Files @ r28822:57cd1bc354de
Branch filter:

Location: cpp/openttd-patchpack/source/src/water_cmd.cpp

Peter Nelson
Codechange: Add `GetVisibleRangeIterators()` to `Scrollbar`.
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file water_cmd.cpp Handling of water tiles. */

#include "stdafx.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 "water.h"
#include "industry_map.h"
#include "newgrf_canal.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "company_func.h"
#include "clear_map.h"
#include "tree_map.h"
#include "aircraft.h"
#include "effectvehicle_func.h"
#include "tunnelbridge_map.h"
#include "station_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "timer/timer_game_calendar.h"
#include "company_base.h"
#include "company_gui.h"
#include "newgrf_generic.h"
#include "industry.h"
#include "water_cmd.h"
#include "landscape_cmd.h"
#include "pathfinder/water_regions.h"

#include "table/strings.h"

#include "safeguards.h"

/**
 * Describes from which directions a specific slope can be flooded (if the tile is floodable at all).
 */
static const uint8_t _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 (IsValidTile(tile) && 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));
	}
}


/**
 * Build a ship depot.
 * @param flags type of operation
 * @param tile tile where ship depot is built
 * @param axis depot orientation (Axis)
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildShipDepot(DoCommandFlag flags, TileIndex tile, Axis axis)
{
	if (!IsValidAxis(axis)) return CMD_ERROR;
	TileIndex tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));

	if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) {
		return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER);
	}

	if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);

	if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
		/* Prevent depots on rapids */
		return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
	}

	if (!Depot::CanAllocateItem()) return CMD_ERROR;

	WaterClass wc1 = GetWaterClass(tile);
	WaterClass wc2 = GetWaterClass(tile2);
	CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]);

	bool add_cost = !IsWaterTile(tile);
	CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags | DC_AUTO, tile);
	if (ret.Failed()) return ret;
	if (add_cost) {
		cost.AddCost(ret);
	}
	add_cost = !IsWaterTile(tile2);
	ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags | DC_AUTO, tile2);
	if (ret.Failed()) return ret;
	if (add_cost) {
		cost.AddCost(ret);
	}

	if (flags & DC_EXEC) {
		Depot *depot = new Depot(tile);
		depot->build_date = TimerGameCalendar::date;

		uint new_water_infra = 2 * LOCK_DEPOT_TILE_FACTOR;
		/* Update infrastructure counts after the tile clears earlier.
		 * Clearing object tiles may result in water tiles which are already accounted for in the water infrastructure total.
		 * See: MakeWaterKeepingClass() */
		if (wc1 == WATER_CLASS_CANAL && !(HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_CANAL && IsTileOwner(tile, _current_company))) new_water_infra++;
		if (wc2 == WATER_CLASS_CANAL && !(HasTileWaterClass(tile2) && GetWaterClass(tile2) == WATER_CLASS_CANAL && IsTileOwner(tile2, _current_company))) new_water_infra++;

		Company::Get(_current_company)->infrastructure.water += new_water_infra;
		DirtyCompanyInfrastructureWindows(_current_company);

		MakeShipDepot(tile,  _current_company, depot->index, DEPOT_PART_NORTH, axis, wc1);
		MakeShipDepot(tile2, _current_company, depot->index, DEPOT_PART_SOUTH, axis, wc2);
		CheckForDockingTile(tile);
		CheckForDockingTile(tile2);
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile2);
		MakeDefaultName(depot);
	}

	return cost;
}

bool IsPossibleDockingTile(Tile t)
{
	assert(IsValidTile(t));
	switch (GetTileType(t)) {
		case MP_WATER:
			if (IsLock(t) && GetLockPart(t) == LOCK_PART_MIDDLE) return false;
			[[fallthrough]];
		case MP_RAILWAY:
		case MP_STATION:
		case MP_TUNNELBRIDGE:
			return TrackStatusToTrackBits(GetTileTrackStatus(t, TRANSPORT_WATER, 0)) != TRACK_BIT_NONE;

		default:
			return false;
	}
}

/**
 * Mark the supplied tile as a docking tile if it is suitable for docking.
 * Tiles surrounding the tile are tested to be docks with correct orientation.
 * @param t Tile to test.
 */
void CheckForDockingTile(TileIndex t)
{
	for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
		TileIndex tile = t + TileOffsByDiagDir(d);
		if (!IsValidTile(tile)) continue;

		if (IsDockTile(tile) && IsDockWaterPart(tile)) {
			Station::GetByTile(tile)->docking_station.Add(t);
			SetDockingTile(t, true);
		}
		if (IsTileType(tile, MP_INDUSTRY)) {
			Station *st = Industry::GetByTile(tile)->neutral_station;
			if (st != nullptr) {
				st->docking_station.Add(t);
				SetDockingTile(t, true);
			}
		}
		if (IsTileType(tile, MP_STATION) && IsOilRig(tile)) {
			Station::GetByTile(tile)->docking_station.Add(t);
			SetDockingTile(t, true);
		}
	}
}

void MakeWaterKeepingClass(TileIndex tile, Owner o)
{
	WaterClass wc = GetWaterClass(tile);

	/* Autoslope might turn an originally canal or river tile into land */
	int z;
	Slope slope = GetTileSlope(tile, &z);

	if (slope != SLOPE_FLAT) {
		if (wc == WATER_CLASS_CANAL) {
			/* If we clear the canal, we have to remove it from the infrastructure count as well. */
			Company *c = Company::GetIfValid(o);
			if (c != nullptr) {
				c->infrastructure.water--;
				DirtyCompanyInfrastructureWindows(c->index);
			}
			/* Sloped canals are locks and no natural water remains whatever the slope direction */
			wc = WATER_CLASS_INVALID;
		}

		/* Only river water should be restored on appropriate slopes. Other water would be invalid on slopes */
		if (wc != WATER_CLASS_RIVER || GetInclinedSlopeDirection(slope) == INVALID_DIAGDIR) {
			wc = WATER_CLASS_INVALID;
		}
	}

	if (wc == WATER_CLASS_SEA && z > 0) {
		/* Update company infrastructure count. */
		Company *c = Company::GetIfValid(o);
		if (c != nullptr) {
			c->infrastructure.water++;
			DirtyCompanyInfrastructureWindows(c->index);
		}

		wc = WATER_CLASS_CANAL;
	}

	/* Zero map array and terminate animation */
	DoClearSquare(tile);

	/* Maybe change to water */
	switch (wc) {
		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: break;
	}

	if (wc != WATER_CLASS_INVALID) CheckForDockingTile(tile);
	MarkTileDirtyByTile(tile);
}

static CommandCost RemoveShipDepot(TileIndex tile, DoCommandFlag flags)
{
	if (!IsShipDepot(tile)) return CMD_ERROR;

	CommandCost ret = CheckTileOwnership(tile);
	if (ret.Failed()) return ret;

	TileIndex tile2 = GetOtherShipDepotTile(tile);

	/* do not check for ship on tile when company goes bankrupt */
	if (!(flags & DC_BANKRUPT)) {
		ret = EnsureNoVehicleOnGround(tile);
		if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
		if (ret.Failed()) return ret;
	}

	bool do_clear = (flags & DC_FORCE_CLEAR_TILE) != 0;

	if (flags & DC_EXEC) {
		delete Depot::GetByTile(tile);

		Company *c = Company::GetIfValid(GetTileOwner(tile));
		if (c != nullptr) {
			c->infrastructure.water -= 2 * LOCK_DEPOT_TILE_FACTOR;
			if (do_clear && GetWaterClass(tile) == WATER_CLASS_CANAL) c->infrastructure.water--;
			DirtyCompanyInfrastructureWindows(c->index);
		}

		if (!do_clear) MakeWaterKeepingClass(tile,  GetTileOwner(tile));
		MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_SHIP]);
}

/**
 * Builds a lock.
 * @param tile Central tile of the lock.
 * @param dir Uphill direction.
 * @param flags Operation to perform.
 * @return The cost in case of success, or an error code if it failed.
 */
static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag flags)
{
	CommandCost cost(EXPENSES_CONSTRUCTION);

	int delta = TileOffsByDiagDir(dir);
	CommandCost ret = EnsureNoVehicleOnGround(tile);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
	if (ret.Failed()) return ret;

	/* middle tile */
	WaterClass wc_middle = HasTileWaterGround(tile) ? GetWaterClass(tile) : WATER_CLASS_CANAL;
	ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
	if (ret.Failed()) return ret;
	cost.AddCost(ret);

	/* lower tile */
	if (!IsWaterTile(tile - delta)) {
		ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile - delta);
		if (ret.Failed()) return ret;
		cost.AddCost(ret);
		cost.AddCost(_price[PR_BUILD_CANAL]);
	}
	if (!IsTileFlat(tile - delta)) {
		return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
	}
	WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;

	/* upper tile */
	if (!IsWaterTile(tile + delta)) {
		ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile + delta);
		if (ret.Failed()) return ret;
		cost.AddCost(ret);
		cost.AddCost(_price[PR_BUILD_CANAL]);
	}
	if (!IsTileFlat(tile + delta)) {
		return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
	}
	WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;

	if (IsBridgeAbove(tile) || IsBridgeAbove(tile - delta) || IsBridgeAbove(tile + delta)) {
		return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
	}

	if (flags & DC_EXEC) {
		/* Update company infrastructure counts. */
		Company *c = Company::GetIfValid(_current_company);
		if (c != nullptr) {
			/* Counts for the water. */
			if (!IsWaterTile(tile - delta)) c->infrastructure.water++;
			if (!IsWaterTile(tile + delta)) c->infrastructure.water++;
			/* Count for the lock itself. */
			c->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock is three tiles.
			DirtyCompanyInfrastructureWindows(_current_company);
		}

		MakeLock(tile, _current_company, dir, wc_lower, wc_upper, wc_middle);
		CheckForDockingTile(tile - delta);
		CheckForDockingTile(tile + delta);
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile - delta);
		MarkTileDirtyByTile(tile + delta);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
		InvalidateWaterRegion(tile - delta);
		InvalidateWaterRegion(tile + delta);
	}
	cost.AddCost(_price[PR_BUILD_LOCK]);

	return cost;
}

/**
 * Remove a lock.
 * @param tile Central tile of the lock.
 * @param flags Operation to perform.
 * @return The cost in case of success, or an error code if it failed.
 */
static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
{
	if (GetTileOwner(tile) != OWNER_NONE) {
		CommandCost ret = CheckTileOwnership(tile);
		if (ret.Failed()) return ret;
	}

	TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));

	/* make sure no vehicle is on the tile. */
	CommandCost ret = EnsureNoVehicleOnGround(tile);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
	if (ret.Failed()) return ret;

	if (flags & DC_EXEC) {
		/* Remove middle part from company infrastructure count. */
		Company *c = Company::GetIfValid(GetTileOwner(tile));
		if (c != nullptr) {
			c->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // three parts of the lock.
			DirtyCompanyInfrastructureWindows(c->index);
		}

		if (GetWaterClass(tile) == WATER_CLASS_RIVER) {
			MakeRiver(tile, Random());
		} else {
			DoClearSquare(tile);
		}
		MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
		MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
		MarkCanalsAndRiversAroundDirty(tile);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
}

/**
 * Builds a lock.
 * @param flags type of operation
 * @param tile tile where to place the lock
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildLock(DoCommandFlag flags, TileIndex tile)
{
	DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
	if (dir == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);

	return DoBuildLock(tile, dir, flags);
}

/** Callback to create non-desert around a river tile. */
bool RiverModifyDesertZone(TileIndex tile, void *)
{
	if (GetTropicZone(tile) == TROPICZONE_DESERT) SetTropicZone(tile, TROPICZONE_NORMAL);
	return false;
}

/**
 * Make a river tile and remove desert directly around it.
 * @param tile The tile to change into river and create non-desert around
 */
void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
{
	MakeRiver(tile, Random());
	MarkTileDirtyByTile(tile);

	/* Remove desert directly around the river tile. */
	CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
}

/**
 * Build a piece of canal.
 * @param flags type of operation
 * @param tile end tile of stretch-dragging
 * @param start_tile start tile of stretch-dragging
 * @param wc waterclass to build. sea and river can only be built in scenario editor
 * @param diagonal Whether to use the Orthogonal (0) or Diagonal (1) iterator.
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildCanal(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, WaterClass wc, bool diagonal)
{
	if (start_tile >= Map::Size() || !IsValidWaterClass(wc)) return CMD_ERROR;

	/* Outside of the editor you can only build canals, not oceans */
	if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;

	CommandCost cost(EXPENSES_CONSTRUCTION);

	std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
	for (; *iter != INVALID_TILE; ++(*iter)) {
		TileIndex current_tile = *iter;
		CommandCost ret;

		Slope slope = GetTileSlope(current_tile);
		if (slope != SLOPE_FLAT && (wc != WATER_CLASS_RIVER || !IsInclinedSlope(slope))) {
			return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
		}

		bool water = IsWaterTile(current_tile);

		/* Outside the editor, prevent building canals over your own or OWNER_NONE owned canals */
		if (water && IsCanal(current_tile) && _game_mode != GM_EDITOR && (IsTileOwner(current_tile, _current_company) || IsTileOwner(current_tile, OWNER_NONE))) continue;

		ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
		if (ret.Failed()) return ret;

		if (!water) cost.AddCost(ret);

		if (flags & DC_EXEC) {
			if (IsTileType(current_tile, MP_WATER) && IsCanal(current_tile)) {
				Owner owner = GetTileOwner(current_tile);
				if (Company::IsValidID(owner)) {
					Company::Get(owner)->infrastructure.water--;
					DirtyCompanyInfrastructureWindows(owner);
				}
			}

			switch (wc) {
				case WATER_CLASS_RIVER:
					MakeRiver(current_tile, Random());
					if (_game_mode == GM_EDITOR) {
						TileIndex tile2 = current_tile;
						CircularTileSearch(&tile2, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
					}
					break;

				case WATER_CLASS_SEA:
					if (TileHeight(current_tile) == 0) {
						MakeSea(current_tile);
						break;
					}
					[[fallthrough]];

				default:
					MakeCanal(current_tile, _current_company, Random());
					if (Company::IsValidID(_current_company)) {
						Company::Get(_current_company)->infrastructure.water++;
						DirtyCompanyInfrastructureWindows(_current_company);
					}
					break;
			}
			MarkTileDirtyByTile(current_tile);
			MarkCanalsAndRiversAroundDirty(current_tile);
			CheckForDockingTile(current_tile);
		}

		cost.AddCost(_price[PR_BUILD_CANAL]);
	}

	if (cost.GetCost() == 0) {
		return_cmd_error(STR_ERROR_ALREADY_BUILT);
	} else {
		return cost;
	}
}


static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
{
	switch (GetWaterTileType(tile)) {
		case WATER_TILE_CLEAR: {
			if (flags & DC_NO_WATER) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);

			Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
			/* Make sure freeform edges are allowed or it's not an edge tile. */
			if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(tile), 1, Map::MaxX() - 1) ||
					!IsInsideMM(TileY(tile), 1, Map::MaxY() - 1))) {
				return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
			}

			/* Make sure no vehicle is on the tile */
			CommandCost ret = EnsureNoVehicleOnGround(tile);
			if (ret.Failed()) return ret;

			Owner owner = GetTileOwner(tile);
			if (owner != OWNER_WATER && owner != OWNER_NONE) {
				ret = CheckTileOwnership(tile);
				if (ret.Failed()) return ret;
			}

			if (flags & DC_EXEC) {
				if (IsCanal(tile) && Company::IsValidID(owner)) {
					Company::Get(owner)->infrastructure.water--;
					DirtyCompanyInfrastructureWindows(owner);
				}
				DoClearSquare(tile);
				MarkCanalsAndRiversAroundDirty(tile);
			}

			return CommandCost(EXPENSES_CONSTRUCTION, base_cost);
		}

		case WATER_TILE_COAST: {
			Slope slope = GetTileSlope(tile);

			/* Make sure no vehicle is on the tile */
			CommandCost ret = EnsureNoVehicleOnGround(tile);
			if (ret.Failed()) return ret;

			if (flags & DC_EXEC) {
				DoClearSquare(tile);
				MarkCanalsAndRiversAroundDirty(tile);
			}
			if (IsSlopeWithOneCornerRaised(slope)) {
				return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
			} else {
				return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]);
			}
		}

		case WATER_TILE_LOCK: {
			static const TileIndexDiffC _lock_tomiddle_offs[][DIAGDIR_END] = {
				/*   NE       SE        SW      NW       */
				{ { 0,  0}, {0,  0}, { 0, 0}, {0,  0} }, // LOCK_PART_MIDDLE
				{ {-1,  0}, {0,  1}, { 1, 0}, {0, -1} }, // LOCK_PART_LOWER
				{ { 1,  0}, {0, -1}, {-1, 0}, {0,  1} }, // LOCK_PART_UPPER
			};

			if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
			if (_current_company == OWNER_WATER) return CMD_ERROR;
			/* move to the middle tile.. */
			return RemoveLock(tile + ToTileIndexDiff(_lock_tomiddle_offs[GetLockPart(tile)][GetLockDirection(tile)]), flags);
		}

		case WATER_TILE_DEPOT:
			if (flags & DC_AUTO) return_cmd_error(STR_ERROR_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'.
 *
 */
bool IsWateredTile(TileIndex tile, Direction from)
{
	switch (GetTileType(tile)) {
		case MP_WATER:
			switch (GetWaterTileType(tile)) {
				default: NOT_REACHED();
				case WATER_TILE_DEPOT: case WATER_TILE_CLEAR: return true;
				case WATER_TILE_LOCK: return DiagDirToAxis(GetLockDirection(tile)) == DiagDirToAxis(DirToDiagDir(from));

				case WATER_TILE_COAST:
					switch (GetTileSlope(tile)) {
						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(IsPlainRail(tile));
				switch (GetTileSlope(tile)) {
					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:
			if (IsOilRig(tile)) {
				/* Do not draw waterborders inside of industries.
				 * Note: There is no easy way to detect the industry of an oilrig tile. */
				TileIndex src_tile = tile + TileOffsByDir(from);
				if ((IsTileType(src_tile, MP_STATION) && IsOilRig(src_tile)) ||
				    (IsTileType(src_tile, MP_INDUSTRY))) return true;

				return IsTileOnWater(tile);
			}
			return (IsDock(tile) && IsTileFlat(tile)) || IsBuoy(tile);

		case MP_INDUSTRY: {
			/* Do not draw waterborders inside of industries.
			 * Note: There is no easy way to detect the industry of an oilrig tile. */
			TileIndex src_tile = tile + TileOffsByDir(from);
			if ((IsTileType(src_tile, MP_STATION) && IsOilRig(src_tile)) ||
			    (IsTileType(src_tile, MP_INDUSTRY) && GetIndustryIndex(src_tile) == GetIndustryIndex(tile))) return true;

			return IsTileOnWater(tile);
		}

		case MP_OBJECT: return IsTileOnWater(tile);

		case MP_TUNNELBRIDGE: return GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER && ReverseDiagDir(GetTunnelBridgeDirection(tile)) == DirToDiagDir(from);

		case MP_VOID: return true; // consider map border as water, esp. for rivers

		default:          return false;
	}
}

/**
 * Draw a water sprite, potentially with a NewGRF-modified sprite offset.
 * @param base    Sprite base.
 * @param offset  Sprite offset.
 * @param feature The type of sprite that is drawn.
 * @param tile    Tile index to draw.
 */
static void DrawWaterSprite(SpriteID base, uint offset, CanalFeature feature, TileIndex tile)
{
	if (base != SPR_FLAT_WATER_TILE) {
		/* Only call offset callback if the sprite is NewGRF-provided. */
		offset = GetCanalSpriteOffset(feature, tile, offset);
	}
	DrawGroundSprite(base + offset, PAL_NONE);
}

/**
 * Draw canal or river edges.
 * @param canal  True if canal edges should be drawn, false for river edges.
 * @param offset Sprite offset.
 * @param tile   Tile to draw.
 */
static void DrawWaterEdges(bool canal, uint offset, TileIndex tile)
{
	CanalFeature feature;
	SpriteID base = 0;
	if (canal) {
		feature = CF_DIKES;
		base = GetCanalSprite(CF_DIKES, tile);
		if (base == 0) base = SPR_CANAL_DIKES_BASE;
	} else {
		feature = CF_RIVER_EDGE;
		base = GetCanalSprite(CF_RIVER_EDGE, tile);
		if (base == 0) return; // Don't draw if no sprites provided.
	}

	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)) DrawWaterSprite(base, offset,     feature, tile);
	if (!(wa & 2)) DrawWaterSprite(base, offset + 1, feature, tile);
	if (!(wa & 4)) DrawWaterSprite(base, offset + 2, feature, tile);
	if (!(wa & 8)) DrawWaterSprite(base, offset + 3, feature, tile);

	/* right corner */
	switch (wa & 0x03) {
		case 0: DrawWaterSprite(base, offset + 4, feature, tile); break;
		case 3: if (!IsWateredTile(TILE_ADDXY(tile, -1, 1), DIR_W)) DrawWaterSprite(base, offset + 8, feature, tile); break;
	}

	/* bottom corner */
	switch (wa & 0x06) {
		case 0: DrawWaterSprite(base, offset + 5, feature, tile); break;
		case 6: if (!IsWateredTile(TILE_ADDXY(tile, 1, 1), DIR_N)) DrawWaterSprite(base, offset + 9, feature, tile); break;
	}

	/* left corner */
	switch (wa & 0x0C) {
		case  0: DrawWaterSprite(base, offset + 6, feature, tile); break;
		case 12: if (!IsWateredTile(TILE_ADDXY(tile, 1, -1), DIR_E)) DrawWaterSprite(base, offset + 10, feature, tile); break;
	}

	/* upper corner */
	switch (wa & 0x09) {
		case 0: DrawWaterSprite(base, offset + 7, feature, tile); break;
		case 9: if (!IsWateredTile(TILE_ADDXY(tile, -1, -1), DIR_S)) DrawWaterSprite(base, offset + 11, feature, tile); break;
	}
}

/** Draw a plain sea water tile with no edges */
static void DrawSeaWater(TileIndex)
{
	DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
}

/** draw a canal styled water tile with dikes around */
static void DrawCanalWater(TileIndex tile)
{
	SpriteID image = SPR_FLAT_WATER_TILE;
	if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
		/* First water slope sprite is flat water. */
		image = GetCanalSprite(CF_WATERSLOPE, tile);
		if (image == 0) image = SPR_FLAT_WATER_TILE;
	}
	DrawWaterSprite(image, 0, CF_WATERSLOPE, tile);

	DrawWaterEdges(true, 0, tile);
}

#include "table/water_land.h"

/**
 * Draw a build sprite sequence for water tiles.
 * If buildings are invisible, nothing will be drawn.
 * @param ti      Tile info.
 * @param dtss     Sprite sequence to draw.
 * @param base    Base sprite.
 * @param offset  Additional sprite offset.
 * @param palette Palette to use.
 */
static void DrawWaterTileStruct(const TileInfo *ti, const DrawTileSeqStruct *dtss, SpriteID base, uint offset, PaletteID palette, CanalFeature feature)
{
	/* Don't draw if buildings are invisible. */
	if (IsInvisibilitySet(TO_BUILDINGS)) return;

	for (; !dtss->IsTerminator(); dtss++) {
		uint tile_offs = offset + dtss->image.sprite;
		if (feature < CF_END) tile_offs = GetCanalSpriteOffset(feature, ti->tile, tile_offs);
		AddSortableSpriteToDraw(base + tile_offs, palette,
			ti->x + dtss->delta_x, ti->y + dtss->delta_y,
			dtss->size_x, dtss->size_y,
			dtss->size_z, ti->z + dtss->delta_z,
			IsTransparencySet(TO_BUILDINGS));
	}
}

/** Draw a lock tile. */
static void DrawWaterLock(const TileInfo *ti)
{
	int part = GetLockPart(ti->tile);
	const DrawTileSprites &dts = _lock_display_data[part][GetLockDirection(ti->tile)];

	/* Draw ground sprite. */
	SpriteID image = dts.ground.sprite;

	SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile);
	if (water_base == 0) {
		/* Use default sprites. */
		water_base = SPR_CANALS_BASE;
	} else if (HasBit(_water_feature[CF_WATERSLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
		/* NewGRF supplies a flat sprite as first sprite. */
		if (image == SPR_FLAT_WATER_TILE) {
			image = water_base;
		} else {
			image++;
		}
	}

	if (image < 5) image += water_base;
	DrawGroundSprite(image, PAL_NONE);

