@@ -16,6 +16,7 @@
#include "sound.h"
#include "command.h"
#include "variables.h"
#include "water.h"
static void ShowBuildDockStationPicker();
static void ShowBuildDocksDepotPicker();
@@ -17,10 +17,6 @@ void DrawClearLandTile(const TileInfo *t
void DrawClearLandFence(const TileInfo *ti);
void TileLoopClearHelper(TileIndex tile);
/* water_land.cpp */
void DrawShipDepotSprite(int x, int y, int image);
void TileLoop_Water(TileIndex tile);
/* players.cpp */
bool CheckPlayerHasMoney(CommandCost cost);
void SubtractMoneyFromPlayer(CommandCost cost);
@@ -40,6 +40,7 @@
#include "misc/autoptr.hpp"
#include "autoslope.h"
#include "transparency.h"
void ShowIndustryViewWindow(int industry);
void BuildOilRig(TileIndex tile);
@@ -41,6 +41,7 @@
const byte _track_sloped_sprites[14] = {
14, 15, 22, 13,
@@ -44,6 +44,7 @@
#include "strings.h"
DEFINE_OLD_POOL_GENERIC(Station, Station)
DEFINE_OLD_POOL_GENERIC(RoadStop, RoadStop)
@@ -1899,12 +1900,7 @@ static CommandCost RemoveBuoy(Station *s
/* We have to set the water tile's state to the same state as before the
* buoy was placed. Otherwise one could plant a buoy on a canal edge,
* remove it and flood the land (if the canal edge is at level 0) */
Owner o = GetTileOwner(tile);
if (o == OWNER_WATER) {
MakeWater(tile);
} else {
MakeCanal(tile, o);
}
MakeWaterOrCanalDependingOnSurroundings(tile, GetTileOwner(tile));
MarkTileDirtyByTile(tile);
UpdateStationVirtCoordDirty(st);
@@ -2040,7 +2036,7 @@ static CommandCost RemoveDock(Station *s
if (flags & DC_EXEC) {
DoClearSquare(tile1);
MakeWater(tile2);
MakeWaterOrCanalDependingOnSurroundings(tile2, st->owner);
st->rect.AfterRemoveTile(st, tile1);
st->rect.AfterRemoveTile(st, tile2);
@@ -2064,9 +2060,6 @@ const DrawTileSprites *GetStationTileLay
return &_station_display_datas[st][gfx];
/* For drawing canal edges on buoys */
extern void DrawCanalWater(TileIndex tile);
static void DrawTile_Station(TileInfo *ti)
{
const DrawTileSprites *t = NULL;
new file 100644
/* $Id$ */
/** @file water.h Functions related to water (management) */
#ifndef WATER_H
#define WATER_H
void DrawCanalWater(TileIndex tile);
void MakeWaterOrCanalDependingOnSurroundings(TileIndex t, Owner o);
#endif /* WATER_H */
@@ -55,6 +55,42 @@ static const SpriteID _water_shore_sprit
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile);
static void FloodVehicle(Vehicle *v);
/**
* Makes a tile canal or water depending on the surroundings.
* 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 MakeWaterOrCanalDependingOnSurroundings(TileIndex t, Owner o)
assert(GetTileSlope(t, NULL) == SLOPE_FLAT);
/* Non-sealevel -> canal */
if (TileHeight(t) != 0) {
MakeCanal(t, o);
return;
bool has_water = false;
bool has_canal = false;
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
TileIndex neighbour = TileAddByDiagDir(t, dir);
if (IsTileType(neighbour, MP_WATER)) {
has_water |= IsSea(neighbour) || IsCoast(neighbour);
has_canal |= IsCanal(neighbour);
if (has_canal || !has_water) {
MakeWater(t);
MarkTileDirtyByTile(t);
/** Build a ship depot.
* @param tile tile where ship depot is built
* @param flags type of operation
@@ -178,8 +214,8 @@ static CommandCost RemoveShiplift(TileIn
DoClearSquare(tile);
DoClearSquare(tile + delta);
DoClearSquare(tile - delta);
MakeWaterOrCanalDependingOnSurroundings(tile + delta, _current_player);
MakeWaterOrCanalDependingOnSurroundings(tile - delta, _current_player);
return CommandCost(_price.clear_water * 2);
Status change: