Changeset - r15762:7fbf9fe78040
[Not reviewed]
master
0 10 0
rubidium - 14 years ago 2010-08-11 14:14:06
rubidium@openttd.org
(svn r20446) -Codechange: unify the location of the water class
10 files changed with 91 insertions and 59 deletions:
0 comments (0 inline, 0 general)
docs/landscape.html
Show inline comments
 
@@ -52,7 +52,7 @@
 
  <a href="landscape_grid.html">Landscape grid</a> page.
 
 </p>
 

	
 
  The <a name="OwnershipInfo">owner of a tile</a>, as frequently associated with attribute m1,
 
  The <a name="OwnershipInfo">owner of a tile</a>, as frequently associated with attribute m1 bits 4..0,
 
  can be either companies (human or AI) or "Game entities".
 
  They are identified using:
 
  <table border="1">
 
@@ -78,7 +78,7 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
 
     <li>m2: see fields</li>
 
     <li>m3 bits 3..0: see fields</li>
 
     <li>m3 bit 4: set if the tile is covered with snow</li>
 
@@ -183,7 +183,7 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a> of the tile</li>
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
 
     <li>m2: see signals</li>
 
     <li>m3 bits 7..4: see signals</li>
 
     <li>m3 bits 3..0 = <a name="TrackType">track type</a>:
 
@@ -548,7 +548,7 @@
 
       <li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
 
       <li>m5 bit 6 clear: road
 
        <ul>
 
         <li>m1: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
 
         <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
 
         <li>m7 bits 3..0: counter for the roadworks</li>
 
         <li>m5 bits 3..0: road layout road type 0 (normal road): bit set = road piece present:
 
          <table>
 
@@ -587,7 +587,7 @@
 
       </li>
 
       <li>m5 bit 6 set: level crossing
 
        <ul>
 
         <li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li>
 
         <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the railway track</li>
 
         <li>m3 bits 3..0: <a href="#TrackType">railway track type</a></li>
 
         <li>m5 bit 0: direction
 
          <table>
 
@@ -610,7 +610,7 @@
 
     </li>
 
     <li>m5 bit 7 set, bit 6 clear: road depot
 
      <ul>
 
       <li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li>
 
       <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the depot</li>
 
       <li>m2: Depot index</li>
 
       <li>m5 bits 3..0: exit towards:
 
        <table>
 
@@ -723,7 +723,7 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
 
     <li>m2 bits 8..6: ground
 
      <table>
 

	
 
@@ -822,12 +822,12 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a> of the station</li>
 
     <li>m1 bits 6..5: water class for buoys, water part of docks and for airport tiles</li>
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the station</li>
 
     <li>m2: index into the array of stations</li>
 
     <li>m3 bits 7..4: persistent random data for railway stations/waypoints and airports)</li>
 
     <li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram tracks (road stop)</li>
 
     <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations/waypoints</li>
 
     <li>m3 bits 1..0: water class for buoys, water part of docks and for airport tiles</li>
 
     <li>m4: custom station id; 0 means standard graphics</li>
 
     <li>m5: graphics index (range from 0..255 for each station type):
 
      <table>
 
@@ -959,9 +959,9 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
 
     <li>m1 bits 6..5 : Water class (sea, canal or river)
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
 
     <li>m2: Depot index (for depots only)</li>
 
     <li>m3 bits 1..0 : Water class (sea, canal or river)
 
     <li>m4: Random data for canal or river tiles</li>
 
     <li>m5: tile type:
 
      <table>
 
@@ -1413,7 +1413,7 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a></li>
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a></li>
 
     <li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram</li>
 
     <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway</li>
 
     <li>m5 bit 4: pbs reservation state for railway</li>
 
@@ -1566,7 +1566,8 @@
 
   <td valign=top nowrap>&nbsp;</td>
 
   <td>
 
    <ul>
 
     <li>m1: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
 
     <li>m1 bits 6..5 : Water class (sea, canal, river or land)
 