	/* Draw structures. */
	uint     zoffs = 0;
	SpriteID base  = GetCanalSprite(CF_LOCKS, ti->tile);

	if (base == 0) {
		/* If no custom graphics, use defaults. */
		base = SPR_LOCK_BASE;
		uint8_t z_threshold = part == LOCK_PART_UPPER ? 8 : 0;
		zoffs = ti->z > z_threshold ? 24 : 0;
	}

	DrawWaterTileStruct(ti, dts.seq, base, zoffs, PAL_NONE, CF_LOCKS);
}

/** Draw a ship depot tile. */
static void DrawWaterDepot(const TileInfo *ti)
{
	DrawWaterClassGround(ti);
	DrawWaterTileStruct(ti, _shipdepot_display_data[GetShipDepotAxis(ti->tile)][GetShipDepotPart(ti->tile)].seq, 0, 0, COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile)), CF_END);
}

static void DrawRiverWater(const TileInfo *ti)
{
	SpriteID image = SPR_FLAT_WATER_TILE;
	uint     offset = 0;
	uint     edges_offset = 0;

	if (ti->tileh != SLOPE_FLAT || HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE)) {
		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 {
			/* Flag bit 0 indicates that the first sprite is flat water. */
			offset = HasBit(_water_feature[CF_RIVER_SLOPE].flags, CFF_HAS_FLAT_SPRITE) ? 1 : 0;

			switch (ti->tileh) {
				case SLOPE_SE:              edges_offset += 12; break;
				case SLOPE_NE: offset += 1; edges_offset += 24; break;
				case SLOPE_SW: offset += 2; edges_offset += 36; break;
				case SLOPE_NW: offset += 3; edges_offset += 48; break;
				default:       offset  = 0; break;
			}

			offset = GetCanalSpriteOffset(CF_RIVER_SLOPE, ti->tile, offset);
		}
	}

	DrawGroundSprite(image + offset, PAL_NONE);

	/* Draw river edges if available. */
	DrawWaterEdges(false, edges_offset, 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;
		default: NOT_REACHED();
	}
}

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:
			DrawWaterLock(ti);
			break;

		case WATER_TILE_DEPOT:
			DrawWaterDepot(ti);
			break;
	}
}

void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part)
{
	const DrawTileSprites &dts = _shipdepot_display_data[axis][part];

	DrawSprite(dts.ground.sprite, dts.ground.pal, x, y);
	DrawOrigTileSeqInGUI(x, y, &dts, COMPANY_SPRITE_COLOUR(_local_company));
}


static int GetSlopePixelZ_Water(TileIndex tile, uint x, uint y, bool)
{
	int z;
	Slope tileh = GetTilePixelSlope(tile, &z);

	return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
}

static Foundation GetFoundation_Water(TileIndex, Slope)
{
	return FOUNDATION_NONE;
}

static void GetTileDesc_Water(TileIndex tile, TileDesc *td)
{
	switch (GetWaterTileType(tile)) {
		case WATER_TILE_CLEAR:
			switch (GetWaterClass(tile)) {
				case WATER_CLASS_SEA:   td->str = STR_LAI_WATER_DESCRIPTION_WATER; break;
				case WATER_CLASS_CANAL: td->str = STR_LAI_WATER_DESCRIPTION_CANAL; break;
				case WATER_CLASS_RIVER: td->str = STR_LAI_WATER_DESCRIPTION_RIVER; break;
				default: NOT_REACHED();
			}
			break;
		case WATER_TILE_COAST: td->str = STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK; break;
		case WATER_TILE_LOCK : td->str = STR_LAI_WATER_DESCRIPTION_LOCK;               break;
		case WATER_TILE_DEPOT:
			td->str = STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT;
			td->build_date = Depot::GetByTile(tile)->build_date;
			break;
		default: NOT_REACHED();
	}

	td->owner[0] = GetTileOwner(tile);
}

/**
 * Handle the flooding of a vehicle. This sets the vehicle state to crashed,
 * creates a newsitem and dirties the necessary windows.
 * @param v The vehicle to flood.
 */
static void FloodVehicle(Vehicle *v)
{
	uint pass = v->Crash(true);

	AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED));
	Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_FLOODED));
	SetDParam(0, pass);
	AddTileNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE, NT_ACCIDENT, v->tile);
	CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
}

/**
 * Flood a vehicle if we are allowed to flood it, i.e. when it is on the ground.
 * @param v    The vehicle to test for flooding.
 * @param data The z of level to flood.
 * @return nullptr as we always want to remove everything.
 */
static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
{
	if ((v->vehstatus & VS_CRASHED) != 0) return nullptr;

	switch (v->type) {
		default: break;

		case VEH_AIRCRAFT: {
			if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
			if (v->subtype == AIR_SHADOW) break;

			/* We compare v->z_pos against delta_z + 1 because the shadow
			 * is at delta_z and the actual aircraft at delta_z + 1. */
			const Station *st = Station::GetByTile(v->tile);
			const AirportFTAClass *airport = st->airport.GetFTA();
			if (v->z_pos != airport->delta_z + 1) break;

