/* $Id$ */ /** @file water_cmd.cpp Handling of water tiles. */ #include "stdafx.h" #include "openttd.h" #include "bridge_map.h" #include "bridge.h" #include "cmd_helper.h" #include "station_map.h" #include "tile_cmd.h" #include "landscape.h" #include "viewport_func.h" #include "command_func.h" #include "town.h" #include "news_func.h" #include "depot_base.h" #include "depot_func.h" #include "vehicle_gui.h" #include "train.h" #include "roadveh.h" #include "water.h" #include "water_map.h" #include "industry_map.h" #include "newgrf.h" #include "newgrf_canal.h" #include "transparency.h" #include "strings_func.h" #include "functions.h" #include "window_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "variables.h" #include "player_func.h" #include "settings_type.h" #include "clear_map.h" #include "tree_map.h" #include "station_base.h" #include "airport.h" #include "newgrf_cargo.h" #include "effectvehicle_func.h" #include "oldpool_func.h" #include "table/sprites.h" #include "table/strings.h" /** * Describes the behaviour of a tile during flooding. */ enum FloodingBehaviour { FLOOD_NONE, ///< The tile does not flood neighboured tiles. FLOOD_ACTIVE, ///< The tile floods neighboured tiles. FLOOD_PASSIVE, ///< The tile does not actively flood neighboured tiles, but it prevents them from drying up. FLOOD_DRYUP, ///< The tile drys up if it is not constantly flooded from neighboured tiles. }; /** * Describes from which directions a specific slope can be flooded (if the tile is floodable at all). */ static const uint8 _flood_from_dirs[] = { (1 << DIR_NW) | (1 << DIR_SW) | (1 << DIR_SE) | (1 << DIR_NE), // SLOPE_FLAT (1 << DIR_NE) | (1 << DIR_SE), // SLOPE_W (1 << DIR_NW) | (1 << DIR_NE), // SLOPE_S (1 << DIR_NE), // SLOPE_SW (1 << DIR_NW) | (1 << DIR_SW), // SLOPE_E 0, // SLOPE_EW (1 << DIR_NW), // SLOPE_SE (1 << DIR_N ) | (1 << DIR_NW) | (1 << DIR_NE), // SLOPE_WSE, SLOPE_STEEP_S (1 << DIR_SW) | (1 << DIR_SE), // SLOPE_N (1 << DIR_SE), // SLOPE_NW 0, // SLOPE_NS (1 << DIR_E ) | (1 << DIR_NE) | (1 << DIR_SE), // SLOPE_NWS, SLOPE_STEEP_W (1 << DIR_SW), // SLOPE_NE (1 << DIR_S ) | (1 << DIR_SW) | (1 << DIR_SE), // SLOPE_ENW, SLOPE_STEEP_N (1 << DIR_W ) | (1 << DIR_SW) | (1 << DIR_NW), // SLOPE_SEN, SLOPE_STEEP_E }; /** * Marks tile dirty if it is a canal or river tile. * Called to avoid glitches when flooding tiles next to canal tile. * * @param tile tile to check */ static inline void MarkTileDirtyIfCanalOrRiver(TileIndex tile) { if (IsTileType(tile, MP_WATER) && (IsCanal(tile) || IsRiver(tile))) MarkTileDirtyByTile(tile); } /** * Marks the tiles around a tile as dirty, if they are canals or rivers. * * @param tile The center of the tile where all other tiles are marked as dirty * @ingroup dirty */ static void MarkCanalsAndRiversAroundDirty(TileIndex tile) { for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) { MarkTileDirtyIfCanalOrRiver(tile + TileOffsByDir(dir)); } } /** * Makes a tile canal or water depending on the surroundings. * * Must only be used for converting old savegames. Use WaterClass now. * * This as for example docks and shipdepots do not store * whether the tile used to be canal or 'normal' water. * @param t the tile to change. * @param o the owner of the new tile. */ void SetWaterClassDependingOnSurroundings(TileIndex t) { assert(GetTileSlope(t, NULL) == SLOPE_FLAT); /* Mark tile dirty in all cases */ MarkTileDirtyByTile(t); if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) { /* tiles at map borders are always WATER_CLASS_SEA */ SetWaterClass(t, WATER_CLASS_SEA); return; } bool has_water = false; bool has_canal = false; bool has_river = false; for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { TileIndex neighbour = TileAddByDiagDir(t, dir); switch (GetTileType(neighbour)) { case MP_WATER: /* clear water and shipdepots have already a WaterClass associated */ if (IsCoast(neighbour)) { has_water = true; } else if (!IsLock(neighbour)) { switch (GetWaterClass(neighbour)) { case WATER_CLASS_SEA: has_water = true; break; case WATER_CLASS_CANAL: has_canal = true; break; case WATER_CLASS_RIVER: has_river = true; break; default: NOT_REACHED(); } } break; case