature, tile); break;
797 }
798
799 /* left corner */
800 switch (wa & 0x0C) {
801 case 0: DrawWaterSprite(base, offset + 6, feature, tile); break;
802 case 12: if (!IsWateredTile(TileAddXY(tile, 1, -1), DIR_E)) DrawWaterSprite(base, offset + 10, feature, tile); break;
803 }
804
805 /* upper corner */
806 switch (wa & 0x09) {
807 case 0: DrawWaterSprite(base, offset + 7, feature, tile); break;
808 case 9: if (!IsWateredTile(TileAddXY(tile, -1, -1), DIR_S)) DrawWaterSprite(base, offset + 11, feature, tile); break;
809 }
810}
811
814{
815 DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
816}
817
819static void DrawCanalWater(TileIndex tile)
820{
821 SpriteID image = SPR_FLAT_WATER_TILE;
822 if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
823 /* First water slope sprite is flat water. */
824 image = GetCanalSprite(CF_WATERSLOPE, tile);
825 if (image == 0) image = SPR_FLAT_WATER_TILE;
826 }
827 DrawWaterSprite(image, 0, CF_WATERSLOPE, tile);
828
829 DrawWaterEdges(true, 0, tile);
830}
831
832#include "table/water_land.h"
833
844static void DrawWaterTileStruct(const TileInfo *ti, std::span<const DrawTileSeqStruct> seq, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
845{
846 /* Don't draw if buildings are invisible. */
847 if (IsInvisibilitySet(TO_BUILDINGS)) return;
848
849 for (const DrawTileSeqStruct &dtss : seq) {
850 uint tile_offs = offset + dtss.image.sprite;
851 if (feature < CF_END) tile_offs = GetCanalSpriteOffset(feature, ti->tile, tile_offs);
852 AddSortableSpriteToDraw(base + tile_offs, palette, *ti, dtss, IsTransparencySet(TO_BUILDINGS));
853 }
854}
855
857static void DrawWaterLock(const TileInfo *ti)
858{
859 LockPart part = GetLockPart(ti->tile);
860 const DrawTileSprites &dts = _lock_display_data[to_underlying(part)][GetLockDirection(ti->tile)];
861
862 /* Draw ground sprite. */
863 SpriteID image = dts.ground.sprite;
864
865 SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile);
866 if (water_base == 0) {
867 /* Use default sprites. */
868 water_base = SPR_CANALS_BASE;
869 } else if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
870 /* NewGRF supplies a flat sprite as first sprite. */
871 if (image == SPR_FLAT_WATER_TILE) {
872 image = water_base;
873 } else {
874 image++;
875 }
876 }
877
878 if (image < 5) image += water_base;
879 DrawGroundSprite(image, PAL_NONE);
880
881 /* Draw structures. */
882 uint zoffs = 0;
883 SpriteID base = GetCanalSprite(CF_LOCKS, ti->tile);
884
885 if (base == 0) {
886 /* If no custom graphics, use defaults. */
887 base = SPR_LOCK_BASE;
888 uint8_t z_threshold = part == LockPart::Upper ? 8 : 0;
889 zoffs = ti->z > z_threshold ? 24 : 0;
890 }
891
892 DrawWaterTileStruct(ti, dts.GetSequence(), base, zoffs, PAL_NONE, CF_LOCKS);
893}
894
896static void DrawWaterDepot(const TileInfo *ti)
897{
898 DrawWaterClassGround(ti);
899 DrawWaterTileStruct(ti, _shipdepot_display_data[GetShipDepotAxis(ti->tile)][to_underlying(GetShipDepotPart(ti->tile))].seq, 0, 0, GetCompanyPalette(GetTileOwner(ti->tile)), CF_END);
900}
901
902static void DrawRiverWater(const TileInfo *ti)
903{
904 SpriteID image = SPR_FLAT_WATER_TILE;
905 uint offset = 0;
906 uint edges_offset = 0;
907
908 if (ti->tileh != SLOPE_FLAT || HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
909 image = GetCanalSprite(CF_RIVER_SLOPE, ti->tile);
910 if (image == 0) {
911 switch (ti->tileh) {
912 case SLOPE_NW: image = SPR_WATER_SLOPE_Y_DOWN; break;
913 case SLOPE_SW: image = SPR_WATER_SLOPE_X_UP; break;
914 case SLOPE_SE: image = SPR_WATER_SLOPE_Y_UP; break;
915 case SLOPE_NE: image = SPR_WATER_SLOPE_X_DOWN; break;
916 default: image = SPR_FLAT_WATER_TILE; break;
917 }
918 } else {
919 /* Flag bit 0 indicates that the first sprite is flat water. */
920 offset = HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE) ? 1 : 0;
921
922 switch (ti->tileh) {
923 case SLOPE_SE: edges_offset += 12; break;
924 case SLOPE_NE: offset += 1; edges_offset += 24; break;
925 case SLOPE_SW: offset += 2; edges_offset += 36; break;
926 case SLOPE_NW: offset += 3; edges_offset += 48; break;
927 default: offset = 0; break;
928 }
929
930 offset = GetCanalSpriteOffset(CF_RIVER_SLOPE, ti->tile, offset);
931 }
932 }
933
934 DrawGroundSprite(image + offset, PAL_NONE);
935
936 /* Draw river edges if available. */
937 DrawWaterEdges(false, edges_offset, ti->tile);
938}
939
940void DrawShoreTile(Slope tileh)
941{
942 /* Converts the enum Slope into an offset based on SPR_SHORE_BASE.
943 * This allows to calculate the proper sprite to display for this Slope */
944 static const uint8_t tileh_to_shoresprite[32] = {
945 0, 1, 2, 3, 4, 16, 6, 7, 8, 9, 17, 11, 12, 13, 14, 0,
946 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 10, 15, 0,
947 };
948
949 assert(!IsHalftileSlope(tileh)); // Halftile slopes need to get handled earlier.
950 assert(tileh != SLOPE_FLAT); // Shore is never flat
951
952 assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour
953
954 DrawGroundSprite(SPR_SHORE_BASE + tileh_to_shoresprite[tileh], PAL_NONE);
955}
956
957void DrawWaterClassGround(const TileInfo *ti)
958{
959 switch (GetWaterClass(ti->tile)) {
960 case WaterClass::Sea: DrawSeaWater(ti->tile); break;
961 case WaterClass::Canal: DrawCanalWater(ti->tile); break;
962 case WaterClass::River: DrawRiverWater(ti); break;
963 default: NOT_REACHED();
964 }
965}
966
967static void DrawTile_Water(TileInfo *ti)
968{
969 switch (GetWaterTileType(ti->tile)) {
971 DrawWaterClassGround(ti);
972 /* A plain water tile can be traversed in any direction, so setting blocked pillars here would mean all bridges
973 * with edges would have no pillars above water. Instead prefer current behaviour of ships passing through. */
974 DrawBridgeMiddle(ti, {});
975 break;
976
978 DrawShoreTile(ti->tileh);
979 DrawBridgeMiddle(ti, {});
980 break;
981 }
982
984 DrawWaterLock(ti);
986 ? BridgePillarFlags{BridgePillarFlag::EdgeNE, BridgePillarFlag::EdgeSW}
987 : BridgePillarFlags{BridgePillarFlag::EdgeNW, BridgePillarFlag::EdgeSE});
988 break;
989
991 DrawWaterDepot(ti);
992 break;
993 }
994}
995
996void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part)
997{
998 const DrawTileSprites &dts = _shipdepot_display_data[axis][to_underlying(part)];
999
1000 DrawSprite(dts.ground.sprite, dts.ground.pal, x, y);
1002}
1003
1004
1005static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y, bool)
1006{
1007 auto [tileh, z] = GetTilePixelSlope(tile);
1008
1009 return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
1010}
1011
1012static Foundation GetFoundation_Water(TileIndex, Slope)
1013{
1014 return FOUNDATION_NONE;
1015}
1016
1017static void GetTileDesc_Water(TileIndex tile, TileDesc &td)
1018{
1019 switch (GetWaterTileType(tile)) {
1021 switch (GetWaterClass(tile)) {
1022 case WaterClass::Sea: td.str = STR_LAI_WATER_DESCRIPTION_WATER; break;
1023 case WaterClass::Canal: td.str = STR_LAI_WATER_DESCRIPTION_CANAL; break;
1024 case WaterClass::River: td.str = STR_LAI_WATER_DESCRIPTION_RIVER; break;
1025 default: NOT_REACHED();
1026 }
1027 break;
1028 case WaterTileType::Coast: td.str = STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK; break;
1029 case WaterTileType::Lock : td.str = STR_LAI_WATER_DESCRIPTION_LOCK; break;
1031 td.str = STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT;
1032 td.build_date = Depot::GetByTile(tile)->build_date;
1033 break;
1034 default: NOT_REACHED();
1035 }
1036
1037 td.owner[0] = GetTileOwner(tile);
1038}
1039
1045static void FloodVehicle(Vehicle *v)
1046{
1047 uint victims = v->Crash(true);
1048
1049 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims, v->owner));
1050 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED, victims, v->owner));
1051 AddTileNewsItem(GetEncodedString(STR_NEWS_DISASTER_FLOOD_VEHICLE, victims), NewsType::Accident, v->tile);
1053 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1054}
1055
1061static void FloodVehicleProc(Vehicle *v, int z)
1062{
1063 if (v->vehstatus.Test(VehState::Crashed)) return;
1064
1065 switch (v->type) {
1066 default: break;
1067
1068 case VEH_AIRCRAFT: {
1069 if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
1070 if (v->subtype == AIR_SHADOW) break;
1071
1072 /* We compare v->z_pos against delta_z + 1 because the shadow
1073 * is at delta_z and the actual aircraft at delta_z + 1. */
1074 const Station *st = Station::GetByTile(v->tile);
1075 const AirportFTAClass *airport = st->airport.GetFTA();
1076 if (v->z_pos != airport->delta_z + 1) break;
1077
1078 FloodVehicle(v);
1079 break;
1080 }
1081
1082 case VEH_TRAIN:
1083 case VEH_ROAD: {
1084 if (v->z_pos > z) break;
1085 FloodVehicle(v->First());
1086 break;
1087 }
1088 }
1089}
1090
1091static void FloodVehiclesOnTile(TileIndex tile, int z)
1092{
1093 for (Vehicle *v : VehiclesOnTile(tile)) {
1094 FloodVehicleProc(v, z);
1095 }
1096}
1097
1103static void FloodVehicles(TileIndex tile)
1104{
1105 if (IsAirportTile(tile)) {
1106 const Station *st = Station::GetByTile(tile);
1107 for (TileIndex airport_tile : st->airport) {
1108 if (st->TileBelongsToAirport(airport_tile)) FloodVehiclesOnTile(airport_tile, 0);
1109 }
1110
1111 /* No vehicle could be flooded on this airport anymore */
1112 return;
1113 }
1114
1115 if (!IsBridgeTile(tile)) {
1116 FloodVehiclesOnTile(tile, 0);
1117 return;
1118 }
1119
1120 TileIndex end = GetOtherBridgeEnd(tile);
1121 int z = GetBridgePixelHeight(tile);
1122
1123 FloodVehiclesOnTile(tile, z);
1124 FloodVehiclesOnTile(end, z);
1125}
1126
1133{
1134 /* FLOOD_ACTIVE: 'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile, sea-water-industries, sea-oilrigs
1135 * FLOOD_DRYUP: coast with more than one corner raised, coast with rail-track, coast with trees
1136 * FLOOD_PASSIVE: (not used)
1137 * FLOOD_NONE: canals, rivers, everything else
1138 */
1139 switch (GetTileType(tile)) {
1140 case TileType::Water:
1141 if (IsCoast(tile)) {
1142 Slope tileh = GetTileSlope(tile);
1144 }
1145 [[fallthrough]];
1146 case TileType::Station:
1147 case TileType::Industry:
1148 case TileType::Object:
1150
1151 case TileType::Railway:
1154 }
1155 return FLOOD_NONE;
1156
1157 case TileType::Trees:
1159
1160 case TileType::Void:
1161 return FLOOD_ACTIVE;
1162
1163 default:
1164 return FLOOD_NONE;
1165 }
1166}
1167
1171static void DoFloodTile(TileIndex target)
1172{
1173 assert(!IsTileType(target, TileType::Water));
1174
1175 bool flooded = false; // Will be set to true if something is changed.
1176
1178
1179 Slope tileh = GetTileSlope(target);
1180 if (tileh != SLOPE_FLAT) {
1181 /* make coast.. */
1182 switch (GetTileType(target)) {
1183 case TileType::Railway: {
1184 if (!IsPlainRail(target)) break;
1185 FloodVehicles(target);
1186 flooded = FloodHalftile(target);
1187 break;
1188 }
1189
1190 case TileType::Trees:
1191 if (!IsSlopeWithOneCornerRaised(tileh)) {
1193 MarkTileDirtyByTile(target);
1194 flooded = true;
1195 break;
1196 }
1197 [[fallthrough]];
1198
1199 case TileType::Clear:
1200 if (Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, target).Succeeded()) {
1201 MakeShore(target);
1202 MarkTileDirtyByTile(target);
1203 flooded = true;
1204 }
1205 break;
1206
1207 default:
1208 break;
1209 }
1210 } else {
1211 /* Flood vehicles */
1212 FloodVehicles(target);
1213
1214 /* flood flat tile */
1215 if (Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, target).Succeeded()) {
1216 MakeSea(target);
1217 MarkTileDirtyByTile(target);
1218 flooded = true;
1219 }
1220 }
1221
1222 if (flooded) {
1223 /* Mark surrounding canal tiles dirty too to avoid glitches */
1225
1226 /* update signals if needed */
1228
1229 if (IsPossibleDockingTile(target)) CheckForDockingTile(target);
1230 InvalidateWaterRegion(target);
1231 }
1232
1233 cur_company.Restore();
1234}
1235
1239static void DoDryUp(TileIndex tile)
1240{
1242
1243 switch (GetTileType(tile)) {
1244 case TileType::Railway:
1245 assert(IsPlainRail(tile));
1247
1248 RailGroundType new_ground;
1249 switch (GetTrackBits(tile)) {
1250 case TRACK_BIT_UPPER: new_ground = RailGroundType::FenceHoriz1; break;
1251 case TRACK_BIT_LOWER: new_ground = RailGroundType::FenceHoriz2; break;
1252 case TRACK_BIT_LEFT: new_ground = RailGroundType::FenceVert1; break;
1253 case TRACK_BIT_RIGHT: new_ground = RailGroundType::FenceVert2; break;
1254 default: NOT_REACHED();
1255 }
1256 SetRailGroundType(tile, new_ground);
1257 MarkTileDirtyByTile(tile);
1258 break;
1259
1260 case TileType::Trees:
1262 MarkTileDirtyByTile(tile);
1263 break;
1264
1265 case TileType::Water:
1266 assert(IsCoast(tile));
1267
1268 if (Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, tile).Succeeded()) {
1269 MakeClear(tile, ClearGround::Grass, 3);
1270 MarkTileDirtyByTile(tile);
1271 }
1272 break;
1273
1274 default: NOT_REACHED();
1275 }
1276
1277 cur_company.Restore();
1278}
1279
1287{
1288 if (IsTileType(tile, TileType::Water)) {
1289 AmbientSoundEffect(tile);
1290 if (IsNonFloodingWaterTile(tile)) return;
1291 }
1292
1293 switch (GetFloodingBehaviour(tile)) {
1294 case FLOOD_ACTIVE: {
1295 bool continue_flooding = false;
1296 for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
1298 /* Contrary to drying up, flooding does not consider TileType::Void tiles. */
1299 if (!IsValidTile(dest)) continue;
1300 /* do not try to flood water tiles - increases performance a lot */
1301 if (IsTileType(dest, TileType::Water)) continue;
1302
1303 /* Buoys and docks cannot be flooded, and when removed turn into flooding water. */
1304 if (IsTileType(dest, TileType::Station) && (IsBuoy(dest) || IsDock(dest))) continue;
1305
1306 /* This neighbour tile might be floodable later if the tile is cleared, so allow flooding to continue. */
1307 continue_flooding = true;
1308
1309 /* TreeGround::Shore is the sign of a previous flood. */
1310 if (IsTileType(dest, TileType::Trees) && GetTreeGround(dest) == TreeGround::Shore) continue;
1311
1312 auto [slope_dest, z_dest] = GetFoundationSlope(dest);
1313 if (z_dest > 0) continue;
1314
1315 if (!_flood_from_dirs[slope_dest & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP].Test(ReverseDir(dir))) continue;
1316
1317 DoFloodTile(dest);
1318 }