			FloodVehicle(v);
			break;
		}

		case VEH_TRAIN:
		case VEH_ROAD: {
			int z = *(int*)data;
			if (v->z_pos > z) break;
			FloodVehicle(v->First());
			break;
		}
	}

	return nullptr;
}

/**
 * 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
 */
static void FloodVehicles(TileIndex tile)
{
	int z = 0;

	if (IsAirportTile(tile)) {
		const Station *st = Station::GetByTile(tile);
		for (TileIndex airport_tile : st->airport) {
			if (st->TileBelongsToAirport(airport_tile)) FindVehicleOnPos(airport_tile, &z, &FloodVehicleProc);
		}

		/* No vehicle could be flooded on this airport anymore */
		return;
	}

	if (!IsBridgeTile(tile)) {
		FindVehicleOnPos(tile, &z, &FloodVehicleProc);
		return;
	}

	TileIndex end = GetOtherBridgeEnd(tile);
	z = GetBridgePixelHeight(tile);

	FindVehicleOnPos(tile, &z, &FloodVehicleProc);
	FindVehicleOnPos(end, &z, &FloodVehicleProc);
}

/**
 * Returns the behaviour of a tile during flooding.
 *
 * @return Behaviour of the tile
 */
FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
{
	/* FLOOD_ACTIVE:  'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile, sea-water-industries, sea-oilrigs
	 * FLOOD_DRYUP:   coast with more than one corner raised, coast with rail-track, coast with trees
	 * FLOOD_PASSIVE: (not used)
	 * FLOOD_NONE:    canals, rivers, everything else
	 */
	switch (GetTileType(tile)) {
		case MP_WATER:
			if (IsCoast(tile)) {
				Slope tileh = GetTileSlope(tile);
				return (IsSlopeWithOneCornerRaised(tileh) ? FLOOD_ACTIVE : FLOOD_DRYUP);
			}
			[[fallthrough]];
		case MP_STATION:
		case MP_INDUSTRY:
		case MP_OBJECT:
			return (GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE;

		case MP_RAILWAY:
			if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
				return (IsSlopeWithOneCornerRaised(GetTileSlope(tile)) ? FLOOD_ACTIVE : FLOOD_DRYUP);
			}
			return FLOOD_NONE;

		case MP_TREES:
			return (GetTreeGround(tile) == TREE_GROUND_SHORE ? FLOOD_DRYUP : FLOOD_NONE);

		case MP_VOID:
			return FLOOD_ACTIVE;

		default:
			return FLOOD_NONE;
	}
}

/**
 * Floods a tile.
 */
void DoFloodTile(TileIndex target)
{
	assert(!IsTileType(target, MP_WATER));

	bool flooded = false; // Will be set to true if something is changed.

	Backup<CompanyID> cur_company(_current_company, OWNER_WATER, FILE_LINE);

	Slope tileh = GetTileSlope(target);
	if (tileh != SLOPE_FLAT) {
		/* make coast.. */
		switch (GetTileType(target)) {
			case MP_RAILWAY: {
				if (!IsPlainRail(target)) break;
				FloodVehicles(target);
				flooded = FloodHalftile(target);
				break;
			}

			case MP_TREES:
				if (!IsSlopeWithOneCornerRaised(tileh)) {
					SetTreeGroundDensity(target, TREE_GROUND_SHORE, 3);
					MarkTileDirtyByTile(target);
					flooded = true;
					break;
				}
				[[fallthrough]];

			case MP_CLEAR:
				if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, target).Succeeded()) {
					MakeShore(target);
					MarkTileDirtyByTile(target);
					flooded = true;
				}
				break;

			default:
				break;
		}
	} else {
		/* Flood vehicles */
		FloodVehicles(target);

		/* flood flat tile */
		if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, target).Succeeded()) {
			MakeSea(target);
			MarkTileDirtyByTile(target);
			flooded = true;
		}
	}

	if (flooded) {
		/* Mark surrounding canal tiles dirty too to avoid glitches */
		MarkCanalsAndRiversAroundDirty(target);

		/* update signals if needed */
		UpdateSignalsInBuffer();

		if (IsPossibleDockingTile(target)) CheckForDockingTile(target);
	}

	cur_company.Restore();
}

/**
 * Drys a tile up.
 */
static void DoDryUp(TileIndex tile)
{
	Backup<CompanyID> cur_company(_current_company, OWNER_WATER, FILE_LINE);

	switch (GetTileType(tile)) {
		case MP_RAILWAY:
			assert(IsPlainRail(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 (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, tile).Succeeded()) {
				MakeClear(tile, CLEAR_GRASS, 3);
				MarkTileDirtyByTile(tile);
			}
			break;

		default: NOT_REACHED();
	}

	cur_company.Restore();
}

/**
 * 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)
{
	if (IsTileType(tile, MP_WATER)) AmbientSoundEffect(tile);

	switch (GetFloodingBehaviour(tile)) {
		case FLOOD_ACTIVE:
			for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
				TileIndex dest = tile + TileOffsByDir(dir);
				if (!IsValidTile(dest)) continue;
				/* do not try to flood water tiles - increases performance a lot */
				if (IsTileType(dest, MP_WATER)) continue;