MP_RAILWAY: /* Shore or flooded halftile */ has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER); break; case MP_TREES: /* trees on shore */ has_water |= (GetTreeGround(neighbour) == TREE_GROUND_SHORE); break; default: break; } } if (has_river && !has_canal) { SetWaterClass(t, WATER_CLASS_RIVER); } else if (has_canal || !has_water) { SetWaterClass(t, WATER_CLASS_CANAL); } else { SetWaterClass(t, WATER_CLASS_SEA); } } /** Build a ship depot. * @param tile tile where ship depot is built * @param flags type of operation * @param p1 bit 0 depot orientation (Axis) * @param p2 unused */ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { TileIndex tile2; CommandCost ret; Axis axis = Extract(p1); tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); if (!IsWaterTile(tile) || !IsWaterTile(tile2)) { return_cmd_error(STR_3801_MUST_BE_BUILT_ON_WATER); } if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); if (GetTileSlope(tile, NULL) != SLOPE_FLAT || GetTileSlope(tile2, NULL) != SLOPE_FLAT) { /* Prevent depots on rapids */ return_cmd_error(STR_0239_SITE_UNSUITABLE); } WaterClass wc1 = GetWaterClass(tile); WaterClass wc2 = GetWaterClass(tile2); ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; ret = DoCommand(tile2, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; if (!Depot::CanAllocateItem()) return CMD_ERROR; if (flags & DC_EXEC) { Depot *depot = new Depot(tile); depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index; MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis, wc1); MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(tile2); } return CommandCost(EXPENSES_CONSTRUCTION, _price.build_ship_depot); } void MakeWaterKeepingClass(TileIndex tile, Owner o) { assert(IsTileType(tile, MP_WATER) || (IsTileType(tile, MP_STATION) && (IsBuoy(tile) || IsDock(tile)))); switch (GetWaterClass(tile)) { case WATER_CLASS_SEA: MakeWater(tile); break; case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break; case WATER_CLASS_RIVER: MakeRiver(tile, Random()); break; } } static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags) { if (!IsShipDepot(tile)) return CMD_ERROR; if (!CheckTileOwnership(tile)) return CMD_ERROR; TileIndex tile2 = GetOtherShipDepotTile(tile); /* do not check for ship on tile when company goes bankrupt */ if (!(flags & DC_BANKRUPT)) { if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile2)) return CMD_ERROR; } if (flags & DC_EXEC) { /* Kill the depot, which is registered at the northernmost tile. Use that one */ delete GetDepotByTile(tile2 < tile ? tile2 : tile); MakeWaterKeepingClass(tile, GetTileOwner(tile)); MakeWaterKeepingClass(tile2, GetTileOwner(tile2)); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(tile2); } return CommandCost(EXPENSES_CONSTRUCTION, _price.remove_ship_depot); } /** build a shiplift */ static CommandCost DoBuildShiplift(TileIndex tile, DiagDirection dir, uint32 flags) { CommandCost ret; int delta; /* middle tile */ ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; delta = TileOffsByDiagDir(dir); /* lower tile */ WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL; ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; if (GetTileSlope(tile - delta, NULL) != SLOPE_FLAT) { return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); } /* upper tile */ WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL; ret = DoCommand(tile + delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; if (GetTileSlope(tile + delta, NULL) != SLOPE_FLAT) { return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); } if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) || (MayHaveBridgeAbove(tile - delta) && IsBridgeAbove(tile - delta)) || (MayHaveBridgeAbove(tile + delta) && IsBridgeAbove(tile + delta))) { return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); } if (flags & DC_EXEC) { MakeLock(tile, _current_player, dir, wc_lower, wc_upper); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(tile - delta); MarkTileDirtyByTile(tile + delta); MarkCanalsAndRiversAroundDirty(tile - delta); MarkCanalsAndRiversAroundDirty(tile + delta); } return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 