mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r17817) -Codechange: MakeWater actually made sea tiles, so rename it to MakeSea and unduplicate the code to make sea, rivers and canals.
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@ -926,7 +926,7 @@ bool AfterLoadGame()
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MakeShore(t);
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} else {
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if (GetTileOwner(t) == OWNER_WATER) {
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MakeWater(t);
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MakeSea(t);
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} else {
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MakeCanal(t, GetTileOwner(t), Random());
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}
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@ -1484,7 +1484,7 @@ bool AfterLoadGame()
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if (IsWater(t)) {
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Owner o = GetTileOwner(t);
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if (o == OWNER_WATER) {
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MakeWater(t);
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MakeSea(t);
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} else {
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MakeCanal(t, o, Random());
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}
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@ -165,7 +165,7 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o)
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if (wc == WATER_CLASS_SEA && z > 0) wc = WATER_CLASS_CANAL;
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switch (wc) {
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case WATER_CLASS_SEA: MakeWater(tile); break;
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case WATER_CLASS_SEA: MakeSea(tile); break;
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case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
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case WATER_CLASS_RIVER: MakeRiver(tile, Random()); break;
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default: DoClearSquare(tile); break;
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@ -337,7 +337,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (flags & DC_EXEC) {
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if (TileHeight(tile) == 0 && p2 == 1) {
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MakeWater(tile);
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MakeSea(tile);
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} else if (p2 == 2) {
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MakeRiver(tile, Random());
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} else {
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@ -947,7 +947,7 @@ void DoFloodTile(TileIndex target)
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/* flood flat tile */
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if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
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MakeWater(target);
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MakeSea(target);
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MarkTileDirtyByTile(target);
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flooded = true;
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}
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@ -1067,7 +1067,7 @@ void ConvertGroundTilesIntoWaterTiles()
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* during the generation. */
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switch (slope) {
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case SLOPE_FLAT:
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MakeWater(tile);
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MakeSea(tile);
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break;
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case SLOPE_N:
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@ -148,18 +148,6 @@ static inline byte GetWaterTileRandomBits(TileIndex t)
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}
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static inline void MakeWater(TileIndex t)
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{
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SetTileType(t, MP_WATER);
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SetTileOwner(t, OWNER_WATER);
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_m[t].m2 = 0;
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_m[t].m3 = WATER_CLASS_SEA;
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_m[t].m4 = 0;
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_m[t].m5 = 0;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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}
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static inline void MakeShore(TileIndex t)
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{
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SetTileType(t, MP_WATER);
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@ -172,29 +160,54 @@ static inline void MakeShore(TileIndex t)
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_me[t].m7 = 0;
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}
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static inline void MakeRiver(TileIndex t, uint8 random_bits)
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/**
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* Helper function for making a watery tile.
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* @param t The tile to change into water
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* @param o The owner of the water
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* @param wc The class of water the tile has to be
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* @param random_bits Eventual random bits to be set for this tile
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*/
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static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits)
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{
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SetTileType(t, MP_WATER);
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SetTileOwner(t, OWNER_WATER);
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SetTileOwner(t, o);
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_m[t].m2 = 0;
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_m[t].m3 = WATER_CLASS_RIVER;
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_m[t].m3 = wc;
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_m[t].m4 = random_bits;
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_m[t].m5 = 0;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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}
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/**
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* Make a sea tile.
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* @param t The tile to change into sea
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*/
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static inline void MakeSea(TileIndex t)
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{
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MakeWater(t, OWNER_WATER, WATER_CLASS_SEA, 0);
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}
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/**
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* Make a river tile
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* @param t The tile to change into river
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* @param random_bits Random bits to be set for this tile
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*/
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static inline void MakeRiver(TileIndex t, uint8 random_bits)
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{
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MakeWater(t, OWNER_WATER, WATER_CLASS_RIVER, random_bits);
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}
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/**
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* Make a canal tile
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* @param t The tile to change into canal
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* @param o The owner of the canal
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* @param random_bits Random bits to be set for this tile
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*/
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static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
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{
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assert(o != OWNER_WATER);
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SetTileType(t, MP_WATER);
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SetTileOwner(t, o);
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_m[t].m2 = 0;
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_m[t].m3 = WATER_CLASS_CANAL;
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_m[t].m4 = random_bits;
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_m[t].m5 = 0;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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MakeWater(t, o, WATER_CLASS_CANAL, random_bits);
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}
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static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart base, Axis a, WaterClass original_water_class)
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