				/* TREE_GROUND_SHORE is the sign of a previous flood. */
				if (IsTileType(dest, MP_TREES) && GetTreeGround(dest) == TREE_GROUND_SHORE) continue;

				int 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) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
			for (uint dir : SetBitIterator(_flood_from_dirs[slope_here])) {
				TileIndex dest = tile + TileOffsByDir((Direction)dir);
				if (dest >= Map::Size()) continue;

				FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
				if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
			}
			DoDryUp(tile);
			break;
		}

		default: return;
	}
}

void ConvertGroundTilesIntoWaterTiles()
{
	int z;

	for (TileIndex tile = 0; tile < Map::Size(); ++tile) {
		Slope 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:
					MakeSea(tile);
					break;

				case SLOPE_N:
				case SLOPE_E:
				case SLOPE_S:
				case SLOPE_W:
					MakeShore(tile);
					break;

				default:
					for (uint dir : SetBitIterator(_flood_from_dirs[slope & ~SLOPE_STEEP])) {
						TileIndex dest = TileAddByDir(tile, (Direction)dir);
						Slope slope_dest = GetTileSlope(dest) & ~SLOPE_STEEP;
						if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest) || IsTileType(dest, MP_VOID)) {
							MakeShore(tile);
							break;
						}
					}
					break;
			}
		}
	}
}

static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint, DiagDirection)
{
	static const TrackBits coast_tracks[] = {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_UPPER, TRACK_BIT_NONE, TRACK_BIT_LEFT, TRACK_BIT_NONE, TRACK_BIT_NONE,
		TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE, TRACK_BIT_NONE};

	TrackBits ts;

	if (mode != TRANSPORT_WATER) return 0;

	switch (GetWaterTileType(tile)) {
		case WATER_TILE_CLEAR: ts = IsTileFlat(tile) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
		case WATER_TILE_COAST: ts = coast_tracks[GetTileSlope(tile) & 0xF]; break;
		case WATER_TILE_LOCK:  ts = DiagDirToDiagTrackBits(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 bool ClickTile_Water(TileIndex tile)
{
	if (GetWaterTileType(tile) == WATER_TILE_DEPOT) {
		ShowDepotWindow(GetShipDepotNorthTile(tile), VEH_SHIP);
		return true;
	}
	return false;
}

static void ChangeTileOwner_Water(TileIndex tile, Owner old_owner, Owner new_owner)
{
	if (!IsTileOwner(tile, old_owner)) return;

	bool is_lock_middle = IsLock(tile) && GetLockPart(tile) == LOCK_PART_MIDDLE;

	/* No need to dirty company windows here, we'll redraw the whole screen anyway. */
	if (is_lock_middle) Company::Get(old_owner)->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
	if (new_owner != INVALID_OWNER) {
		if (is_lock_middle) Company::Get(new_owner)->infrastructure.water += 3 * LOCK_DEPOT_TILE_FACTOR; // Lock has three parts.
		/* Only subtract from the old owner here if the new owner is valid,
		 * otherwise we clear ship depots and canal water below. */
		if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) {
			Company::Get(old_owner)->infrastructure.water--;
			Company::Get(new_owner)->infrastructure.water++;
		}
		if (IsShipDepot(tile)) {
			Company::Get(old_owner)->infrastructure.water -= LOCK_DEPOT_TILE_FACTOR;
			Company::Get(new_owner)->infrastructure.water += LOCK_DEPOT_TILE_FACTOR;
		}

		SetTileOwner(tile, new_owner);
		return;
	}

	/* Remove depot */
	if (IsShipDepot(tile)) Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_BANKRUPT, tile);

	/* 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_owner)) {
		if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
		SetTileOwner(tile, OWNER_NONE);
	}
}

static VehicleEnterTileStatus VehicleEnter_Water(Vehicle *, TileIndex, int, int)
{
	return VETSB_CONTINUE;
}

static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlag flags, int, Slope)
{
	/* Canals can't be terraformed */
	if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);

	return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}


extern const TileTypeProcs _tile_type_water_procs = {
	DrawTile_Water,           // draw_tile_proc
	GetSlopePixelZ_Water,     // get_slope_z_proc
	ClearTile_Water,          // clear_tile_proc
	nullptr,                     // add_accepted_cargo_proc
	GetTileDesc_Water,        // get_tile_desc_proc
	GetTileTrackStatus_Water, // get_tile_track_status_proc
	ClickTile_Water,          // click_tile_proc
	nullptr,                     // animate_tile_proc
	TileLoop_Water,           // tile_loop_proc
	ChangeTileOwner_Water,    // change_tile_owner_proc
	nullptr,                     // add_produced_cargo_proc
	VehicleEnter_Water,       // vehicle_enter_tile_proc
	GetFoundation_Water,      // get_foundation_proc
	TerraformTile_Water,      // terraform_tile_proc
};