22 >> 3); } static CommandCost RemoveShiplift(TileIndex tile, uint32 flags) { TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile)); if (!CheckTileOwnership(tile) && GetTileOwner(tile) != OWNER_NONE) return CMD_ERROR; /* make sure no vehicle is on the tile. */ if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile + delta) || !EnsureNoVehicleOnGround(tile - delta)) return CMD_ERROR; if (flags & DC_EXEC) { DoClearSquare(tile); MakeWaterKeepingClass(tile + delta, GetTileOwner(tile)); MakeWaterKeepingClass(tile - delta, GetTileOwner(tile)); MarkTileDirtyByTile(tile - delta); MarkTileDirtyByTile(tile + delta); MarkCanalsAndRiversAroundDirty(tile - delta); MarkCanalsAndRiversAroundDirty(tile + delta); } return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 2); } /** Builds a lock (ship-lift) * @param tile tile where to place the lock * @param flags type of operation * @param p1 unused * @param p2 unused */ CommandCost CmdBuildLock(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile, NULL)); if (dir == INVALID_DIAGDIR) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); /* Disallow building of locks on river rapids */ if (IsWaterTile(tile)) return_cmd_error(STR_0239_SITE_UNSUITABLE); return DoBuildShiplift(tile, dir, flags); } /** Build a piece of canal. * @param tile end tile of stretch-dragging * @param flags type of operation * @param p1 start tile of stretch-dragging * @param p2 specifies canal (0), water (1) or river (2); last two can only be built in scenario editor */ CommandCost CmdBuildCanal(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CommandCost cost(EXPENSES_CONSTRUCTION); int size_x, size_y; int x; int y; int sx, sy; if (p1 >= MapSize()) return CMD_ERROR; /* Outside of the editor you can only build canals, not oceans */ if (p2 != 0 && _game_mode != GM_EDITOR) return CMD_ERROR; x = TileX(tile); y = TileY(tile); sx = TileX(p1); sy = TileY(p1); if (x < sx) Swap(x, sx); if (y < sy) Swap(y, sy); size_x = (x - sx) + 1; size_y = (y - sy) + 1; /* Outside the editor you can only drag canals, and not areas */ if (_game_mode != GM_EDITOR && (sx != x && sy != y)) return CMD_ERROR; BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) { CommandCost ret; Slope slope = GetTileSlope(tile, NULL); if (slope != SLOPE_FLAT && (p2 != 2 || !IsInclinedSlope(slope))) { return_cmd_error(STR_0007_FLAT_LAND_REQUIRED); } /* can't make water of water! */ if (IsTileType(tile, MP_WATER) && (!IsTileOwner(tile, OWNER_WATER) || p2 == 1)) continue; ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost.AddCost(ret); if (flags & DC_EXEC) { if (TileHeight(tile) == 0 && p2 == 1) { MakeWater(tile); } else if (p2 == 2) { MakeRiver(tile, Random()); } else { MakeCanal(tile, _current_player, Random()); } MarkTileDirtyByTile(tile); MarkCanalsAndRiversAroundDirty(tile); } cost.AddCost(_price.clear_water); } END_TILE_LOOP(tile, size_x, size_y, 0); if (cost.GetCost() == 0) { return_cmd_error(STR_1007_ALREADY_BUILT); } else { return cost; } } static CommandCost ClearTile_Water(TileIndex tile, byte flags) { switch (GetWaterTileType(tile)) { case WATER_TILE_CLEAR: if (flags & DC_NO_WATER) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER); /* Make sure it's not an edge tile. */ if (!IsInsideMM(TileX(tile), 1, MapMaxX() - 1) || !IsInsideMM(TileY(tile), 1, MapMaxY() - 1)) { return_cmd_error(STR_0002_TOO_CLOSE_TO_EDGE_OF_MAP); } /* Make sure no vehicle is on the tile */ if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR; if (GetTileOwner(tile) != OWNER_WATER && GetTileOwner(tile) != OWNER_NONE && !CheckTileOwnership(tile)) return CMD_ERROR; if (flags & DC_EXEC) { DoClearSquare(tile); MarkCanalsAndRiversAroundDirty(tile); } return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water); case WATER_TILE_COAST: { Slope slope = GetTileSlope(tile, NULL); /* Make sure no vehicle is on the tile */ if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR; if (flags & DC_EXEC) { DoClearSquare(tile); MarkCanalsAndRiversAroundDirty(tile); } if (IsSlopeWithOneCornerRaised(slope)) { return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water); } else { return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_roughland); } } case WATER_TILE_LOCK: { static const TileIndexDiffC _shiplift_tomiddle_offs[] = { { 0, 0}, {0, 0}, { 0, 0}, {0, 0}, // middle {-1, 0}, {0, 1}, { 1, 0}, {0, -1}, // lower { 1, 0}, {0, -1}, {-1, 0}, {0, 1}, // upper }; if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); if (_current_player == OWNER_WATER) return CMD_ERROR; /* move to the middle tile.. */ return RemoveShiplift(tile + ToTileIndexDiff(_shiplift_tomiddle_offs[GetSection(tile)]), flags); } case WATER_TILE_DEPOT: if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); return RemoveShipDepot(tile, flags); default: NOT_REACHED(); } } /** * return true if a tile is a water tile wrt. a certain direction. * * @param tile The tile of interest. * @param from The direction of interest. * @return true iff the tile is water in the view of 'from'. * */ static bool IsWateredTile(TileIndex tile, Direction from) { switch (GetTileType(tile)) { case MP_WATER: if (!IsCoast(tile)) return true; switch (GetTileSlope(tile, NULL)) { case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE); case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW); case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW); case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE); default: return false; } case MP_RAILWAY: if (GetRailGroundType(tile) == RAIL_GROUND_WATER) { assert(IsPlainRailTile(tile)); switch (GetTileSlope(tile, NULL)) { case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE); case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW); case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW); case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE); default: return false; } } return false; case MP_STATION: return IsOilRig(tile) || (IsDock(tile) && GetTileSlope(tile, NULL) == SLOPE_FLAT) || IsBuoy(tile); case MP_INDUSTRY: return (GetIndustrySpec(GetIndustryType(tile))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0; default: return false; } } static void DrawWaterEdges(SpriteID base, TileIndex tile) { uint wa; /* determine the edges around with water. */ wa = IsWateredTile(TILE_ADDXY(tile, -1, 0), DIR_SW) << 0; wa += IsWateredTile(TILE_ADDXY(tile, 0, 1), DIR_NW) << 1; wa += IsWateredTile(TILE_ADDXY(tile, 1, 0), DIR_NE) << 2; wa += IsWateredTile(TILE_ADDXY(tile, 0, -1), DIR_SE) << 3; if (!(wa & 1)) DrawGroundSprite(base, PAL_NONE); if (!(wa & 2)) DrawGroundSprite(base + 1, PAL_NONE); if (!(wa & 4)) DrawGroundSprite(base + 2, PAL_NONE); if (!(wa & 8)) DrawGroundSprite(base + 3, PAL_NONE); /* right corner */ switch (wa & 0x03) { case 0: DrawGroundSprite(base + 4, PAL_NONE); break; case 3: if (!IsWateredTile(TILE_ADDXY(tile, -1, 1), DIR_W)) DrawGroundSprite(base + 8, PAL_NONE); break; } /* bottom corner */ switch (wa & 0x06) { case 0: DrawGroundSprite(base + 5, PAL_NONE); break; case 6: if (!IsWateredTile(TILE_ADDXY(tile, 1, 1), DIR_N)) DrawGroundSprite(base + 9, PAL_NONE); break; } /* left corner */ switch (wa & 0x0C) { case 0: DrawGroundSprite(base + 6, PAL_NONE); break; case 12: if (!IsWateredTile(TILE_ADDXY(tile, 1, -1), DIR_E)) DrawGroundSprite(base + 10, PAL_NONE); break; } /* upper corner */ switch (wa & 0x09) { case 0: DrawGroundSprite(base + 7, PAL_NONE); break; case 9: if (!IsWateredTile(TILE_ADDXY(tile, -1, -1), DIR_S)) DrawGroundSprite(base + 11, PAL_NONE); break; } } /** Draw a plain sea water tile with no edges */ static void DrawSeaWater(TileIndex tile) { DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE); } /** draw a canal styled water tile with dikes around */ static void DrawCanalWater(TileIndex tile) { DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE); /* Test for custom graphics, else use the default */ SpriteID dikes_base = GetCanalSprite(CF_DIKES, tile); if (dikes_base == 0) dikes_base = SPR_CANAL_DIKES_BASE; DrawWaterEdges(dikes_base, tile); } struct LocksDrawTileStruct { int8 delta_x, delta_y, delta_z; byte width, height, depth; SpriteID image; }; #include "table/water_land.h" static void DrawWaterStuff(const TileInfo *ti, const WaterDrawTileStruct *wdts, SpriteID