1319 if (!continue_flooding && IsTileType(tile, TileType::Water)) SetNonFloodingWaterTile(tile, true);
1320 break;
1321 }
1322
1323 case FLOOD_DRYUP: {
1324 Slope slope_here = std::get<0>(GetFoundationSlope(tile)) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
1325 for (Direction dir : _flood_from_dirs[slope_here]) {
1327 /* Contrary to flooding, drying up does consider TileType::Void tiles. */
1328 if (dest == INVALID_TILE) continue;
1329
1330 FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
1331 if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
1332 }
1333 DoDryUp(tile);
1334 break;
1335 }
1336
1337 default: return;
1338 }
1339}
1340
1341void ConvertGroundTilesIntoWaterTiles()
1342{
1343 for (const auto tile : Map::Iterate()) {
1344 auto [slope, z] = GetTileSlopeZ(tile);
1345 if (IsTileType(tile, TileType::Clear) && z == 0) {
1346 /* Make both water for tiles at level 0
1347 * and make shore, as that looks much better
1348 * during the generation. */
1349 switch (slope) {
1350 case SLOPE_FLAT:
1351 MakeSea(tile);
1352 break;
1353
1354 case SLOPE_N:
1355 case SLOPE_E:
1356 case SLOPE_S:
1357 case SLOPE_W:
1358 MakeShore(tile);
1359 break;
1360
1361 default:
1362 for (Direction dir : _flood_from_dirs[slope & ~SLOPE_STEEP]) {
1363 TileIndex dest = TileAddByDir(tile, dir);
1364 Slope slope_dest = GetTileSlope(dest) & ~SLOPE_STEEP;
1365 if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest) || IsTileType(dest, TileType::Void)) {
1366 MakeShore(tile);
1367 break;
1368 }
1369 }
1370 break;
1371 }
1372 }
1373 }
1374}
1375
1376static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint, DiagDirection)
1377{
1380
1381 TrackBits ts;
1382
1383 if (mode != TRANSPORT_WATER) return 0;
1384
1385 switch (GetWaterTileType(tile)) {
1386 case WaterTileType::Clear: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
1387 case WaterTileType::Coast: ts = coast_tracks[GetTileSlope(tile) & 0xF]; break;
1389 case WaterTileType::Depot: ts = AxisToTrackBits(GetShipDepotAxis(tile)); break;
1390 default: return 0;
1391 }
1392 if (TileX(tile) == 0) {
1393 /* NE border: remove tracks that connects NE tile edge */
1395 }
1396 if (TileY(tile) == 0) {
1397 /* NW border: remove tracks that connects NW tile edge */
1399 }
1401}
1402
1403static bool ClickTile_Water(TileIndex tile)
1404{
1407 return true;
1408 }
1409 return false;
1410}
1411
1412static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
1413{
1414 if (!IsTileOwner(tile, old_owner)) return;
1415
1416 bool is_lock_middle = IsLock(tile) && GetLockPart(tile) == LockPart::Middle;
1417
1418 /* No need to dirty company windows here, we'll redraw the whole screen anyway. */
1419 if (is_lock_middle) Company::Get(old_owner)->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
1420 if (new_owner != INVALID_OWNER) {
1421 if (is_lock_middle) Company::Get(new_owner)->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
1422 /* Only subtract from the old owner here if the new owner is valid,
1423 * otherwise we clear ship depots and canal water below. */
1424 if (GetWaterClass(tile) == WaterClass::Canal && !is_lock_middle) {
1425 Company::Get(old_owner)->infrastructure.water--;
1426 Company::Get(new_owner)->infrastructure.water++;
1427 }
1428 if (IsShipDepot(tile)) {
1429 Company::Get(old_owner)->infrastructure.water -= LOCK_DEPOT_TILE_FACTOR;
1430 Company::Get(new_owner)->infrastructure.water += LOCK_DEPOT_TILE_FACTOR;
1431 }
1432
1433 SetTileOwner(tile, new_owner);
1434 return;
1435 }
1436
1437 /* Remove depot */
1438 if (IsShipDepot(tile)) Command<Commands::LandscapeClear>::Do({DoCommandFlag::Execute, DoCommandFlag::Bankrupt}, tile);
1439
1440 /* Set owner of canals and locks ... and also canal under dock there was before.
