mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r11504) -Fix [FS#1467]: removing docks/ship depots could result in non-canal water where canals should have been build.
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@ -16,6 +16,7 @@
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#include "sound.h"
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#include "command.h"
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#include "variables.h"
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#include "water.h"
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static void ShowBuildDockStationPicker();
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static void ShowBuildDocksDepotPicker();
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@ -17,10 +17,6 @@ void DrawClearLandTile(const TileInfo *ti, byte set);
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void DrawClearLandFence(const TileInfo *ti);
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void TileLoopClearHelper(TileIndex tile);
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/* water_land.cpp */
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void DrawShipDepotSprite(int x, int y, int image);
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void TileLoop_Water(TileIndex tile);
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/* players.cpp */
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bool CheckPlayerHasMoney(CommandCost cost);
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void SubtractMoneyFromPlayer(CommandCost cost);
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@ -40,6 +40,7 @@
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#include "misc/autoptr.hpp"
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#include "autoslope.h"
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#include "transparency.h"
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#include "water.h"
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void ShowIndustryViewWindow(int industry);
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void BuildOilRig(TileIndex tile);
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@ -41,6 +41,7 @@
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#include "misc/autoptr.hpp"
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#include "autoslope.h"
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#include "transparency.h"
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#include "water.h"
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const byte _track_sloped_sprites[14] = {
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14, 15, 22, 13,
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@ -44,6 +44,7 @@
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#include "strings.h"
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#include "autoslope.h"
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#include "transparency.h"
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#include "water.h"
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DEFINE_OLD_POOL_GENERIC(Station, Station)
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DEFINE_OLD_POOL_GENERIC(RoadStop, RoadStop)
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@ -1899,12 +1900,7 @@ static CommandCost RemoveBuoy(Station *st, uint32 flags)
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/* We have to set the water tile's state to the same state as before the
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* buoy was placed. Otherwise one could plant a buoy on a canal edge,
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* remove it and flood the land (if the canal edge is at level 0) */
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Owner o = GetTileOwner(tile);
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if (o == OWNER_WATER) {
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MakeWater(tile);
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} else {
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MakeCanal(tile, o);
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}
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MakeWaterOrCanalDependingOnSurroundings(tile, GetTileOwner(tile));
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MarkTileDirtyByTile(tile);
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UpdateStationVirtCoordDirty(st);
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@ -2040,7 +2036,7 @@ static CommandCost RemoveDock(Station *st, uint32 flags)
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if (flags & DC_EXEC) {
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DoClearSquare(tile1);
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MakeWater(tile2);
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MakeWaterOrCanalDependingOnSurroundings(tile2, st->owner);
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st->rect.AfterRemoveTile(st, tile1);
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st->rect.AfterRemoveTile(st, tile2);
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@ -2064,9 +2060,6 @@ const DrawTileSprites *GetStationTileLayout(StationType st, byte gfx)
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return &_station_display_datas[st][gfx];
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}
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/* For drawing canal edges on buoys */
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extern void DrawCanalWater(TileIndex tile);
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static void DrawTile_Station(TileInfo *ti)
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{
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const DrawTileSprites *t = NULL;
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@ -0,0 +1,13 @@
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/* $Id$ */
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/** @file water.h Functions related to water (management) */
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#ifndef WATER_H
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#define WATER_H
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void TileLoop_Water(TileIndex tile);
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void DrawShipDepotSprite(int x, int y, int image);
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void DrawCanalWater(TileIndex tile);
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void MakeWaterOrCanalDependingOnSurroundings(TileIndex t, Owner o);
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#endif /* WATER_H */
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@ -55,6 +55,42 @@ static const SpriteID _water_shore_sprites[] = {
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static Vehicle *FindFloodableVehicleOnTile(TileIndex tile);
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static void FloodVehicle(Vehicle *v);
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/**
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* Makes a tile canal or water depending on the surroundings.
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* This as for example docks and shipdepots do not store
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* whether the tile used to be canal or 'normal' water.
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* @param t the tile to change.
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* @param o the owner of the new tile.
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*/
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void MakeWaterOrCanalDependingOnSurroundings(TileIndex t, Owner o)
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{
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assert(GetTileSlope(t, NULL) == SLOPE_FLAT);
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/* Non-sealevel -> canal */
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if (TileHeight(t) != 0) {
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MakeCanal(t, o);
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return;
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}
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bool has_water = false;
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bool has_canal = false;
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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TileIndex neighbour = TileAddByDiagDir(t, dir);
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if (IsTileType(neighbour, MP_WATER)) {
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has_water |= IsSea(neighbour) || IsCoast(neighbour);
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has_canal |= IsCanal(neighbour);
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}
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}
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if (has_canal || !has_water) {
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MakeCanal(t, o);
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} else {
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MakeWater(t);
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}
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MarkTileDirtyByTile(t);
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}
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/** Build a ship depot.
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* @param tile tile where ship depot is built
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* @param flags type of operation
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@ -178,8 +214,8 @@ static CommandCost RemoveShiplift(TileIndex tile, uint32 flags)
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if (flags & DC_EXEC) {
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DoClearSquare(tile);
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DoClearSquare(tile + delta);
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DoClearSquare(tile - delta);
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MakeWaterOrCanalDependingOnSurroundings(tile + delta, _current_player);
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MakeWaterOrCanalDependingOnSurroundings(tile - delta, _current_player);
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}
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return CommandCost(_price.clear_water * 2);
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