palette, uint base, bool draw_ground ) { SpriteID image; SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile); SpriteID locks_base = GetCanalSprite(CF_LOCKS, ti->tile); /* If no custom graphics, use defaults */ if (water_base == 0) water_base = SPR_CANALS_BASE; if (locks_base == 0) { locks_base = SPR_SHIPLIFT_BASE; } else { /* If using custom graphics, ignore the variation on height */ base = 0; } image = wdts++->image; if (image < 4) image += water_base; if (draw_ground) DrawGroundSprite(image, PAL_NONE); /* End now if buildings are invisible */ if (IsInvisibilitySet(TO_BUILDINGS)) return; for (; wdts->delta_x != 0x80; wdts++) { AddSortableSpriteToDraw(wdts->image + base + ((wdts->image < 24) ? locks_base : 0), palette, ti->x + wdts->delta_x, ti->y + wdts->delta_y, wdts->width, wdts->height, wdts->unk, ti->z + wdts->delta_z, IsTransparencySet(TO_BUILDINGS)); } } static void DrawRiverWater(const TileInfo *ti) { SpriteID image = SPR_FLAT_WATER_TILE; SpriteID edges_base = GetCanalSprite(CF_RIVER_EDGE, ti->tile); if (ti->tileh != SLOPE_FLAT) { image = GetCanalSprite(CF_RIVER_SLOPE, ti->tile); if (image == 0) { switch (ti->tileh) { case SLOPE_NW: image = SPR_WATER_SLOPE_Y_DOWN; break; case SLOPE_SW: image = SPR_WATER_SLOPE_X_UP; break; case SLOPE_SE: image = SPR_WATER_SLOPE_Y_UP; break; case SLOPE_NE: image = SPR_WATER_SLOPE_X_DOWN; break; default: image = SPR_FLAT_WATER_TILE; break; } } else { switch (ti->tileh) { default: NOT_REACHED(); case SLOPE_SE: edges_base += 12; break; case SLOPE_NE: image += 1; edges_base += 24; break; case SLOPE_SW: image += 2; edges_base += 36; break; case SLOPE_NW: image += 3; edges_base += 48; break; } } } DrawGroundSprite(image, PAL_NONE); /* Draw river edges if available. */ if (edges_base > 48) DrawWaterEdges(edges_base, ti->tile); } void DrawShoreTile(Slope tileh) { /* Converts the enum Slope into an offset based on SPR_SHORE_BASE. * This allows to calculate the proper sprite to display for this Slope */ static const byte tileh_to_shoresprite[32] = { 0, 1, 2, 3, 4, 16, 6, 7, 8, 9, 17, 11, 12, 13, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 10, 15, 0, }; assert(!IsHalftileSlope(tileh)); // Halftile slopes need to get handled earlier. assert(tileh != SLOPE_FLAT); // Shore is never flat assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour DrawGroundSprite(SPR_SHORE_BASE + tileh_to_shoresprite[tileh], PAL_NONE); } void DrawWaterClassGround(const TileInfo *ti) { switch (GetWaterClass(ti->tile)) { case WATER_CLASS_SEA: DrawSeaWater(ti->tile); break; case WATER_CLASS_CANAL: DrawCanalWater(ti->tile); break; case WATER_CLASS_RIVER: DrawRiverWater(ti); break; } } static void DrawTile_Water(TileInfo *ti) { switch (GetWaterTileType(ti->tile)) { case WATER_TILE_CLEAR: DrawWaterClassGround(ti); DrawBridgeMiddle(ti); break; case WATER_TILE_COAST: { DrawShoreTile(ti->tileh); DrawBridgeMiddle(ti); } break; case WATER_TILE_LOCK: { const WaterDrawTileStruct *t = _shiplift_display_seq[GetSection(ti->tile)]; DrawWaterStuff(ti, t, 0, ti->z > t[3].delta_y ? 24 : 0, true); } break; case WATER_TILE_DEPOT: DrawWaterClassGround(ti); DrawWaterStuff(ti, _shipdepot_display_seq[GetSection(ti->tile)], PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), 0, false); break; } } void DrawShipDepotSprite(int x, int y, int image) { const WaterDrawTileStruct *wdts = _shipdepot_display_seq[image]; DrawSprite(wdts++->image, PAL_NONE, x, y); for (; wdts->delta_x != 0x80; wdts++) { Point pt = RemapCoords(wdts->delta_x, wdts->delta_y, wdts->delta_z); DrawSprite(wdts->image, PLAYER_SPRITE_COLOR(_local_player), x + pt.x, y + pt.y); } } static uint GetSlopeZ_Water(TileIndex tile, uint x, uint y) { uint z; Slope tileh = GetTileSlope(tile, &z); return z + GetPartialZ(x & 0xF, y & 0xF, tileh); } static Foundation GetFoundation_Water(TileIndex tile, Slope tileh) { return FOUNDATION_NONE; } static void GetAcceptedCargo_Water(TileIndex tile, AcceptedCargo ac) { /* not used */ } static void GetTileDesc_Water(TileIndex tile, TileDesc *td) { switch (GetWaterTileType(tile)) { case WATER_TILE_CLEAR: if (!IsCanal(tile)) { td->str = STR_3804_WATER; } else { td->str = STR_LANDINFO_CANAL; } break; case WATER_TILE_COAST: td->str = STR_3805_COAST_OR_RIVERBANK; break; case WATER_TILE_LOCK : td->str = STR_LANDINFO_LOCK; break; case WATER_TILE_DEPOT: td->str = STR_3806_SHIP_DEPOT; break; default: assert(0); break; } td->owner = GetTileOwner(tile); } static void AnimateTile_Water(TileIndex tile) { /* not used */ } /** * Finds a vehicle to flood. * It does not find vehicles that are already crashed on bridges, i.e. flooded. * @param tile the tile where to find a vehicle to flood * @return a vehicle too flood or NULL when there is no vehicle too flood. */ static Vehicle *FindFloodableVehicleOnTile(TileIndex tile) { if (IsTileType(tile, MP_STATION) && IsAirport(tile)) { const Station *st = GetStationByTile(tile); const AirportFTAClass *airport = st->Airport(); for (uint x = 0; x < airport->size_x; x++) { for (uint y = 0; y < airport->size_y; y++) { tile = TILE_ADDXY(st->airport_tile, x, y); Vehicle *v = FindVehicleOnTileZ(tile, 1 + airport->delta_z); if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v; } } /* No vehicle could be flooded on this airport anymore */ return NULL; } /* if non-uniform stations are disabled, flood some train in this train station (if there is any) */ if (!_patches.nonuniform_stations && IsTileType(tile, MP_STATION) && GetStationType(tile) == STATION_RAIL) { const Station *st = GetStationByTile(tile); BEGIN_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile) if (st->TileBelongsToRailStation(t)) { Vehicle *v = FindVehicleOnTileZ(t, 0); if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v; } END_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile) return NULL; } if (!IsBridgeTile(tile)) return FindVehicleOnTileZ(tile, 0); TileIndex end = GetOtherBridgeEnd(tile); byte z = GetBridgeHeight(tile); Vehicle *v; /* check the start tile first since as this is closest to the water */ v = FindVehicleOnTileZ(tile, z); if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v; /* check a vehicle in between both bridge heads */ v = FindVehicleBetween(tile, end, z, true); if (v != NULL) return v; /* check the end tile last to give fleeing vehicles a chance to escape */ v = FindVehicleOnTileZ(end, z); return (v != NULL && (v->vehstatus & VS_CRASHED) == 0) ? v : NULL; } static void FloodVehicle(Vehicle *v) { if (!(v->vehstatus & VS_CRASHED)) { uint16 pass = 0; if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_AIRCRAFT) { if (v->type == VEH_AIRCRAFT) { /* Crashing aircraft are always at z_pos == 1, never on z_pos == 0, * because that's always the shadow. Except for the heliport, because * that station has a big z_offset for the aircraft. */ if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return; const Station *st = GetStationByTile(v->tile); const AirportFTAClass *airport = st->Airport(); if (v->z_pos != airport->delta_z + 1) return; } Vehicle *u; if (v->type != VEH_AIRCRAFT) v = v->First(); u = v; /* crash all wagons, and count passengers */ BEGIN_ENUM_WAGONS(v) if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count(); v->vehstatus |= VS_CRASHED; MarkSingleVehicleDirty(v); END_ENUM_WAGONS(v) v = u; switch (v->type) { default: NOT_REACHED(); case VEH_TRAIN: if (IsFrontEngine(v)) pass += 4; // driver v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast break; case VEH_ROAD: if (IsRoadVehFront(v)) pass += 1; // driver v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast break; case VEH_AIRCRAFT: pass += 2; // driver v->u.air.crashed_counter = 9000; // max 10000, disappear pretty fast break; } RebuildVehicleLists(); } else { return; } InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); SetDParam(0, pass); AddNewsItem(STR_B006_FLOOD_VEHICLE_DESTROYED, NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, DNC_NONE, v->index, 0); CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); SndPlayVehicleFx(SND_12_EXPLOSION, v); } } /** * Returns the behaviour of a tile during flooding. * * @return Behaviour of the tile */ static FloodingBehaviour GetFloodingBehaviour(TileIndex tile) { /* FLOOD_ACTIVE: 'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile * FLOOD_DRYUP: coast with