Changeset - r13298:ddbc752190f3
[Not reviewed]
master
0 3 0
rubidium - 15 years ago 2009-10-20 12:31:11
rubidium@openttd.org
(svn r17817) -Codechange: MakeWater actually made sea tiles, so rename it to MakeSea and unduplicate the code to make sea, rivers and canals.
3 files changed with 42 insertions and 29 deletions:
0 comments (0 inline, 0 general)
src/saveload/afterload.cpp
Show inline comments
 
@@ -923,13 +923,13 @@ bool AfterLoadGame()
 
							MakeClear(t, CLEAR_GRASS, 3);
 
						} else {
 
							if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
 
								MakeShore(t);
 
							} else {
 
								if (GetTileOwner(t) == OWNER_WATER) {
 
									MakeWater(t);
 
									MakeSea(t);
 
								} else {
 
									MakeCanal(t, GetTileOwner(t), Random());
 
								}
 
							}
 
						}
 
					}
 
@@ -1481,13 +1481,13 @@ bool AfterLoadGame()
 
			/* Move river flag and update canals to use water class */
 
			if (IsTileType(t, MP_WATER)) {
 
				if (GetWaterClass(t) != WATER_CLASS_RIVER) {
 
					if (IsWater(t)) {
 
						Owner o = GetTileOwner(t);
 
						if (o == OWNER_WATER) {
 
							MakeWater(t);
 
							MakeSea(t);
 
						} else {
 
							MakeCanal(t, o, Random());
 
						}
 
					} else if (IsShipDepot(t)) {
 
						Owner o = (Owner)_m[t].m4; // Original water owner
 
						SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL);
src/water_cmd.cpp
Show inline comments
 
@@ -162,13 +162,13 @@ void MakeWaterKeepingClass(TileIndex til
 
	uint z;
 
	if (GetTileSlope(tile, &z) != SLOPE_FLAT) wc = WATER_CLASS_INVALID;
 

	
 
	if (wc == WATER_CLASS_SEA && z > 0) wc = WATER_CLASS_CANAL;
 

	
 
	switch (wc) {
 
		case WATER_CLASS_SEA:   MakeWater(tile);              break;
 
		case WATER_CLASS_SEA:   MakeSea(tile);                break;
 
		case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
 
		case WATER_CLASS_RIVER: MakeRiver(tile, Random());    break;
 
		default:                DoClearSquare(tile);          break;
 
	}
 
}
 

	
 
@@ -334,13 +334,13 @@ CommandCost CmdBuildCanal(TileIndex tile
 
		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);
 
				MakeSea(tile);
 
			} else if (p2 == 2) {
 
				MakeRiver(tile, Random());
 
			} else {
 
				MakeCanal(tile, _current_company, Random());
 
			}
 
			MarkTileDirtyByTile(tile);
 
@@ -944,13 +944,13 @@ void DoFloodTile(TileIndex target)
 
	} else {
 
		/* Flood vehicles */
 
		FloodVehicles(target);
 

	
 
		/* flood flat tile */
 
		if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
 
			MakeWater(target);
 
			MakeSea(target);
 
			MarkTileDirtyByTile(target);
 
			flooded = true;
 
		}
 
	}
 

	
 
	if (flooded) {
 
@@ -1064,13 +1064,13 @@ void ConvertGroundTilesIntoWaterTiles()
 
		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);
 
					MakeSea(tile);
 
					break;
 

	
 
				case SLOPE_N:
 
				case SLOPE_E:
 
				case SLOPE_S:
 
				case SLOPE_W:
src/water_map.h
Show inline comments
 
@@ -145,59 +145,72 @@ static inline byte GetSection(TileIndex 
 
static inline byte GetWaterTileRandomBits(TileIndex t)
 
{
 
	return _m[t].m4;
 
}
 

	
 

	
 
static inline void MakeWater(TileIndex t)
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, OWNER_WATER);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = WATER_CLASS_SEA;
 
	_m[t].m4 = 0;
 
	_m[t].m5 = 0;
 
	SB(_m[t].m6, 2, 4, 0);
 
	_me[t].m7 = 0;
 
}
 

	
 
static inline void MakeShore(TileIndex t)
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, OWNER_WATER);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = 0;
 
	_m[t].m4 = 0;
 
	_m[t].m5 = 1;
 
	SB(_m[t].m6, 2, 4, 0);
 
	_me[t].m7 = 0;
 
}
 

	
 
static inline void MakeRiver(TileIndex t, uint8 random_bits)
 
/**
 
 * Helper function for making a watery tile.
 
 * @param t The tile to change into water
 
 * @param o The owner of the water
 
 * @param wc The class of water the tile has to be
 
 * @param random_bits Eventual random bits to be set for this tile
 
 */
 
static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits)
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, OWNER_WATER);
 
	SetTileOwner(t, o);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = WATER_CLASS_RIVER;
 
	_m[t].m3 = wc;
 
	_m[t].m4 = random_bits;
 
	_m[t].m5 = 0;
 
	SB(_m[t].m6, 2, 4, 0);
 
	_me[t].m7 = 0;
 
}
 

	
 
/**
 
 * Make a sea tile.
 
 * @param t The tile to change into sea
 
 */
 
static inline void MakeSea(TileIndex t)
 
{
 
	MakeWater(t, OWNER_WATER, WATER_CLASS_SEA, 0);
 
}
 

	
 
/**
 
 * Make a river tile
 
 * @param t The tile to change into river
 
 * @param random_bits Random bits to be set for this tile
 
 */
 
static inline void MakeRiver(TileIndex t, uint8 random_bits)
 
{
 
	MakeWater(t, OWNER_WATER, WATER_CLASS_RIVER, random_bits);
 
}
 

	
 
/**
 
 * Make a canal tile
 
 * @param t The tile to change into canal
 
 * @param o The owner of the canal
 
 * @param random_bits Random bits to be set for this tile
 
 */
 
static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
 
{
 
	assert(o != OWNER_WATER);
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, o);
 
	_m[t].m2 = 0;
 
	_m[t].m3 = WATER_CLASS_CANAL;
 
	_m[t].m4 = random_bits;
 
	_m[t].m5 = 0;
 
	SB(_m[t].m6, 2, 4, 0);
 
	_me[t].m7 = 0;
 
	MakeWater(t, o, WATER_CLASS_CANAL, random_bits);
 
}
 

	
 
static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart base, Axis a, WaterClass original_water_class)
 
{
 
	SetTileType(t, MP_WATER);
 
	SetTileOwner(t, o);
0 comments (0 inline, 0 general)