1441 * Check if the new owner after removing depot isn't OWNER_WATER. */
1442 if (IsTileOwner(tile, old_owner)) {
1443 if (GetWaterClass(tile) == WaterClass::Canal && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
1444 SetTileOwner(tile, OWNER_NONE);
1445 }
1446}
1447
1448static VehicleEnterTileStates VehicleEnter_Water(Vehicle *, TileIndex, int, int)
1449{
1450 return {};
1451}
1452
1453static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlags flags, int, Slope)
1454{
1455 /* Canals can't be terraformed */
1456 if (IsWaterTile(tile) && IsCanal(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
1457
1458 /* Rivers can't be terraformed */
1459 if (IsWaterTile(tile) && IsRiver(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_RIVER_FIRST);
1460
1461 return Command<Commands::LandscapeClear>::Do(flags, tile);
1462}
1463
1464static CommandCost CheckBuildAbove_Water(TileIndex tile, DoCommandFlags flags, Axis, int height)
1465{
1466 if (IsWater(tile) || IsCoast(tile)) return CommandCost();
1467 if (IsLock(tile)) {
1468 if (GetTileMaxZ(tile) + GetLockPartMinimalBridgeHeight(GetLockPart(tile)) <= height) return CommandCost();
1469 int height_diff = (GetTileMaxZ(tile) + GetLockPartMinimalBridgeHeight(GetLockPart(tile)) - height) * TILE_HEIGHT_STEP;
1470 return CommandCostWithParam(STR_ERROR_BRIDGE_TOO_LOW_FOR_LOCK, height_diff);
1471 }
1472 return Command<Commands::LandscapeClear>::Do(flags, tile);
1473}
1474
1475extern const TileTypeProcs _tile_type_water_procs = {
1476 DrawTile_Water, // draw_tile_proc
1477 GetSlopePixelZ_Water, // get_slope_z_proc
1478 ClearTile_Water, // clear_tile_proc
1479 nullptr, // add_accepted_cargo_proc
1480 GetTileDesc_Water, // get_tile_desc_proc
1481 GetTileTrackStatus_Water, // get_tile_track_status_proc
1482 ClickTile_Water, // click_tile_proc
1483 nullptr, // animate_tile_proc
1484 TileLoop_Water, // tile_loop_proc
1485 ChangeTileOwner_Water, // change_tile_owner_proc
1486 nullptr, // add_produced_cargo_proc
1487 VehicleEnter_Water, // vehicle_enter_tile_proc
1488 GetFoundation_Water, // get_foundation_proc
1489 TerraformTile_Water, // terraform_tile_proc
1490 CheckBuildAbove_Water, // check_build_above_proc
1491};
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.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
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
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:235
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is 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?
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:291
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
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.
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.
EnumBitSet< Direction, uint8_t > Directions
Allow incrementing of Direction variables.
Axis
Allow incrementing of DiagDirDiff variables.
@ AXIS_X
The X axis.
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.
@ 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
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:1038
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.
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.
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.).
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:475
TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff)
Add a TileIndexDiffC to a TileIndex and returns the new one.
Definition map_func.h:520
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:604
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:445
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:616
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:560
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:430
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:420
TileIndexDiffC TileIndexDiffCByDir(Direction dir)
Returns the TileIndexDiffC offset from a Direction.
Definition map_func.h:502
TileIndexDiff TileOffsByDir(Direction dir)
Convert a Direction to a TileIndexDiff.
Definition map_func.h:589
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:575
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.
@ Accident
An accident or disaster has occurred.
Definition news_type.h:32
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:591
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:558
@ FenceVert2
Grass with a fence at the western side.
Definition rail_map.h:568
@ FenceHoriz2
Grass with a fence at the northern side.
Definition rail_map.h:570
@ HalfTileWater
Grass with a fence and shore or water on the free halftile.
Definition rail_map.h:572
@ FenceVert1
Grass with a fence at the eastern side.
Definition rail_map.h:567
@ FenceHoriz1
Grass with a fence at the southern side.
Definition rail_map.h:569
void SetRailGroundType(Tile t, RailGroundType rgt)
Set the ground type for rail tiles.
Definition rail_map.h:581
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: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:573
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:47
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:49
@ SLOPE_HALFTILE_MASK
three bits used for halftile slopes
Definition slope_type.h:71
@ SLOPE_NS
north and south corner are raised
Definition slope_type.h:59
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:51
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:50
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:52
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:55
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:48
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:57
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:56
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:54
@ SLOPE_EW
east and west corner are raised
Definition slope_type.h:58
@ SLOPE_STEEP
indicates the slope is steep
Definition slope_type.h:53
Foundation
Enumeration for Foundations.
Definition slope_type.h:92
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:93
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:142
static const SpriteID SPR_SHORE_BASE
shore tiles - action 05-0D
Definition sprites.h:226
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:158
uint8_t delta_z
Z adjustment for helicopter pads.
Definition airport.h:196
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.
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:52
PalSpriteID ground
Palette and sprite for the ground.
Definition sprite.h:53
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:251
Station * neutral_station
Associated neutral station.
Definition industry.h:108
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:368
static uint MaxY()
Gets the maximum Y coordinate within the map, including TileType::Void.
Definition map_func.h:300
static uint MaxX()
Gets the maximum X coordinate within the map, including TileType::Void.
Definition map_func.h:291
static uint Size()
Get the size of the map.
Definition map_func.h:282
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 Company * Get(auto index)
static bool CanAllocateItem(size_t n=1)
static T * Create(Targs &&... args)
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:38
StringID str
Description of the tile.
Definition tile_cmd.h:39
TimerGameCalendar::Date build_date
Date of construction of tile contents.
Definition tile_cmd.h:43
std::array< Owner, 4 > owner
Name of the owner(s).
Definition tile_cmd.h:41
A pair-construct of a TileIndexDiff.
Definition map_type.h:31
Tile information, used while rendering the tile.
Definition tile_cmd.h:32
Slope tileh
Slope of the tile.
Definition tile_cmd.h:33
TileIndex tile
Tile index.
Definition tile_cmd.h:34
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:154
Town data structure.
Definition town.h:63
Vehicle data structure.
int32_t z_pos
z coordinate.
virtual uint Crash(bool flooded=false)
Crash the (whole) vehicle chain.
Definition vehicle.cpp:291
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?
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
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:83
@ TROPICZONE_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:285
Types related to towns.
static constexpr int RATING_WATER_MINIMUM
minimum rating after removing water features near town
Definition town_type.h:81
static constexpr int RATING_WATER_RIVER_DOWN_STEP
removing a river tile
Definition town_type.h:80
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:98
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
@ 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:528
@ 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 z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:658
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)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
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 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)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
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 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 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 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 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
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(DoCommandFlags 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: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 IsWater(Tile t)
Is it a plain water tile?
Definition water_map.h:149
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.