more than one corner raised, coast with rail-track, coast with trees * FLOOD_PASSIVE: oilrig, water-industries * FLOOD_NONE: canals, rivers, everything else */ switch (GetTileType(tile)) { case MP_WATER: if (IsCoast(tile)) { Slope tileh = GetTileSlope(tile, NULL); return (IsSlopeWithOneCornerRaised(tileh) ? FLOOD_ACTIVE : FLOOD_DRYUP); } else { return (GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE; } case MP_RAILWAY: if (GetRailGroundType(tile) == RAIL_GROUND_WATER) { return (IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL)) ? FLOOD_ACTIVE : FLOOD_DRYUP); } return FLOOD_NONE; case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE ? FLOOD_DRYUP : FLOOD_NONE); case MP_STATION: if (IsBuoy(tile) || (IsDock(tile) && GetTileSlope(tile, NULL) == SLOPE_FLAT)) { return (GetWaterClass(tile) == WATER_CLASS_SEA ? FLOOD_ACTIVE : FLOOD_NONE); } return (IsOilRig(tile) ? FLOOD_PASSIVE : FLOOD_NONE); case MP_INDUSTRY: return ((GetIndustrySpec(GetIndustryType(tile))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0 ? FLOOD_PASSIVE : FLOOD_NONE); default: return FLOOD_NONE; } } /** * Floods a tile. */ static void DoFloodTile(TileIndex target) { assert(!IsTileType(target, MP_WATER)); bool flooded = false; // Will be set to true if something is changed. _current_player = OWNER_WATER; Slope tileh = GetTileSlope(target, NULL); if (tileh != SLOPE_FLAT) { /* make coast.. */ switch (GetTileType(target)) { case MP_RAILWAY: { if (!IsPlainRailTile(target)) break; flooded = FloodHalftile(target); Vehicle *v = FindFloodableVehicleOnTile(target); if (v != NULL) FloodVehicle(v); break; } case MP_TREES: if (!IsSlopeWithOneCornerRaised(tileh)) { SetTreeGroundDensity(target, TREE_GROUND_SHORE, 3); MarkTileDirtyByTile(target); flooded = true; break; } /* FALL THROUGH */ case MP_CLEAR: if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) { MakeShore(target); MarkTileDirtyByTile(target); flooded = true; } break; default: break; } } else { /* Flood vehicles */ Vehicle *v = FindFloodableVehicleOnTile(target); if (v != NULL) FloodVehicle(v); /* flood flat tile */ if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) { MakeWater(target); MarkTileDirtyByTile(target); flooded = true; } } if (flooded) { /* Mark surrounding canal tiles dirty too to avoid glitches */ MarkCanalsAndRiversAroundDirty(target); /* update signals if needed */ UpdateSignalsInBuffer(); } _current_player = OWNER_NONE; } /** * Drys a tile up. */ static void DoDryUp(TileIndex tile) { _current_player = OWNER_WATER; switch (GetTileType(tile)) { case MP_RAILWAY: assert(IsPlainRailTile(tile)); assert(GetRailGroundType(tile) == RAIL_GROUND_WATER); RailGroundType new_ground; switch (GetTrackBits(tile)) { case TRACK_BIT_UPPER: new_ground = RAIL_GROUND_FENCE_HORIZ1; break; case TRACK_BIT_LOWER: new_ground = RAIL_GROUND_FENCE_HORIZ2; break; case TRACK_BIT_LEFT: new_ground = RAIL_GROUND_FENCE_VERT1; break; case TRACK_BIT_RIGHT: new_ground = RAIL_GROUND_FENCE_VERT2; break; default: NOT_REACHED(); } SetRailGroundType(tile, new_ground); MarkTileDirtyByTile(tile); break; case MP_TREES: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); MarkTileDirtyByTile(tile); break; case MP_WATER: assert(IsCoast(tile)); if (CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) { MakeClear(tile, CLEAR_GRASS, 3); MarkTileDirtyByTile(tile); } break; default: NOT_REACHED(); } _current_player = OWNER_NONE; } /** * Let a water tile floods its diagonal adjoining tiles * called from tunnelbridge_cmd, and by TileLoop_Industry() and TileLoop_Track() * * @param tile the water/shore tile that floods */ void TileLoop_Water(TileIndex tile) { switch (GetFloodingBehaviour(tile)) { case FLOOD_ACTIVE: for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) { TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir)); if (dest == INVALID_TILE) continue; /* do not try to flood water tiles - increases performance a lot */ if (IsTileType(dest, MP_WATER)) continue; uint z_dest; Slope slope_dest = GetFoundationSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP; if (z_dest > 0) continue; if (!HasBit(_flood_from_dirs[slope_dest], ReverseDir(dir))) continue; DoFloodTile(dest); } break; case