     <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
 
     <li>m2: see company statue
 
     <li>m3: offset to northern most tile
 
     <li>m5: tile type:
docs/landscape_grid.html
Show inline comments
 
@@ -66,7 +66,7 @@ the array so you can quickly see what is
 
      <td rowspan="2">0</td>
 
      <td class="caption">ground</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~~ ~~~~</span></td>
 
      <td class="bits"><span class="free">OOO</span><span class="option">~ ~~~~</span></td>
 
      <td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOO</span>X <span class="free">OOOO</span></td>
 
      <td class="bits">XXXX XX<span class="free">OO</span></td>
 
@@ -77,7 +77,7 @@ the array so you can quickly see what is
 
    <tr>
 
      <td class="caption">farmland</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits"><span class="option">~~~~ ~~~~</span></td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">XXXX XXXX XXXX XXXX</td>
 
      <td class="bits"><span class="free">OOO</span>X XXXX</td>
 
      <td class="bits">-inherit-</td>
 
@@ -89,7 +89,7 @@ the array so you can quickly see what is
 
      <td rowspan=3>1</td>
 
      <td class="caption">rail</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~</span>X XXXX</td>
 
      <td class="bits"><span class="free">OOO</span>X XXXX</td>
 
      <td class="bits"><span class="free">OOOO</span> XXXX <span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO</span> XXXX</td>
 
      <td class="bits"><span class="free">OOOO</span> XXXX</td>
 
@@ -123,7 +123,7 @@ the array so you can quickly see what is
 
      <td rowspan=3>2</td>
 
      <td class="caption">road</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~</span>X XXXX</td>
 
      <td class="bits"><span class="free">OOO</span>X XXXX</td>
 
      <td class="bits">XXXX XXXX XXXX XXXX</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
@@ -169,7 +169,7 @@ the array so you can quickly see what is
 
      <td>4</td>
 
      <td class="caption">trees</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~~ ~~~~</span></td>
 
      <td class="bits"><span class="free">OOO</span><span class="option">~ ~~~~</span></td>
 
      <td class="bits"><span class="free">OOOO OOO</span>X XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~</span>XX XXXX</td>
 
      <td class="bits">XXXX XX<span class="free">OO</span></td>
 
@@ -181,7 +181,7 @@ the array so you can quickly see what is
 
      <td rowspan=7>5</td>
 
      <td class="caption">rail station</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~</span>X XXXX</td>
 
      <td class="bits"><span class="free">O</span>XXX XXXX</td>
 
      <td class="bits">XXXX XXXX XXXX XXXX</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits">XXXX XXXX</td>
 
@@ -216,7 +216,7 @@ the array so you can quickly see what is
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits"><span class="free">OOOO OO</span>XX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="option">~~~~ ~</span>XXX</td>
 
      <td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
 
@@ -227,7 +227,7 @@ the array so you can quickly see what is
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">XXXX <span class="free">OO</span>XX</td>
 
      <td class="bits">XXXX <span class="free">OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
 
@@ -238,7 +238,7 @@ the array so you can quickly see what is
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits"><span class="free">OOOO OO</span>XX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="option">~~~~ ~~~~</span></td>
 
      <td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
 
@@ -259,9 +259,9 @@ the array so you can quickly see what is
 
      <td rowspan=3>6</td>
 
      <td class="caption">sea, shore</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~</span>X XXXX</td>
 
      <td class="bits"><span class="free">O</span>XXX XXXX</td>
 
      <td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OO</span>XX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits">X<span class="option">~~</span>X XXXX</td>
 
      <td class="bits">XX<span class="free">OO OO</span>XX</td>
 
@@ -272,7 +272,7 @@ the array so you can quickly see what is
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OO</span>XX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">XX<span class="free">OO OO</span>XX</td>
 
@@ -283,7 +283,7 @@ the array so you can quickly see what is
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">XXXX XXXX XXXX XXXX</td>
 
      <td class="bits"><span class="free">OOOO OO</span>XX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
      <td class="bits">-inherit-</td>
 
      <td class="bits">XX<span class="free">OO OO</span>XX</td>
 
@@ -306,7 +306,7 @@ the array so you can quickly see what is
 
      <td rowspan=2>9</td>
 
      <td class="caption">tunnel entrance</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~</span>X XXXX</td>
 
      <td class="bits"><span class="free">OOO</span>X XXXX</td>
 
      <td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
 
@@ -329,7 +329,7 @@ the array so you can quickly see what is
 
      <td rowspan=2>A</td>
 
      <td class="caption">objects</td>
 
      <td class="bits">XXXX XXXX</td>
 
      <td class="bits"><span class="option">~~~</span>X XXXX</td>
 
      <td class="bits"><span class="free">O</span>XXX XXXX</td>
 
      <td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
 
      <td class="bits"><span class="free">OOO</span>X XXXX</td>
 
      <td class="bits"><span class="free">OOOO OOOO</span></td>
src/clear_map.h
Show inline comments
 
@@ -277,6 +277,7 @@ static inline void MakeClear(TileIndex t
 
	if (!MayHaveBridgeAbove(t)) SB(_m[t].m6, 6, 2, 0);
 

	
 
	SetTileType(t, MP_CLEAR);
 
	_m[t].m1 = 0;
 
	SetTileOwner(t, OWNER_NONE);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = 0;
 
@@ -296,6 +297,7 @@ static inline void MakeClear(TileIndex t
 
static inline void MakeField(TileIndex t, uint field_type, IndustryID industry)
 
{
 
	SetTileType(t, MP_CLEAR);
 
	_m[t].m1 = 0;
 
	SetTileOwner(t, OWNER_NONE);
 
	_m[t].m2 = industry;
 
	_m[t].m3 = field_type;
src/object_cmd.cpp
Show inline comments
 
@@ -53,7 +53,7 @@ void BuildObject(ObjectType type, TileIn
 
	TileArea ta(tile, GB(spec->size, 0, 4), GB(spec->size, 4, 4));
 
	TILE_AREA_LOOP(t, ta) {
 
		TileIndex offset = t - tile;
 
		MakeObject(t, type, owner, TileY(offset) << 4 | TileX(offset), index);
 
		MakeObject(t, type, owner, TileY(offset) << 4 | TileX(offset), index, WATER_CLASS_INVALID);
 
		MarkTileDirtyByTile(t);
 
	}
 
}
src/object_map.h
Show inline comments
 
@@ -13,6 +13,7 @@
 
#define OBJECT_MAP_H
 

	
 
#include "tile_map.h"
 
#include "water_map.h"
 
#include "object_type.h"
 

	
 
/**
 
@@ -162,11 +163,13 @@ static inline void SetObjectOffset(TileI
 
 * @param o      The new owner of the tile.
 
 * @param offset The offset to the northern tile of this object.
 
 * @param index  Generic index associated with the object type.
 
 * @param wc     Water class for this obect.
 
 */
 
static inline void MakeObject(TileIndex t, ObjectType u, Owner o, uint8 offset, uint index)
 
static inline void MakeObject(TileIndex t, ObjectType u, Owner o, uint8 offset, uint index, WaterClass wc)
 
{
 
	SetTileType(t, MP_OBJECT);
 
	SetTileOwner(t, o);
 
	SetWaterClass(t, wc);
 
	_m[t].m2 = index;
 
	_m[t].m3 = offset;
 
	_m[t].m4 = 0;
src/saveload/afterload.cpp
Show inline comments
 
@@ -1543,6 +1543,41 @@ bool AfterLoadGame()
 
		}
 
	}
 

	
 
	/* The water class was moved/unified. */
 
	if (CheckSavegameVersion(146)) {
 
		for (TileIndex t = 0; t < map_size; t++) {
 
			switch (GetTileType(t)) {
 
				case MP_STATION:
 
					switch (GetStationType(t)) {
 
						case STATION_OILRIG:
 
						case STATION_DOCK:
 
						case STATION_BUOY:
 
							SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2));
 
							SB(_m[t].m3, 0, 2, 0);
 
							break;
 

	
 
						default:
 
							SetWaterClass(t, WATER_CLASS_INVALID);
 
							break;
 
					}
 
					break;
 

	
 
				case MP_WATER:
 
					SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2));
 
					SB(_m[t].m3, 0, 2, 0);
 
					break;
 

	
 
				case MP_OBJECT:
 
					SetWaterClass(t, WATER_CLASS_INVALID);
 
					break;
 

	
 
				default:
 
					/* No water class. */
 
					break;
 
			}
 
		}
 
	}
 

	
 
	if (CheckSavegameVersion(86)) {
 
		for (TileIndex t = 0; t < map_size; t++) {
 
			/* Move river flag and update canals to use water class */
 
@@ -2153,12 +2188,6 @@ bool AfterLoadGame()
 
		FOR_ALL_DEPOTS(d) d->build_date = _date;
 
	}
 

	
 
	if (CheckSavegameVersion(145)) {
 
		for (TileIndex t = 0; t < map_size; t++) {
 
			if (IsAirportTile(t)) SetWaterClass(t, WATER_CLASS_INVALID);
 
		}
 
	}
 

	
 
	/* Road stops is 'only' updating some caches */
 
	AfterLoadRoadStops();
 
	AfterLoadLabelMaps();
src/saveload/saveload.cpp
Show inline comments
 
@@ -209,8 +209,9 @@
 
 *  143   20048
 
 *  144   20334
 
 *  145   20376
 
 *  146   20446
 
 */
 
extern const uint16 SAVEGAME_VERSION = 145; ///< current savegame version of OpenTTD
 
extern const uint16 SAVEGAME_VERSION = 146; ///< current savegame version of OpenTTD
 

	
 
SavegameType _savegame_type; ///< type of savegame we are loading
 

	
src/station_map.h
Show inline comments
 
@@ -553,7 +553,7 @@ static inline byte GetStationTileRandomB
 
 * @param st the type this station tile
 
 * @param section the StationGfx to be used for this tile
 
 */
 
static inline void MakeStation(TileIndex t, Owner o, StationID sid, StationType st, byte section)
 
static inline void MakeStation(TileIndex t, Owner o, StationID sid, StationType st, byte section, WaterClass wc = WATER_CLASS_INVALID)
 
{
 
	SetTileType(t, MP_STATION);
 
	SetTileOwner(t, o);
 
@@ -644,8 +644,7 @@ static inline void MakeDriveThroughRoadS
 
 */
 
static inline void MakeAirport(TileIndex t, Owner o, StationID sid, byte section, WaterClass wc)
 
{
 
	MakeStation(t, o, sid, STATION_AIRPORT, section);
 
	SetWaterClass(t, wc);
 
	MakeStation(t, o, sid, STATION_AIRPORT, section, wc);
 
}
 

	
 
/**
 
@@ -659,8 +658,7 @@ static inline void MakeBuoy(TileIndex t,
 
	/* Make the owner of the buoy tile the same as the current owner of the
 
	 * water tile. In this way, we can reset the owner of the water to its
 
	 * original state when the buoy gets removed. */
 
	MakeStation(t, GetTileOwner(t), sid, STATION_BUOY, 0);
 
	SetWaterClass(t, wc);
 
	MakeStation(t, GetTileOwner(t), sid, STATION_BUOY, 0, wc);
 
}
 

	
 
/**
 
@@ -674,8 +672,7 @@ static inline void MakeBuoy(TileIndex t,
 
static inline void MakeDock(TileIndex t, Owner o, StationID sid, DiagDirection d, WaterClass wc)
 
{
 
	MakeStation(t, o, sid, STATION_DOCK, d);
 
	MakeStation(t + TileOffsByDiagDir(d), o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d));
 
	SetWaterClass(t + TileOffsByDiagDir(d), wc);
 
	MakeStation(t + TileOffsByDiagDir(d), o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
 
}
 

	
 
/**
 
@@ -686,8 +683,7 @@ static inline void MakeDock(TileIndex t,
 
 */
 
static inline void MakeOilrig(TileIndex t, StationID sid, WaterClass wc)
 
{
 
	MakeStation(t, OWNER_NONE, sid, STATION_OILRIG, 0);
 
	SetWaterClass(t, wc);
 
	MakeStation(t, OWNER_NONE, sid, STATION_OILRIG, 0, wc);
 
}
 

	
 
#endif /* STATION_MAP_H */
src/tile_map.h
Show inline comments
 
@@ -142,7 +142,7 @@ static inline Owner GetTileOwner(TileInd
 
	assert(!IsTileType(tile, MP_HOUSE));
 
	assert(!IsTileType(tile, MP_INDUSTRY));
 

	
 
	return (Owner)_m[tile].m1;
 
	return (Owner)GB(_m[tile].m1, 0, 5);
 
}
 

	
 
/**
 
@@ -162,7 +162,7 @@ static inline void SetTileOwner(TileInde
 
	assert(!IsTileType(tile, MP_HOUSE));
 
	assert(!IsTileType(tile, MP_INDUSTRY));
 

	
 
	_m[tile].m1 = owner;
 
	SB(_m[tile].m1, 0, 5, owner);
 
}
 

	
 
/**
src/water_map.h
Show inline comments
 
@@ -72,8 +72,8 @@ static inline WaterTileType GetWaterTile
 
 */
 
static inline WaterClass GetWaterClass(TileIndex t)
 
{
 
	assert(IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY));
 
	return (WaterClass)(IsTileType(t, MP_INDUSTRY) ? GB(_m[t].m1, 5, 2) : GB(_m[t].m3, 0, 2));
 
	assert(IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT));
 
	return (WaterClass)GB(_m[t].m1, 5, 2);
 
}
 

	
 
/**
 
@@ -83,12 +83,8 @@ static inline WaterClass GetWaterClass(T
 
 */
 
static inline void SetWaterClass(TileIndex t, WaterClass wc)
 
{
 
	assert(IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY));
 
	if (IsTileType(t, MP_INDUSTRY)) {
 
		SB(_m[t].m1, 5, 2, wc);
 
	} else {
 
		SB(_m[t].m3, 0, 2, wc);
 
	}
 
	assert(IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT));
 
	SB(_m[t].m1, 5, 2, wc);
 
}
 

	
 
/**
 
@@ -251,6 +247,7 @@ static inline void MakeShore(TileIndex t
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, OWNER_WATER);
 
	SetWaterClass(t, WATER_CLASS_SEA);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = 0;
 
	_m[t].m4 = 0;
 
@@ -270,8 +267,9 @@ static inline void MakeWater(TileIndex t
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, o);
 
	SetWaterClass(t, wc);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = wc;
 
	_m[t].m3 = 0;
 
	_m[t].m4 = random_bits;
 
	_m[t].m5 = 0;
 
	SB(_m[t].m6, 2, 4, 0);
 
@@ -322,8 +320,9 @@ static inline void MakeShipDepot(TileInd
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, o);
 
	SetWaterClass(t, original_water_class);
 
	_m[t].m2 = did;
 
	_m[t].m3 = original_water_class;
 
	_m[t].m3 = 0;
 
	_m[t].m4 = 0;
 
	_m[t].m5 = base + a * 2;
 
	SB(_m[t].m6, 2, 4, 0);
 
@@ -342,8 +341,9 @@ static inline void MakeLockTile(TileInde
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, o);
 
	SetWaterClass(t, original_water_class);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = original_water_class;
 
	_m[t].m3 = 0;
 
	_m[t].m4 = 0;
 
	_m[t].m5 = section;
 
	SB(_m[t].m6, 2, 4, 0);
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