FLOOD_DRYUP: { Slope slope_here = GetFoundationSlope(tile, NULL) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP; uint check_dirs = _flood_from_dirs[slope_here]; uint dir; FOR_EACH_SET_BIT(dir, check_dirs) { TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir((Direction)dir)); if (dest == INVALID_TILE) continue; FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest); if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return; } DoDryUp(tile); break; } default: return; } } void ConvertGroundTilesIntoWaterTiles() { TileIndex tile; uint z; Slope slope; for (tile = 0; tile < MapSize(); ++tile) { slope = GetTileSlope(tile, &z); if (IsTileType(tile, MP_CLEAR) && z == 0) { /* Make both water for tiles at level 0 * and make shore, as that looks much better * during the generation. */ switch (slope) { case SLOPE_FLAT: MakeWater(tile); break; case SLOPE_N: case SLOPE_E: case SLOPE_S: case SLOPE_W: MakeShore(tile); break; default: uint check_dirs = _flood_from_dirs[slope & ~SLOPE_STEEP]; uint dir; FOR_EACH_SET_BIT(dir, check_dirs) { TileIndex dest = TILE_ADD(tile, TileOffsByDir((Direction)dir)); Slope slope_dest = GetTileSlope(dest, NULL) & ~SLOPE_STEEP; if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest)) { MakeShore(tile); break; } } break; } } } } static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { static const byte coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0}; TrackBits ts; if (mode != TRANSPORT_WATER) return 0; switch (GetWaterTileType(tile)) { case WATER_TILE_CLEAR: ts = (GetTileSlope(tile, NULL) == SLOPE_FLAT) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break; case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile, NULL) & 0xF]; break; case WATER_TILE_LOCK: ts = AxisToTrackBits(DiagDirToAxis(GetLockDirection(tile))); break; case WATER_TILE_DEPOT: ts = AxisToTrackBits(GetShipDepotAxis(tile)); break; default: return 0; } if (TileX(tile) == 0) { /* NE border: remove tracks that connects NE tile edge */ ts &= ~(TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT); } if (TileY(tile) == 0) { /* NW border: remove tracks that connects NW tile edge */ ts &= ~(TRACK_BIT_Y | TRACK_BIT_LEFT | TRACK_BIT_UPPER); } return CombineTrackStatus(TrackBitsToTrackdirBits(ts), TRACKDIR_BIT_NONE); } static void ClickTile_Water(TileIndex tile) { if (GetWaterTileType(tile) == WATER_TILE_DEPOT) { TileIndex tile2 = GetOtherShipDepotTile(tile); ShowDepotWindow(tile < tile2 ? tile : tile2, VEH_SHIP); } } static void ChangeTileOwner_Water(TileIndex tile, PlayerID old_player, PlayerID new_player) { if (!IsTileOwner(tile, old_player)) return; if (new_player != PLAYER_SPECTATOR) { SetTileOwner(tile, new_player); return; } /* Remove depot */ if (IsShipDepot(tile)) DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR); /* Set owner of canals and locks ... and also canal under dock there was before. * Check if the new owner after removing depot isn't OWNER_WATER. */ if (IsTileOwner(tile, old_player)) SetTileOwner(tile, OWNER_NONE); } static VehicleEnterTileStatus VehicleEnter_Water(Vehicle *v, TileIndex tile, int x, int y) { return VETSB_CONTINUE; } static CommandCost TerraformTile_Water(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new) { /* Canals can't be terraformed */ if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_MUST_DEMOLISH_CANAL_FIRST); return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } extern const TileTypeProcs _tile_type_water_procs = { DrawTile_Water, /* draw_tile_proc */ GetSlopeZ_Water, /* get_slope_z_proc */ ClearTile_Water, /* clear_tile_proc */ GetAcceptedCargo_Water, /* get_accepted_cargo_proc */ GetTileDesc_Water, /* get_tile_desc_proc */ GetTileTrackStatus_Water, /* get_tile_track_status_proc */ ClickTile_Water, /* click_tile_proc */ AnimateTile_Water, /* animate_tile_proc */ TileLoop_Water, /* tile_loop_clear */ ChangeTileOwner_Water, /* change_tile_owner_clear */ NULL, /* get_produced_cargo_proc */ VehicleEnter_Water, /* vehicle_enter_tile_proc */ GetFoundation_Water, /* get_foundation_proc */ TerraformTile_Water, /* terraform_tile_proc */ };